From: Jane Williams (janewill@mail.nildram.co.uk)
Date: Sun 13 Apr 1997 - 18:38:17 EEST
> Date: Sun, 13 Apr 1997 01:20:22 GMT
> What about the Heroplane? I figure the HQs of travel are something like
> From: owner-glorantha@erzo.org
> To: glorantha-digest@erzo.org
Hero Plane:
Joseph Troxell asks:
> Has anyone worked up any notions of what the Hero (and/or God) Plane(s)
> physically look like? For example (and I don't like this, but it's
> something to throw out), would the Gods Plane look like the mundane plane,
> only the gods would have big fortresses and mansions dotting the landscape?
I see it as looking like an idealised version of the mundane, when you're
looking at the details (trees, paths, and so on). "Idealised" of course
varying with the preconceptions of the quester. So Orlanth's Stead will
look like an idealised chieftain's hall to a Sartarite, more like a
fortified castle to a Heortlander, and like a miserable and primitive
out-house to a Lunar. The larger scale geography I see as being
infinitely variable, depending on the plot.
> Mundane plance and get to the Holy Country in 2 weeks, or take the left path
> that goes through the Dark Forest, around Spirit Lake, and past the Dark Tower."
I see the "paths" as being more to do with causality than roadways. "We
can take the path where we sneak in and rescue the prisoner, or we could
take the one where we challenge the leader to single combat". Having done
that, you might then find that the physical pathway you can see leading
away from the encounter goes to the right or to the left, but that's
because you've just altered the plot, and the geography with it.
Or think of some of those Malory stories: do you take the path marked "only
for the best of knights", or the one marked: "humble and pious souls this
way"? Left or right is irrelevant, it's the plot that matters.
> If the Hero (or actually, probably in this case the God)
> Plane has geography similiar to the Mundane plane, would I get Breath
> Air/Water by going down to the ocean, beating up the spirits and beings who
> know Breath Air/Water, and forcing them to teach it to me? That sounds
> reasonable to me, but if the Hero and God Planes don't look like the Mundane
> plane, it won't work.
Well, if you decide you're going to the sea, and you know that to go to
the sea one goes West (because Orlanth did), then go west and you'll find
the sea. In fact in the physical world going south might have been more
useful, but that's by the way. It's what you "know" about the geography
of the Heroplane that determines how it works. At least, that's how I see
it.
And on accents:
> Elves:.... a... British... accent was proposed.
> I remember another file as well, even older, which talked about which RW
> accents each of the elder races should have -- I assume this stuff was
> inspired by the work on the RQ movie script. I have no idea if it is by
> Greg, Sandy, Steve Perrin, Bill Dunn, or someone else.
But an American, presumably. Which gives problems like this:
So elves speak more or less normally, do they? And was that Oxford,
Yorkshire, Cockney, or what? That's the trouble with this kind of
attempt, it only works if everyone sees the same accents the same way.
Since each nationality has its own stereotypes about other nationalities,
it only confuses the issue. I've got no idea which British accent was
being referred to above, but they each have a very different stereotype
associated with them, to me. So I've got no idea which of those
stereotypes was being implied. Presumably the problem gets even worse
for people whose first language is not English.
Jane Williams jane@williams.nildram.co.uk
http://homepages.nildram.co.uk/~janewill/gloranth/index.shtml
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