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  2. https://blasphemoustomes.com/2020/05/26/the-fly/ Following on from our episode about body horror, we thought we should discuss an example of the genre. And what better-known body horror film is there than David Cronenberg’s 1986 classic, The Fly? Despite being almost 35 years old, it still has the power to make people squirm and go a little green around the gills. Assuming you have gills, that is. If not, we can just send you through the telepods along with a fish. Once again, the lockdown means we recorded this episode remotely. We hope that we’re getting the hang of making this sound all right. It’s far from the biggest problem current circumstances have presented, but it’s still a challenge. Links Things we mention in this episode include: David Cronenberg The Fly (1958) “The Fly” by George Langelaan Total Recall (1990) Mel Brooks The Elephant Man (1980) Tenspeed and Brown Shoe The Fly II (1989) The Fly: The Opera The Thing The Dead Zone (1983) Max Brooks World War Z Dead Ringers (1988) Cannibal Holocaust (1980) Tetsuo (1989) “Pickman’s Model” Existenz (1999) More Lockdown Specials We are still putting out our fortnightly lockdown specials, discussing films, books and television you might find inspirational in your gaming lives. If you are backing us on Patreon, check your feed. Otherwise, backing us at any level will grant you instant access to the back catalogue. The Blasphemous Tome Issue 5.5 We are currently putting together issue 5.5 of The Blasphemous Tome. This is an interim digital edition of the fanzine we publish for our Patreon backers. Issue 5.5 will contain a number of pieces we couldn’t fit into our last print edition, along with all-new articles and artwork. It will also feature a new Call of Cthulhu scenario by Scott, titled “The Murder Shack”. Anyone backing us at the time of release (expected to be early July) will receive a PDF copy. If you would like to submit a short article or a piece of artwork, we would love to hear from you! Good Friends on Discord As we mention in the episode, we have a very active Discord server. If you would like to join us and other listeners for a chat, you would be most welcome!
  3. I have a stack of notes for an Iliad/Thucydides-inspired fantasy setting I was fiddling with prior to delving into Glorantha. Gimme a few years and I'm sure I could get it into readable shape... More seriously, if you do those Hittite writeups, you should definitely post them! I'd love to see the Sun Goddess of Arinna in RQ style (for the life of me, I can't remember her actual name). I feel like she'd be quite different from Yelm. Another option to check out if you're just looking for options & inspiration would be Thennla, for Mythras. I've been reading The Shores of Korantia lately, and it feels like an interestingly Hellenistic take on Gloranthan themes. Cults dominate cities, lots of colonizing and sea-trading, unified culture but not really a nation-state, etc. I think it's technically Iron Age, but it feels pretty Bronze Age to my subjectivity.
  4. Very cool! TYVM! If I understand their new OGL correctly -- and YOUR project correctly -- I think the only "prohibited content" you're at risk of infringing is some bit of Niven's Ringworld... which in many ways has a bunch of "generic sci-fi" elements (and thus may be hard-ish to avoid). But Chaosium has clarified that "generic" elements (like Knights; they're in KAP in an Arthurian context, but fine in BRP-OGL so long as their not in a specifically-Arthurian context) are OK. Have you copy/pasted any of the BGB? That's a strict no-no. The BGB text remains under (c) and is not OGL'ed. OTOH, except for "prohibited content" (like CoC-style SAN rules) all the mechanics are free to re-implement in your own textual format... How familiar are you with Ringworld (and the rest of Niven's Known Space)? That's probably the key element. So long as you can point to suites of non-Niven differences, I bet you're in the clear. No ringworld mega-architecture (unless they're common as toadstools, and intermixed with Dysontech (Spheres & swarms) & other planetary-scale mega-architectures). No stepping-disks, no Kzinti race, Puppeteer race, etc. Then, as you say, there's this newly-opened question of degree-of-change... have you strayed "too far" from the BRP core...? Rather than waiting for Chaosium to "clarify" in various social-media threads, I think it's time to reach out directly. I'd e-mail them the bullet-list blurb above, and explicitly ask if it "looks like" it's eligible to be BRP-OGL'ed, and what (if any) likely stumbling blocks they see. It sounds like you're close enough to "done" to be able to have a good (non-hypothetical) conversation with them, which is likely to be MUCH more productive than social-media threads!!!
  5. Whereas getting past the point and so on is totally a thing, as is shortening grip and stabbing the cheeky git trying it on you this gets to tweaking the rules of combat well past what any version of RQ attempts. This has been a debate forever and I recall rules for this back in White Dwarf back in the RQ2&3 days :- Do you really want that level of complexity in your game? I'm currently playing/Gming in two rather different gritty bloody lethal RPG's. RQG and The Witcher TTRPG. Last Sunday I had the pleasure of playing in the two back to back and as chance would have it we had two major fights in both games (previous Witcher session was combat free as was RQG iirc, anyways...). The Witcher TTRPG is based on the same core rules as Cyberpunk. It's not Rolemaster but there was a lot of detailed combat description, feints, parrys and special moves, fair few perks and combat traits. My grubby vile mannered dwarf laid waste taking out three bandits while the rest of the party got two. The fight took all afternoon to run. Left the healer priest twiddling her thumbs a bit as she has post combat healing and doctoring rather than instant heals. It was very detailed and cinematic and speaking as a sometime HEMA/Re-enactment type and instructor pretty accurate (unlike the armour and weapon descriptions in the game which set my teeth on edge). There was always the chance of one of us going down with crippling injuries. The evenings RQG game had a similar fight (one big scary ass monster, a Walktapus, hitting our camp during the night while most of the party were asleep). The fight was smooth, slick and easy. Once a group gets the hang of what options there are and to roll their hits, have their damage and hit location dice to hand RQG (like it's ancestors) is pretty smooth and yet realistic enough not upset the HEMA type in me. It was fast, nasty and we almost lost two established player characters except for the swift application of Rune Magic and other healing from our earth healer type. If my Stormbull hadn't made his scan roll on watch and made good use of Impede Chaos the party could easily have been toast. The two experiences were night and day and yet both GM's are excellent and have good command of the rules. Both groups had a similar mix of new and verteran players. yes we can make the game more crunchy but there will be a price to pay for that. I like the current balance. Mess with it to suit your table 🙂
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  7. I am pretty sure that in a polytheistic culture you find god / demigod / subcult / hero / ... you prey (obtaining or not blessing and magic) for everything known by the culture. The only absence would be for weird foreign activity (in that culture) but, after been adopted, this activity will be assigned to a god too (after all, there is a god of sorcery even in orlanthi culture now) Of course it seems impossible to me for chaosium (or anyone else) to list every thing, every one, every where. the focus must be done to the play. Sometimes I discover some gods I found from "nowhere" in some posts by official or glorantha lore masters. The main issue I see is this lore is given but already lost for the next generation (one month later) but I don't know how to solve this problem. (I know there are some publication like arcane lore, etc.. but they are hard to use as source of knowledge by some of glorantha fans) That's for me the fate / curse of glorantha, more than chaos, more than eurmal tricks, more than rules unbalance / inconsitency, this world is so great than everyone expects the higher level of description for what is important to him/her, sometimes for play, sometimes for lore.
  8. Nah I'm pretty sure ABBA are hard core RQ players. You can't write something as profound as "Bang, A Boomer-boomerang" without knowing how Nysalor, Sedenya, and Argrath all fit together.
  9. Thanks for reposting that. I am not using the term "cottar" at all as it is laden with cultural associations that don't necessarily line up with the Orlanthi. Here's that definition of terms again: UNFREE This is a person who is not free to do as they will, but instead is designated as property of someone or something else. The exact nature of a slave varies greatly. Domestic slaves have some skills useful within an educated context. Crafts slaves have some useful crafting skill. Labor slaves are unskilled and generally miserable. Ransom: none SEMI-FREE This is a person who is not property but is not a full free member of the community. A client of another person is typically semi-free as they are not independent of their patron. They are bound to their lands or professions, or work somebody else’s land, livestock, or workshop and are usually unable to leave without permission of their lords. They do have some legal rights and are protected by their patrons. Ransom: 150 to 250 L FREE COMMON This is a free person with legal standing in the community. They usually must have some property or other means of reliable income, and are expected to perform some responsible civic duties as well. Ransom: 500 L FREE WEALTHY This is a Free Commoner with enough wealth to be armed and equipped better than their peers. They might have military duties, like thanes; religious duties, like priests or scribes; or they might be wealthy farmers, merchants, or crafters. They have increased social standing and civic responsibilities. They may have reached this status through their own pluck, official appointment, or other means. Ransom: 1000 L LOW NOBLE This is the equivalent of a landed knight or chieftain, the lowest of aristocratic circles in many cultures. This is the equivalent of a chief priest of temple. Ransom: 2000 L MID NOBLE This is the ruling class – the equivalents of barons, counts, tribal kings, high priests, city mayors, etc., or important retainers of high nobles. They are generally urbanized in customs. Ransom: 4000 L HIGH NOBLE This is the uncommon nobility, of the highest rank. This includes the rulers of an entire region – kings or queens who rule over many tribes (such as Esrolia, Sartar, Tarsh, etc.), Lunar Satraps, and the Prince of Sartar. Ransom: 40,000 L
  10. That's all well and good for podpeople... castaways... whatever they're called. Is there any nice text-based descriptions or details? 😇
  11. That's what happens when you read too fast, thanks!
  12. It's also very possible that none of Agnetha, Björn, Benny, or Anni-Frid ever got fannish enough to go to a 'con, or encounter filking... You cannot sue what you do not know of ...
  13. Did you read my 7th of may post? I indicated how to get it...
  14. I would be interested in that Book of the Red Cow myself. Does anyone have it?
  15. Forgot, also from the Locaem Map (page 29): It's not clear what are 2nd roads/trails or if any are boundaries. dashed - roads, dots - tribal boundaries/trails? Hillsedge looping past Raven, and round to Gold Torch Inn looks like a boundary, but the other dotted lines look like trails, e.g. Bend to Two Top. They'd be room on the legend removing the key for Large City (none on map), and places of interest (as these are all labelled on the map anyway, which applied to ruins as well I suppose)
  16. Also missing from the Locaem Map, page 29: Old tombs (presumably tumuli outside Famegrave, hence the name!) Slate ridge Also the clans aren't marked (but probably intentionally, not to overcrowd the map) Lastly the map legend swaps the key for bridges and waterfalls.
  17. Leingod

    Gods of stone

    Well, I'm not super knowledgeable about the Holy Country in general, but Whitewall is the capital of the Volsaxi Confederation, yes? It might be that Heortling cities are usually built to be (or used as) the center of power of a great king ruling over multiple tribes, not something that multiple tribes come together to build without surrendering their independence; city-building is probably not usually seen by the Heortlings as a way for several neighboring tribes to come together in burying old enmities and forging new alliances, which is how Sartar used it. It's also known that Sartar is the one who invented the City Ring and the position of Mayor, to give both every tribe and the city-dwellers a voice in how the city was run. And that further ties in with Sartar's novel use of city-building as a way to bind people together by giving them something they all had a stake in maintaining.
  18. I definitely agree with suspicion and a refusal to leave their clan lands to live in a "foreign" city (insofar as things that have been around for hundreds of years can still be called such) is probably a big part of why the Trader Prince cities are small on the one hand, and on the other the Trader Princes themselves are mostly interested in just having a secure stronghold to meet their needs, service travelers, and facilitate trade. Anything else would be a bonus, and likely a costly one if the Trader Princes are going to be the ones investing in that (and who else would it be?). So a city of 3,000 or so is just fine as far as they're concerned; it doesn't take a metropolis to make money off the caravans. On the other hand - and I realize you probably weren't actually being very serious about it - I feel like the simple realities of the situation keeps it from being a situation where the Trader Princes are despotic imperialist exploiters of the natives like you've kind of implied. The Trader Princes don't have a strong relationship with their ancestral homeland that would allow them to bring in reinforcements if the natives got uppity (and have also adopted the local languages and a lot of their customs), and they also don't have enough of a technological or military advantage (especially not the latter, since their military is mostly elite mercenaries drawn from the local clans and the Pralori) for their position to really be something that could ever exist without, at minimum, the grudging tolerance of the people around them. Notably, when the Guide describes Dormal's companions, one of them is "Edro, an ambitious Esrolian merchant anxious to compete with the Trader Princes of Maniria" and another is "Mendalan, a bankrupt heir of an Esrolian ship building family." I suspect at least part of the motivation for going west first was that Belintar wanted certain parts of Esrolia to be lifted up and others to be brought down a peg by making the Manirian Road much less of a money-maker while reviving shipping.
  19. lordabdul

    Gods of stone

    Yeah, and wattle-and-daub, along with dry masonry, are fun mostly because they can optionally include the one thing every Orlanthi clan should have more of: cow dung. It's used mixed with soil and straw and stuff for the daubing in the wattle-and-daub wooden houses, but it can also be used as heat insulation in dry masonry by just sticking it between the stones. In my ever-in-prep Far Place campaign I was thinking of having a stead where "cow dung" specialists live, as insulation is important in colder places. A family with stinky hands, but a very important job.
  20. Thank you for your kind words. Will it handle big ships vs. big ships? X-Wing scale "dogfighting"? Yes, from pirate corsairs to fighters to couriers. Still working on capital ship details, but the basics are in place. a commercially-salable product? Yes, I am hoping to release the game in the next few months. are you planning to release it under the BRP-OGL license? I hope so. Still waiting on Chaosium to define some things before I can determine if I have made too many changes to call my game BRP.
  21. This looks really, REALLY good! Do you mind answering a few questions...? Like... RE "Starship combat" -- will it handle big ships vs. big ships? X-Wing scale "dogfighting"? Like... is this aimed at a commercially-salable product? (it looks that way, to me) Like... are you planning to release it under the BRP-OGL license?
  22. Honestly, that sounds about right. EDIT: and thanks for the book suggestion
  23. I always thought the inland Trader Prince "cities" are basically their damn fine Vancian Western castles (the nicest stone architecture for many miles around), with what are basically large pig-villages outside the outer walls. Most Wenelians wouldn't settle in the lap of their exploiters, so the populations stay low; the nobles are busily inbreeding and arranging lucrative marriage contracts up and down the road with whatever rival families seem least likely to assassinate them at any given moment. (I could be wrong, and so could they) If you haven't read Votan by John James yet, you might enjoy it. The story starts by being about Photinus, a civilised, sophisticated Greek merchant, and his attempts to get to the root of the Amber Road. When for various reasons he ends up "chained to an oak tree, half-way up in the middle of nowhere, with wolves trying to eat [him] out of it" and is mistaken for the Allfather of the German tribes, things get more interesting. A great book, one of my favourites. (I see it's available on Kindle now, with an introduction by Neil Himself, so that's a thing) Cheers, Nick
  24. The last of primary Sabre manuals is complete Sabre 2e Scifi Encounters
  25. Yes, clean dishes are important Sadly, I do not know Kojeve at all. And I don't have my thoughts in order about what happens to the Trader Princes. The short version: Chaos vs. Helerings vs. Neo-Entrulings vs. Glorantha Socialists. As for Dormal, I could believe any of those options.
  26. Ok, back Regarding trade, according to the Guide, the Manirian Road was primary about luxury items, so I suspect that it was very vulnerable disruption on either end. So, I suspect the Trader Princes have risen and fell several times. So, the boom times were great, and then things go bad for a while. As far as pressures limiting the population, even before the Godlearners started mucking around, Maniria never seemed to easily support a large population. The parts that did (The Wenelian Penninsula and the Slontos Coast) are now underwater. Scott is 100% right that there are probably a lot of pacts about clearing land, especially around Sweet Valley, Tall Castle, and all of Bastis. It makes complete sense that the Elves (and the Prlalori by extension) extended their power in Maniria after Slontos sank. Regarding the Goddess Switch, something I kind of like is that the Manirians are caught in a double bind: the Elves can "heal the land," but doing so means it is a forest and not suited for agriculture. I did the math. Both Maniria and Esrolia have roughly 10% of their human population in urban centers, so I can't really argue that there's a cultural difference in how much they prefer cities. There's just fewer people.
  27. Really, each of the borders between each of the 'planes' are fuzzy. And are fuzzy in several different ways. Below, barrier means magical border between planes, often but not always between the Mundane and the HeroPlane. On one day, it may be harder to cross a barrier and on another easier. Holy days are known to influence this, as are the phases of the moon and wanes for Moon worshippers. In some places or regions, a barrier is stronger or weaker and in some very magical places, a barrier does not exist or completely changes form, e.g. Hellcrack to the Underworld. Certain areas have a lesser barrier to the GodPlane for aligned worshippers, e.g. the region around KeroFin for Orlanth worshippers; Temples of the Reaching Moon. Some magical tools change the strength or nature of a barrier, e.g. the Eye of the Halfbird. Being in the presence of a Demi-God erases the barrier between the mundane and the HeroPlane, e.g. Moonson, Belintar, Harrek, Ralzakark and many more. There's likely several other influences that I can't recall or half recall as a write this: community support; the needs of a story; and more.
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