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  2. Yea, the Tekumel Foundation seems to keep it tight.
  3. Joerg

    Lunar Blues (again)

    The Darsenites were the place where the myth about the White Queens and the usurpation of Yelm Brightface survived the subsequent re-writing of history. They aren't quite Pelandan - Darsen lies significantly east of Mount Jernotius, which forms the border. That specific connection may have played a significant role in Teelo Estara (or did she change her name after Castle Blue?) choosing that region to raise up into the sky as her new celestial body. I am fairly certain that the area now encircled by the Crater used to be heavily populated agricultural land, and I don't recall reading anything about anyone being evacuated from the site. Did any of those people survive the transition into the Middle Air? Did they form the initial normal population of the cities on the moon? By this time, the Carmanians were run by the bull dynasty, and had better than 400 years of history of their syncretic culture, and had been subject to the Jernotian way, and Natha. They used to be the (or at least a) dominant Pelorian culture before the rivers invaded and the riverine metropolises flourished under Murharzarm. True, they were closer to Mt. Jernotius than to Mernita, but since the guardian deity of Mernita is given as Jernedeus and not Verithurus(a), both these places appear to look towards the same protector deity. About the only people not with a claim to putting down the Blue Moon were the Artmali, and even they may have accompanied Annilla's (second) plunge after her husband with their thoughts and prayers, provided the bleakness of the Greater Darkness had left them with any. There is another impact site in at Croesium (leaving a little crater, with the city in its center) in Pomons, in southern or rather eastern Loskalm, the former city of Varganthar (the Dawn Age enemy of Talor). Syranthir most surely had followers from around here when he fled after losing to Arimadalla, so the Carmanians may have been descended from both Blue Moon-related barbarians and from their Malkioni foes. There is rarely a point to bringing up old bad blood, it just happens. But old antagonisms would have existed between alongside the newer ones between all the groups involved. To the Dara Happan metropolites, no emperor is worse than an evil and bad emperor, but when a better candidate is in sight, even the Yelmic families there will change allegiances and oppose the incumbent. The incumbent that Deezola and her cabal rebelled against, Bisodakar, was a bull shah, descended from storm worshiping pastoralists (and it doesn't really matter whether from Enjoreli origins of soldiers accompanying Syranthir or from local natives from Vanstal and the Charg Hills, or both) rather than the more solar lion shahs (who had descended from a Dara Happan emperor marrying the daughter of Shah Nadar the Avenger (a Natha worshiper) to overcome the EWF. He (as most bull shahs) apparently was supported by the Spolite darkness worshipers who had some grudge against the Dara Happan solars (and vice versa). That said, Bisodakar's father was a lot more Dara Happan-friendly than his grandfather Cartavar, and had ascended to emperorhood by correctly taking the Ten Tests. It isn't quite clear to me how and why Bisodakar was such a bad foe to Rinliddi, other than establishing Carmanian authority and replacing local high nobility there. The author of the Zero Wane history is as baffled as I am.
  4. Crel

    Nature of Metals

    That's a fascinating story! Is it in Glorious ReAscent? I don't have access to the Stafford Library (yet...) but it'd be good to know whence tales come. I feel like it wouldn't be, if Glorious ReAscent's frame is "written by a Dara Happan." I'm not sure I understand where Lodril fits into this. Is he Aether's ejaculate, basically? I'm starting to get a bit lost in the Name Stew. Or was Tin/Metal/Godpower/Sperm a pseudo-Lodril in a biological sense? Aether and Gata copulate, procreating Lodril, and then also procreating Umath who goes all Kronos and causes problems. Lodril's brass, Umath's bronze (according to Elder Secrets p.35, which also notes Lodril's "purity"). Though lo-metal isn't noted as a Rune metal by that article, save for the sidebar. I don't properly know enough to provide explanation or commentary. However, I was operating under the thought that Tin=Umath in my prior post, which is the source of several conflicts. Additionally, with that story I was trying to present more a generalized "here's the sort of causal explanation I'd expect" than "This is What Happened." I didn't realize Umath was bronze, but thought Orlanth's Storm Tribe is bronze and Umath's the daddy of Orlanth sooooo he's gotta be tin, right? Mm-not-quite. Speculative corollary: Copper + Bronze = more bronze? Cf. above: "I Am Not An Expert." I was aware of Yelorna, but didn't know silver was associated with her, or with other sky deities. Interesting. Also, I went digging into the mainly-non-canonical RQ3 Elder Secrets (which is basically the same as RQG's article on metals, but with an inch more lore) and found that it lists Orlanth as having access to Enchant Silver. So... interesting. Artifact of non-canon, or something weirder? I actually know a handful of things on this one! Anatolia, attributed to Croesus of Lydia, or one of his predecessors or general affiliates (because we really shouldn't trust Herodotos to be factual, but the region's got silver/gold blend mines sooo there's some truth laying about). But I don't really see electrum as used for coinage in Glorantha, if it exists. It was used in Anatolia, as I understand it, mostly for convenience--that's basically how they got it out of the ground. In Glorantha we seem to have a whole other story for how coin values get established with Wheels and Dancers and all that tangent stuff. (Speaking of tangents, the whole point of White Gold in the Covenant books is that it isn't available to their technology hence magic powers!) If anyone reading's curious about the origin of terrestrial coinage, I suggest checking out Kraay's Archaic and Classical Greek Coins. The first couple chapters dig into its origin in taxes (because governments always suck the fun out of everything) and I remember the chapter around the Peloponnesian War having some fascinating examples of how coins around the Mediterranean mimicked Athenian owl tetradrachms--which probably provides an interesting parallel to the Gloranthan Lunar! Building off Qizilbashwoman's comment on silver, maybe a better path to explore for electrum would be as associated children of Yelm and other Sky gods? I don't know, would that be the star captains that come down during the Great Darkness, perhaps? I think I actually disagree here (as opposed to waffling uncertainly). I really don't think Glorantha has oxygen and nitrogen--it has Air, and probably Bad Air (thanks Eurmal), and probably varieties of Breathing Air and Bad Air. I don't think it can be assumed that the oxidation process automatically happens like on Earth (although maybe the Breathing Air/body of Umath/however that works does happen to have the same effect on iron; but that feels unlikely to me without a relevant story describing it). On a similar note, that's part of why I'm curious about bronze & copper tarnishing--I wanna know why. Yep, Glorantha Bestiary p.118. I've also assumed that any reference to dragonbone is reference to True dragonbone. My read is that it's pretty clearly Stafford's rendition of Ouranos and Gaia. Kronos (Umath) cuts down Ouranos as he tries laying with her, and becomes king of the universe. Another epoch later, Kronos' son usurps him, and we get Zeus and all those joys. Main difference is that Orlanth isn't a patricide. I got no clue on how prior ages would work. However, my imagination visualizes it sort of like a child's watercolor painting: there is the blue sky, the green earth, and trees and people. Where's the air in the painting? You don't need it. It isn't there. I also really like Joerg's description of Umath as a huge exhale for the moment he divides heaven and earth. This just keeps making my brain spin--it seems more and more to me that the Mostali somehow created a whole new metal--the sort of thing that is the life-force of the very gods--from nothing. Or from mimicking a physical Rune (or whatever the heck the first Death/Sword/thing is, I'm imagining it as a Platonic idea made tangible in sword shape, so not iron, but solid). Glorantha Bestiary notes that Third Age dwarves have the Earth and Stasis Runes, and the Sorcery chapter of RQG explicitly excludes mostali from being manipulated with the Man Rune. Although RQG plays a bit fast and loose with Runes compared to HQ, I think it's still relevant. Speculating, perhaps they're somehow associated with the Law Rune?
  5. Today
  6. I couldn't agree more. Also, don't forget the other senses. Even before you see it, is there a disgusting smell? Is there a creepy sound? Do you get the hairs on the back of your neck standing up before you even see the creature? And never say "You see a Mi-Go in front of you". Describe what you see. Change the way the creature appears from how Lovecraft or the book describes it. Keep the players guessing as to what the thing actually is.
  7. The difference is that in RQG, it is unlikely for a Lhankor Mhy sorcerer to have more than a couple of those at a level where they can cast more than 2-3 of those at a reliable, in fact the game rules don’t really support making that effort ever.
  8. Indeed. And I continue to think you were, well, more right. FWIW, I think the reasoning for flexibility of effect in sorcery is pretty much the same as for adding the flexibility of effect to Rune magic (via Rune Points rather than individual spells), only stronger - both more fun, and the minor but interesting spells (Wind Words was the example usually used) actually get used. I’m sure there is some reasoned position why you think RQG is a better approach - I just have no idea what it may be, as to me it seems a lot less fun, a lot harder to balance, and less close to the sources.
  9. To be honest, they seem much the same to me outside of the required game system differences. The spells Lhankor Mhy grants in RQ:G come from the same grimoire, and are mostly the same (Identify Otherworld Entity = Identify Demon, Logical Clarity = Dismiss Confusion, Logician = Logical Thinking, Reveal Rune = Identify Runic Power, Solace of the Logical Mind = Resist Godless Sorcery), with only one spell seeming to be lacking (Identify Spell seeming to be roughly similar to Analyze Magic) Likewise, we know books and scrolls can teach spells (see the orange book described here) so the other grimoires would fit. And the whole "cheaper to make spells conceptually similar to ones in their grimoire" would presumably be the equivalent of "A spell conceptually related to a spell that the sorcerer already knows" in the spell creation section.) The difference in how sorcery is treated between the two systems doesn't seem as notable as Spirit Magic, for example. Just things that work in one system wouldn't work in another. And despite being a big fan of HQ:G, I find the sorcery section in RQ:G enhances and clarifies the HQ one, rather than taking anything away or drastically changing it.
  10. There's 20% off the range of Call of Cthulhu dice and related stuff over at Q-Workshop:http://bit.ly/2z9eCVE
  11. For info, Edan Jone wrote a nice in world Underworld summary on his blog: https://zzabursbrownbook.blogspot.com/2016/12/
  12. Since I wrote the sorcery rules in HQG and in RQG, it could well be that I think I got it wrong in HQG.
  13. They are the official rules.
  14. The general consensus of the many discussions around ‘how to fix sorcery’ back in the 1990s was that the fundamental maths of sorcery was different. Both priests and shamans became more powerful more or less linearly based on POW sacrificed. Sorcerers, on the other hand, grew more powerful roughly exponentially based on skill and Free INT. When they did use POW to boost themselves, they often used it to create items that added to the manipulation of their spells - meaning it was also boosting them exponentially, but in a way they could pass on to their descendants. The relative power of sorcerers was often cited as the big problem with sorcerers in RQ3. I don’t think this was actually the case in most games - you had to spend a LOT of time and resources for a PC to approach the insane level of published NPCs like the Griffin Island version of Halcyon Var Enkorth (so crazily different to the Griffon Mountain NPC of the same name it is surprising they even reused the name). It was true that sorcerers started with weak, unreliable magic that was hard to improve - but if they kept at it, shortly after they relatively caught up with their peers, they then outpaced them. Sorcery was really the worst of both worlds for game balance - because it ran on different rules, it was either too weak or too powerful, only sometimes about the same. It also had the effect that optimum play of your sorcerer meant a lot of dull calculations (‘spells and spreadsheets’) to work out how many long duration spells could be maintained. Sandys sorcery cut this Gordian knot by keeping the general concepts - slow to cast spells but that could be prepared in advance for relatively permanent defences and enhancements - through various means, but particularly with his concept of ‘Presence’, which scaled linearly with POW dedicated to it, thus keeping it distinctive but scaling loosely the same way. And the calculation of your sorcerers maintained spells etc was similarly simplified. The other issue is flexibility aspect of sorcery. RQ3 sorcery had a lot of flexibility is size/application of effect - and this meant sorcery radically changing the duration (to give effectively permanently in effect spells especially) and multispell (to effect many targets) radically changed how magic worked in practice, and especially when at high power and combined with other magic was seen as potentially unbalancing, or at least ‘game-changing’. But it had very little flexibility in type of effect. It was so hard in practice to get a spell (that started very low, and could only be pushed up by training) up to a reliable level that in practice, you wouldn’t much. Quite likely if you started with one good combat attack, you’d end your career with the same one good combat spell. HQG flipped this -spells were supposed to be strictly defined, but it was easy to learn a new one and, as long as it was in the same ‘grimoire’ it was useful from the start. RQG flipped it back - once again sorcerers are flexible in application (Duration, tange, intensity, etc, though without Multispell), but very constrained in their ability to gain new abilities (learning a new spell to a reliable castable level is extremely hard, more restrictive than almost any previous edition due to training rules). I tend to think this is the wrong way around - manipulating can make game balance weird rapidly, and pushes your sorcerer character into a niche, and a niche in which the most important things you do (long term casting) is done mostly ‘off screen’. Flexibility of effect (ie having more useful spells), on the other hand, gives your character more things to do ‘on screen’, thus making everyone’s game more fun. HQG and Mythras did the flexibility of effect issue well, by making a new spell in the same ‘grimoire’ cheap. I was surprised and disappointed that this idea largely disappeared. It also disappointed me from a Gloranthan lore point of view, previously most discussion of sorcery in sources about the West had separated sorcery into schools or grimoires, and there wasn’t much evidence of this idea (indeed, it seemed a bit discouraged or obscured). The idea of sorcerers easily learning a few spells in such a conceptual/Runic cluster seems like a good one, I wish it was in RQG. It also gives the impression that RQG and HQG are somewhat in quite different Gloranthas. Anyway, that’s enough sorcery rant for now. I have plenty more for later though!
  15. I dunno about you, but I just don't find Mark Wahlberg that creepy.
  16. FWIW I actually kind of enjoyed that aspect of RQ3 sorcery (which survived into our chimeric nightmare homebrew game). It added a bit of a feel of the arcane to me; like "ooh what the heck is Crel up to now, he's got the calculator out again!" as I puzzled out if I could cast the big crazy spell. There was kind of this sense of "I'm doing magic!" subjectively. Also gave me something to do while other players were taking turns, talking, investigating things, etc. I think your critique's very much valid, just wanted to share that for me, it actually enhanced my play experience (and I think it did so for my fellow sorcerer as well; "hurts so good" y'know?). My opinion is don't bring up Malkioni sorcerers and hope players aren't aware of them. RQG does a good enough job for playing worshipers of Lhankor Mhy. Go ahead and take a look at Tekumel for spell inspirations if you want to build more spells. I feel like an LM adventurer ("Sword Sage" in old stuff) is very Indiana Jones-ish, except learning to read old books lets them cast cool magic. So use the RQG rules as a core, and let the LM find a scroll with a new spell on it occasionally while adventuring to build out the play options. AKA, avoid pure sorcerers. Alternately, Petersen's default rules (sans Tekumel) are pretty solid, even if quirky. I... don't know that I'd use them for a Lhankoring. They rely pretty heavily on attuning to Malkioni saints for your magic otherwise things get awkward and complex quickly. (Basically just like how RQG has you attune to a Rune or Technique they attune to a Saint. Saccing POW to the saint lets you do stuff, but most importantly invoking Saint Malkion is how the sorcerer gets their Arts, and you either do or don't have them. Otherwise you can study to get the Arts and whoo-boy that adds math. It's way easier to just "have" Intensity than to know Intensity 76% and be able to manipulate eight levels of Intensity in your spells. The Malkioni model means the only mathy manipulation you really have to care about is from the spell itself. And then when you acquire multiple Arts, and use them all at once... 😐) Yeah, that's 100% what I'd had in mind as how RQG's sorcery would work best. IDK how you'd do it smoothly without tables and garbage in a more grindy and bits-and-bobs system like RQ. When I was trying to homebrew up some rules for WoT channeling D100 one of the ideas that arose was a weak progression for just "do a thing with fire" and then more powerful effects with explicitly defined weaves. That doesn't work as well here, because Gloranthan sorcery doesn't feel as spontaneous as WoT channeling can be. I totally forgot about Magicka, but it's the perfect example. One of the places I'd start, for homebrewing a beta 2.0 of my sorcery rulesdoc would be to map RQG's Runes & Techniques onto the Tekumel spells. For example, Blade of Inexorable Disjunction's a four-point spell. So that's something like Magic, Death, Death, Summon (no fire because, although it's a blade of energy it's not really fire energy--more raw magic). The really big question I'd have to contemplate would be if I'd keep RQG's strength progression. I remember Anton noting that as one of his major complaints (and I think passing that on from Collin as well), which is probably in part because we're so used to the Tekumel-Glorantha hybrid with its insanely powerful spells.
  17. Yes. There's absolutely no reason why the same effect can't be gotten from multiple approaches. Take for example the spell "Tap Body." Although using the Tap technique and Man rune, the same effect could be gotten from tapping the Darkness rune (as Size is associated with the Darkness rune.) This is also why you can get different effects from combining the same techniques and runes (Total Recall and Logician, Call Light and Conflagration.)
  18. Yes, and that's a good indication I should move this away from the thread titled "Beginner's Guide". Well past high time, really. Which I did, except for this tailing end which is extremely on-topic here: Not sure about such a list. Part of the fun of Glorantha is to pull out something jaw-dropping quite matter-of-factly, as something the characters already knew and are well aware of- Used to be 30,000 meters high, but then meters were shrunk to feet. Not that measures above 5 km height are reproducible, as the Middle Air plays already by Outer World rules. That, and its weekly cycle, is an absolute must. The weird path of the sun (effectively direct overhead, come summer or winter), variations of day length etc. aren't that important. There are a lot of things that are self-evident for Gloranthans which will come as Green Age realisation moments to the players and the GM. Maybe it is easier just to warn the players and the GM that such revelations may happen as they continue to explore the world. How Time works is an important underpinning of how Glorantha works, but honestly - how many people have made sense of the Cults of Prax statements about cyclical God Time at their first, or even at their twentieth reading of that text? It is one of those messages which are delivered but not realized. The important message is: Everything that once happened in myth happens right now in the hero planes, and can be visited by heroquesting, and will be happening there forever unless someone interferes with things men are not supposed to interfere with, like the God Learners once did large scale. There should be an elevator pitch of obvious Gloranthan awesomeness, and yes, Kero Fin (or Top of the World) probably turns up in "also running". "The earth is flat/a cube swimming in a bubble of reality inside a chaotic void" is a typical but in the end quite meaningless part of the elevator pitch. It does bring home that Glorantha isn't the rea world Earth, but that's as far as it goes during the first impressions. (Questions about turtles and elephants may come up at this stage...)
  19. Carried over from the Beginner's Box thread: Yes, and that's a good indication I should move this away from the thread titled "Beginner's Guide". Well past high time, really. I did create an index to all the Glorantha material available to me at the time in the nineties and kept working on it into the Heroquest 1 era, so if this may come across as slightly encyclopedic, it was at the time. We didn't have any electronic documents back then, "and we had to travel five miles uphill to school, and then eight miles uphill back home..." Most of the deities have too many mentions in the old sources, but this one remains memorable to me as the one opportunity I had to baffle Sandy Petersen with a piece of Gloranthan troll lore. Yes. They usually sported distinct celestial bodies, except for the Storm Age Blue Moon which was somewhat overcrouded. The Artmali disembarked, but Lesilla went down with most of it like a good ship's captain, while Annilla held those mystical energies aloft until she followed Lorion down Magasta's Pool. Also celestial bodies. I have seen a mention of Artia as a moon in some obscure document, which led me to the question "What makes a celestial body a moon?" Neither the RQ Daily nor the Lore Auction at Convulsion 1994 really resulted in a definitive answer. One thing they seem to hold in common is female or indeterminate sex,, though. (But then, for all the stories about Yelm's marriage contest, and his sons by Dendara or other goddesses and demi-goddesses,Yelm itself remains an asexual orb in the sky, remote from carnal interaction, and probably incapable of any. Kargzant, on the other hand is a stallion, and presumably hung like one, too.) That's one story from Dara Happa. Plentonius himself provides a much bowdlerized "imperial justice" version in his account of Lukarius' reign, though.. (GRoY p.24) When he lets Lukarius string his bow with his own umbilical, what he shoots down are boarders from the Styx ships (Kogag's boat trolls fleeing from Yelm Bijiif?). Other myths tell about the Storm Gods having a ball game with the blue moon. Sounds like the Blue Moon plateau is where one of them produced a touchdown that destroyed the ball. The Zaranistangi of Melib claim descent from Emilla, "a female incarnation of Mastakos" (duh, Sea Tribe, what would you expect?) (Guide p.433, and yes, when I give page numbers I usually look that stuff up.) But then, the Dara Happans think that that planet is female Uleria anyway, so even less of a surprise, except that she let her children crall all over her body. How much moon/Sedenya is there in Orlanth's charioteer? Is Jagrekriand smashing his chariot on the LBQ just ongoing sibling rivalry between the Red Planet and Blue Moon twins? Glorious ReAscent makes it even worse. Jernedeus is toted as another name of Verithurus, and Jernedeus is the orb in the sky (or above the ziggurat) guardian deity of Mernita while Lesilla is the nurturing goddess. A key lunar power is Madness, and at tumes like this it shows. Which may be insightful of Plentonius, or a weird relocation from Mount Jernotius, or Old Plentonius fusing those traditions into a single story. His master's family wyter Khor is named as one of the earlier names of Sedenya. ("It's so dreamy, times are fleeting, Madness takes its toll"...) 100% correct. And totally wrong. The Lunar Empire employs two aspects of the Blue Moon goddess in its magical ranks - the Assassins, and the Blue Moon School. Neither are subject to the phases of the Red Moon. There doesn't seem to be an dependence on the tides, though, either. Then there are the six classes of the Lunar College of Magic, which have become associated with the phases of the Red Moon, and certainly are subject to its cycles. Dara Happan peoples hate each other. Nothing new in that. Three of the four rebels in Jar-eel's presentation of the slaying of Yelm are Dara Happan entities - Verithurusa, Tolat Shargash, and (Artia?) the Bat. The Carmanians were the oppressive emperors of the day. The metropolises of riverine Dara Happa supported them while they were stron, then rebelled when it was clear the Carmanians were seriously challenged by this new power. Nothing new under the sun, happened before, happened again under Jannisor and Sheng Seleris, and will in all likelihood repeat under Sheng Seleris.
  20. There's all sorts of tensions operating on CoC ( and other horror RPG ) covers: 1. Does it get attention in the first place ? 2. Is it scary ? 3. Is it too scary/repulsive ( for a shop shelf ) i.e. could it cause trouble for retailers ? 4. Is it Pulp ( or Purist ) enough ? 5. What is the budget for the artist ? 6. Does it actually represent the contents of the book fairly ? I don't think it is easy to balance all those needs and produce a fantastic cover every time. Pagan Publishing have just the same ratio of boring:good cover artwork as all the other publishers in my opinion ( although their layout is generally better ).
  21. Yeah, because shows like the Academy Awards always pick the BEST movies... Awards are nice, I guess... but they don't really prove anything but popularity... and popularity can hinge on a wide variety of factors that in the end may have nothing to do with the actual intents of the game. Some people will applaud games they'll never play, based on what's 'in' at the moment, or 'name' author... or fancy new cover art... It's good for the product, maybe, but... meh, I never have had mainstream tastes... and at this point CoC is more mainstream than ever. It's 'soft horror' because that's what its modern audience wants (It's got fucking Luck points!). It's not Delta Green, Trail of Cthulhu, Kult, or any of the darker toned horror games. Which is fine, because 'soft horror' is what sells and Chaosium is a business, so they should aim for the masses. For myself, though, it's no longer my horror game of choice (not in its current incarnation).
  22. I don't know Marshal Law but I have always admired the Underground RPG, which I've seen mentioned as having been heavily influenced by that comic. For me, the satire shouldn't come from the mechanics/rules... it's the system and the players who will bring it. Similar to games set in the 40K universe... which is hilariously dark comedy to some... and deadly serious to others (I fall in with the dark comedy crowd). Playing it straight will foreground how ridiculous it is. Paranoia is another darkly humorous game, but I want the rules for that to be deadly serious... not wacky. Last night I was watching the sequel to Galaxy Express 999, which featured a human resistance fighting against the Machine Empire. The machine people are pretty much supers... immortal and resistant to most kinds of damage, superior strength and reflexes... so it's another setting where the heroes are fighting against inherently superior forces, which I just about always find interesting.
  23. Ars Magica has a fairly pure system, as it has the advantage that it could create its equivalent of ‘runes’ and techniques just for the rules. It has 5 verbs and 10 nouns, and most things clearly fit into one combination (and making it a little more complex in those cases is fine). I once tried, long ago, to do this for RQ3 sorcery, and it wasn’t unworkable, though some things had to be forced a little. RQG trues harder to make it adhere to the runes, and also mixes in techniques, and so it is all a bit conceptually incoherent. translating from the Latin, Ars Magica has Create, Destroy, Change, Control, Perceive, and Earth, Air, Fire, Water, Perceptions, Mind, Flesh, Animal, Plant, Magic. RQG sort of sticks together a system of Runes not designed for this purpose with a set of techniques that sort of overlaps, sometimes doesn’t, and leaves us in a confusion as to whether Powers or techniques are the ‘verb’ in any given spell, and also such questions as do you Summon a Rune or Dispel its opposite to get a given effect.
  24. Are you talking about the Darsenites? (they're nowhere near the Blue Moon plateau, I'm not sure what they have to do with anything). I can't see anything about "Darsenians" otherwise. Either way, sure, there was some time between the two events, but it's probably hard to forget when those people dropped a whole planet onto your ancestors. I guess it depends on whether the political/religious leaders at any given time want to actually use that or not to gain or consolidate power. I guess the Carmanians were a bigger threat and so there was not point in bringing up old bad blood.
  25. this is ... sort of oversimplifying things. the Darsenians are a pretty small Pelandran matriarchal society living in a very distant region and their wealthy and more powerful riverside kinfolk share their culture but are patriarchal. Some of their religious practices were expropriated by the Dara Happans before the Dawn and there's been 1600 years of adaptation and change. In that time, there's obviously been a lot of cultural adjustment. They're much more likely to side with the Dara Happans against the Carmanians, who are Malkioni weirdos who share literally nothing with them.
  26. i can't be the only person to have this feeling about the uz:
  27. Crel

    Coin conundrums

    @Brootse, I was reviewing Elder Secrets on metals for another conversation, and the ENC value table for metals in that is identical to the one in the Gamemaster Adventures book. So that table might not be good to rely on when interacting with values in RQG. That being said IIRC RQ3 Glorantha still followed the W=20L, L=10C, C=10B structure (even if RQ3 default did not), so there's similar strangeness in the system. And an RQ3 ENC isn't the same as an RQG ENC after all. Just thought you might be interested, and that there's an outside chance it could help generating an explanation.
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