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  2. Putting it north of the wall seems a little far... I'd put it more on a line of the Fosse Way. That is to say the SE was probably predominantly Christian, being focused on what was left of the cities, and on the holdings of nobility... outside that we really have no info. To the north west of that line (which, oddly enough, lines up roughly with Llogyr/Logres), as you move out, it was probably less Christian, and probably so for a while. Again though, there are simply not enough evidence to determine one way or the other. Now enough of our digression (that I happily participate in)!! 😉 ... back to our regularly scheduled topic... Using a long spear (roughly 2.5-3 meters) can be done, you just have to choke-up on the shaft. I'd say no more than one additional point of STR, and perhaps two of DEX needed. I might also adjust the strike rank of the spear when used in this way to account for the shorter reach. Now... this assumes that we are talking about different length spears with the same size head on them... say a somewhat standard small leaf head, with only shafts differing. If you are talking about a "hewing" or fencing spear with a head about the size of a dagger, then more strength to account for the greater mass at the end of the shaft. SDLeary
  3. Surely you'd need the Summon (Planet) first?? Given what we've been told about the spirit magic Summon spell, this could actually be possible! 😋 just load it up with MPs...
  4. As told by balkatun anf Loïc, If "no alliteration" is possible, "cane fatale" would be the best in my opinion. Everyone would understad and make the link with a woman. it also emphasize the antropmorphic aspects of durluz.
  5. This is a very good example of the Slippery Slope logical fallacy.
  6. Is there reason for the price increase merely "because I can"?
  7. I certainly hope that's true... Otherwise, really, you'd have to be quite old before even attempting just 1 HQ, given the number of years it would take to get into the many hundreds of % required to be effective (rather than merely lucky). Although, a rather obvious way around that would be via the supporting cast - the MPs (or POW???.. Or both???) that the support team send during the ritual increases your skills in some ratio... I suggest this to be thematic.
  8. My understanding is that most Orlanthi don't really have enough academic inclination to do so.
  9. The intersection between the different beliefs is interesting. Does an Orlanthi face spirits of reprisal if they want to join Aeolian Orlanth and learn sorcery? What happens if they return home and try to teach sorcery to their fellow Orlanthi in say Sartar? If its permissible, why isn't knowledge of sorcery widespread everywhere?
  10. Yes, except that the Unholy Trio polluted it, and now the primal plasma of the Chaosium is a solely destructive force in Glorantha. I can also hear the change and disorder runes scoffing "are we just a joke to you?"
  11. Today
  12. But it is not mere "potential for cancer"... Chaos was active invasive cancer during the Greater Darkness, and it could easily start up again and kill Glorantha. The Monster Empire is prophesied, and the Lunars are more than halfway corrupted well before that even happens. When you decide that chaos is useful, and then you start using it, eventually you come to rely on it, and then eventually your bad choices start running amok and start damaging and destroying the world, but you are okay with it, because now you are a chaos monster and can morally justify anything with sketchy illuminated doublethink.
  13. I have a preference for "cane fatale": no aliteration, but it sounds well in french, with film noir sensation, and deadly/sexual double meaning... And also "cane canaille", with aliteration, but less film noir. As said above, "capiteux" is more for taste/smell (for example, we say it for a strong and good wine), "cramoisi" means crimson (color caused by burning: it's built on the verb "cramer" - to burn) and "captivant" means attractive/facinating, but without sexual connotation (we mainly say it for a speech, a book, an author...). And what about "cane braisée" ? "Canard braisé" is a cook recipe. "Braisé" means "cooked with ember", but "braise" (ember) also has much seducting connotations ("oeil de braise" means ravishing eyes). Oh, and just for bad taste: if you just take off the [r] from "braise"... Sorry, I'm already out... 😇
  14. I'm not sure, but probably not. Just leave the colonial setting off the list then.
  15. Any creative heroquesting does this, really. And a heroquest doesn't have to start with a known myth, thats just the way people tend to do it because it increases your chance of a successful result significantly. Any journey into the otherworld is a form of heroquest. And creating something new may not even be that difficult - it will just be a myth about the creator, not a mth about the god directly, which not everyone will accept as correct. What is truly difficult is contradicting what is already known. There are many heroes that have done this. Start with Hrestol in the year 2.
  16. That looks fun.. I need to study how this works and what happen! 😮
  17. Basically, you can always try to change myths, though the more radical the change, the more likely something blows up in your face. So a myth where Chalanna Arroy takes care of orphans would probably not be too hard to create, because it fits her well. One where Chalanna Arroy is the head of a brothel (where Uralda, Ernalda, Esrolia, Dendara, Kygor Litor, Vinga, Orlanth, Heler, and Humakt get pimped out), though deeply hilarious, would probably require ludicrous resources to create. Too much of the latter is part of why the God-Learners went boom. You make myths by starting a Heroquest, then doing something *different* than the normal myth. Once you blaze a trail, you keep doing it until it gets easier.
  18. They'd probably send Heroquesters into the hero plane in search of a myth on which to found their cult, and with proper support they'd probably come back with something. Whether it was created or just found doesn't really matter - in Glorantha, 99% of worship will give you something, usually proportionate to how many people are doing the worship.
  19. I think this sums it up pretty well. It's not a guide to Heroquesting in RQG (or even HQG). It's bits and pieces of attempts to make some sense of how to do Heroquesting, none of which got it right. I do mine it for ideas. The Crossroads and the Raven there are the most common in my heroquests. Some of the Storm Bull/Berserker quests are fairly usable. You can draw on the various Hill of Gold bits for Yelmalion quests. A fair bit on the Lightbringer's Quest. And ways to get into Hell (getting out is another thing altogether). I think if you consider the timeframe - mid 2000's - you can be reasonably assured that this is not a preview of RQG Heroquesting. I think Jeff's goal is to make it accessible and playable.
  20. As evidenced by the history of Glorantha, new groups and institutions are found many times. And as we can see, most cults generally have myths to strengthen their actions to the gods. Discounting examples of heroquests rewriting reality, is it possible for an new cult to form around an rarely covered aspect of pre-existing deity, without needing an previously existing myth based around that aspect, or does it always need an myth to actually exist? Theoretical example: Lets say that an group of Chalana Arroy worshipers decided to start an group decided to helping the children of those who's parents were killed in war. Lets say they establish the group as an cult. Lets say that there aren't any known myths about Chalana Arroy protecting and rising orphans caused by war. Would they... A. ...Be a cult, but one unable to get anywhere because they wouldn't have any unique mythical powers to aid their goals? B. ...Not be a proper cult, and more just an general faction that merely has a shitton of Chalana Arroy worshipers? C. Would conveniently end up finding an myth that just HAPPENED to fit their goals despite not knowing about it beforehand anyways, because either... -C1. ...It actually did exist all along? -C2. ...Reality somehow bent itself to allow the myth to come to be? If any of the options but C2 is true, does that mean there's technically an inherently limited amount of "myths" that exist without heroquesting to create new ones, despite God's Time's subjective nature? If so, doesn't that count as an chicken and the egg situation where it's unclear on exactly "where" those limited number of events originated from without people actively messing around with God Time? And if C2 is true, what's the difference between that and rewriting pre-existing myths with the aid of Heroquesting? Do new versions only come when the needed myth is an "natural" evolution of another myth instead of an massively drastic change caused by 'questing nonsense? But if there is one thing I know...it's that YGWV.
  21. I recall several such sets of rules. I think Steve Maurer's were imitated a lot; essentially, it extended the concept of criticals and specials to super criticals (1/100 of your score or less), hyper criticals (1/400 of your score), super hyper criticals (1/2000 of your score), and so on (divide by 4, then 5, repeating - much like specials divide by 5, then criticals divide your special by 4, and so forth). There was a chart that essentially cancelled higher levels of criticals down in a fashion not dissimilar to how masteries cancelled in Hero Wars (and presumably Hero Quest/Quest Worlds, I own the former but haven't read it, haven't read the latter). Essentially the conceit was that on the Hero Plane, merely succeeding at your skill wasn't usually very impressive, you had to special to achieve results similar to what success could yield on the mundane plane. And more powerful versions of hero quests pushed that concept higher still. The flip side was that if you succeeded regardless (i.e. got a special) you got a 5d6 experience improvement, if you trained on the Hero Plane you got 5d6-10 as a bonus to your skill, and so on. There was another system that I believe was called YAHQS ("Yet Another Hero Quest System"); Nils Weinhander was the author I believe. I can't track these down even via the Internet Archive, but from memory the idea was that you would get abilities abstracted up to their category modifiers (if you had several Agility skills at 100+, you'd have Agility 1; 200+ Agility 2, and so on) and you could sort of wager them to overcome foes that may have greater or lesser values. I thought it was really interesting, but it seems I never snagged a copy (does anyone have one? I don't suppose Nils is still around somewhere?). Even Hero Wars (and again, presumably the sequel systems) more or less continued this; it may have switched from simulation to narrative, but the mastery system is more or less just Super RuneQuest as Steve Maurer envisioned it. The only real "objection" I have to the Super RuneQuest approach is the implicit "you must be this tall to start HeroQuesting" restriction, which seems to mean that HeroQuests should be more or less the equivalent of "high level play"; my understanding is that current thoughts suggest HeroQuests are less about a more powerful type of adventure and more a different type of adventure (correct me if I'm wrong - HeroQuests are one of those things I find really interesting but don't really understand very well).
  22. Will that be distributed by Chaosium? I keep the list to officially Chaosium stuff (things in their store or Lulu store). Listing all the licensed stuff is a whole other can of worms, that I tried to do but got overwhelmed.
  23. Not sure if any of the Orlanthi groups practice this, but in the RW, bride prices can be paid through labour, and can be delayed, sometimes as a part of the betrothal or courting period. For example, the suitor/betrothed man might move in with his prospective in-laws, performing work on their land as a form of "payment". Both in practical terms, and as a form of showing serious intent and all that. It might also take the other form, where a man might move in with his in-laws after the wedding, and for a while "pay down" the bride price by working for his in-laws. This uxoriocality (moving to the wife's family) can in the RW be temporary or permanent. In either case, however, it's worth noting that it's not really a *literal* payment. A literal payment in the sense of market economics implies the cessation of the relationship after the transaction is done, or in other words, that the exchange of the wife for the bride price is a discrete, singular relation that is closed off, as if you were buying food at a shop. This transaction does not mean you and the shopkeeper are friends now, for example. In-laws are for life, however (in basically every society I know about, although there are always exceptions). Instead, the bride price is not a "payment" in the literal market sense. It is, as others have pointed out, an attempt to compensate for the loss of labor from their daughter (or I guess, son, in the case of an Esrolian groom price), however this compensation is often symbolic, and the ACTUAL "compensation" is actually performed through, well, helping out the in-laws throughout the remainder of their life. Simply put, they are family, and there is a reciprocal relationship there that the groom or groom's family can't just buy themselves out of. This is one of the reasons why bride prices in the RW are often symbolic in nature (although definitely not always). At least theoretically. Exceptions occur, of course, and in cases of brides having to move very far the practicality of helping out her parents is difficult, but that goes without saying, I guess. ---- I'm not entirely sure how this applies in the highly corporate clan societies of the Orlanthi. The clan is the primary supporter of a family in times of need, with the in-law connection perhaps being secondary in importance (an educated guess). Still, in-laws make for good diplomatic connections, so having a good relation to your wife's or husbands' parents by way of semi-regular giftings, visits, odd-jobs, etc. is probably a good thing. It's also entirely possible that the Orlanthi practice BOTH bride prices AND dowries, but that the actual proportion or function of them vary depending on the settlement patterns, marriage types, social classes/wealth and prior relations (as well as individual bargaining skills/charisma).
  24. I just thought of it for this thread but I'm going to start using that one. 😆
  25. What I read at the time was that some of the super RQ types (there seemed to be several) gave Skills in the hundreds which means specials in the scores (factors of 20) and real chances at crits... i.e. 500% yields a 25% chance of a critical! Characteristics greater then human max HQ gifts... RQ but much more.
  26. Do you want to include the Colonial setting by Sixtystone Press in the list as well? The campaign setting will most likely be released in the near future.
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