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  1. Here's a few notes on the Many Suns: 1. The Little Sun cult survived the Great Darkness and was present at the Dawn. There were Little Sun cults throughout South Peloria, Dragon Pass, and Kethaela. Outside of a few places like Lolon, these cults were NOT political or religiously prominent, but they certainly existed. Most were likely family groups that tended the shrines to the Little Sun. 2. The Little Sun cults received magical and spiritual patronage from the Broken Council and learned new insights from Dara Happa as well. That's when the Little Yelm sobriquet became widespread (aka Yelmalio). After Night and Day, Nysalor reveals Daysenerus (think of him as a Buddhist bodhisattva god) as the Illuminated Protector of the Little Yelm cult (also called the Cold Sun). The Cold Sun temples are built through the troubled lands of the Bright Empire and their cultists are heavily relied upon to keep the various Orlanthi rebels pacified. The Little Yelm temples obeyed the holder of the Orb of Sovereignty (aka the Dara Happan Emperor). 3. Arkat and his army of trolls and Heortlings destroy most of the temples. Daysenerus vanishes completely (he was a product of Nysalor's magic). However, the Little Sun is invoked against against the troll dominance of South Peloria and the temples rebuilt. 4. Although the Little Sun cults initially resist the Kingdom of Dragon Pass, they are defeated and end up receiving magical and spiritual patronage from the EWF. The Cold Sun is not a dragon, but he serves the dragons. When the EWF collapses, the Little Sun temples become autonomous and ally with former enemies. Most join the Invincible Golden Horde. With the Dragonkill, the Little Sun cults in South Peloria are completely cut off from those in Prax and Kethaela (Sartar's is destroyed by the Dragons). 5. The Little Sun cults initially resist the rise of the Lunar Empire, aiding Jannisor in the Dara Happan revolt. They are later defeated by Hwarin Dalthippa but receive patronage from the Lunar Empire. Once again, they are used to keep the various Orlanthi rebels pacified and to fight trolls. However, the Little Sun is not "Lunarized" and is generally considered arrogant and aloof. There is no overall central organization between Sun Dome temples. They are all religiously autonomous. In the Lunar Provinces, the Provincial Overseer resolves disputes between the temples when asked (while in Sylila that is done by the satrap). All of the temples have been rebuilt at least once, and most several times. The cultists tend to gloss that over. 6. Yelm can only be contacted by those who can claim a line of descent to the old Dara Happan nobility established by Murharzarm (which btw includes the Pure Horse People). Basically you have to belong to a specific group of families - like being a priest in the Temple. That's why in the Lunar Empire, the Yelm priests are all of the highest nobility (and likely very interbred into the imperial family). But anyone can worship the Little Sun. You don't need to be descended from the nobility of the Solar Empire. Your ancestors can be from outside the Dome during the Great Darkness - in other words, you can be a Theyalan (which is what they all are).
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  2. A little more - The collection of Third Age Elmal myths presented in KoDP and Heortling Mythology are those popular with the Elmal cultists of Heortland. The collection of Third Age Yelmalio myths presented in Sun County are those popular with the Yelmalio cultists of Prax. But of course there are lots of variations here. Here's the commonalities: 1. All the Little Sun cults claim their god is the son of Emperor Sun. 2. All the Little Sun cults claim their god survived the Lesser Darkness and was the Last Light in the Darkness. 3. All the Little Sun cults dislike trolls. 4. All the Little Sun cults have at least some horse connection (even Yelmalio does if you read it carefully). Here's some variants: 1. Some Little Sun cults dislike Orlanth, others are allied with him. 2. Some Little Sun cults demand to rule, others do not. 3. Some Little Sun cults claim to be the consort of Ernalda, others do not.
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  3. If I may digress slightly with a true story: I am the scoutmaster of a Boy Scout troop in the US. It has about 40 young men in it, mainly between the ages of 11 and 17. Sooner or later one of them is bound to ask me about my "day job". I tell them I work for a game company that publishes roleplaying games and board games. Board Games they instantly understand. When they hear "roleplaying games" they almost always take that to mean "computer games". I then start explaining that Chaosium publishes paper game books for games sort of like "Dungeons & Dragons", which is almost universally met with a blank stare of recognition (half of the adults do likewise). Somewhat oddly, a number of the boys in the troop run verbal "scenarios" as games with other boys. You'll see a group of them sit around the table doing a "role-play". One of the guys is a "dungeon master" who guides the action by asking the guys what they are doing in the story. There are no character sheets, no books, no paper, nothing ever rolled up or written down. When a "fight" or some other conflict happens the DM will say "roll a die" and the player calls out a number between 1 and 20. I have no idea (after playing RPGs since 1977) how the DM determines failure or success, but it isn't by referring to any charts or any rules, let alone any stats or skills used for gauging difficulty. For those scouts that seem interested, I have handed them a Call of Cthulhu QuickStart, or told them they can download some stuff from our website. One of the older guys who was pretty good at being the DM I gifted with a CoC 7th ed rulebook from our "dinged and dented" bin. He mainly plays Pathfinder now, but at least he is gaming with books and dice... Thus, after interacting with a large number of young people over the last 15 years as a parent and scout leader, I can say a wide cross section of young (and older people) have no real clue as to what pen and paper roleplaying games are all about. To be fair, some of the dads say "I played that a couple of times when i was in school", but that is far from the majority, and sometimes I think they are humoring me so the conversation is less awkward. Lastly, the people who visit me at home and spot my game library pretty much glance at it with total indifference, like you would at somebody's set of silver spoons from each of the 50 states, or your gran's salt and pepper shaker collection (not that there is anything wrong with any of those things). That's why I feel a booklet like the original Chaosium "Basic Roleplaying" is needed now at least as much as it was in the 80s. ps: at least it's encouraging to no longer get asked if RPGs are all about Satan worship or being a witch any more. That seems to have ended when the 80s ended...
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  4. MOB (Moderator hat) This thread has pretty much run its course. Remember everyone YGMV!
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  5. If a Morokanth eats meat in the forest and Greg doesn't see it, does that still make him a vegetarian?
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  6. Newt's very kind - and, to clarify, the tone there is very much Ooooh, Matron! (It might not surprise you to learn that I don't really deal with much nastiness in my Glorantha. Even discussions about Broo and Thed leave me a bit cold, to be honest.) P.S. Actually, I take that Broo comment back. I forgot the piece had a Broo Noel Coward... “Whatever Shall a Broo Do?” Whatever shall a broo do, When faced with such a remarkable hullabaloo? For it’s so very hard to emote, When one has the countenance of a goat, And one’s cousin thrice removed is a ewe! Whatever shall a broo do; Why have you tried to fit this hoof inside a shoe? One’s hide does not entice, Its fur all grime and lice, Yet valued as carpet in Matkondu! Whatever shall a broo do; Shall he cry, shall he bleat, shall he mew? For no-one understands, Quite how his heart demands, The warmth of affection, just like you! Whatever shall a broo do, When greeted with cries of “Shoo! Shoo!”? It’s so very hard to stay abreast, Of cultural digest, When one’s only confidants cry “Mooooo!” Whatever shall a broo do; Be a famous general in the Ordenviru? Oh how his pride will warp, When he commands a regiment of gorp, For that is all the action he shall view! Whatever shall a broo do, When he meets the family of his sweetheart true? For he surely can’t elope, When strung up with a rope, For a goatkin as son-in-law will never do!
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  7. Chaosium's Designing the New RuneQuest blog articles, in one convenient list. 2016-02-08 . Part 1 . goals . character sheet 2016-02-10 . Part 2 . combat . 90/10 rule . RQ3 . source material 2016-02-13 . Part 3 . RQ6 2016-02-28 . Part 4 . rune magic 2016-04-27 . Part 5 . deadly combat 2016-04-30 . Part 6 . changes from RQ2 2016-05-24 . Part 7 . character start with background and personality 2016-06-12 . Part 8 . family history 2016-06-17 . Part 9 . just plain RuneQuest . setting scope 2016-06-25 . Part 10 . core rule book . Glorantha Bestiary . Gamemaster Book 2016-08-23 . Part 11 . sorcery 2017-01-09 . Part 12 . progress report . Quick Start . bestiary concept art . Dragon Pass Campaign Book
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  8. I don't see this as a resurrection, more a remaking. Genert is going to be something different, created from Hyena skin, Copper sand, and the vomit from 10000 hyenas. Some bits are missing but other things can be substituted. What could go wrong here, remaking gods has always been a success for some in Glorantha.
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  9. My understanding may take some explaining. consider the end of the Windstop when Orlanth was Dead. Jeff told a tale of Prax where I forget if it was Solanthus or Invictus or someone else, it really doesn't matter who to my point, but this Sun Dome Hero saved Kinope from Daga and ended the Windstop. Except, of course, that alone didn't end the Windstop. As Jeff explains, all over the area, people are fighting the I Fought, We Won war and each of them is in effect ending the Windstop. That's how the mystical energies of Glorantha work. All these heroquests come together and the effect is to end the Windstop. If I were a God Learner, I could thus wrongly assume that all these heroes did the same thing and thus are avatars of the same hero. Even though each of them has a unique individual tale (myth). I believe that this is the very mistake made by the God Learners in fact. When Yelm died, many Small Suns kept the light alive in various parts of the world. Each carrying out their own hero quest. That they share many commonalities only makes sense. Afterall, it is cold now, Yelm is gone and these are smaller lights. So they have less heat than the great Fire Spirit had. They fight similar battles - much like those who quest to stop the Windstop - because that's the nature of their quest. But they are not all avatars of Lightfore. That's the mistake the God Learners made. See, this is why the God Learners believed they could swap fertility goddesses. They believed each goddess was just a version of the same goddess. They were wrong. Each was distinct. Each therefore had unique powers. And thus the swap failed. And they didn't perceive why because they didn't perceive the individuality of each goddess. Same with Yelm, Elmal, etc. They are each unique heroquestors who filled the same role of providing light in the darkness throughout Glorantha. So of course, they seem to be the same person but of course, each is unique because each was a different individual. Each one's story is his own. Lightfore, by that reasoning, simply becomes that which is shared by each of them. Lightfore is the star that represents those who kept the light in the darkness. One might say Lightfore is home to the Little Suns. But to say all of them are Lightfore in different guises would be wrong, IMO. That would be God Learnerish and also the Lunar illusion of masks. Place a Lightfore mask over each of them, they are Lightfore. But that is Lunar illusion. Underneath the masks are Yelmalio, Elmal, etc. each unique. none Lightfore.
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  10. I forgot to post Ponsonby's backstory on Google+. Might as well do it here! Especially as it has really bad jokes. Ponsonby was the (d)rakish and well-preened Captain of the Duck Point city militia, until his close and happy friendship with Queen Wild-wheat was deemed rather too close and happy by her other counsellors, and he was shooed off to be the duck-people's plenipoteniary spokesbeak at the City of the Wonders. When the God-King disappeared, Ponsonby waddled off to the great city of Nochet to dedicate himself to a life of piety in the worship of his goddess. The rites of love are somewhat different down south, though, and Ponsonby’s usual method of wooing a paramour—breaking into her house and leaving a box of juicy worms on her pillow—hasn't had quite the same effect in Nochet as it did in Duck Ferry. He can usually be found hanging around the grounds of the Temple of the Great Mother Imarja, belittling rivals and warbling turgid romantic poetry. Once, while commanding the Pride of Quackford, Fairflanks’ little barge ran out of provisions, earning him the nickname 'Slugless' from his crew.
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  11. Which, to my mind, completely breaks the point of the Survival Covenant. Those who won became the Eaters, those who lost became the Eaten. Eaters could eat the Eaten, the Eaten could survive on the barren flora of Prax. Making Morocanth vegetarian breaks that model, for me. I prefer that Morocanth can and do eat Herd Men as well as other Herd Beasts.
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  12. There is the All. And the All is divided into the abstract runic powers. And the abstract runic powers are divided into the great gods. And the great gods are divided into the lesser gods. And the lesser gods are divided into the demi-gods. And so on. Glorantha is a Platonic universe, in the sense that mortals see the shadows on the wall of the cave, not the fire. So whlilst Elmal is not Yelmalio, both are just shadows of cast by the All, and the shadows may reflect many of the same parts of the All, but also other unique parts. Illumination is seeing the All, gazing at the fire not the shadows, and if the experience does not drive you mad, realising that the world is just shadows. God Learnerism is trying to manipulate the shadows that the All casts. (And as you can imagine, that comes with great risks).
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  13. Most Orlanthi would say, the Sun (both Little and Returned) is Elmal. But they would also agree that Yelm is the Sun. Most would even say that Yelmalio is the same god as Elmal, but Elmal serves Orlanth and Yelmalio does not. And they would see absolutely no contradiction there.
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  14. There are many cults to what they consider the same entity. Yelm, Yu-Kargzant, etc., all are the returned Sun. Elmal, Yelmalio, Kargzant, etc., all are the Little Sun in the Darkness. The Little Sun was worshiped by the Vingkotlings and their heirs throughout the Darkness. He provided them light when there was none. In the First Council, some folk worshiped the returned Sun, but during the High Council period, this was widely recognized as Yelm. Those not capable of reaching Yelm worshiped Antirius or other Little Sun gods, or parts of Yelm (like Bijiif, or sons of Yelm, or even the emperor). Later, most followers of the Little Sun supported the Broken Council; those that did not are the Elmal cult. In the Second Age, the mainstream Little Sun cult was supported by the EWF. They built Sun Dome temples throughout their empire, from Prax to Fronela. However, the Elmal cult stubbornly persisted amongst the Hendriki. After the Dragonkill, what is now Sartar was settled by folk who called the Little Sun Elmal. However, as described in KoS, when the Lunar Empire came into contact with these people, the problem of Yelm reasserted itself. Rather than have Elmal proven to be a barbarian name for Yelm, Monrogh showed that Elmal is Yelmalio. Most Elmal cultists agreed, and the Yelmalio cult is bigger than the Elmal cult ever was in Sartar. And it is independent of the Emperor. The Red Emperor is the head of the Yelm cult - the Highest Priest. The Red Emperor is villainous. However, according to the Orlanthi, Yelm made peace with Orlanth, and he is now the constant god in the sky, who is born each morning, rises to the sky, then falls and dies each night. He is invoked in rituals going back to the Dawn Age, but has little cult. The Red Emperor, no doubt because of his evil Chaotic mother, breaks the peace between Orlanth and Yelm and seeks a new Gods War. What an awful demigod!
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  16. This is a hard one to answer for me without overthinking, because I played HeroQuest for a good ten years before drifting off to play other things....because after 10 years obessively playing it it was time for a break So the short answer is: Completely redefined how I play and look at RPGs. Long involved answer My path through RPGs is broadly speaking was: D&D (80s) then RuneQuest (90s) and then HeroWars/HeroQuest late 90s through the 2000s. This decade its been a mix of stuff, strangely revisiting the previous decades in many respects. Noteable influences over the years: Paranioa in the 80s (taught me I don't need to be a slave to the rules as writen), Feng-Shui in the 90s (most of the emerging storytelling games stuff left me cold, but Feng-shui hit the spot esepcially the GM guidance for NO MORE BORING COMBATS AGAIN EVER!!!) and Burning Wheel in the 2000s (which generally reinvograted my interest in running and playing rpgs at at time when I was getting too grown up to be dealing with passive players and boring plots that go nowhere - quite simply Burning Wheel showed me how to get players and myself co-creating adventures that were meaningful and memorable). Specific things HeroQuest did for me: Provide an easily manageable rules system for Glorantha. No more stating out Monsters of the Week, long stat blocks for monsters/characters, definining new magic spells for newly encountered Cults. How and why things work the way they do could be worked out between me and the players during play. Which in turn led to... Allowed for greater exploration of Glorantha than ever before. Using HQ I broke out of my decade long Ralios RQ setting, and ran games in Loskalm, Kralora, the Oceans of Glorantha, the Lunar Empire (see Gloranthan Adventures 2 for part of the game I ran there) as well as Kingdom of Sartar (via a series of newcommer friendly scenarios I ran at cons published in Gloranthan Adventures 1). Also with a bit of structure (nicked from Burning Wheel/Buring Empires) I ran one of my best campaigns ever an epic from teens to rulers game in Black Horse Country Outside of Glorantha, I ran games of Dungeon Bashing and Cthulhu. The later game really put proved for me the flexibitly of the system, if the Narrator has a handle on what it can do. Provided the holy grail of roleplaying - ONE UNIFIED SYSTEM TO RULE THEM ALL!! Which led to... A change of my design paradigm. Instead of rules systems and modifications to meet the situation, I now think in terms of what Story Objects I need to set up and how the rules should simply interact with them. Be it Keywords (HQ), Aspects (FATE) or Professions (D100) as well as the more traditional equipment lists (which even in the trad games I now treat much more lightly), monsters and thrilling locations. Lasting Influence: Even though I'm currently not running HeroQuest at the moment, its been an influence on pretty much every thing I've done as D101 Games. It helped me grok Fate alot quicker because I was already used to thinking in Story Terms and the unified system idea had a huge influence on Monkey. Publish my own supplements for the game. This one is important to me personally. Without HereQuest , and its Gateway Lisence for non-Gloranthan settings and 'special commerical' fan publication license for Glorantha, I wouldn't have published Hearts in Glorantha, Gloranthan Adventures, Book of Glorious Joy, Empires Rising (very briefly before the author decided to go down the self-publishing route) and Ye Little Book of HeroQuest Fantasy. The Gloranthan Adventures stuff covers alot of ground, and if I had to have put in stat blocks and provide floorplan style maps I doubt it would have happened.
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  17. Update: 1000 Backers! And this Geeknative article Glorantha's Khan of Khans Conquers Kickstarter actually says: "The nature of the beast means there’s no such thing as a ‘safe Kickstarter’ but Khan of Khans is complete, just waiting for the Kickstarter campaign to finish before going to the printers, it has more than 300% of target in funds and is being managed by Chaosium." A Kickstarter "managed by Chaosium" is now seen as a plus? Wow, that is turn-around and a compliment that Rick and the Chaosium team can take a great deal of pride in.
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  18. The purpose of the restriction is to prevent anyone other than Humakt from being the master of Death. Chalana Arroy cannot yank Humakt out of the Underworld, even with all the powers of Life at her disposal (ie the Resurrection spell). But Humakt can enter and leave his domain as he wishes. Granted Humakt does not have a Resurrection spell, which means the Humakti in question needs to know and walk the Paths of the Dead - definitely involving a heroquest. Since heroquesting was simply not part of RQ2 and RQ3, it meant in practice that if a Humakti dies, there's no way other than Divine Intervention to Humakt for him to return.
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  19. I hear Sor-Eel's uncle once spent an entire year in the underworld in order to evade tax demons.
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  20. It seems to me we are talking about two different things, death by being in the underworld on the one hand and the severing of body and soul on the other. When heroquesters (and giant babies?) travel to Hell they cross the Styx they are dead, but their bodies and souls are not necessarily separated. When someone is killed in the Middle World their bodies and souls are separated, but the soul does not immediately travel to the Underworld. Once the soul does go to Hell after 7 days, resurrection by the spell is no longer possible. Note that Humakti have a huge problem with people getting resurrected by having their separated body and soul rejoined, but don't have any problem with people who bodily travelled to the underworld returning. So these are clearly completely different states, they are not just two different ways to reach a single identical state. But equally beings in Hell are clearly operating under the rules that apply in Hell, they are in a different state from beings in the Middle World. So to me this disagreement is due to perhaps the single most common cause of all disagreements ever - using the same words as each other but meaning or understanding them to mean different things. I'm sure this sort of disagreement happens in Glorantha as well. The great mystical truths of Gloranthan religion are not learnable by memorising dogma (shh, don't tell the Lankor Mhy), but must be experienced because language and even logic is incapable of expressing them. Is there some better terminology we can use to distinguish these different forms of death though? Maybe, but we're always going to have to deal with the fact that sources are going to use ambiguous language. With mythology as with many forms of literature, you need to look past the literal terminology and be prepared to interpret it flexibly. So when Jeff says that the official position is that because beings in Hell are by definition dead, I like to think that what that state - dead - means needs to be interpreted flexibly and might not always to all beings in all cases mean the same thing. As a footnote, bear in mind that even separation of body and soul can mean different things. Someone killed by Sever Spirit is dead, their body is lifeless and decays, but a Shaman who's spirit has discorporated is not in the same state. It's not even that mortals are just binary beings of body and soul, I think Orlanthi believe there are many parts to a mortal being, only one of which is the physical body. So which parts are severed from which? The two types of 'death' might consist of different parts being separated. The whole terms of this discussion are hopelessly simplistic. There's an awful lot of talking past each other going on. Simon Hibbs
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  21. I just had an image of English holding another language at gunpoint and intoning, "Your diphthongs or your life!"
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  22. In fact, I don't think think matter in Glorantha is made of atoms. If you could magnify small enough, maybe with the God Learner equivalent of an electron microscope, I reckon you'd find that reality is made up of tiny-weeny runes themselves.
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  23. Anecdote from my youth: Much of my extended family got caught up in the anti-D&D hysteria - at least enough to not allow my cousins to play games with me. Anyhow, one day I was upstairs playing Stormbringer with my friends. My aunt stopped to visit with my mom. She came upstairs to say hello to me, saw we were playing games and asked if it was D&D. I told her it wasn't, and she commented, "That's ok. As long as it isn't Dungeons and Dragons." Then she left. Everyone broke down laughing when she left. When she walked in, the player with the Pan Tangian sorcerer had just finished purchasing a bunch of sacrifices to summon up a demon to bind. If there was ever a game that really should have bugged them, it was Stormbringer and the detail to which we went in "fleshing out" all the summoning and binding stuff! But it was ok because it was D&D! Note: the detail I added was mostly to make such a central portion of the game more part of the game, and to help control the amount of summonings going on a bit.
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  24. I generally regard Inara Serra, from the TV show Firefly as the model for a Uleria priestess. I've also said to players that the difference between a poor streetwalker and a Uleria priestess (or priest) is the difference between a thug with a knife and a Humakti rune lord. It gets the point across.
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  25. I recall that somewhere, sometime, Greg said 'There are fewer gods than you think there are.' My assumption is that except where cultures rub up against each other, mythologically or physically, they are all viewing the gods or a subset of the gods through their own cultural filter. Most theistic cultures seem to have an Elemental bias, but with some crossover between Elemental tribes. Often this cultural lens is such that what may or may not be the same deity appears significantly different. There is no absolute Truth in mortal Glorantha as the Goddess of Truth resides far from the mortal world, with Dayzatar in his sky-realm, (perhaps), it is impossible for us to know the truth of the matter, any more than any mortal in Glorantha can know. Maybe Jeff and Greg know... This well defined doubt and uncertainty makes the setting more real, because terrestrial mythology is a mess of conflicting and contradictory sources, and Glorantha being a puzzle we can never solve adds to its attraction... Or, I may be entirely in error.
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  26. There's only a limited number of regiments. The Major Classes, the Minor Classes, the Comet Seers, the Spell Archers, the Crater Makers and the Blue Moon School. The Nathic School etc is now post-canonical. Major class magicians are "illuminated Lunar magicians, each trained to master at least six of the seven phases." Guide p296 The best available treatment is the unpublished 13th Age manuscript. Comet Seers attack with Lunar Sparks, make Pronouncements of Doom and other fateful attacks. The Spell Archers are described as fire mages on horseback - but the description talks about the Grazelanders. Blue Moon Magicians send you to the Plateau to fight a demon which you won't remember fighting if you survive. The Crater Makers attack with meteors (the text calls them meteorites but they aren't technically such until they make contact) Hence on the basis of the description I think Erianda is perhaps a minor class magician who has not yet mastered the necessary phases to become a major class magician.
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  27. $47,354 pledged, 473% funded, 1,345 backers - holy cow! Following the successful funding of the Khan of Khans Kickstarter we posted an update outlining to backers what happens next. You can see the update in full on the Kickstarter page, but these are the key points: Chaosium will put its efforts into the next phase of this Kickstarter - delivering all of the rewards as quickly and efficiently as we can. The main sequence of next steps will be as follows: Kickstarter is going to start processing backer payments by officially charging you via the payment method you set up when you pledged. It will take about 5-10 days to complete all backer payments. After payments have all been processed we will email you a survey from Kickstarter, asking you a few simple questions. It will mainly be centered around you providing us with your mailing address, and asking if you purchased any add-ons like the Nomad Gods PDF. The Khan of Khans forum on http://basicroleplaying.org will go live within 24 hours of this Kickstarter ending. While we will always provide updates via Kickstarter first, if you have any questions you are welcome to ask them in this new forum, along with exchanging raid strategies, Khan wisdom, and anything else related to the game. We at Chaosium post there frequently. We will then be sending each backer an email invitation to BackerKit, our chosen fulfillment partner. For those of you not familiar with BackerKit, it will help us with tracking and shipping you your rewards. Once you have been set up in BackerKit we will start sending out the Art Boards and Framed Prints to the backers that have them in their rewards package. We will distribute the Full Print-and-Play version of the game to you via BackerKit download. We will distribute the Nomad Gods PDF and the intro Dragon Pass map PDF to you via BackerKit download. We will be selling extra copies of the Khan of Khans game in BackerKit. We will set up t-shirt sales and similar related items in our Chaosium store on http://www.redbubble.com/people/chaosium We have already started working with the game manufacturer, and as we have production updates we will post them via Kickstarter updates. More soon! we wanted to get this update out sooner rather than later. As always, thank you to all the backers for supporting this project.
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  29. No leaping taking place, Jeff just said that there were no rules for Heroquesting in those editions. You come across as busting for a fight sometimes Darius. It's tedious and makes for unpleasant reading. For me at any rate.
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  30. Madness & Other Colours The latest in our Monthly Scenarios is now available...A long time ago, in an evil empire far, far away, the Emperor Sool demanded that those who offend him should be punished in a most vicious way. So were created the Sool Statuettes, and their maker was none other than Loric Nygh, a suave and cunning magician who had developed ghastly engines of sorcery for just such a purpose. Baldomeer the Vain, a famed collector of antiquities, has supposedly come into possession of a Sool Statuette. His great rival, Serjedny the Immaculate, does not believe that the Sool Statuettes exist any longer, and that what Baldomeer has is a fake. He intends to expose him as a fraudster, but to do so, he needs the help of some capable people. People like the adventurers... Madness & Other Colours takes the characters into the dangerous world of an insane sorcerer and those who still worship him. They will face all manner of horror as they attempt to to get to the bottom of the mystery of the Sool Statuettes and their mysterious creator.A Mythras scenario for 4-6 competent and strong-willed characters. 19 pages PDF: $3.99 Design Mechanism Store - www.thedesignmechanism.com/products DrivethruRPG - http://www.drivethrurpg.com/product/203486/Madness--Other-Colours?manufacturers_id=4057 Lulu Print Copy: $6.99 - http://www.lulu.com/shop/lawrence-whitaker/madness-other-colours/paperback/product-2303
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  31. In RQ4? None. Harmonize is now a unique Jack O'Bear feat (as it was way overpowered as a Spirit Magic spell and doesn't really belong to any cult).
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  32. Update: ACHIEVED: $32,000 - AN INTRO MAP FOR FURTHER INSPIRATION Many backers are keen to know more about the world of Glorantha, especially the area of Prax and Dragon Pass where the game takes place. Even though it isn't a part of the game, we know many people love very visual maps with lots of wonderfully evocative detail. All Backers from $9 shaman level on up will receive an introductory PDF map of Dragon Pass.
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  33. Some issues: The 'undead' including ghosts, vampires, Delecti etc that have a soul have not passed into the Underworld. They have defied the fate of Grandfather Mortal. Skeletons and Zombies are a little different because they are just re-animated corpses not souls. A ghost is not 'dead' to a Humakti, it is defying death. The cult can create ghosts, their perspective is 'nuanced.' Under this term ghost in Glorantha is different to ours because it does not refer to visits to the living by the souls of the departed i.e. on Ancestor Day. These are the dead who return to commune with the living. Humakti don't go around 'finishing off' the ancestors on Ancestor Day. The ancestors did not 'defy death' they are dead, but on this day they get to walk amongst the living once again. Humakti understand this nuance. Because HUmakti understand nuance they can distinguish between a heroquester who has returned from the Underworld, and someone who has defied the fate of Grandfather Mortal. There is no simple rule which says: Humakt hates things that should be dead that are not, and hates beings that return from the underworld. It's about context.
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  34. Whoops! Spoke too soon. Found some Garhound festival scenario pieces mixed in with my maps folder. Forgot how basic these started out as.
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  35. Oh, I've enjoyed pretty much every Shakespearean performance I've ever seen, and I've seen a lot (I used to regularly go to the Ashland Shakespearean Festival in southern Oregon). A few tricks I learned over the years: Always get a little liquored up before hand; Be disappointed at the lack of bear-baiting before the show (and if you get too liquored up, demand your bear-baiting!); Remember - don't roll your bottles during the performance! Root for your favorite character! But do it silently!
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  36. And these edits are all in. At least those that are not intentional edits. Thank you all so much for this herculean task.
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  37. As Jeff noted, it does not sound like you'll see anything specific in the new RQ. In Classic RQ, it noted "A very few cults use this as an expression of the way of the world." Over the years, I think that has amounted to Aranea, mother of spiders; Arachne Solara, weaver of the Great Compromise (and generally considered beyond worship). As a GM, I think you have to ask "what am I trying to do or achieve with this?" and "what does Fate represent for my campaign?" Fate suggests either: a destiny that you (i.e. your players) cannot avoid; or a destiny, place, or thing that they are tied to; or perhaps an attunity with the world that they are aware of and cannot escape from. I'd probably follow the last route. Maybe they always know when the Moonbroth geyser erupts, or get headaches when the Red Moon is full, or are haunted by an ancestral spirit that wants to be put to rest (but cannot tell the player where she is). Various possibilities - not necessarily a 'power' per se, but something that creates roleplaying opportunity. One more thought: if you take the idea that Fate is a destiny they cannot avoid, the consequence is that they 'receive' something like a geas, except that it is not something they have a choice in. If they are fated to Never be Magically Healed, then no magical healing will have any effect upon them. Or if they are fated to Never Eat the Meat of Birds, then no matter how much they try, bird meat won't go down (they'll spit it out as if the most nauseating thing they've tried to eat).
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  39. A great write-up! Thanks for posting the link here. The only thing I disagree with (and this is pointed out by one of the commenters at ENworld) is that Stormbringer wasn't a demon weapon. It was just "created" with a different set of rules . The GW version of Stormbringer is the first RPG I ever ran as GM. Unfortunately, my rulebook fell apart and is now clipped into a 4-ring binder. (As an aside, the same happened with my copy of Warhammer 40000 Rogue Trader, so perhaps GW's production quality wasn't that great at the time.) I still love the rank-based magic system. The effort it took to increase in rank and the risks associated with dealing with demons remains one of my favourite mechanics. Colin
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  40. As I contributed elsewhere on this topic, the other Praxians gleefully love serving up buffalo steaks and the like to Morokanth at intra-tribal gatherings. Lest they be accused of being "cheats", to prove their bona-fides in the Compact the Morokanth have to gamely gobble it down. When human Praxians come visiting the Morokanth, they get served meat. The Morokanth ostentatiously get served "steaks" too at such feasts, but these are cunningly fashioned out of plant matter. Imagine a 33 ounce rib eye made of lawn clippings and you get the idea.
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  41. That night as Dorothy and her friends sat around the campfire. "When I get my hands on that Lollypop Guild I'll...." Dorothy squeezed her hands as if strangling someone. "It's all a big Khan." said the Jack O'Bear scarecrow. "A what?" asked the Basmoli. "A Khan. We have them in Prax all the time. The head guy, he tricks all the other tribe members into going into Dragon Pass and stealing everyone's cows. Naturally, a lot of the tribe gets killed, but this guy, he gets to be Khan. And the guy who suckers his tribe into stealing the most cows, he's the Khan of Khans. It's like a game. A big Khan game." "Ahhh," nods the Tin Dwarf in sudden understanding. "You mean like one of those Nidan pyramid schemes where whichever dwarf suckers the other dwarves into buying the most Amway products gets Diamond dwarf status and none of the other suckers make a dime. while doing all the work." "Exactly," the Jack O'Bear. scarecrow nodded, "You got Khaned Dorothy." "OH, I get it," says the Basmoli. "Like how in all my heroquests I get my butt kicked by Waha or some other god. Like, every heroquest is Basmol gets his butt kicked by this guy or Basmol gets his butt kicked by that guy. Hey, let's even let Trickster make a fool out of Basmol." "No, not like that at all." "Nope." The Jack O'Bear scarecrow leaned over to the Tin Dwarf "Say, I thought I was the one who was supposed to need a brain." Suddenly, a fell beast charged into their camp and began licking Dorothy's face. "Toto! You got away! You got away!" The Tin Dwarf brandished his axe. "I'll smite yon fell beast!" "Oh you'll do no such thing!" Dorothy admonished him. "This is my cat and allied spirit Toto. Besides, aren't you a Tin dwarf? You aren't supposed to smite anything. You make cans." "yer....cat?" the dwarf stood puzzled. He swiftly tucked the can opener he'd been wielding into his back pocket. "I'm pretty sure that's no cat." the Basmoli stated, "and I'm kind of an expert in that area." The Jack O'Bear scarecrow - "WILL YOU KNOCK IT OFF WITH THE STRIKETHROUGHS! THE READER GETS IT. I'M THE JACK O'BEAR FROM RABBIT HAT FARM STILL PRETENDING TO BE A SCARECROW!" The scarecrow (sheesh!) lays a gentle hand upon Dorothy's shoulder (you happy now?), "I visited a place called Balazar once and I'm pretty sure your little Toto is in fact, a dog." "A dog! Nonsense! We Orlanthi hate dogs. Why we even have a cat in our pantheon. Yinkin. You might have heard of him." she scratches Toto's ears, which sets his tail wagging happily. "you're not a dog are you my little Toto? No, you're my little bitty kitty, yes you are. My little bitty kitty." The scarecrow threw his hands up as if to say "wtf?" "wtf?" said the scarecrow. (tell me how to write my story!) "Well, she seems happier now in any case." observed the dwarf. Then they all bedded down for the night.
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  42. Meanwhile, the Tin dwarf, the scarecrow and the Basmoli were stunned but for entirely different reasons. Dorothy had just come traipsing out of the City of Brass with her bucket of water. The tin dwarf jumped up excitedly. "You got it! You got your water blessed!" he hesitated "You saw the Wizard?" "Oh yes," Dorothy smiled sweetly, "we went behind the curtain together. He showed me his blue -" she bent down and whispered into the dwarfs ear. The Tin dwarf gasped."Oh my! What happened then?" he asked in horror. Dorothy pulled up her skirt far enough to expose a bit of thigh - and a broad bladed dagger. "I wasn't born in Kansas you know. I told him I didn't care how blue they were, I'd cut them right off if he didn't do as I said. He blessed the water. He blessed the bucket never to spill. He even blessed my cherry red shoes so if I tap them together and say -" "There's no place like home?" the Basmoli interjected. "What? No! Why would I say something silly like that? Have you ever been to my tula? It's a pit hole. Why would I want to go back there?"Dorothy shook her head. "I tap them together three times and say -" "But aren't Vingans sworn to protect their tula?" the scarecrow asked. "My but aren't you a brainless male!" Dorothy replied. "Are you saying a woman's place is in the tula? You really want to go there with me after I just had to fight off the advances of a dirty old wizard just to get a blessing that any man could have gotten just for going on some silly little quest?" "I, uh, no, I didn't mean," the jack o'bear mumbled. "ugh, men. I suppose you're all going to insist out of some lame masculine sense of duty that you will have to come along and protect the poor, weak female. Well, seeing as some company would be nice on the journey, I'll let you come along, but don't get any ideas and remember, your chivalry is an affront to my womanhood so never EVER hold a door for me." And with that, Dorothy stomped off in a huff, leaving the three companions to stare in amazement. "What got into her?" the Basmoli asked. "That wizard must have affected her more than she'd like to admit." the scarecrow mused. "Bah!" said the Tin Dwarf,"All the women have gotten stirred up since those dumbasses elected Trump!" Then the three of them took off after Dorothy.
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  43. Honestly Darius, at this point I've stopped reading the substance of your posts. You may well be making entirely amazing insightful points that should easily persuade me to rewrite material or issue clarifications, but I am incapable of paying any attention to them as my eyes have long since glazed over. As far as I am concerned, this thread is dead. You are certainly welcome to keep flogging a dead horse, but I'm not going to watch.
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  44. As one of the writers and editors of HeroQuest Glorantha, I accept the compliment. As a mythic world, it shouldn't be completely consistent and logical. Contradictions and mythical inconsistencies are at its core. The great mysteries should be just that - mysteries, mortals should struggle to understand their logic and flounder when trying to make sense of some of them.
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  45. We always played that Humakti Divine Intervention was at the moment between Life and Death, preventing the Humakti from dying, not bringing back once dead. That means that you cannot use DI to bring back a Humakti who has just died, but can use your own DI to prevent the head-chopping move from actually chopping off your head.
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  46. I don't think it is. Not at all. The spirit of a dead person remains around the body for seven days, after which the spell doesn't work. The caster uses Chalana Arroy's power to reach into the spirit world and reunite their body and spirit (if on at least three positive hit points). At no point do they go to the underworld. The RQ2 (1979) version in Cults of Prax is slightly ambiguous, with the phrase: In RQ3 (1984) changed that to: King of Sartar (1992) clarified it with: Storm Tribe (2001) muddied the waters again with: But then defines Havan Vor as Landmark in the Storm Realm, not the Underworld. Sartar: Kingdom of heroes (2012 2ed) provides us with the best information on the underworld and the dead. In the Colymar campaign it provides us with routes to the underworld (including the Humakti one at six stones). It repeats the info from Storm tribe regarding Haran Vor and so I would consider it the latest info. It would seem that the soul lingering near the body includes the journey to Haran Vor, but passed that and you're gone and in the underworld. It would seem that Chalana Arroy has the power to reach out to the soul before it passes to the Underworld to resurrect individuals. @Jeff does this all seem correct?
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  47. Oh no! - over on the Khan of Khans Kickstarter it pains my heart to see that the Count of the Sun Dome has apparently defected to the nomads! (In other words, that backer changed their pledge level, and Count of the Sun Dome Lands backer slot is available again) In other news, Sandy Petersen was happy for it be known the backer for the Dark Mistress of the Council of Elders, leader of the Uz in Shadow's Dance, is none other than his wife, Wendy. Confirmation of who's really pulling the strings at Petersen Games...
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  48. State of Dead? Isn't that the name of the Donandar Skeleton Rock Band? Where the drummer whips out his femurs and they're his drum sticks and the other skeletons tap dance except that one that plays his bone flute? (All you Storm Bulls stop guffawing and I heard that snort of derision from the Lankhor Mhy in the corner.)
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  49. This absolutely spot on. Dead is a broad category (as I think I have said before) and the state of being dead is not always the same thing. Other than being dead, of course.
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  50. Found this in an old backup folder from when I was first messing about with some 3D modeling softwares. Forgot I had made and saved a copy. Glorantha Tours.pdf
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