It's a two-page spread, the map of Dragon Pass, early in The Glorantha Sourcebook. The left page is mostly green with forests and grasslands; the right page has more brown, indicating aridity. There's a mountain range running from southwest to northeast on the left page and another range in the bottom half of the fold between the pages. Highly visible labels include Tarsh, Beast Valley, and Prax. Looking a bit closer, we find Esrolia, Grazelands, Heortland, and others. The Shadow Plateau jumps out as a roughly rectangular spot of gray at hte bottom of the left page; the map scale indicates that it's about sixty miles wide and thirty miles from north to south. Villages are scattered across the map, as are oases in the desert of the right-hand pagee. And there are interesting marked objects: the Sun Wheel Ruins, the Throne, the Obscure Plinth, the Block, the Stump.
Here, I'd like to bring draw together this blog's previous posts, "What's Glorantha?" and "Fantasy Maps as Possibility Structures" in a particular example. This map appears just before a thirty-page section of the sourcebook entitled "The History of Dragon Pass," which is presented as a document written by one "Amstalli of Nochet" in response to a request form his queen. Nochet is in fact a location on the mamp, about thirty miles southwest of the Shadow Plateau. Your humble critic referred back to this map dozens of times as he tried to understand the thirty-page history of the region. But this only whetted my appetite: it talked about major events and personalities but skipped over details about many of the specific locations. I wanted to know more. To illustrate the density (or dimensionality) of the map, I'll take three locations and look them up in the Guide to Glorantha to understand what they are and what they tell us about their fantasy world. I've chosen the Shadow Plateau, of course; Muse Roost, a village or city on the western side of the map, and Contemplative Rest, a peaceful-sounding place near the middle of the map.
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From the surrounding countryside, the Shadow Plateau looks like three-thousand-foot-tall black cliffs. For reference, that's the height of the El Capitan cliff face in Yosemite. The plateau is not a total wasteland; it has vegetation. But it also has a huge amount of obsidian sand, which is there because the plateau used ot hold a city-sized castle called the Palace of Black Glass, dating back to the God Time.
What is the God Time, you ask? In Glorantha, God Time was the era when the authentic myths occurred, when the gods interacted freely with each other. The chronology of the God Time is loose, with myths happening in certain senses simultaneously. It's similar to how ancient people probably didn't worry too much about whether Theseus preceded Hercules in the folk versions of the myths. Linear time, when events can be definitively placed on a calendar, began as the resolution of a catastrophe in God Time, but individuals and structures survived from God Time. Imagine if the Pillars of Hercules in Gibraltar were literal pillars, signed with Hercules's name, and had been since time immemorial.
The Palace of Black Glass was such a surviving structure, and it was ruled by a troll king known as The Only Old One. This fellow was born in the God Time and lived for 1,300 years of linear time, until he was slain by a new andd more powerful king. But he wasn't the only undying demigod hanging around in the region; in the RPG's default starting year of 1625, there are still beings from God Time to be found.
So, after the ruining of the palace, the top of the Shadow Plateau became a dangerous and haunted place, even as a whole troll society existed in the caves and tunnels of the plateau, and in the undestroyed basement of the ancient Palace. Glorantha's trolls appear to be the big brutes of the setting, like Tolkien's Orcs, but they're highly intelligent and quite sympathetic, exiled from their true homeland in the underworld and suffering under a centuries-old curse. In Glorantha's elemental system, trolls are associated with Darkness, but Darkness is distinct from and staunchly opposed to the Chaos that the thread to the setting. So, whiile the Shadow Plateau is dangerous for non-trolls, it's not an evil or corrupt place.
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I picked Muse Roost based on the name, thinking it might be a nice arts commune, or a little village of bird people. That's not what it turns out to be. It's the home and headquarters of an immortal mercenary captain named Ethilrist, Lord of the Black Horse Troop. The Glorantha Sourcebook tells us that he was famous for raiding the underworld for treasure, which included demon horses and a hell hound. Ethilrist qualifies, metaphysically, as a Hero, for having travelled into God Time and returned with power: he's on the just about same level as the other political power players in the era. But the Guide to Glorantha tells us more, and gives us his personality. First, the demon horses are carnivorous and pretty scary-looking. Second, despite having so much power, Ethilrist is needy and insecure. He's written a twelve-volume autobiography explaining why he's such a man of history and destiny; we get the sense that he's rationalizing. The Guide even includes an excerpt from the unfinished thirteenth volume of his opus. So Muse Roost is the city of a narcissistic immortal warlord who fancies himself a patron of the arts, and something of a writer himself.
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I picked out Contemplative Rest on the map because its name reminded me of Traveller's Rest, South Carolina, a little town just north of Greenville. And... neither the Sourcebook nor the Guide say much about this place specifically. It is one of a number of settlements of a non-human fantasy race called Dragonewts. If you're familiar with contemporary Dungeons and Dragons, you might htink that these beings look like the Dragonborn. But the Dragonborn are just dragon-people without much specific personality required. Dragonewts, on the other hand, are walking zen riddles, operating in a way that's totally alien to humans, often seeming to simply ignore everything around them. Their inscrutability is the point. If humans were to enter a Dragonewt settlement like Contemplative Rest, it would feel like something from another planet. The architecture wouldn't just be different, it would be weird, almost eerie. The Glorantha Bestiary is an RPG book full of creatures and non-human beings for players to encounter. It has sidebars for how a player can play as anything from a dwarf or elf to a minotaur or centaur. You can even be a small humanoid duck. But there are no instructions for as a dragonewt.
The one thing we know about Contemplative Rest itself is it's part of a group of dragonewt settlements that are located in such a way that drawing certain lines between them makes the shape of a dragon rune. And something about dragonewt religion is that if the dragonewts are devout, they will eventually reincarnate as cosmic dragons, but if they stray from the path of righteousness, they devolve into dinosaurs.
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An interesting thing about Glorantha is that it's almost entirely expressed in games and resources for games. Greg Stafford wrote a "novel" for the setting but it's in the form of collected pseudo-historical documents that have been assembled into a critical edition by scholars of a later civilization. Lacking epic tales that would give me a tour of the setting, it's maps like these that provide paths into the imagined world.