jajagappa

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jajagappa last won the day on March 2

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About jajagappa

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    Writing, RPG's, history, art, genealogy, nature, science, and a range of other topics.

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  • RPG Biography
    Glorantha since 1982; ran RQ2/RQ3 campaign in Imther for ~10years; published fanzine New Lolon Gospel; contributor to Tales of the Reaching Moon, Enclosure.
  • Current games
    HeroQuest Glorantha - running PbF Colymar campaign.
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    Massachusetts
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    aka Harald. You can also find me on Google+ Glorantha site.
  1. That sounds like the start of a good scenario. Why are they insulted when they return? (Perhaps it's just an oversight? Or the hosts were distracted by some unexpected event? Or the hosts were responding to some prior perceived slight?) And what do they do in consequence? In Nochet, we'll have both this in the Sarli district where the Sartarites and Heortlings reside, and the reverse with brothers in much of the rest of the city (likely with 'expected' actions prompted by the women they've married). And Nochet gets more complicated by the presence of various societies and temples that are intended to unify parts of the city together, but if brothers have not only married into different houses, but have joined competing societies or rival temples, then there is an added level of tension. The invasion of 1602, the subsequent tribal struggles, and Starbrow's Rising in 1613 may well have complicated this where many steads may lack their original headman. What has the clan ring done subsequently with these steads? Have they given them to a loyal thane who has relegated the steadmistress to a lesser status? And what does this mean to returning characters?
  2. This is in line with my thoughts on the client houses: at some point the Enfranchised House becomes 'overcrowded' and certain side branches are 'pruned'. They are in effect kicked out of the Grandmother's hall, usually transplanted into some location useful for the Enfranchised House, and owing tribute and obligations to the parent house. There are also branchings off these subsequent client houses as well, though most try to maintain ties with the originating Enfranchised House and not necessarily with the client house they branched from. So in my current Nochet campaign, House Lorionaeo is a distant branch/client hall of House Hulta. In both my Orlmarth and Nochet campaigns I've provided short genealogy charts to show how the varied characters are related (including where their mothers came from). I've found this useful in tying various background stories together, though there are certainly more aspects that could be drawn on as you suggest. I always enjoyed working through this in my own character designs. I've not gone to this level in either of my current campaigns - have left most of the character background to the players, but then drawing on their suggestions for certain interactions. In my Nochet campaign, as I've wanted to emphasize the connections one makes within a city of that size, I've had the players identify six key relationships for their character such as best friend, current mentor, and greatest rival. Where such NPC's overlap there are both interesting stories, and the potential for challenging conflicts. I like this concept, and it explains why in my Orlmarth campaign, the daughter and granddaughter of Morganeth White-eye stayed with the clan instead of marrying off elsewhere. I've also used the ritual Harvest Bride marriage as a method to connect bloodlines within the clan. It's a year marriage where the victor of the Harvest Games (the Barley King) ritually marries the Harvest Queen (chosen by the Women's Circle/priestesses of Ernalda from the unmarried clan women). The participants in a given year in the Harvest Games must be unmarried men and cannot be from the same bloodline as the selected Harvest Queen. The child of such a union remains with the Harvest Queen's household (even if the Harvest Queen subsequently marries outside the clan).
  3. Of course they aren't! We all know that the Gold Wheel Dancers are the true embodiment of the Man rune.
  4. I'd put my Call of Cthulhu hat on at that point. Most likely the confrontation with chaos will drive you mad if it doesn't warp and destroy you. IF you succeed somehow, and that should be a Nearly Impossible IF, you've gained something against chaos. Perhaps it's the ability to help others stand against it, or as with Boztakang some greater power to destroy it, or some ability to shape it into order, or an ability to refashion yourself if touched by chaos. You'd most likely determine what that power is based on the runes you have.
  5. You get the pleasure of confronting Arrquong, Lord of Despair, the Harbinger and Gatekeeper of Chaos, and guardian of the entry place of Chaos to Hell. If you fail, well, no one will ever know as all memory of you will be erased as you are sucked into the Void or transformed by Chaos into something unspeakable. Only Boztakang is known to have done so and succeeded. He ripped the secret methods of destroying chaos from Arrquong.
  6. I'm not convinced that the Mostali have any inherent direct connection to the Earth rune. I'd generally argue that the presence/use of an element is specifically associated with tasks in the World Machine, and that it can be across caste. If you have the Earth rune, then you are assigned to maintenance of the Cube. If you have the Fire/Sky rune, you are assigned to maintenance of the Sky Dome. If you have the Law rune, then you are assigned to the reconstruction of the Spike, etc. The White Elves as I recall were plants associated with Fire/Light. The Black Elves have a clear Darkness connection, and the Blue Elves of Murthdrya have a Water association. Agree. Given that humans do not need to include the Man rune as one of their 3 runes in HQG, I don't think it would/should be required for the beastfolk to include the Beast/Man runes in theirs. What you could do is say that the 3rd rune is typically one or the other to emphasize whether that particular character is stronger or leans toward their beast nature or their man nature.
  7. Not the 'deaths' but the imprisoning of those two in the Underworld. As noted in the Glorantha Sourcebook p.98-99: The Hero Wars have already started in Dragon Pass. The Lunar Empire conquered Dragon Pass and used incredible magic to imprison the gods Orlanth and Ernalda in the Underworld despite the Compromise. The Cosmos shuddered and shook, and many fear the Cosmic Compromise, long frayed, has been torn asunder.
  8. Compromise was already broken by the time of the Dragonrise, so that doesn't prove whether they can or cannot act outside of the Compromise. I think more likely they must commit utuma to move outside of Time and the Compromise.
  9. If potatoes are a Moon-Earth plant, then possible they existed in the Artmali Empire as well, but largely lost in Pamaltela when that empire fell.
  10. I'd probably incorporate that into the Cultural keyword, just as being a human is implied in Heortling or Esrolian. E.g. Arstola Forest brown elf, Redstone Uz.
  11. Maybe it was a ritual marriage. "Temertain, and he was the son of Jotisan of Karse, son of Markalor, son of Eonistaran the Sage" - this indicates that your date for Markalor is correct and Jotisan is his son. Might represent a point when the God-king changes bodies. We don't know many of those dates. I don't believe so. In the Nochet material that Jeff and I worked on, it is noted about Bruvala: "As Queen, she married 15 men from whom she bore 23 children, including three queens and one winner of the Tournament of the Masters of Luck and Death. Though her son forced her to retire to the position of Reverend Grandmother..." Though not explicitly stated, I'm pretty sure that the son who forced her to retire in 1610 was the one who had become Belintar. I do not believe there was a significant population of Sartarites in Nochet at that time. Nochet total population in those years was ~20k (and that is still the case up to 1580 - the great explosive growth is within the past 2 generations). Most likely the number of Heortlings (which would have been predominantly Heortlanders, not Sartarites, I think) was on the order of 1000 at the most so equivalent maybe of 2-3 smaller clans. Trade relations would undoubtedly have included marriage alliances. Pre-Opening, who would Bruvala/Brengala want their eligible 'daughters' to marry? Other Esrolian Enfranchised Houses would be top of the list to better bind the land together. The King of Caladraland would be another likely candidate. Leaders of cities in Heortland would be of interest. King of Tarsh might be the best candidate. Even a Grazelander might be a candidate. King of Sartar's sons might not yet be best candidate. Or might be targeted for a very specific 'daughter' not Arkilia. Reasonable assumption since it occurs before Bruvala's death. He is from House Delaeos, so another blow for House Norinel. And clearly instrumental in Imarjira taking power in 1551. Quite possible. More likely this is Delaeos' vengeance for forcing Imarjira's abdication in 1564. But, House Delaeos could well have used Sartarites as their agents.
  12. I don't recall any pre-gens for players for RQ2. There were a few in various RQ3 modules, particularly Sun County and, I think, Dorastor, but I don't believe those are available.
  13. I provide 3 HP at the start of each session. There's always some point where you're going to need them, but it's a trade-off as to when you do. Sessions inevitably have extended contests in the central climax and the final resolution, and those are meant to be memorable, so if you use too much too soon ... If you do have any leftover, you can use those as XP (and there is no carryover). I do keep track of complete/major victories, and critical rolls, which may result in XP-type options related to those abilities or keywords (a new breakout ability based on interesting use of a keyword is common such as when Harrik the sage successfully used his Air rune to create a Dust Devil and blinded the Lunar heroquester in the midst of a major ritual). Cementing relationships is another use either during the session or after (though sometimes the in-game play indicates they will get that relationship ability for 'free' based on their actions).
  14. There are several of us working on HQ material.
  15. Yes, that is my understanding of the plan. These periods are the same. It's basically a bump up to 1626-7 as a general starting point for new material rather than pre-Great Winter/Hero Wars.