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  2. Well, that's kind of a spoiler! 😂
  3. And this place too: https://web.archive.org/web/20170110215913/http://www.nikkeffingham.com/runequest/hqrules2.htm
  4. Just Hell, or also the magical/fantastic Underworlds in the upper region of the Earth Cube? Hell is another word for underworlds, a vast volume of space mostly occupied by solid earth or (deeper down) somewhat solid darkness. The named regions probably refer to vast cave complexes in the Underworld - think cheesy Hollywood interpretations of Jules Vernes' Journey to the Middle of the Earth, and you get some visuals for the less hostile ones, think Dante's Inferno for the more hostile ones. If Earth is even vaguely cube-shaped, then the Earth Cube alone is 4000 miles deep. That is, despite the really small surface area, as deep as the distance from the real world surface to its solid metal core. If you allow say fifty miles per "layer" of cave complexes, you get 800 levels of three-dimensionally networked cave systems before you even reach the river Styx (if this Greek goddess name still is used for the Gloranthan deity with the similar function). However, moving away from the Middle World makes distances fuzzy, so maybe you get only 200 such layers inside the Earth Cube where all manner of Underworld stuff may be located. The Deep Earth is both part of the Earth Otherworld where life retreats during Dark Season, and the fertile source of Life that Ernalda and the Land Goddesses share on the Surface world, and on the Sea-covered surfaces of the cube - including the four rifts created by the Implosion of the Spike (also known as Zzabur's Great Blast) and occupied by the Doom Currents. In other words, the Underworlds are an almost limitless expansion to the Gloranthan surface world, with possible interaction with lots of surface world deities, as visitors, husbands of the earths. The numbered Hells are a Dara Happan concept and describe something like layers in the Underworld, possibly limited to the surface area of Peloria. The four Hells named in Glorious ReAscent of Yelm are all associated with Lodril and the other Lodril-like deities (Turos, ViSaruDaran) named in Entekosiad. The first hell is just underground, and while there is no way for Yelm or any other celestial light to reach down here (except maybe for the Hell Crack), this part is not associated with Death. Dara Happans call it Dubgrulub. While usually dark, there may be sources of weak light down here. The Second Hell is known to the Dara Happans as Veskerelgat, and ruled by a son (or aspect) of Lodril (or Turos). This is the first level that may be reckoned as a realm of the dead. This and any lower levels may exist less and less within linear Time and more and more in Godtime, making them the equivalent of hero planes. The Third Hell is known to the Dara Happans is Voshtyagut, ruled by Deshlotralas, another son/aspect of Lodril whose name I take to be "Deep Lodril". The Fourth Hell known to the Dara Happans is Ershkintu, ruled by Deshkorgos the Monster Man, Lodril's Other. Other Hells and underworlds are known to the Dara Happans, starting with the Shadzoring Hell that connects to the Surface World at Alkoth, the Hellgate. Shadzor is the Hell aspect of Shargash, and the Shadzorings are a monstrous race of underworld demons that have taken on human shape, and haven't shown their true monster selves since around the time of the Battle of Argentium Thri'ile any more. The monster shape may resemble Deshkorgos or Zorak Zoran, or the description of Vorthan. And yes, there is a connection to the Red Planet, which is at home in the Underworld Sky and on the Southpath. But Alkoth isn't the only metropolis with its own entrance to the Underworld. Glamour sits on the edge of the Crater, possibly the biggest open entry to the Underworld. The inside of the Crater has a weird topology that defeats sanity unless you have (Lunar) illumination. My theory is that the surface of the Red Moon is a reflection of the inner surface of the Crater - whatever is on the Red Moon in the Sky is at the same time on the inside of the spherical hole in the Pelorian Earth. The Crown Mountains that mark the visible edge of the moon in the sky should have the same profile as the Crater walls, which I like to think of as a rugged sierra rather than a perfectly cirular rim. The Silver Shadow is the area of Peloria which also doubles as the surface of the moon, the missing upper pole, mirrored along the crater wall. Nochet has its own hellgate, the Blackmaw, now surrounded by the Antones Estates (the local necropolis) and guarded by a huge (though not necessarily that high) fortress named Watchtower, a part of Irillo's Wall. The Blackmaw already existed in the Green Age or early Golden Age (the map on p.27 has a Shadow rune, Darkness without Cold, the sub-rune of Darkness shared by Xentha, her son Argan Argar, and Moorgarki), but the need to guard it arose only with the release of Death from Subere's vault. Not included in these tiered hells is the realm/prison of Bijiif, the underworld abode of Yelm, formerly known as Wonderhome to the uz. I like to think that this underworld is exposed to the Underworld sky, a hemisphere of Darkness continuing the hemisphere of the Upper World. It lies on the Sunpath. The Underworld Sky is a two-dimensional realm of vast surface, and could have as many constellations and myths as the night sky. Due to the tilt of the Sun Dome, portions of the Underworld sky are visible on the southern and northern edge of the sky from the Middle World at the solstices respectively. The stars and planets on this rim area look no different from those in the celestial sky. If you think about it, the Jumper stars Theya, Rausa, Kalikos and the fourth, southern Jumper light up the upper quarter of this lower sky bowl half of the day, making this part of the Underworld a lot less dark or daunting than the rest. The eery light of Dead Yelm passes through each night. In the days, an underworld portion of Lightfore might continue the travel of the planetary body. The other planets all move across this hemisphere, too. Where the daylight sun is life-giving, the underworld sun might be vampiric, draining life-force of those unlucky enough to be exposed to it. Adventuring in the sky is a great opportunity for quite psychedelic stories. Adventuring in the Underworld Sky would be a continuation of that, with a darker tone, and possibly ever more nightmarish. IMO the Fifth Hell is a Dara Happan concept of those Hells that have no mythical interaction with Lodril or one of his cognates. This doesn't seem to include Yelm's/Bijiif's underworld abode. The Fifth Hells are often directly bordering on the Void, places of Chaos. The one where Sheng Seleris and Hofstaring were imprisoned may be an adjunct of that deepest place where Sedenya encountered/joined/is being lovingly devoured by Blaskarth, the personification of unfettered Chaos. There should be no limit to such hells. The various antigod races of the East probably have such demesnes, home to their antigod lords. The named Chaos deities, foes of the gods, probably have their little corners in such regions, too (with the possible exception of the Sky Terror which may have its special chaotic heaven instead). A diferent concept are the draconic Hells (or realms of testing) that are documented for Ingolf Dragonfriend's spiritual journey to dragonhood, and apparently previously traveled by Obduran the Flyer. These Hells are outermost worlds and exposed to the reality-defying forces of unlimited potential of the Void, but they needn't be underworlds. They are highly inimical to anything of Creation, and to maintain one's existence in the face of these influences requires very advanced degrees of (draconic) enlightenment. I sort of did already talking about the Underworld Sky and the draconic outer realms. What I left untouched are the basements of the Spike, extant only in Godtime as they were removed from reality in the Greater Darkness and replaced by the Chaos Rift, and then encapsuled by Magasta's Pool. This leaves me baffled. The most used exit are the Gates of Dawn. There are secret passages known to the native denizens of the Underworld that may emerge anywhere. Alkoth, the Darkmaw in Nochet, the Tarpit and below it the basements of the Obsidian Palace, the Castles of Lead in Dagori Inkarth and Halikiv (and probably elsewhere), and if you are a flying hell creature, possibly the Hell Crack. There are more one-way entrances to the Underworlds - the Gates of Dusk, Magasta's Pool, Hellcrack, which don't have any known means to escape. But then there are founts of hellish emanations, like Drospoly's pool, which are some sort of exit (the same way a birth canal is an exit). The underseas are a liquid hell. There are other similar places scattered over Glorantha. The Necropolis in Esrolia differs from Alkoth as it has no significant portion of living people interacting with the surface world - the Alkothi manage to emerge as living creatures when they leave the green wall. They also experience linear time while on the surface of that city. I don't have anything to add to the material in Enclosure 1. Shargash is one of my least favorite entities from Dara Happa, less even than Brightface who imprisoned Night for what the Dara Happans say 100,000 years. Dezarpovo in Spol, the Descending Pyramid, has similar issues. The descending pyramids in Chen Durel aka Ignorance may be man- or antigod-made artificial gateways linking to nasty underworlds, too, though not constantly functional. Presumably they can be activated by vast amounts of freshly shed lives and blood. The various power spots of the eastern Antigods are such places - Sortum north of the East Isles, Huan-to infested Senbar in northern Pent, the capital of the Andins in the East Isles. Others that we don't know about yet, or which are less obvious. In a way, the Castles of Lead are such places, too. IMO the Brass Citadel of Sog City (at least its basements) and Castle Blue are border sites to the Underworld, too. A different, volcanic Hell, between life and Death. Marginal on topic on the issue of Darkness and Death, the recent video of Sandy on Game Design brought up the weird dark/dead side of the Red Moon. Worth taking a look:
  5. I've used these rules a few times, they worked, and most important of all, we had fun: http://www.soltakss.com/hero2.html Thanks Soltakss!
  6. I come across stuff as I read occasionally referring to a version of old heroquesting rules as "Super" RuneQuest. Does anyone know where I could actually read those rules? To my knowledge, I've not actually seen a writeup, just references. I think it's from late 80's/early 90's era? I remember reference in conversation with a friend to rules where, while heroquesting, adventurers might have their skills divided by from 2 to 20, depending on how difficult the quest was; and that from there was the general shape of otherworld heroquesting. I know it won't be canon and hasn't been for a long time, but I'm curious to see for myself what that approach looked like. Thanks!
  7. Today
  8. mm... if you read carefully I switched in the opposite direction. using BRP now. But wondering whether to keep XP.. particularly as BRP has more skills (1 per weapon and 1 per magic spells) I like the definitely less powerful (and more enchantment friendly) default magic of BRP. Though not quite happy with Fireball... And for combat it's a toss up.. but I am happy I got rid of action point, happy about random armour (i.e. less armour, really), and while general HP might seem a step back, I am not losing that much, really, but now area attack (spell, grenades, breath weapons) and scifi weapon are less oppressives ...
  9. Yes, the scene is set in Noloswal and in the only sub-tropical region of all of Seshnela). There are beast-society horali everywhere, as some non-Malkioni magic significantly beats no magic at all. The headquarters of these societies (at least the published ones) are all in the north, though. Good catch.
  10. If someone wants to pump up a sorcerer's power beyond RQ3 (and doesn't mind too much about being lore-friendly) toss in the spells from Petersen's Tekumel writeup Be warned, though: many are crazy powerful. Using RQG's charts for range and duration (though I think Sandy's sorcery by default removes duration in its Presence system? I played a homebrew/clusterfuck derived from it, not the actual system) if you want to bring the power down a little. @styopa as far as I can tell, the gimping of the charts is because they start from a lower base than RQ3 (5min instead of 10, though now that I flick back to RQ3's chart it starts at 10m range too...) and has odd roundings, giving whole numbers instead of partials. Ex. going from 160min to 6 hours for duration intensity 6 to 7 (RQG 386). Generally, I believe the biggest challenge with RQG's sorcery for players is the Free INT system. I feel like the core's system works for Lhankor Mhy Indiana Jones types but yeah, is tough for playing other sorts of wizardy folks. Unless you're willing to bypass it with enormous POW expenditures on an inscription of a single spell. As I read it, it's more like minimum two rounds. One full melee round, then DEX SR +2 per MP spent. So if you're casting spell above 6 points, you're probably casting at the top of the third round. In hindsight, I played a Men-of-All style character for a couple years (although our game was quite Glorantha-lite, but still a sorcery-using warrior) and by the end I didn't cast much in combat. Even with access to some cool, wild stuff it was still most efficient for me to just run in and stab a guy. I made use of long-term buffs (particularly a combat buff spell called Excellence from Petersen's Tekumel and RQ3's Resist Damage spell), then combat'd mostly as a warrior. I didn't have tons of realistic magic options in combat, but I still had a lot of fun playing the character. And in a way, good sorcery's faster than Rune magic--they're casting that first turn, but you're already running in and attacking. I haven't tried it out in a game yet, but one idea I had was to let sorcerers develop cantrips based on a spell they knew, using the spell research rules. A cantrip would be a set formula for a sorcery spell, that they can't manipulate. Casts at spirit magic speed on INTx5 (instead of POW like spirit magic--just gotta remember the damn thing as quick as you can), fills one Free INT, and always costs its exact MP. So you don't have to wait three rounds to cast Finger of Fire strength 5 (7MP, 3 base + 4 levels of intensity in strength) and be ready to go when the fight's already over. A sorcerer would probably have to have mastered all associated techniques/Runes to develop a cantrip, and maybe a max casting% of their % in the base spell (otherwise you'd just develop a bunch of cantrips to cast at INTx5 and never bother working on spell improvement).
  11. Sometimes, when my wife asks me to reach something down from a top shelf, I sob & accuse her "You only married me for my BODY!"
  12. Let's discuss Hell! Who has unique Hells, and are they separate parts of the same Underworld or, like, separate pocket dimensions? Are, like, Lunar Hells on the Red Moon? Where are Sheng Seleris' Pentan Hells? What is a fifth Hell, and who has them? What else do we want to talk about regarding Hells? H E L L If you crawl out of Hell, where do you show up? Let's review Alkoth again because I'm confused about whether you die every time you enter the center city (the part enclosed by the Green Ring, which I've nicknamed "Shadzoring Alkoth" since greater Alkoth has now grown up around it)
  13. The colour plate in the guide was set in Noloswal according to the art direction (which I think was posted on G+, and am very glad to have saved a copy), and depicts the warrior as a member of a beast society (specifically appearing to be the peacock, given the feathers and the picture decorating the horse's head) It's also worth noting that according to the Nochet map, the Quinpolic exclave seems to contain buildings devoted to two beast societies as well (Stag and Boar)
  14. The problem wast that the God Learners lost or failed. The problem was they were very successful but didnt have a complete understanding. Everything they did worked, they were just kind of sloppy with thier experiments or failed to forsee an unknown variable. The God Learners still exist just not as a giant civilization, Aragrath, Arkat, and Sartar were very educated in God Learner methadology. Think of them as the scientists of Glorantha, and those works were the big Manhattan Project.
  15. Now over 700K views! Pick up the CALL OF CTHULHU STARTER SET for a cosmic horror adventure of your own and use the code CriticalRole at check out for 10% off your entire order: http://bit.ly/2HcE9BY The cast - players and Keeper Taliesen - are all cheerfully new to Call of Cthulhu and still very much getting a handle on the rules. They were up front about that at the beginning of this session. That's part of the charm of it we think. The cast members (Taliesen, Erika, Liam, Marisha) my colleague Neil and I met at the Critical Role Party at Gen Con were certainly very pleased with the reaction to it, and said how much they enjoyed the experience. Everyone involved in making this happen - which took nearly two years - hopes this will be more than just a one-off, but we shall see.
  16. Kind of how I feel actually. If the official word is mixed spirit and rune magic, so be it. But I think it would be interesting to see new things done with the sorcery rules. The idea I've put the most thought into is running a Loskalm campaign in the style of King Arthur Pendragon, stretching over many years. While such a campaign wouldn't be all about hack'n'slash, the main antagonists would be the rune-magic using Kingdom of War, which is why I've spent so much time thinking about sorcerers vs. theists. That's an interesting idea. I remember reading somewhere that the Jrusteli had lots of iron weapons and armor for their soldiers, which I guess could partially explain their success against gods-fearing folk.
  17. A friend picked up the preview books for me at Gen Con. The Gods books were signed and numbered (edition of 40 apparently), but the Magic book was only signed. Anyone hear how big the print run was for that one?
  18. MOB

    Invisible God thoughts

    The view of the (Brithini) Amoral Majority, if I recall correctly. And they are still around - though no longer a majority - so in their minds at least this is so.
  19. I think... there isn't a problem here unless you're continually running hack'n'slash adventures. Sure, sorcery takes a back step to the others in sudden, sort of unexpected melee with only a couple of enemies to take down. But outside of that situation, sorcery reigns supreme (if you have the right spells, of course). Look at the list of Common Rune Spells and see how many are particularly useful a lot of the time. Even look at each cults special spells and consider when they'd be used. Now compare those to the sorcery selection of Lhankor Mhy... And going back to my first point, LOTS of combat situations will actually have a lot of time to finish, and lots of preparation time. Especially if it's more than a handful of troops. And also if they're preferring ranged combat over melee.
  20. I enjoyed that LARP!
  21. Yeah, the TWIST! I think often about how efficiently the classic LARPs extended and deepened what was then relatively rudimentary canon. We know a lot more now about how the Council Broke, the Life of Moonson and the Fall of Boldhome and even the Rise of Ralios thanks to those experimental heroquests. That vision of Sog held up for a long time too, before it lapsed into its own extra-theological purgatory or limbo, where dreams go. Of course now the convention never ends and is open to everyone with a phone so similar experiments could open up these corners of the lozenge while Dragon Pass gets its love. Worth thinking about. They don't have to be authoritative or even lead anywhere, but every step into the territory helps. For me I'd be willing to entertain the idea that Malkion the Sacrifice is anti-zzaburist propaganda if it gets us closer to where we need to be.
  22. MOB

    Invisible God thoughts

    I think that interplay is exactly where is the MGF derives. And of course formed the basis of the wonderful LARP, 'How the West was One'. One of my favourite parts of that was the theological disputation mechanic (rock-paper-scissors). If you lost bad enough, you had a "Crisis of Faith' and got to open your special sealed envelope that every character had. It explained the revelation you now had about your beliefs, and how to act going forward. Hopefully not too late 😄
  23. And being an Initiate of an Associate Cult automatically makes you a Lay Member...
  24. Official genre pack(s) if I'm not mistaken.
  25. Was that an official genre pack, or just talk of homebrewed adaptations? !i!
  26. In the months before the end of G+, someone in the Tekumel group I was a member of mentioned that there was to be work on Tekumel material for the HeroQuest system. Is there any more word on this? If things can't be discussed, I fully understand, but I am definitely curious...
  27. Quackatoa, ya taught me how to put together a great thread with this one, not that I learnt anything, but that would be my fault, not yours. Hope you have more to say on the Ducks of the Hero Wars, famous or otherwise in the future. Cheers
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