Homeland: Ygg Islands
By Rob Helm
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Note! This is a fan contribution. The information may be contradicted by official material.
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Stop, stranger! Which is your
ship, and who is its master?
The Ygg Islands are fiery toeholds of rock in a
sea of ice, swept by storms and shaken by volcanoes. Their wild
inhabitants, the Yggites or Ygglings, also live in the river valleys
and coasts of Winterwood. Barren lava, thin tundra, and dark,
unfriendly forests dominate the islands, so the Yggites have turned
outward to the sea.
Yggites divide themselves into three classes:
nobles, commoners, and slaves. Nobles fish, hunt, and raid on the
seas, supported by wives in coastal villages. Commoners tend tiny
farms and herd shaggy goats beneath smoking island peaks, or hunt the
dark, frigid forests and windswept tundras. Slaves draw water, cut
wood, and pull the plow until they are traded away or sacrificed to
the gods. Yggites are quick to fight and fiercely defend their
rights, but are equally quick to adapt to strangers and strange
places.
Yggite Homeland Keyword
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Occupations
Available:
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Men --
Farmer, Fisherman, Hunter, Merchant, Sailor (see Men of the
Sea, p. 9), Warrior.
Women --
Entertainer, Healer, Steadwife (see Thunder Rebels, p.
167).
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Native
Abilities:
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Boating,
Endure Cold, Forest Survival or Island Survival, Speak Yggite,
Yggite Customs, Yggite Geography.
Men only --
Spear and Shield Fighting, Fishing.
Women only
-- Spinning and Weaving, Preserve Food.
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Native
Flaws (not always present):
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Typical
Personality:
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Adaptable,
Combative, Fear Dragons, Hate Loskalmi, Hate Rathori, Practical,
Protective of Rights.
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Typical
Relationships:
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To
Ancestors, To Household, To Clan.
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Magic:
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Common
magic, Ygg pantheon (theism), Udiarggu practice (animism).
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Common
Names:
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Men: Agseli,
Dopias, Erggi, Gaarle, Hezzu, Marggu, Niglas, Olli, Reddu,
Sanderi, Valendin.
Women: Aela,
Birgae, Eeva, Dejiva, Gadarina, Garola, Hanna, Ilda, Jenna,
Maridda, Oona, Ulla, Vilma, Zaara.
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Origin
The goddess Liizi brought the first of the Ygg
Islands up from the bottom of the sea in a burst of steam and smoke,
and she has steadily added to the islands ever since. Her sister is
Maeri, who commands all the wealth of the seas. Ygg the sea storm,
son of a glacier, took them as his wives after escaping from the
treacherous uncle Orlanth, who stole many of his boons.
The Yggites arrived in ships, and each ship
founded a clan of one or a few villages. Clan chiefs organize raids
and put down disputes with their circles of warriors. Yggites live in
households of several related families which share a half-buried
longhouse. Household chiefs carve their stories on supporting pillars
in the houses, extending the stories already carved there by their
ancestors.
At Sunstop the Yggites were already on the
islands. They exploited the Gbaji Wars of the suicidal easterners to
raid and settle along the coasts. Ygg's people suffered under the God
Learners, who occupied the islands and whose cursed castles still
speck the landscape. Brond the Carver at last created the Great
Longship, which smashed the Howling Fleet of the sorcerers and freed
the islands.
The Closing was a disaster for the Yggites,
preventing whaling and raiding. Thousands of people starved despite a
frenzy of human sacrifices. Dormal the Sailor then arrived and taught
the Yggites to cross the seas again. In his wake came the Loskalmi
sorcerers, who ruled the islands for a time. Orstando Black Wolf
discovered the secret of the longship, became the first Champion of
Ygg, and pushed many of the Loskalmi out, but they still hold the
town of Coldfort.
The Yggites suffered a major blow in 1617 when a
foreigner, Harrek the Beserk, became Champion of Ygg and took over
half the population with him to sea, leaving the Yggites weakened
before Loskalm. But each year, more young men die in the wilds and
return transformed, ready to take invaders for Udiarggu.
Common Religions
Boon Feats
Nobles are those who have inherited boons,
rights to ancestral names, songs, carved designs, and feats. Boons
can be inherited through either parent, and families often fall into
violent conflict over inheritance of boons.
Feats: Call Flotsam, Captivating Voice,
Carve Story, Catch Spear, Cool Anger, Drive the Lazy, Escape Through
Smokehole, Expose Thief, Howling Wind Wolf, Impressive Gift, Plow
Ahead, Rally Household, Sharpen Blade, Shout Down Rival, Smell Loot,
Subdue Captive, Trace Ancestry, Wound With Words
The First Ones
The Yggites pushed many people aside, but the
first inhabitants of the land are still there. Only commoners and
slaves use these powers, but some "thunder egg witches"
become powerful by abandoning other gods for the First Ones. (See
"Selfrock Teaching" in HeroQuest, p. 108)
Charms -- Be Like a Rock, Cut Wood, Glide
Over Land, Put Down Roots, Scurry Up Tree, Sharpen Obsidian, Sprout
Seeds, Turn Earth, Wait Patiently
Feats -- Burrow Deep, Crack Stone, Cross
Ice, Harden Snow, Pierce Mist, Shed Water, Silence Spouse
Spells -- Call Lover, Escape Into Sea, Hide
Family, Just the Wind, No Loot Here, Scratch Warning, Shut Out Storm,
Walk On Fire
Talents -- Carry Water, Follow Sun, Hide in
Crevice, Kiss Away Cold, Leave False Trail, Look Busy, Throw Rock
Specialized Religion -- Yggite Pantheon
Most Yggites worship Ygg and his companions. Men
typically join one of the many subcults of Ygg (See "Ygg of
Threestep Isle" in HeroQuest, p. 127). Each subcult
teaches Ygg's two core affinities with some unique feats, and a third
affinity specific to the subcult. Women mostly worship the mother
goddesses, Liizi and Maeri, who teach the secrets of raising
children, preserving food, and managing large, fractious Yggite
households while the men are gone. Some men worship Udiarggu instead
of or in addition to a god of the Yggite pantheon, and a few
lower-class Yggites join churches or rely exclusively on common
magic. Some specialists call on accepted foreign gods such as Dormal
(see Men of the Sea, p. 17) and Donandar (see HeroQuest,
p. 111).
Yggites generally shun Orlanth and distrust his
companions.
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Abilities:
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Know Yggite Pantheon Myths, Worship Yggite Pantheon.
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Virtues:
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Brave, Dynamic, Proud, Ruthless, Shun Orlanth.
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Relationships:
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To Temple
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Magic:
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Divine Aid.
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Other
Side:
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The Great
Sea is tumultuous lands of violent storms, shifting ice floes, and
burning mountains, where the gods and their worshippers live great
ships and ice floes, fighting, hunting, and feasting.
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Sample Deities
Entertainer: Daija the Singer, who collects
ancient stories and treasures in her cave beneath the earth.
Affinities -- Ancestors, Storytelling,
Treasure
Farmer: Doeno the Goat
Affinities -- Farming, Goat, Labor
Fisherman: Ygg the Fisher
Affinities -- Fishing, Northern Sailing,
Sea Storm
Healer: Noora the White Woman, who heals the scars
of the land.
Affinities -- Heal Wounds, Cure Disease,
Snow
Hunter: Ygg Sea Hunter
Affinities -- Sea Hunting, Northern
Sailing, Sea Storm
Hunter: Udiarggu Wild Man
Spirits -- Hunting, Wild Man, Wilderness
Merchant: Zary Wealth Finder
Affinities -- Communication, Merchant,
Northern Sailing
Sailor: Ygg Ship Master
Affinities -- Northern Sailing, Sea Storm,
Ship
Steadwife: Liizi Land Mother
Affinities -- Fire, Land, Growth
Steadwife: Maeri Sea Mother
Affinities -- Mother, Sea, Wealth
Warrior: Valind Winter King (see Storm Tribe, p.
234)
Affinities -- North Wind, Snow Storm,
Winter King
Warrior: Ygg the Raider
Affinities -- Northern Sailing, Raiding,
Sea Storm
Warrior: Udiarggu Wild Man
Spirits -- War, Wild Man, Wilderness
Reasons to Have Left Home
You followed Harrek to raid the great eastern
lands, or maybe you just got tired of scratching out a living in the
middle of nowhere.
Udiarggu Wild-Man (Independent Practice)
Udiarggu kidnaps the spirits of the young to his
Dark Wilderness under the earth. Those who return become great
hunters and terrifying warriors. The practice varies widely from
place to place, because each circle knows a few local spirits willing
to serve the practice. Secret seasonal rites take place in the
wilderness on Wild Day, Disorder Week.
On the high holy day (Wild Day, Disorder Week,
Dark Season), spiritists of the practice can become practitioners.
Udiarggu takes the spiritist to the Dark Wilderness to hunt for his
first practice spirit and bind it into a fetish. During the journey,
the spiritist's body behaves as if insane, scratching, biting,
running away, and finally falling into a deathlike catatonia.
Practitioners who repeat this journey can create fetishes with any
type of spirit, even spirits from other traditions and practices.
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Entry Requirements:
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None special, but almost all members are men.
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Religion or Homeland:
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Yggite
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Abilities:
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Follower of Udiarggu, Udiarggu Practice
Knowledge, Club Fighting, Open Spirit World, Spirit Face,
Wilderness Survival
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Virtues:
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Moody, Reckless, Savage
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Practice Spirits:
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Wild Man spirits -- Bite Living Flesh
14, Hide In Own Mind 20, Fearsome Howl 17 to 1W.
Hunting spirits -- Slow Game 17, Hear
Trail 18, Move Silently 15 to 1W.
War spirits -- Beserk Attack 17 to 5W,
Fight While Dying 20.
Wilderness spirits -- Point to Nearest
Food 15, Invisible Shelter 10 to 15, Ignore Cold 18.
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Spirit Ally:
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Secret:
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Die and Return ritual. The caster
matches the combined ratings of the secret and his Open Spirit
World ability against a resistance of 10W3 in a contest. Ritual
magic and community support bonuses apply. On any victory, the
caster or a selected target travels to the Dark Wilderness and
returns with a new spirit bound into a fetish. Spiritists will
always gain a practice spirit and become practitioners.
Practitioners can gain any kind of spirit, determined by the type
of spirit sought, the level of victory, and the whim of the
narrator.
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Practice Secret Requirements:
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Follower of Udiarggu 1W2, Open Spirit World
1W2, Wilderness Survival 1W2.
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Charms and Fetishes:
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Udiarggu fetishes are slivers of human bone
inserted in the practitioner's flesh.
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Other Side:
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The Dark Wilderness is alternately a howling
tundra or a lightless forest depending on the mood of the
Udiarggu, who brings his followers there to hunt and train before
they are reborn.
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Disadvantages:
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Udiarggu practitioners are feared as dangerous
lunatics, and sometimes those fears are well-founded. They have no
shamans and do not make charms for spiritists or outsiders.
Spiritists must become practitioners on the next high holy day
after they join the practice.
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Acknowledgements
Thanks to Jörg Baumgartner, David Dunham, Edan Jones, Peter Metcalfe, Jeff Richard,
and Greg Stafford for information and comments on this topic.
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