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  2. I think the water association is interesting to speculate about - the Doraddi goddess most associated with sex and sensuality is Nyanka, who besides being a water deity primarily, also have humanity the ability to reproduce by giving the Agi water to drink, and is referenced as a lover in myth. I think she is socially sometimes a bit of a feminine counterpart to Vangono for the Doraddi, as a deity that is beneficial, but a bit troublesome in that she appeals to younger people wanting some individual agency and fame (in her case as a lover or beauty). Which makes a water connection to Seseine boosting the idea that (as Echeklikos shows) the Doraddi might consider Seseine a perversion of Nyanka’s natural sexuality/sensuality. (Of course the main sexual myth of the Doraddi is the union of Cronisper and Yanmorla, but that is more of a primal sexuality of all of nature thing) i do not think Seseine is subservient to Ompalam (though I’m sure the Ompalam priests might claim so). I think a large part of her appeal in Fonrit is stories of slaves seducing their masters (or other powerful benefactors), and so she offers a (possibly illusory, of course) hope for slaves. Always a safe bet in Pamaltela. Yes, I think Pamaltela naturally comes by the power of Love due to Artmali connections to Uleria, the Tilntae are either another factor or a consequence, etc. And the Vadeli approach this as a source of power they can turn to their own ends/corrupt, through perverse sexual rituals that create succubi, which they use as weapons against the Artmali, empowering Seseine in the process. The modern (or at least, pre-Oenriko rocks) Vadeli a bit like US televangelists, publically claiming that they representative the power of God so you should give them wealth and power, in private often committing all the sins they condemn.
  3. Matrices (or their RQG counterparts, inscribing a spell IIRC) can also be created with more POW, to beat (Free) INT limitations and save MPs. Of course, you'll only do it for very few spells.
  4. Too tired to check but I bet the info you are looking of is in Elder Secrets.
  5. An Arkati Trickster Shaman making Glorantha more understandable, hum...
  6. Today
  7. Fonrit rather than Laskal, she is one of the Glorious Ones. I don’t think Echeklihos and Seseine are the same entity (and Echeklikos is supposed to also have ties to Nyanka, whose sexuality is much more innocent and wholesome), but the two deities are closely associated in practice if not so much mythologically.
  8. Well, 60% for elemental or 75% for Power starting usually a bit more - possibly +10% cultural bonus, plus whatever of the 50% assignable is used to boost Runes relevant to their cult (in practice, almost always some of of it. Because Common divine magic uses the highest of the cult Runes, in practice their chance will be almost always 75% or higher. So this argument is pretty weak and incorrect, as frankly that compares pretty favourably to sorcerers, who likely will have many spells at a lower %age. But it’s true that they get less spells to cast. Lucky almost all divine magic users also have good access to spirit magic and no reason not to load up on it (except you, Lhankor Mhy and friends who made Bad Choices), so they can mostly keep there Rune Magic use for emergencies. My argument is that sorcerers are lacking in flexibility, not about overall capacity. But it’s notable that problem with flexibility doesn’t go away either - an experienced member of a Rune cult is also learning new Rune magic spells as the sorcerer is (slowly) learning new spells, and spirit magic too, and often pushing their Rune %ages up too. (Note that the sorcerer is often using their POW increases more or less running on the spot in this comparison, making spell matrices etc to preserve their Free INT for little real net gain) Pin general, a divine magic initiate gets a limited use, but powerful, Swiss Army multitool, with a useful capacity for most situations they might find themselves in. The sorcerer gets a couple of big hammers, and spends the rest of their adventuring career more or less hoping they only encounter the right kind of nail.
  9. Greg once told tell me that to keep the goddess Glorantha alive and eternally youthful, he needed to be an Arkati Trickster Shaman. Now that that duty has fallen to me, I've donned my coyote mask and taken on the role. It is fitting that I've decided to revisit Greg's heroquest to discover Elmal, only this time to reject that god in favour of restoring the god he had supplanted - Yelmalio. Elmal was discovered to answer an important question for Greg's Harmast novel, a book that he worked on fitfully from 1989 until 2009 or so. Harmast was set in the late First Age, some 400 years after the Dawn. Greg posed himself the question - who was the Orlanthi Sun God before the Orlanthi encountered the Yelm-worshipers of Peloria? In the early drafts of the novel, the answer to that question was Yelmalio. Yelmalio was the last light that survived the Darkness. He held out throughout the Greater Darkness, although he became weaker and weaker, after being robbed by Orlanth, Inora, and Zorak Zoran, and then savaged by Chaos. But he endured and was not extinguished and was there to greet the Dawn. But that's the Third Age myth - what was the story at the Dawn? Greg concluded that the Orlanthi recognised this god as Elmal, who loyally protected the people of Dragon Pass throughout the Greater Darkness. When Orlanth left on his Lightbringers Quest, Elmal remained behind, "the loyal thane". At the Dawn, Elmal took the Sun Disk and carried it through the sky as the Sun God. Presumably, he is also Lightfore, the "little sun" that appeared in the Grey Age and who rises when the Sun sets, and sets when the Sun rises. This might mean that Elmal never died - he is always in the Sky. When he sets in the West with the Sun Disk, he immediately rises as Lightfore in the East, and vice versa. Let's fast forward to the late Third Age. We know that there is Yelmalio all over the place. Sun Domes in Sartar, Prax, and all over Genertela. We know he is the main Fire/Sky god worshiped in Dragon Pass - heck, he is in White Bear Red Moon and his most famous initiate Is Rurik Runespear. So where did Yelmalio come from? Greg's answers were properly contradictory, as is the nature of such things. He came from the elves. He came from Monrogh's Vision of the Many Suns. He was revealed by Nysalor at the Battle of fNight and Day. All are correct, all are partially false. Or least not entirely true. But equally, all contain some truth. Then came the real tough question - what is the status of Elmal in the late Third Age? And by that I mean Hero Wars Sartar. Greg let others answer that question as his interest was in the First Age. He didn't know. David Dunham tried to answer it in his amazing computer game, King of Dragon Pass. Elmal is one off the main gods in that game, and Yelmalio is nowhere to be seen. But like a number of elements in that game, that never seemed right to me. And later Greg let me know that he agreed with my doubts. Note: that is not a dig at KoDP which I consider to be the best introduction to Glorantha ever made. But there are elements of the game that never set right with me. Elmal. Anglo-Saxon clothing and skin colour. Etc. These are tiny critiques of a master piece, and pertinent only in an essay like this. As I worked on the Guide to Glorantha with Greg back in 2012, Greg hinted that we should be reconsidering Elmal. Vinga had already been revealed to be the female incarnation of Orlanth, and not merely another Thunder Brother. Yelmalio, Greg suggested, was the main Sun God of the Third Age Orlanthi. And so Yelmalio got much more attention in the Guide to Glorantha than Elmal did. As I started putting together RuneQuest, Greg and I talked about the player character cults. "Gotta have Yelmalio," Greg said. "We've always had Yelmalio in RuneQuest." The elemental progression wheel and the conflict between Air and Fire are hard-wired into the rules. The Storm fights with the Sun. That's a driving theme in the setting and the game mechanics reflect that. But where does that put Elmal? We didn't even include poor Elmal in the book. In the Cults Book, the time to evade the question is over. This is a game book, not a speculative collection off essays. So here's the answer: Yelmalio is the Sun God of Dragon Pass and the Lunar Provinces. The Yelm cult among the Grazelander Pure Horse People is the exception that proves the rule. Since the 1550s or so, even most of the solar worshipers among the Sartarites have agreed that Yelmalio is the god of the Cold Sun. Elmal is still present - as a subcult of Yelmalio. If you want to have your Elmal cultist who is allied to Orlanth and the loyal defender of the Orlanthi clan, you can. He just has the ignominy of being treated as a member of a special Yelmalio subcult. And the even greater insult of being largely ignored by the Sartarite Orlanth cult. But Elmal can endure. And who knows, he might endure long enough for Arkat to need to betray his gods and become a passionate devotee of something old, something new. Who knows - I mean it has happened before!
  10. By the by, the entity in question is Send Valu:
  11. Joerg, the problem would be a lot more obvious if you (and Greg) looked south of the equator, to see all manner of temperate, non-deciduous, forests all over the place. My stance too. Some day I’d like to do a grand retcon of the Aldryami, explaining how their entire elf classification scheme is nonsense the Aldryami have carefully chosen not to ever correct. It requires more biology than I have to do well.
  12. Joerg

    Seseine and Uleria

    Writing such phrasing right next to speculations on broo reproduction might lead to ... wilful misinterpretation, let's say. In a biological sense, an argument could be made that all "male" broo really are females, and that their member really is an ovipositor that injects an organism that will take on random bits of its host organism for its appearance and powers. "Female btoos" would be something else, probably the (now defunct) drones of that species. There is a chance that Ralzakark was born as a unicorn but ended up as a broo through a history of rapes, too. That, or the usual underworld connection which is strong for many a Chaos creature, too. As Emilla, she is ancestress of the Zaranistangi. Don't trust what you see. Seseine's third rune is Illusion.
  13. Do not call up that which thou canst not put down. I guess I blew it. The Ralzakark material fails to completely conceal a very fluid sense of sexuality, given the nominal genders of the creature's spawn and their projected ritual roles. After all, a unicorn would have been involved at some point as "mother." The creature might also have impregnated and given birth to itself through a heroquest that we might consider a grotesque failure. "Their nature is hunger." I like that. Fertility turned sideways. All the nymph nations might well have Fertility, from the tilntae to the likitae and even the triolinae. Strikes me suddenly that Uleria is a blue goddess for a blue planet! As for Seseine's obedience to Ompalam, I remain unconvinced until I see it.
  14. Same as with a Humakti who knows a backdoor from Hell - he just visits the land of the Dead. Humakti can join a Lightbringers' Quest (in a supporting role, usually as Orlanth's Sword) and return from it without having violated this. Basically, a Humakti initiation has the same ritual pre-Death that is inflicted upon entering Alkoth, but unlike the Alkoth one it isn't reversible.
  15. Only if he carries enough MP generators (or uses the "indirect tapping" of having his team-mates fill up phis MP matrices) to return to five to six time the human racial max in available magic points. Your average full manipulation spell takes about 30 MP if you infer only a single rune or technique.
  16. Joerg

    Seseine and Uleria

    Thou shalt not summon the Joerg? This probably was a union made in Godtime. The child of a broo not a broo? That takes some belief... but then, it is possible that Ralzakark served as the mother rather than as the father. I mean, why not? Her description in the guide names her parents, but not their role in her birth, and if any force in Glorantha is unpredictable, it should be Chaos. So Ralzakark goes off on a quest to give birth to an agent that would spread his thoughts and interests outside of Dorastor, and rather than finding Seseine a willing mother, he gets impregnated himself. Luckily there are enough of him to cover for him during the pregnancy. Passion is their weapon, but their nature is hunger. Ompalam enslaves them all. Liking him isn't on the table. Fearing and obeying him is all that is required. Seseine was already present among the Artmali deities of Chaos - she is one of the forces of corruption that Ompalam needed to gather up in his parody of Pamalt's Necklace. That's where her possible sea god origin makes sense. The Artmali are descendants of Lorion, the Celestial River. Seseine may have been kin that fell prey to the very powers she now embraces. Niiads have Illusion powers and inherit Fertility from Triolina. Seseine may have started from there. Who corrupted her? There are always the Vadeli.
  17. Ummm, I know it's a.magical rite and all, but just because the Humakti severs his/her kin & clan ties doesn't mean the clan feels the same way. Given the magic, perhaps they should... But that would impose rather large consequences on this "Resheathing" ... One private ritual, and suddenly everyone around you loses all their feelings about you??? Hmmmm....
  18. Your bargaining skills need work!
  19. I'm not disagreeing with the math, but am trying to point out that playing a pure sorcerer isn't a stupid idea and a waste of time. A pure sorcerer in a game is a great boon, and quite clearly capable of things the theist not only isn't, but will never be! In most small sudden skirmishes, the theist is going to win hands down... The first time... And probably also the second, and depending on rank or experience, the third... After that, you're out of RP, and miles from a shrine... And the sorcerer us laughing at you. Cos she's still got all of her buffs up, and can cast more. (Depending on the spell choice, and adventurers - it might just be the sorcerer who has to help the theist where the nearest shrine is!) At worst, (assuming spirits, not MP enchantment) the sorcerer only has to wait 1 day to be fully recharged. (Also, re: Runes... Don't forget that when casting Associated Cult spells, you're not using your Rune anymore, but theirs). Both clearly have pros and cons. And both excel in different situations. Pure sorcerer is a viable, useful option.
  20. When can the general public buy Aqualarre? I had no idea this even existed until about a year ago otherwise I would not have hesitated to go in for the wooden box in the Kickstarter.
  21. I am just reading the rules now, which are somewhat difficult to understand occasionally... but they seem overall attractive. I like, in particular, how the trait, skill and XP system both force (enable?) the player to chose some specialisation while also giving good general ability. And one can still make Spell Sword... but it's a lot of XP to increase both combat and manipulation (with the increase XP cost of skill as it goes up) I guess there is some latitude for the GM to group traits in a single slot... I was wondering whether power manipulation take 1 slot each or not.. and the same for power.. (I was thinking to have a power pack trait that gives you the ability to learn 4 powers).. anyway the whole power section still need more reading form me. On missing appendix that would be nice would the she skill, (existing) trait, stunt list. Start with the caveat: 1 trait/stunt per 10% unless the GM find fit to group them. Followed by the 15 skills and a list of (existing) traits and stunts pertaining to them. BTW it's not clear how motivation work. I read the motivation section twice, still confused. One thing which is clear though, and that I somehow miss from BRP, is: - how you can defend against any number of attach, with -30% penalty on each consecutive defence after the first - how score superior to 100% can be used to have double efficacy (2 attack in the case of weapon) is there some kind of similar mechanic in the game? BTW I did 3 rule swap to my players so far: Mythras - Classic Fantasy => Plain Mythras => BRP Might swap again ^^ but will wait next campaign.. no hurry now (I was just very depressed with Mythras sorcery oppressing power, and somewhat happy with simplified combat book keeping in BRP) I particularly like how BRP magic is LESS powerful (but just as flexible if not more) than Mythras magic (no years durations and kilometers range with ridiculously low cost, but still combine as you will) It would be good (I am talking hypothetically here, still trying to understand the power section) if Revolution enable all those playstyle clearly, ie. do this for high OP magic, do this for high weak magic (i.e. fix range and short duration), do this for low magic...
  22. That’s just the evening news, though, not escapist fiction.
  23. Many water entities have Movement. I'd even argue half seriously that the power is naturally associated with the element like Fertility and Earth . . . not a universal or necessary link (otherwise the existence of both runes would be redundant) but the relationship conceals inner truths in common. Storm in itself may actually compete with classic Movement as a kind of rival system, perhaps focused on Change instead. This might be the primeval "Larnste" philosophy that then passes to Orlanth (but significantly very few of his half-brothers) via direct inheritance from the mountain god. Orlanth then also acquires ownership of the mastakos(*) after defeating water at the Well of Wisdom, consolidating what we now consider the rune's two meanings. * A difficult term to translate. "Slippery consciousness" or "magic mirror" have both been proposed and rejected, along with, less seriously, "blue racer," "five-mile wheel," "stone of the philosophers" and (colloquially) "liberating mastery." Some scholars believe that the mastakos is not an entity but an attribute or even a heightened state those who drink from Daliath can command. Since most of these scholars are born triolini, their terminology may only apply as water-in-water and thus be untestable in normal terrestrial environments.
  24. He's separated Death from Hell and War. 😉 And of course we know the Truth of that as Death comes to all places.
  25. Yes. Magasta the Churner. Engizi the Sky River. Oslira (and probably most other River Gods). And of course Mastakos.
  26. Larnste is the Cosmic Court deity of change and motion. He is important to the Orlanthi, because he is the father of Kero Fin, and thus Orlanth's maternal grandfather. It is Orlanth's Larnsting Soul (his Secret/Inner Wind) which allowed him to do things that no other Storm deity did before him: form a tribe, convert allies from other tribes, hide away, flee, and regroup. The Orlanthi, at least the Heortlings, have since revered this aspect of Orlanth, and value cleverness, evasion, and subterfuge in the face of insurmountable odds or difficult problems, as much as they value outright bravery, brutality or tenacity. The Hendriki in particular are famous for their Larnsting secrets, which allowed them to survive both the Nysealorean Empire and the Empire of Wyrm's Friends. Now, much of this is probably fairly well known to regulars here, so why am I doing this summary? Larnste's main quality is change and movement, and aside from Air, I can't help but think that Sea is a good representative of this Rune/concept. So my question is this: do we know of any Sea deities with the Movement/Change runes? Or alternatively, do we know of any Sea deities that are either associated with Larnste by name (probably doubtful), or with change/movement in particular? Many of the Physical Sea deities (Neliom, Sshorg, etc.) take the form of dragons that bore or travel across the land, so that is arguably fitting. Others might be currents, essentially the liquid equivalent of winds or weather patterns , and we of course have Magasta, who while often depicted as monstrous, dark and dour, also does rotate the Whirlpool, in itself a kind of Movement Rune, I guess. Anyway, this is just out of curiosity (and a desire to brainstorm something cool, as always).
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