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  2. Since as it says in RQG p.371 "The Spirit World is a vast singularity without strict internal borders", and "regions are indistinct from each other, often overlapping and including the lesser within the greater. They tend to shift and meld at times, merging and offering no distinct boundaries. This is one of the great dangers of the Spirit World...", so they could in theory end up anywhere. But also note p.372 "Shamans, however, can perceive their own local Inner Region, and they define the look and feel of that area according to their traditions." I would play it that part of their time as assistant shaman is learning how to control where they appear, and, yes, it would depend on their tradition and where they are when they discorporate. So, Joseph Greenbeak, preeminent duck shaman perhaps with affinities to Kolat and Sky River Titan, is with the Orlmarth and needs to investigate a disturbance in the Spirit World. He can readily control "where" he discorporates so might choose from: 1) the Duck Nest - favorite home of duck shamans; 2) Kolat's eyrie - where the playful sylphs swirl about; 3) the Guardian Woods of the Orlmarth; 4) the Starfire Ridge - a reflection of the real Starfire Ridges, but where ghosts of the Illavan and evil fire spirits and demons reside. Depends on where he starts from. He would likely develop "maps" to get there. Maybe the simplest one goes from the Duck Nest to Grandfather Duck to the Gates of Dusk to Daka Fal's Fire. Yes, travel to something like Gorakiki's Beetle Cave or the Grub Hall or the Fields of Great Eating, etc.
  3. Plentonius' narrative of the God's Wall identifies the wife of Erlandus (Orlanth) as Erlanda, Mother of Kings. Also the Glorious ReAscent says it was Muharzam as Yelm slain by Erlandus with Terminatus, while Fortunate Succession says it was Muharzam who was killed and it made Yelm sad. (GR also says Entekos was Umath's name and was taken by his daughter.)
  4. Today
  5. I am about to start a campaign next month in the Borderlands. Yes, I have finally found the courage to gather some long time friends and share my love of Glorantha with them. The campaign will start in 1615 and will be based on the first five adventures published in Borderlands & beyond. I am currently reviewing the background and what puzzles me a bit is that the various sourcebooks don't tell me much about the domains that are granted from 1615 to 1621, which would help to figure out the evolution of the Grantlands along this same period. The Guide to Glorantha does not help, Pavis: Gateway to Adventure and River of Cradles are rather vague and just tell us the following : "Over the period 1615-1621 the boundaries of seven domains were marked and established by the Lunar Governor at Pavis. Weis Domain (that of Duke Raus of Rone) was the first and largest grant. Subsequent grants were made by Governor Sor-Eel, sometimes at the direction of the Red Emperor, sometimes to reward a loyal Lunar general with a land grant, sometimes to favor ambitious enterprises with schemes of producing agricultural products for export through the seaport of Corflu. The prominent candidates to receive grants at this time are as follow : - A popular but politically-suspect Dara Happan general of the Lunar Army in Heortland was slated to receive the Red Cliff Domain. - An infamous Lunar carpetbagger was expected to receive Bilos Gap. - An entrepreneur proposing to establish a number of slave-cultivated rice plantations for export hopes to receive Lokazzi Grant." In other words, we just know that the Weis Domain was the first to have been granted and to whom, how several domains have been granted but not which ones nor to whom, and that there are prominent candidates for Red Cliff, Bilos and Lokazzi Grants (and who the said prominent candidates are but not who the other candidates are). Are there other sources telling us more about the Grantlands Domains and their concessionaire ? If we consider what is written in Pavis: Gateway to Adventure, is it safe to assume that the Red Cliff, Bilos and Lokazzi Grants are the only ones that have not yet been granted ? Whatever the answer to these two questions, I am interested in reading how you have populated your Grantlands. This would help a lot as it seems I am rather bad at coming with my own ideas without good firestarters.
  6. Speaking of William Hope Hodgson, why not adapt his book The Night Land? It is such a unique setting, and it seems strange that no one has adapted it yet into a RPG, what with CoC being so popular these days.
  7. In our playtest, we had a hidden 7 mothers shrine close to Apple Lane, where some converts were going. There is no priest, but that does not forbid our lunar character to try to worship. Recovery was more difficult than for Orlanth, but possible.
  8. In addition to the minor issue of being killed on sight (one of our PCs has a 90% Hate Lunars, not sure about PCs in your campaign) you are going to have a serious problem recovering Rune Points, and participating in your required worship services. If you GM is a strict by the book rules person, I don't see any chance of this working. If your GM will bend and work with you on this, it could be fun.
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  10. As long as you (as GM) need it, and most of the time enough for you (as player), or even too long.
  11. Feel free to steal it! This becomes even easier after Argenteus dies- clearly, Moonson has turned his back on the Empire in its occlusion! (And if they make it all the way to the 1640s, they eagerly flock to Phargentes the Younger when he marches south.)
  12. Consider that stolen (if you agree). This is very good.
  13. That was how the first timelapse photography was invented.
  14. GMTA! I was brainstorming something like this myself. The idea of a D20 totally front-facing game holds some appeal to me. It has a fairly high HQ feel with some Dungeon World added in. That would have really been the case with a 2D6 resolution. I was thinking for extended contests, each bump of 5 (say marginal victory to minor victory), would inflict one "wound". I typically play all my games using a "Mooks, Minions and Majors" house rule. Mopks take one "hit" to beat, Minions, 3, and Majors 5. that translates nicely to a 1/3/5 extended contest. If you want a more variable resolution, you can use the old HeroWars or HQ1 idea of AP. In those rules, the atarting AP was equal to the skill you begin the contest with. That would not work with your game. So you would need to determine starting AP some other way. Perhaps 10 + 3x the starting skill, plus modifiers? The player then wagers a number of AP, and rolls D20 losing or gaining AP: Complete Defeat: Lose 4X AP bid Major Defeat: Lose 2X AP bid Minor Defeat: Lose AP bid Marginal Defeat: Lose 1/2 AP bid Marginal Victory: Opponent loses 1/2 AP bid Minor Victory: Opponent loses AP Bid Major Victory: Opponent loses 2x AP bid Complete Victory: Opponent loses 4X AP bid. Roll of natural 1: automatic failure. Opponent GAINS the AP bid and adds to their AP pool. Roll natural 20: Character gains the base AP bid, adding it to the AP pool. Thanks for this post, and indulging my brain-storm ideas.
  15. You rock, I would not even have noticed since the title of the blog gives it away that spoilers were coming.
  16. Minor suggestions: in an earthquake prone region, there were a number of ancient methods of making buildings more resistant to earthquakes. The simplest was to build on a foundation of packed earth, with a more expensive and later method being to build on three layers of unmortared orthostat stones, with the layers absorbing the shock waves (in our history the method goes back to at least the 5th century BC and is apparent at the Tomb of Cyrus in Pasargadae). You do not want foundations resting on bedrock or natural soil, so your lower 'built in stone' level probably rests on a layer of packed earth. Then there's the structure on the foundation: Building in wood is likely to create relative cheap and earthquake resistant structures, as the structure will flex and bend - though a sufficiently powerful earthquake will wreck it. Stone structures can be built using closely fitting mortar-free polygonal masonry which 'dances' and then resettles after an earthquake; L-shaped blocks at the corners will reinforce the structure; trapezoid doorways, tilting slightly inwards will help (these can be near square 'Earth Runes'). Additional: recall reading a description by Greg about De Garavum, the Temple of the Great Shaker, and it included the Inca-style masonry of polygonal blocks.
  17. I’ll take two, don’t bother wrapping them... I’ll play ‘em now. Cheers
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  21. Thanks for you replies, guys!
  22. When a shaman discorporates, where in the Spirit World does he appear? Is it dependant on his religion? Does the place change if he discorporates in a temple? If he has the taboo of ”Make pilgrimage to Daka Fal’s Fire (in the Spirit World) once per season”, how many successful Spirit Travel checks does he need to get there? What would an equivalent taboo for a troll Gorakiki shaman be? Travel to Hell (is it reachable by Spirit Travel?) or to "Gorakiki's Beetle Cave" (a place I just made up)? For how long does a hit of Hazia discorporate a character?
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  24. It is about rulership in the Middle Air/Middle Sky (two names for the same region), which used to be Orlanth's Domain but was invaded by the Red Moon in 1247. And to boot, she brought Chaos into the realm which Orlanth had successfully cleared of Chaos in the Gods War. Orlanth cannot yield the Middle Sky to the Moon, and the Moon cannot afford to leave the Middle Air to Orlanth. (And neither has the creative power to push the sky dome even further away...) The "kill all Lunars on sight" craze after the Dragonrise has ebbed down, now, and Sartar has always been a thoroughfare for trade, so foreigners visiting isn't that unusual. As long as the character has no manifest Chaos traits and has pledged to an Orlanthi of sufficient rank to obey the laws of hospitality and all that, even a Lunar cultist may be able to move through Sartar without having to fear for their life every second. A person of sufficient rank and ransom might be released for ransom. And possibly bringing/buying back kin of the captors who had been sent to the Heartlands in chains, assuming that they are still alive. If you get someone sufficiently powerful to grant you his protection and to stand up for your actions, you should be fine. Unless that guarantor has just died in a battle... Everybody will assume that a visiting Imperial citizen is there to spy or to assassinate someone - happened before. Coming in disguise might lend a lot more credence to this suspicion.
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  26. Well... She is the Moon, on her way to the Sky where She belongs. The Middle Air -- Orlanth -- stands in her way. Also, since we ARE all us, the whole thing where the Orlanthi are foolishly resisting the Lunar civilization is... well, foolish. Stupid Barbarians! Better to bring them into the fold and enlighten them, no matter how they might resist. As to not being killed on sight... Eff (above) has a bunch of good options.
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