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jajagappa

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  • RPG Biography
    Glorantha since 1982; ran RQ2/RQ3 campaign in Imther for ~10years; actively running RQG campaigns; published Jonstown Compendium works Edge of Empire and Nochet: Queen of Cities; published fanzine New Lolon Gospel; contributor to Tales of the Reaching Moon, Enclosure, Codex; contributor/advisor/reviewer for multiple RQG books.
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    GM: RuneQuest Glorantha - F2F Imther campaign; PbF Imther campaign; PbF Holy Country campaign.
    Player: RQG - PbF Borderlands
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    Lovecraft Country, Massachusetts
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    aka Harald.

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  1. Actually I remember there is at least one other, and he is the one who steps outside the Dome and at some point rescues Lightfore: Dayzatar. So, let there be LIGHT! And the world reborn. That is the tale. It is sort of a reverse Hell. Instead of going to Hell, Hell comes to him and all that he loves is lost.
  2. I ran my RQ scenario "A Road Out of Nowhere" again (also at last year's con), and again the PC's successfully got out of Nowhere, through the Twilight Woods, riddled with the Riddling Raven of the Crossroads, came through the Fog of Ignorance, and defeated the Lunar Heroquesters besieging the Ivory Tower of Knowledge! Also did a seminar on running Urban Campaigns in Nochet. I thought that went well and decent attendance for the first Saturday morning timeslot. Also was Count Leonidas of Darleep in HotB. But since they are running HotB again in a few months (at Continuum?), don't want to go spoiling for others who might be there.
  3. We do have to separate out the Immortal/Mortal axis from Death. Gods (and dragons) are Immortal. They possess the Infinity Rune. Mortals do not. What does that imply? The gods do not Age and Die - they are not Finite. It's unclear what this distinction means before the coming of Death (or Aging?). Mortals as created beings where body and spirit are bound together (a collection of Runic bits and pieces), which then at some point disintegrate back to body and spirit. But with no Underworld calling, the spirit can perhaps reanimate and enter the body once more? And they do so until Grandfather Mortal is slain, and he sets the path to the Underworld and the permanent separation of the spirit from the animate body. The gods though may have different parts? They are not simply body and spirit and do not disintegrate. And if we investigate what they are, we find that they are Runes. They may be singletons, or a combination of two or three, or a subsequent "devolution" of those Runes. But they simply are (until they are not). Generally yes, with the exception of Aging until Death. This seems to be a unique Mortal thing. Yes, there is something else there. And I would guess this has to do with proximity to the power of the Runes. Their parts (let's call them Runes) are bound back together, and the Ritual of the Net is clearly part of what binds them back to the world. Yet curious that the Moon Goddess was not. She existed, she was slain and part of the Underworld, but seems to have been left out of the Net - at least until a group of mortals quested with broken parts and rewove her into the Net. And now she's in this weird Mortal/Immortal, Dying/Undying state. Generally, yes. But there are those (such as the god broken at the Skyfall Battle) who were lost permanently, even from the Gods World. The Void/Oblivion is an "ultimate" Death that takes you out of the picture/Net in your entirety. There are good gods too though that do not return such as Genert or Tada. Some places remain a Waste. Some are vanished (e.g. the Spike). Might you find memories of them in the Underworld? Likely. But there seems to be some point at which the god parts are too shattered to bind back together (or perhaps certain parts got added to some other god so are no longer available to put back together without disassembling some other deity?). The Ascension and subsequent Death of Belintar (or the Only Old One) are examples of gods that may be parts and if one takes away a part, resurrection/return is not possible. Those gods are now Dead. Unless we believe the tale that Yelmalio was the sole survivor. The one last light left upon the Hill of Gold waiting for the world to reassemble. (Of course, Lightfore, who is Yelmalio, and Kargzant, who is Yelmalio, do appear to die, so is Yelmalio simply the one fragment of many left Living?) But there's definitely something about the Parts of the God (or perhaps even the Parts of the Hero) which seems distinct from the parts of the Mortal.
  4. As Nick noted, this figure is associated with the Sartar Culbrea tribe in Martin's book. However, it's Heavy Cavalry riding a sable, so realistically you could have such a warrior come from any of the Sartar tribes without difficulty so just use the Sartar Homeland, Warrior/Heavy Cavalry occupation, and you'll be all set.
  5. Not to mention the return of Notes from Nochet with all new content!
  6. Yes, as Brian noted, and including examples.
  7. Arcane Lore has a hodge-podge of early ideas and interpretations on how to try to build a heroquesting system - some more successful than others. Largely the viewpoints/lenses are different, so how you perceive and interact with a given entity varies, but it's still the same entity.
  8. "Transmute" is not the right word. The shaman would simply see the god AS one of the great spirits and know them by their Spirit World name. I.e. they would see Orlanth as West King Wind or the Adventuring Wind or something similar. But they would not be in a position to readily bargain with such a spirit without giving up part of their soul (i.e. transfer POW to the deity/great spirit).
  9. The God Skin in vol. 4 could likely work. Probably the Corn Dolls in vol. 2 once farming is established (i.e. needs settlers).
  10. The Lunar magic of the Red Goddess only affects spirit magic. (It's the same skills that were in the old RQ3 Gods of Glorantha book.) Irrippi Ontor does have sorcery - largely aligned with the Moon, Fire, and Truth Runes (and tied in well to the heavenly bodies).
  11. I think Chaosium's intent is a series of regional sourcebooks for Dragon Pass and Prax. Sartar, of course, comes first. But there's a lot of content in the queue after that, so we'll wait and see.
  12. Wind children exist in WB&RM, so I think they predate RQ (and thus would be Greg) You can find both in Wyrms Footnotes #8 in the Spirits of the Sea article. RQ was out by then, but did not yet include either, so would also be Greg's creations. Possibly those date to much earlier stories about the west? Maybe @scott-martin knows?
  13. As long as you avoid the Zax.
  14. Assuming you're talking not only pre-Dragonrise, but pre-Circumnavigation, my thought is that on the whole they are still largely a loose confederation of ship captains with their crews still heavily drawn from the core Yggs Islanders (and perhaps supplemented by pirates from Alatan) who have decided to follow Harrek. Harrek led them to a great victory over the Holy Country fleet in 1616 and this has allowed the ship captains fairly free rein in attacking ports along the southern Genertela coast and now including the Mirrorsea. They take what loot they can, but that increasingly dwindles as they've already attacked most of the ports they can (without needing to call upon Harrek). So the call to go on the Circumnavigation, support Harrek, and gain new sources of loot, treasure, and magic now has great appeal. (By the time they return, they've been forged into a more cohesive force that can raid deeper inland - fighting at Pennel Ford, helping liberate Heortland, and some even preparing to join Broyan or later Argrath.)
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