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  1. Clearly this is all a dwarf plot. For the World Machine to become complete, they needed to recreate the Man Rune unsullied by the elements or by Death. Pavis was their tool, and thought he was gaining great access to magical powers and ultimately Godhood. Instead, the Mostali have trapped him in a Stasis crystal for that point when the Celestial Court is reassembled and the pure Form rune can be unveiled again. Pavis realizes he is trapped, held and bound by the dwarfs. But he cannot directly communicate this to his followers as the dwarfs carefully monitor interaction with him. He must find a way to indirectly lead his followers (perhaps the incarnation or wielder of Balastor's Axe) to Kill Pavis. And that act will free Pavis again to follow the path of Grandfather Mortal and truly embody the Man Rune.
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  2. The printed RQ Quickstart will be sold for a nominal fee that covers our costs. The PDF of the RQ Quickstart will be free.
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  3. Iconic, mythic and returning this year in a new edition from Chaosium: RuneQuest! Look out for the Quickstart Rules and Adventure on FreeRPG Day 2017.
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  4. At this point, books one and two are "text-complete" and 3 nearly so. Approximately one third of the first book is material from the original trollpak, and the rest is almost all new material.
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  5. We have an official thread for errata. At some point, once the Eleven Lights is done, I'll try to collate both. I don't know about the availability of people to re-issue the PDF with corrections right now. Also remember errata means: corrections that affect gameplay (i.e. the errors in the sample characters) not typos or grammatical 'errors' (some of which are open to dispute and may not be a productive use of time). On the Eleven Lights, @Rick Meints and I are working our way through the art issue. We'll fix an soon as we can. I am VERY keen to get this book finished and into your hands. It's been a long labour for me, and I want to see my child birthed.
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  6. As an aside, remember that the Sartarites are an urban people - city builders who have a level of urbanization far higher than people seem to assume. Boldhome is a large city - it would be a substantial polis in the Roman Empire. Here's a little essay I wrote for Ken, Chris, Simon, and the gang as background as they work on various RuneQuest projects: Vingkotling Walls and Citadels. Many of the cities in Dragon Pass are built atop the remnants of God Time settlements of the Vingkotlings. Now most of these ruins are some 5,000 years old, making them the equivalent of Neolithic ruins as seen by Alexander's Greeks. BTW, that's how I tend to try to understand Glorantha's history - I position myself at the time of Alexander the Greek and look backwards. Present year 1627 10 years ago - Lunar Empire invades Hendrikiland 25 years ago - Boldhome falls to the Lunar Empire 50 years ago - Battle of Grizzly Peak 100 years ago - Apotheosis of Sartar 300 years ago - Belintar unites Holy Country 500 years ago - the Dragonkill War (1120) 1000 years ago- the Kingdom of Dragon Pass. After this came the EWF. 1500 years ago - the Second Council. The Theyalans dominate Genertela and war with the Pelorian horse people. 2000 years ago - I Fought, We Won, and the Unity Battle. After this, came the Heortling kingdom, which lasted about 800 years (until Gbaji destroyed it). 2500 years ago - The Chaos Age, which lasted until the Unity Battle. 3000 years ago - the Ice Age 5000 years ago - the Vingkotlings 10,000 years ago - Orlanth kills Yelm Compare this to a Greek at the time of Alexander (330 BC) 10 years ago - Philip founds Philippopolis 25 years ago - the Sacred War 50 years ago - Battle of Leuctra (371 BC) 100 years ago - start of the Peloponnesian War 300 years ago - fall of the Neo-Assyrian Empire 500 years ago - the neo-Assyrian Empire 1000 years ago - the Trojan War 1500 years ago - height of Babylon 2000 years ago - Sargon and the Akkadian Empire 2500 years ago - Gilgamesh is king of Uruk 3000 years ago - Menes unites Egypt (first dynasty) 5000 years ago - Neolithic cities like Catal Huyuk and Jericho 10,000 years ago - beginning of Neolithic age The Vingkotling settlements had great walls of stone or earth and the more important were built with something of a spiral shape. The Vingkotlings enslaved dwarfs or used great magics to build these settlements. They ranged in size from 2 or 3 hectares to nearly 500 hectares (Nochet was the capital of the Vingkotlings). Most were between 2 and 40 hectares. As the God Time became more and more destructive, these settlements tended to be rebuild as smaller and more fortified. Many of these Vingkotling citadels survived the Great Darkness. During the Great Darkness, the surviving peoples of Dragon Pass eked out an existence in a few of these citadels, and after I Fought We Won they became the centers of the new Theyalan civilization (also called Heortlings). Old ruins were the first to be resettled. Broken walls were cannibalized to build new walls.In the early First Age, the Theyalans were allied with the dwarfs of Greatway (in the Rockwood Mountains), and some later settlements (such as the City of Wonders in Dorastor) were architectural wonders. This civilization was destroyed in the Gbaji Wars that ended the age. In the later Second Age, Dragon Pass was again the center of an urbane empire, best known as the EWF. The EWF ruled much of the continent and could command masons and builders from far and wide. Population levels recovered and many of the old cities were rebuilt, sometimes to realign with mystic experiments of the ruling EWF. The EWF collapsed in the 12th century and then all human life in Dragon Pass was exterminated overnight in 1120 with the Dragonkill War. For two centuries Dragon Pass was largely abandoned by humans. Some of the ruins were occupied by the dominant trolls as strongholds and bases, but most were just left empty. Dragon Pass was resettled by humans after 1300 or so.The old ruins were often the first to be resettled. So places like Clearwine, Bagnot, Dunstop, Jonstown, Two Ridge, and so on, all incorporate citadel walls built by older, richer civilizations. So in lots of these cities, there is going to be a "citadel" (or "acropolis") that is maybe 2 to 10 hectares in size built within the old Vingkotling citadel. Then a later city that incorporates earlier and later defensive walls, and then later rebuilds them. The previous names and history are generally lost (the settlers weren't scholars!), although places of obvious power became cult centers. What might have been a Second Age temple to the Diamond Storm Dragon gets rebuilt as a temple to Orlanth Adventurous. The tombs of Theyalan kings became shrines of Orlanth Thunderous or Ernalda. And so on. The city of Furthest is something of an exception. The Lunars laid out a planned city, built along the lines they developed in the Fifth Wane to resettle their own Heartlands, which had been destroyed by the nomadic hordes of Sheng Seleris. Furthest is built on a grid, and was built largely by and for foreigners.
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  7. The Saxons Invade while a God Shrugs! Two announcements this month - Logres, Lands of the Saxons for Mythic Britain, and Khakun Shrugs for Thennla Mythic Britain: Logres is Paul Mitchener's superb book detailing the Saxon culture of Britain and contains everything you need to know about these stalwart invaders of the island. Logres details their culture, beliefs, kings and chieftains, politics and superstitions, and presents a mini-campaign set against Cerdic's arrival on the south coast, where he must deal with both belligerent Britons and resentful Saxon settlers alike... Available for Pre-Order (delivery expected end of March 2017) $29.99 (print copy & free PDF) $14.99 (PDF only) 144 pages North American customers should order via The Design Mechanism web store (www.thedesignmechanism.com/products). Customers in the UK, Europe and Australia/New Zealand - order via Aeon Games Publishing (http://www.aeongamespublishing.co.uk/) Khakun Shrugs continues our Mythras Monthly Scenarios. February brings you Bruce Turner's adventure, an epic quest to placate an angered god who threatens the resettlement of Further Tarsennia. Who awoke the slumbering Khakun though; and what will be the cost be to avert his wrath? Join the Tarsen initiates of the Ruddy River Association to find out... $6.99 print copy via the Lulu webstore (includes free PDF) http://www.lulu.com/shop/bruce-turner/khakun-shrugs/paperback/product-23081279.html $3.99 PDF only via The Design Mechanism web store UK, Europe and Australia/New Zealand customers can order via Aeon Games Publishing
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  8. Yes, it's happening. John's just turned in the manuscript and it'll be reviewed during March.
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  9. And now something completely unrelated - an essay dating from 2011 which I apparently never posted in a way that google became aware of it. I did adapt the name of the governor of Heortland, though not the title. An Analysis of the origin and nature of the Storm Mountains. Duchamp Collectanea DC:1615.JSq.12-5 Duchamp, Truth/Stasis/Dark 1615 My Liege, King Orengerin of Heortland, and my esteemed colleague, Flindil Lambscraper, Royal Librarian, I humbly submit these results of my research on the mountains our glorious Founder Hendrik made famous in his fight against the minions of Gbaji. This analysis combines research in written accounts, transcripts of oral tradition of the native populace, and reports on field work. May St. Lhankor Mhy, Patron of Sages, bless this document with his Light of Truth, and shrivel those who profane it! Jereginos Steelquill, Senior Teacher at the Aeolian College of Duchamp Geology: The Storm Mountains comprise actually several chains of mountains of different origin. The oldest parts come from the seeds Larnste scattered around Dragon Pass when he met the dragons at their nesting ground, just off the slope of the Spike. They were made of the cold earth of the earliest age of the Earth. The rock from this period is of a light grey with occasional spots and inclusions of darker material, and viewed thoroughly will show small crystallites intergrated with each other. Estimated period of origin is the Earth Age, still before the Green Age. The next oldest rock found here comes from Vestkarthan's invasion to the earth, which rose the Vent and the other volcanoes along the south of the Holy Country. Vestkarthan's children spread into the east as far as the Wens of Corflu, and into the north as far as the Quivin Mountains. Some say that the Three Step Isles in the farther south were raised as mountains in this time. In the centre of this rising stood the Vent in Caladraland, and like the Vent these mountains show obsidian, basalteous rock, and layered ash and lava deposits. These rocks were scorched by the deep fire and generally have a darker colour than the rest. Estimated period of origin is the late Green Age, when this son of Aether invaded Earth. However, most of the mountains were raised in the later Golden Age. When Umath was born and pushed apart Earth and Sky, the Waters invaded the surface of Earth. Raging Sea had separated Genertela from the Spike, and Faralinthor covered large parts of Esrola's land and neighbouring territory. After Umath had chanced upon the lovers and had slain Faralinthor, the waters in this region retreated to what now is Mirrorsea Bay, then hiding-place of Choralinthor. However, the intimate relationship between Esrola and Faralinthor had left its traces on the surface now again in contact with Air: chalky sediments, the ground bones of the children of Molakka, covered wide parts of the land. These sediments formed a white rock, sometimes permeated with darker bands of red, black or green, which Tarban the Plow showed to be remnants of conflicts between various deities in his treatise on the White Cliffs of Heortland (Lylket Knowledge Temple #103.573.A, copied as Duchamp Collectanea DC:878.Lyl:TtP.35-3). The rising of the Storm Mountains occured in two steps. The first was the famous incident when Larnste had left the Spike to oversee Yelm's stewardship of the world, and found it wanting, for a chaos thing had wormed its way into the world and nested there. In his anger, Larnste stamped on it with his foot, which caused the depression known as the Footprint. Even though the thing bit the Greater God of the Celestial Court, its underground lair was smashed and its tunnels collapsed. From the force of the stamping the earth folded up. However, the thing remained, and only by the force of Vestkarthan's spear, found left lying where Vestkarthan had entered the Earth in the huge Obsidian mountain southeast of the tip of the Skyreach Mountains, which later was flattened by Argan Argar and made into the Shadow Plateau, and pierced the thing writhing inside the debris. Vestkarthan had been tricked by Eurmal into his favourite weapon, the mighty spear of deep fire, in a drunken wager, and was trapped therein, unable to escape until returning to his chosen home. Exultantly, Vestkarthan burst forth from his underground home, spewing out molten earth, rocks, and a huge pall of ash and dust. Kolat was angered at this pollution of his realm and summoned Bingista, the Good Wind, who blew this cloud back to where it originated, and covered the slime of chaos. As a result, the forest there was petrified. However, part of the dust still fell on the ground, and is found by miners just above the chalk layers left by Faralinthor. The folds made by the stamp of Larnste now are the two outer chains of mountains, creases of chalky limestone, light grey on the surface, but white in the interior. Sometimes the petrified bones of dragonkind can be found there, buried before this incident, and highly priced by the Inhuman King who is said even to have taught draconic magic in exchange for good specimen of these. Other findings can include giant seashells and even the occasional giant pearl, like the six used for the councillors' thrones in the City of Wonders. The final raising of the Storm Mountains was effected at Orlanth's commands by his half brothers, sons of of Kero Fin and Vestkarthan, in gratitude for the aid Orlanth had given to Quivin, one of their number, against the rage of Vadrus. Orlanth wanted to please his mountain mother by reestablishing her connections towards the Spike, and the mountains reached far into the Raging Sea. The sons of Vestkarthan, always the workers, brought up all the buried rock in praise of their and Orlanth's mother, so that all kinds of rock can be found in this middle, and highest, range of the mountains. However, their handicraft was no mettle against the occasional rage of the storm gods. Once Storm Bull wrestled with the chief of them, and twisted off his head. The twisted remains of his body form Stormwalk Mountain, in the southern part of the range. During the Storm Age and Darkness these peaks were battered by battles, and the debris rolled off to form the foothills. Large boulders dot this region, and treacherously smooth grassy slopes reveal themselves as piles of rubble gliding of the real slope, sometimes causing rockslides if trespassed. Another large amount of these peaks was carried onto the plains when Inora commanded her icy minions to fight the chaos oozing from the hole the imploding Spike had left. Their glaciers carried or pushed down finely ground material which forms the clay hills of the flat plateau. The scraping of the ice tongues still marks the upper valleys, and they retreated only in a series of battles, still discernible by the morraine ridges they left in the landscape. The vast amounts of water melting off the beaten glaciers cut the deep gorges of the five rivers into the plateau, and spread wide fans of muddy soil into Choralinthor's hiding place, still visible when the Blue Streak has plunged downwards. The upper riverbeds sometimes have ore deposits inside their gravel: silvery remains of the love between Esrola and Faralinthor, coppery fragments of the bones of the earth, mixtures of tin and lead from Argan Argar's attempts to conquer these mountains, where he lost several sons, minuscule fragments of crystallized gods' blood, splattered up there in unceasing fights, mostly too small to hold powers except as component for alchemists' potions. In some places deep wells yield pitch and tar, remnants of Murthdryas children covered by shells of Molakka's offspring, used for lighting and building. A few sulfurous and mineral springs give witness of the ongoing fight of Faralinthor's scattered fragments with Vestkarthan and his children who imprisoned the dismembered god. The interior of these mountains has remained largely untouched by the children of Mostal. In the Age of Gbaji once they invaded circular tunnels opening from these mountains, and found them unoccupied, until they were ambushed by either minions of Krarsht from the Footprint or troll guards from the Troll Woods, and were either eaten or forced to flee. The Iron Vrok did not repeat this attempt. For this reason the treasures of the earth supposedly still are there to be found by enterprising miners. The royal silver mines, founded during King Hendrik's Exile among the mountain tribes, give ample proof for this. Further to the north, the Kitori run mines crewed by hordes of worker and food trollkin which literally eat their way into the mountains. Their ore can sometimes be traded from Argan Argar traders, but a considerable part of the yield is used to outfit the Silver Spears, an elite unit of dark troll and trollkin spearmen trained to fight the magical monsters of the Foulblood Woods. The tarnishing powers of Tien require constant replacement of this metal, which has proven its effectivity against some chaotic features. I append copies of the reports of Tarban the Plow on the White Cliffs, DC:878.Lyl:TtP.35-3, Arinstor Yellowbeard the Taxman's evaluation of the silver mines of the Martofsaetan, DC:1607.AYb.7-12, a letter from Mikhil Baron, private Gray Sage from Alda-Chur, on a dating method based on fossiles in and of limestone, archived as DC:L,1614.AC:MB.1-1, an excerpt of an alleged partial copy of Zzabur's Blue Book, a gift to the Duchamp College by King Hendrik the Fourth after his conquest of Refuge, DC:1254.Ref:Zz.22537-1269, an expertise by Scholar Wyrm on some fossils found near the Martof Headwaters before trading them to the Inhuman King, DC:1492.SW:134-5, interviews Korlmarl the Listener led with various inhabitants of the Mountains, DC:1595.KtL:24-13-*22. Not included, since ready to your perusal at the Royal Library, were Agricola's 13 books on the art of mining and the creatures of the Deep, the Flintnail Dialogues by Herendikos of Pavis, "The Junior Alchemists' Guide" by the infamous Delecti of Remakerela, Baranwolf's misguided treatise on metals and crystals, and Stein Meadcalfe's "Metallurgy" quoting an obscure Loskalmi dabbler in metallurgy. The "Annotations to Agricola" by Daran Bonehunter will give valuable cross-indexing to further treatises on this subject.
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  10. One of the fundamental traits of Darkness is that it hides things and makes them difficult to know. No human can ever really know just exactly which underworld demon they are dealing with, because it's dark down there, and your eyes are going to lie to you. Trolls understand this intimately, and don't make a huge distinction between a God, a Spirit with some or all of the powers of that god, or even a troll devotee of a god. If it is powerful, and acts like they expect that god to act, what difference does it make? Any sufficiently angry and violent spirit is Zorak Zoran, and my Mom is Kyger Litor, as are troll Mothers, along with all the various maternal ancestor spirits we summon on holy days to give us strength and wisdom. Even for the Uz, what "really" happens in the Dark is mostly unknowable. The best you can do is put a name on something, tell a story about it, and hope you are strong or influential enough to make your version stick. And the further you go back into the Dark, the less distinct and recognizable things become. All the various Dehori become Dehore, vast and singular. Each and every troll is Kyger Litor, as are all trolls together, plus the parts of her from before trolls. The twin Gods of Rage and Compassion become closer and less distinct, and ultimately, Subere engulfs and conceals all. Finally, there is just Darkness itself, hungry, cold and unknowable, consuming whatever dares approach it too closely. exactly!
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  11. Going back to the Great Darkness, the whole of Genert's Garden was breaking apart - actually separating and floating off. Such was the death of Genert that the very land was flying apart. This is key in Waha's myths. He went and tied all the parts back together and grandmother Spider pulled the net tight and everything (nearly) was pulled back together at the dawn. One of the parts that never broke away was Prax. It had better cohesion as it had the Great temple that is Eiritha, but it also had Zola Fel Zola Fel actively prevented Prax from breaking up he was at the edge of the void. The rest of the Wastes broke apart and drifted away, some never to be found again. They occasionally reappear as the Hidden Greens, their affinity with the land has never been lost and they struggle to reattach themselves. Occasionally a Khan of Waha succeeds and they rejoin the whole. There are clearly many less Hidden Greens than their once were. Looking at the "Catchment map" - these aren't so much catchents but weak water spirit demesnes. These mark the major chinks of the Wastes that were reassembled. I've got some idea in my head that once the powers of the Earth are weakened so much that that just the physical remains, that Water can hold it together. Sort of a last stand by Seolinthur's children. Likewise the Wicked Writher has a role in this due to the large number of these demesnes that it links together. Looking closer at the damage to the fertility, it's not just one thing: The death of Tada - Tada was Genert's fertility by the looks of it. Tada's Loincloth which holds the fertility of Genert's Garden was lost before the Dawn. Likely in a Hidden Green or in another exciting plot hook. The death of Genert, the premier land god causing the land to fracture. Physical damage - smashing (big fights), consuming (Storm Bull, Oakfed, Dark Eater), Transmutation (Copper sands, etc). Introduction of Chaos into the place - mixing it all up. The fertility is not only absent overall, but what struggles to exist is in spots - Prax as it was never broken, the oases in the Wastes form tiny pieces of fertility struggling to help, as do the serpents. There is clearly a relationship between these tiny water spots and Ernalda. She's able to flourish abet only in these tiny spots. Here's the Demesnes map for reference (it's posted elsewhere on this site, this may be more up to date, but still unfinished).
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  12. Well, the image map of New Pavis is ready, I am just waiting on feedback from Moon Design before I put it live.
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  13. The Free RPG Day 2017 poster is out... join the (Rune)Quest!
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  14. Cakebread & Walton are proud to announce that from March 1st 2017 they will have a new member of the permanent team. Gary Buckland will be joining full-time as an Associate Partner. Since the start of Cakebread & Walton in 2009, Gary has worked with us on many individual projects and is responsible for some fantastic cover art and designs, as well as some outstanding interior artwork. Gary has been working in the art, design, production and publication business for much of his life and with him on board on a more permanent basis, we'll be able to announce an even more robust and prolific schedule moving forward and further improve on our production standards. We're really looking forward to working with him and welcome him to our little company. Speaking to us from his home in Innsmouth, Gary said, “In an industry filled with the most creative and wonderful people, Messrs. Cakebread and Walton stand tall with their work within and love for the RPG industry. I very much look forward to working more closely with them on lots of exciting projects and extend a warm welcome to them to join me at the local Esoteric Order of Dagon church very soon.” Gary is joining Cakebread & Walton just as we are on the brink of bringing out Michael Scott Rohan's The Winter of the World RPG for OneDice (and which will also be 5E compatible) and A Clockwork of Orange for our Renaissance D100 ruleset - and watch out for a host of other releases over the next few months!
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  15. I am but one person. I am currently working on (writing, editing, commissioning art, or doing final approvals) of seven Gloranthan books for release this year (there's a few others that Ian Cooper is doing in addition). On all of these books I am either the primary author or the co-author.
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  16. Hello, Our goal is to push out 2 HQ publications in a year. That is a reasonable goal for us for now. It can take a couple of years from inception to finished book in your hands, and about a year from an ms being finished. A lot of that length is due to the labour intensive nature of the tasks (creating text and art, laying out etc.) and the difficulty in parallalizing some of those steps effectively (at what point can you commission art during creation of the ms etc.) We have some material written and waiting to go out, and we have more in 'development' and some at more of an inception phase. Of course HQG players can adapt anything for RQ or 13thAge as well. We are having some interesting discussions about the idea of systemless books supplemented with system books for them. But nothing concrete, just ideas about how to effectively meet everyone's needs given production constraints.
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  18. Yes. The herdmen spend their day gathering food for the morokanth. They scatter about, gathering roots, bugs, succulents, etc., so that the morokanth don't have to spend their entire day food gathering. As a result, the morokanth can craft, worship, trade, scout, and do all the other wonderful things you can do when someone else is doing the time-consuming grunt work.
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  19. I think the spell description is pretty straight-forward - the spell damages the target's body and requires overcoming the target's POW. That means its target needs to have a body and have POW (or at least magic points for those corporeal entities lacking a POW characteristic). And armor points do not absorb Disruption damage.
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  20. My Pavic/Praxian Campaign draws heavily on Ian Thomson's stuff. Pavis tried to unite the elemental forces in a City of Harmony. In my campaign, he was already part human, part Aldryami, one of his daughters was part-Mostali, in my campaign another daughter was part-troll, but she was betrayed by the River Voices of that time and imprisoned in Hell. I have a daughter of Pavis trapped in the Puzzle Canal, part mermaid, but the PCs haven't found her yet. So, in my campaign, Pavis united Earth, Water and Darkness through mating. I doubt if he mated with a minotaur, he could have intended to mate with an Agimori, so he doesn't have Air/Storm or Fire descendents. Again in my campaign, he went to the Green Age to bring back more powers of Harmony, but was trapped there, again betrayed by one of the River Voices of the time. The people of Pavis used the Darkness link to call the Trolls to help them but were betrayed when the trolls took over. However, this is definitely a case where my Glorantha varies.
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  21. Because it was already defined by the giants wall that walled off robcradle. It was a grazing for the Praxians that they and the giants defended. A better question is what is the relationship between the godlearners at robcradle and wakboths eye. And what became of the godlearners there.
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  22. I note with some interest that the Grotto of Pocharngo (Troubled Waters) is directly connected to the Eye of Wakboth. Is this connection more than physical? Is Pocharngo in fact a part of the Devil, like Cacodemon? I also note that the chaos priest Oll seems to predate Robcradle (he has been there "for time beyond memory"). I think it is safe to assume that the Cacodemon temple on Ogre Island is also ancient. So, the God Learners abandon Feroda and build a settlement right on top of a Chaos Nest. Paragua and the giants build walls around it. Lord Pavis builds a city there -- with a Chaos/Broo Market. Trolls, known defenders against chaos, invade and seal the city. The Lunars (unwittingly or not) bring Krarsht to Pavis -- did Lunar Krarsht worshippers and ogres initiate the invasion of Prax to get close to this Chaos Nest? I think it might be time to write an updated version of my old Eye of Wakboth conspiracy and make a campaign out of it... Orlanthi and Lunars (the Coders, perhaps) working clandestinely together to root out the Gbaji conspirators in the Lunar administration. But the Gbaji conspiracy isn't local to Pavis -- it goes much higher, all the way up to power-hungry-and-secretly-Krarshti Tatius. Following the leads from Pavis, the players must work hard to convince anti-chaos Lunars in the provincial army (Fazzur?) to help them. In the end, they get the intel that allows Kallyr and her group to infiltrate the Reaching Moon ceremony. Not a bad campaign. Sorry for the thread jack, but thanks for inspiring me!
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  23. And the first official playtest of The Broken Tower, the new RuneQuest Quickstart scenario, has begun! GM Andrew Bean is setting the scene for our Gloranthan adventurers...
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  24. So I've been away from the hobby for some time but I used to love Magic World. I looked at Chaosiums site to see no new supplements even after all this time so I did some research. Turns out Chaosium imploded, scrapped MW, and took on the banner of RQ. I don't like Runequest - RQ6 is a well made supplement but way too rules heavy for my taste and I pretty much despise older RQ rulesets due to various design choices with the mechanics. However, RQ6 also got rebranded to Mythras, old RQ stuff is being re-released by Chaosium and Gorlantha is being shoved into the limelight. I also don't like the newer editions of COC which is fine, because my old copies haven't stopped working. In short, I'm completely unhappy about the current state of BRP based fantasy and Chaosium has lost most of the good will I've given them over the years. I also have no idea what is going on with "Mythras" and if it is going to be it's own line, or be absorbed into Chaosium? I was looking forward to "BRP essentials" as well as the possibility of a Magic World like Sci Fi or Science Fantasy package. Although MW continues to run, I like continuing to add to my campaigns and nothing Chaosium is putting out will tickle my fancy. I love the D100 system, but I'm kind of at a loss as to where to get good, regular supplemental content from. I loved the direction Chaosium was going with the "Worlds" supplements, Enlightened Magic re-release, and MW supplements and now it's all kind of... Gone. Is there any material or publishers making good high fantasy content (or content used in high fantasy) that would bolt into MW with ease? I already bought classic fantasy for Mythras just to support the author, but as stated previously I'm unlikely to run Mythras in any capacity. Any suggestions you guys could provide would be great. I know my thoughts are kind of jumbled but I feel like the rug was yanked out from under me and all excitement I had about jumping back in has been dampened.
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  25. The Quickstart for the new Chaosium edition of RuneQuest will be released on Free RPG Day 2017 (Jun 17). Andrey Fetisov's art for the official Free RPG Day poster is a homage to Luise Perrine's much-loved cover for the classic 2nd edition of the RuneQuest rules:
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  26. Yes, we're aiming for the QS + Scenario to fit into 48pp, including pregen characters. The Broken Tower scenario is set in Dragon Pass, and is designed to take three hours. Last night's playtest went very well, and generated quite a bit of constructive feedback.
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  27. I quite like the "sparseness" of Future*World. For example, I only hit my stride with Traveller once I learned to let go and love the sparseness. Reading a lot of science fiction and refereeing by the seat of one's pants can be very liberating.
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  28. How to use the World Between with the Clockwork & Chivalry system, a link to my blog post on the subject.
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  30. At the time, nothing was coming out for Glorantha, with nothing visible on the horizon. Ian kept Glorantha alive in many ways.
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  31. Free RPG Day this year is Saturday June 17th. Unlike last year there will be 10 copies of our offering in each retailer pack, instead of two. Participating publishers agree that Free RPG Day products won't be disseminated anywhere else until Saturday July 1st, 2017, either in print or PDF. Last year, on July 1st, all members of the Cult of Chaos organized play program were able to download our Free RPG Day 2016 offering for free. Shortly after, The Derelict was also available in print via POD from Lulu.com. We'll be doing something similar this year. If you want a copy of the RQ Quickstart and miss out on Free RPG Day due to unavailability or distance, you'll be able to get a hold of a copy one way or another from July 1st onwards.
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  32. Pah, official word is all very well, but we thrive on unfounded opinions here.
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  34. Welcome to the Issaries Desert Trackers. Your franchise agreement, handsomely calligraphed on rich faux hyena hide, accompanies this card. We suggest you sign it.
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  35. We should also consider the idea that Pavis just isn't that important. In the political scheme of things, my understanding was that the Lunar Empire invaded Prax only because they failed to take the Holy Country; and set up to invade the Holy Country by sea. They took Prax. They took Pavis. They arranged for the invasion of the Holy Country by Sea (a two-pronged assault by land and sea). And once they had Esrolila and Heartland, Pavis became a political dead end (again). From an imperial point of view it was a curiosity, and a dumping ground, but nothing more. The "stalling" that the temple of Pavis did to avoid marrying into the lunar pantheon worked, because nobody in the empire who mattered cared. Poor Tala Errio! Through all kinds of rationalization she is aware that she's been shunted off to the end of the civilization for a project that, despite it's grand name and presumptions, is a throw-away. As for Pavis himself, I rather like the idea that he was a failed hero quester. People go to the frontier for all kinds of reasons - and one of them is that they can't hack it in competition with the big kids of civilization. So, impressive as Pavis' achievements were, maybe they just weren't up to snuff against the real heroes of the world.
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  36. My friends went to the Painted Wall, and all I got was a spider fetish that bites your finger off if you pick it up wrong
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  37. Marrying Pavis to the Red Moon is the official story, and I'm sure most of the straight Lunars believe it, but there seems to be a lack of urgency to the project. Nothing happens on this front between 1610 and 1625 when Argrath White Bull liberates the city. And the cult of Pavis wasn't exactly eager to make it happen -- instead, they were stalling. Thus, I don't really see a conflict between Ginkizzie and the priests of Pavis -- Ginkizzie has had centuries to make sure that the Pavis priests are faithful supporters or at least not harmful to the plan. If we assume that there is a Gbaji conspiracy among the lunars, I don't think they care much about Pavis -- they want control over Cacodemon's birthplace, and access to the Eye of Wakboth (now that they have learned of its existence). And thus neither the Lunars or the Pavisites invested much into the marriage. I don't doubt that the dwarfs are pulling the strings, but I think Pavis is a willing partner in their plan (as far as he knows the plan). It seems Pavis retired to his crystal palace quite voluntarily -- Flintnail had already left, Ginkizzie was only about 30 years old, and I doubt that the remaining dwarfs were powerful enough to be able to command Pavis. I wonder if the Plan requires Pavis to remain mortal (Grandfather Mortal's defining trait). That would explain why he has been pottering about in his stasis chamber instead of gaining immortality, like a proper superhero/godling. I also note that P:GtA portrays the cult of Pavis as strictly sorcerous -- and allied with the materialist-atheist-sorcerous dwarfs. Is there an anti-theist materialist-humanist agenda to Pavis' Plan -- the Man rune as secular-civilized humanism? Both elves and trolls have been present a long time, but there is no mention of Pavis/Flintnail attempts of diplomacy, treaties or alliance with them. But God Learners were evidently welcome, given that they were given a settlement in the city.
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  38. The Grand Grimoire of Cthulhu Mythos Magic PDF is out: http://bit.ly/grandgrim Mike Mason, with Matthew Sanderson and their team have created an essential resource for Keepers of Arcane Lore... spells drawn from over thirty years of Call of Cthulhu supplements and scenarios, including optional Deeper Magic for the most powerful of Mythos sorcerers and monsters, to beguile and confound investigators. The print version will be out later this year. Buy the PDF now, and get the FULL PRICE of the PDF off as a discount if you purchase the printed book on chaosium.com
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  39. The planned marriage of Pavis to the Red Moon was simultaneously an effort to produce the Moon Men as well as to liberate Pavis from his entrapment by the dwarves and allow Pavis to fully incarnate Grandfather Mortal. Once the dwarfs figured it out, they set out to bring the Lunar regime to an end.
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  40. Here are the parts that I would write the adventure around: The Mould Firstly the location of the cave which is the mould for Genert. I'm not sure if it is finished, who made it, or how. I do know it looks like: https://thumbs.dreamstime.com/z/beautiful-sand-rock-cave-water-erosion-red-eroded-wind-inside-mountain-antelope-canyon-arizona-usa-70279876.jpg https://thumbs.dreamstime.com/z/beautiful-sand-rock-cave-water-erosion-red-eroded-wind-inside-mountain-antelope-canyon-arizona-america-usa-grand-canyon-76664953.jpg http://www.strangedangers.com/images/content/147862.jpg Perhaps it's natural, made by Storm Bulls winds and the Wicked Writher. The Skin Hyena skins are already here, deposited by the desert trackers and others involved. The Body The Copper Sands aren't his bones, but his body. They will fill the cave. The Vital Force Hyena vomit, a spiritual reemergence of the consumed Genert. Important Body Parts The Incorruptible Eye of Genert. This largest surviving piece of Genert is said to have had sight beyond mortal ken. Tada's loincloth - The fertility of the Genert's Garden. This is of course a euphemism for Genert's genitals. Heart - fate unknown, but something cool should take its place if it can't be found. The Team The PCs! I don't think the Oases Folk, Issaries cultists, Tada (minus genitals), Praxians are needed. But they would certainly add colour. As I said in the other thread - What could possibly go wrong with remaking a dead god :-)
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  41. I don't know what "barbarian" objectively means other than "people who speak funny" (for the Greeks, the barbarian par excellence were of course the Persians). It seems to be mainly used as short-hand for "vaguely Celtic or Germanic" which isn't terribly useful for describing folk with sizable urban communities (at 10,000 people Boldhome is a large city), written records (including an entire cult dedicated to written information), long-distance trade and coinage. New players get that easily - you say the Orlanthi have cities, tribes, and clans, worship the deities of Air and Earth, and have a tendency to feud with themselves and others, and that's not hard to grasp in its own right. What creates a hurdle is when you say something like "they are barbarians/Celts/Germans/Vikings/etc - except they have cities, written records and scribes, etc." To which many a player has said, "so are they barbarians or not?" I suggest you reduce the confusion by not introducing a real-world analogy that you then have to walk back from. Just describe Gloranthan cultures in their own right. Most players are likely to understand that better anyways.
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  42. Bronze treasure's main reference is in Tales 16: This is nearly canon :-) Drop the "many also associate him with the Lunar rune". The current Praxian version reads: I hope that clears things up :-) (Please note that Nomad Gods II and Drastic Prax are not considered canon).
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  43. Here's a better look at the Free RPG Day poster art, by Andrey Fetisov:
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  44. We recently played In Search of the Trollslayer. Very good BRP title that easily runs in Magic World. Wish there were more titles like that!
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  45. In the RQ3 box "Elder Secrets", the mostali castes have each a caste specific (and utterly useless) spell "Stabilize <caste specific substance>" which is the opposite of Tap <whatever>. I would call that principle "imbue" rather than "vivify" - the sorcerer puts some of his essence or energy (or indeed life) into something else. Brithini (and Brithini-derived) sorcerers probably regard this as tapping oneself for the benefit of something lesser, hence evil. Command is the triumph of (nearly) pure intellect over (mostly) dumb energy or matter, imposing the sorcerer's will (which is an extension of the Creator's will, don't you ever doubt it) on entities who strayed after being left to their own devices for too long. It is Righting the world. The opposite would be to go counter to the superior intellect of the sorcerer (and ultimately the Creator) and to succumb to the errors of the world. This is worship, voluntary enslavement to a lesser entity. And we all know that that is evil, and not a sorceror's technique. But then, you are right - the God Learners (or at least the Zistorites) did mass-produce magical swords, imbued with magic that could and should have been used in a better way, and the God Learners experimented with worship, destroying much of Umathela and Slontos.
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  46. BRP (and by that I mean the family of games that include Call of Cthulhu and RuneQuest, and not just the BGB) is IMO more truly "newbie" friendly than the D20 family of games. The ability to do anything is expressed as a percentile chance of success. So if I want to shoot something with my gun, the GM just says, "you have a 60% chance of hitting it". That makes the core mechanics very intuitive to brand new players. Now as you build up from the core mechanics there is plenty of non-intuitive stuff that players need to learn - spells (if used), "pushing", the amount of damage something does, etc., - but once the foundations of those are learned, it flows pretty easily. Now, players who are coming having learned (and perhaps mastered) another rules system may have some initial difficulties as they have to "unlearn" assumptions from that rules system, but for the true newbie, BRP games are extremely easily to grasp.
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  47. I ended up running Rainbow Mounds. I created five PCs (4 humans and a duck), using the previous experience rules. I set four of them up as ex-mercenaries and one as thief apprentice. My hook into the adventure was that three of the humans came from Apple Lane, and upon returning to the hamlet, they discovered that their families had been victimized by Whiteye. Worked like a charm. They fought the Rock Lizards, fled from the ghosts, and navigated the lake to the room of three spikes, where they fought the 1 (!) Troll-kin guard and then defeated Whiteye and the cave troll. One of the PCs was a heavy infantry merc, so his plate armour was tough enough to stand up to most of the blows from the cave troll. They managed to hit Whiteye with a Demoralize spell on turn one that made his attacks all but worthless. It did take them awhile to get through that troll hide though! At that point there was only 20 minutes left in the meeting and we ended the session. Everyone enjoyed the one-shot though, and the system was well-received!
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  48. Time to invoke the first rule of Fort Club.
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  49. @mikkling asked: As a friend of the EWF, and an accomplished magician, I believe Pavis was creating a giant crucible to contain his experiments. He utilised what was already there and with the faceless statue, expanded upon it. I'm not sure the result was intended to be a great city, it just ended up that way. It was a great container that naturally got filled as it was well defended. With more people came more magical power. He didn't realise that the closer you get to godhood, the more limited your actions. To maintain himself and his power he had to leave the Middle World. He didn't quite achieve what he set out to do and so is trapped as a demigod in his own Gods World. I think that he was striving to be the Man Rune, Grandfather Mortal himself. This was the least difficult of the paths of becoming a god as he was humanoid. Ultimately he failed and got stuck. Maybe the nomads had something to do with it, but I don't think so. Yes. Ginkizzie likely understands the failure and strives not to become entrapped in the original plan. That leave him with little to do other than maintain what is there.
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  50. Maybe, given Lords of Terror says: Perhaps that's how the hand is still animated - by Pocharngo still being present in the world.
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