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  3. Nothing about Jrustela? That's a name that popped out to me immediately as "someone definitely just made this up for a laugh." My best guess is "Dzh(e)'-RUST-ela", but I have no idea.
  4. They also said that the GM Sourcebook (or whatever it ends up being called) will include an overview of the Hero Wars campaign so you can see what is coming. But you're right, if you diverge from the background history and have Argrath killed off early, then it might require more work from you to adjust future scenarios that get released. Then again, if you are making big changes to the background history that kind of implies you're writing a lot of your own content anyway, so presumably it won't matter to your campaign? But any Chaosium RQG releases that you don't end up using for your current campaign (because they're perhaps incompatible) you can always use for your next one.
  5. Are you talking about the text on page 193? If so then a critical does the maximum rolled damage and you roll your normal damage bonus. So a person with a weapon that does 1d8 damage and has a +1d4 damage modifier would inflict (8)+1d4 damage (and bypass armor) on a critical, 1d8+1d4 damage plus the weapon's special effect on a special, and rolled damage minus armor on a normal success. The footnote at the bottom of the matrix explains it and the body text around the table goes into more detail.
  6. I agree, but that wasn't my point. I'm not afraid of doing all of that at the table. What I'm afraid of is what happens next: whether Chaosium will, in the next years, release half a dozen books that follow the "official" ("suggested"?) timeline (scenarios where you follow Argrath's rise to power, sourcebooks that describe places and cultures in 1627+). I don't know if there's ever been any official word on whether the RQG line will be "stuck in time", or if it will have some kind of setting advancement? If it's the latter, that means potentially more work to adapt future books to my campaign, or "missing out" on cool stuff that Chaosium publishes. The reason I'm mentioning all this is because I remember seeing some convention panel video where @Jeff and @Jason Durall mention that with RQG they wanted to finally advance the setting past the Lunar occupation, which has now lasted longer in the real world than in the official timeline I'd love to see some short "designer notes" for cultures, places, etc. Something like "for most Sartar tribes we get references for <blah> with a mix of <foobar> and a little bit of <other>", so then when players are creating their characters and clans, they (or their friendly GM) have a few names and keywords to look for pictures, or even bits of history, on the web. Would that be possible? On the old Glorantha website I found some notes written during the production of the GtG where you mentioned what kind of references you gave to artists for the book's illustrations, and that helps a bit but it's just hard to find given the state of that website.
  7. Today
  8. Well, looky here. If you download the images, put them in a Google Document, download as a PDF, upload the PDF to My Drive, open the PDF in Google Docs, Select All and Copy into a Text Editor, you get all the text. It is lousily formatted and jumbled up, but is all there. Amazing what you can do with modern technology.
  9. soltakss


    There you go - Three people and three different pronunciations. I rest my case, M'Lud.
  10. And still have not been fully captured in the larger sets of myths Even though the Red Emperor was clearly doing a Solar HeroQuest as Basko when he ambushed Sheng Seleris' nephews on the Ten Tests, or however many there were at the time.
  11. Nope started in RQ2 with Gringle's pawnshop and then bought the RQ2 rules box set the weekend afterwards. I kept asking the GM whether we had finished a campaign, so that I could go and buy the campaign set. I prefer RQ3 to RQ2, as it has better rules, in my opinion, although RQ2 was far more atmospheric. RQG is better than both, anyway.
  12. A friend of mine is running a Ludoch campaign next to the Edrenlin Islands. He started with all the PCs as children.
  13. Yes, those are the two areas I'd likely target. Possibly could do something around Jrustela (discovering hints at a fearful dwarven plot) or sunken Seshnela too. But it is like a whole different world.
  14. I lifted this out of the "how to sell RQG to players" (presumably players without Glorantha experience) as that thread really also is for GMs just cutting their teeth on Gloranthan roleplaying. First, let's deal with the typical drift what familiar earth culture you would use for which Gloranthan culture, starting (as usual) with the Orlanthi. The concept of the Stead as the central place for the important person is as old as the arrival of agriculture outside of the semi-arid river valleys. The neolithic farmers had pretty much the same idea of the stead as had the Icelanders up to the 19th century. Likewise cattle-herding, plowing, sheep- and goat-herding, and the use of the semi-domesticated pig for meat (a lot less dangerous away from the hot conditions of the Fertile Crescent). For some reason, I associate neither Irish nor Greek myths with the Orlanthi of Dragon Pass. I'm fine with the Mabinogion, the Nibelungenlied with its own Migration Age heroic age condensation of historical figures (often telling the same stories as Homer), the Ynglingatal in the Heimskringla or the Kalevala, and not hostile to the Vedic myths of the interaction with the urban natives of their conquest, or the Philistines in the bible. Until the Ernaldori clan received the focus, the Orlanthi have been predominantly portrayed as rural clans far from any urban activity. With the Ernaldori clan centered in Clearwine, this has at least been changed to a fairly urban setting. More urban than I would have expected of any Colymar clan, really - prior to seeing the Mediterranean temple-fortress of Clearwine, I would have regarded Runegate as the more urban place in Colymar lands, a town shared by the three clans of the former Triaty (with the lost clan replaced by the Taralings) and the clans playing a role in town management similar to the tribes in the confederated cities. But then, the non-urban clan has received a near-perfect treatment with the two Red Cow books, so I guess it is time to move onward. I would have preferred a Kheldon-and-Boldhome setting to start with, though. But canonically, Kallyr only lasts about as long as Ned Stark in Game of Thrones, and even in the alternate canon provided in King of Sartar she doesn't last more than five years more (mowed down by Harrek after the conquest of Furthest). For being the dominant ethnicity in Prax, the Beast Riders have seen as little description as the Sartarites or even less up to the publication of Hero Wars. I did play a few games as a Praxian, but they never fascinated me the way urban Sartar or the Holy Country did. @David Scott has a fairly advanced Praxian project at his hands, but it doesn't seem to be in a production state yet (unlike the new Troll Pack). The Zebra tribe of Prax and the Zebra riders of Pavis are the one exception to my dis-interest in the Beast Riders. That, and the EWF inheritance. Old Pavis has a lot of Karakorum, only without the empire. New Pavis is a Sartarite plant dealing with the local inheritance, and gels with my fascination of the urban Orlanthi. I am fairly certain that Robin Laws will surprise me with is take on Pavis after the liberation. Barbarian Town and the Pol Joni are the other Praxian riders that have my attention. Troll history was my entryway to the history of Glorantha. I never played a troll character in table-top roleplaying, although I was type-cast as a terrifying troll in freeforms twice, and played an entire Blue Moon plateau tribe as my "character" in a memorable Heroquest session with Greg. Very playable, and there is an upcoming project that has been announced officially, i.e. already out of the hands of the author. As player characters both of these are approachable only as presented in the Griffin Mountain encounters, i.e. fairly generic. The Mongoose Aldryami book presumably was the published version of Shannon Appelcline's Hero Wars Elf Pak manuscript, but it didn't make me want to play an aldryami. The semi-rootless Yelmalian scouts into human lands and their gardener companions preparing the Reforestation might offer a campaign arc, but I don't see much potential in playing aldryami outside of their three big arcs in the Hero Wars. The Aldryami arc with the most potential to me would be the defense of Enkloso against the Mostali Land Raising and cleansing. Cooperation with or rather control over the local Orlanthi and a nightmarish wake-up for the Malki(oni) in the coastal cities provides quite a bit of potential. Journeys to Grigdom to ally with the Malasp who are about to lose their homes, and possibly the Dwerulans who are about to be crushed between the shard of Slon and the basal cube of Earth provide several possibilities for travel scenarios. How to make orthodox (i.e. Nidan or Slon) Mostali playable without entering Paranoia (the rpg) territory is difficult to envision. You'd probably have to play a collective each, similar to the troll game experience mentioned above. In that case, you could be trouble-shooting the resistance to the Land Raising in Umathela and Jrustela. They get slightly better treatment in Griffin Mountain than the Beast Riders get in Pavis and Borderlands, but most of that campaign is about citadel-based Lightbringer or Lunar adventurers. They lack a set of dog-folk specific scenarios, with typical annual events and then repercussions of the Hero Wars. Getting a proper way to have independent women in the party will be the main project when you look at what we got in the Hero Wars rules book. It is quite ironic that the historical Bronze Age horse riders had a greater share of women with warrior careers in the archaeological record than the Gloranthan equivalent has seen so far, unless you count the Pavisite cult of Yelorna and their free-roaming sisters in the plains of Prax. The Grazers have already experienced their years in the spotlight, only we didn't get to play any of those events (the Esrolian campaign, the rise of Jandetin the Avenger). Apart from Argrath's upcoming marriage to the Feathered Horse Queen, they are looking towards a period of auxiliary cavalry service with one or two back-lashes, and a conflict with the False Sunhorses a dozen (Gloranthan) years or so in the future. Urban Dara Happa has all the opportunities for urban adventuring that Pavis has. While the Lunars aren't an occupying force, they form a counter-culture with various facets, and then there are the residents from Heartland regions which aren't strictly Dara Happan (which is the majority outside of the river wetlands, really). The basic idea of describing numerous facets of an Imperial Association in ILH2 was quite nice, but what an overkill of factions and facets to follow. Too much, and at the same time way too little information. To quote Tom Perry's "Into the Great Wide Open": "I don't hear a single." A more concrete campaign outline with less organisations might be playable from a book that waits to be written. Hmm. Each culture deserves its own adapted write-up of the important cults or temples. The Darjiinians with their hilltop cities and their swamp Heron heritage are significantly different from the surrounding Lodrili wet or dry farmers the wet farmers being part of the Dara Happan culture, the dry farmers with more pastoralism and potentially some transhumance a great deal less under Dara Happan control although they have Dara Happan officials on imperial business. The three major Dara Happan metropolises (sp?) and the lesser large cities all have their own peculiarities, possibly on the same scale as the Sixths of the Holy Country. Life under Alkothi protection with Darjiinian revanchism will be different from pompous Raibanth and studious Yuthuppa. How to deal with the Meta-Plot? Don't worry much about it. There is a possibility that scenarios or campaigns will be published for a later part of the meta-plot that won't fit your current campaign, but how common are (Gloranthan) decades-long campaigns nowadays? Should there be a great Lightbringers Quest as one (intermediate) high point of the campaign? Certainly. And there is a possibility that Argrath joins it only as rescuee in Hell, or as guide to the deeper quest for Sheng, if your players managed to off him and his bunch of supporters on the way and now need to rescue a hero carrying the light of hope. Quite a few of the metaplot events follow the LBQ that releases Sheng, like the Flood, the Kalikos quest, or the increasing bloodthirst as the corn rites offer an opening for the Ignorance deities of Terror to enter Peloria. The Takenegi Stele offers a campaign with a scope similar to Dara Happa Rising, with young Phargentes at its focus rather than Karvanyar, bringing on a new, re-invigorated Lunar Empire. You could possibly take Dara Happa Rising campaign and re-frame it with the events of that stele.
  15. PS This is a great comic to get you in the right mood: http://age-of-bronze.com/
  16. I like to make the point that , IMO, much of the Thunder Rebels description of the Orlanthi riffed off Urnfield culture (start with the burial rites and work outwards) and is more interesting for that. I know that @Jeff doesn't see it that way. Either way though, the stories of the Age of Bronze are much more interesting than the Dark Ages as models for Glorantha.
  17. On the official BRP corrections PDF, it says this: [Definition of the term “FULL DAMAGE”. The term “Full Damage” crops up several times in the Attack & Defense Matrix. Precisely, it refers to “the damage which that type of attack would normally do”. It is not the same as “Maximum Damage”] Which confuses me even more. I'll give the book another thorough skim, I might have missed something.
  18. Among the Elder Races, these are the ones I've put the most thought into for running a campaign. You could set up some good sandbox adventures in either the Marthino Sea (war with the Malasp), or the Mournsea (lots of sunken ruins to explore). Also, the Sea Pantheon is huge and has a lot of cool mythology associated with it. Much of it is grim and depressing but I appreciate that about it.
  19. That's probably worth it's own post, but I do have my favorites among the Elder Races. I would say that every "Orlanthi" culture definitely has it's own thing going on. I've spent a fair bit of time investigating the traditions of Oranor and Jonatela for example, and after a while they start to feel very different from Dragon Pass Heortlings. I think the "Major Cultures" section of the Guide is basically describing those Holy Country/Sartar Heortlings as an illustrative example though, and I still find them interesting in spite of the fact that they are somewhat overplayed at this point. Fair point about the Westerners. I think among purist Malkioni, Loskalm is a better region to build a campaign from, at least if your players are Men-of-All. With Seshnela I was actually under the impression that all castes can use sorcery if a person is semi-literate, it's just that the teaching and research of new spells is heavily controlled and restricted by the zzaburi. Right with you there, if I ever did run a campaign in Fonrit, it would probably be centered around Gabaryanga's uprising. Although, again, it kind of bothers me that the official Hero Wars plot for everything related to Fonrit is, "decadence, corruption, Chaos, slavery, everyone dies horribly, etc."
  20. You sir have created the first line for my memoirs "I'm a very naughty an beautiful person...". Hahahaha. You are welcome. Sorry, I'm out of Hero Points for the moment.
  21. Bevara the combat medic could be a good choice. I played one once and she was badass.
  22. What!? And there I thought your started with RQ3 and that it was your first love 😉 Although it is helpful to describe Glorantha as Bronze Age if only to set up a broad context and differentiate if from typical fantasy world, I believe it sells Glorantha short a bit. Glorantha is unique in the way it combines a diverse and detailed setting with a rich history and deep mythology and how it ties the characters to it all through cultures, communities and cults. After RuneQuest, every character creation system for other fantasy settings always seemed, for lack of better words, superficial or incomplete. Every religions in other settings, felt paper thin. Every setting itself seemed to lack texture. Glorantha is a diverse sword and sandals setting where the players are embroiled in deep layers of cultural, political and religious conflicts.
  23. And still have not been fully captured in the larger sets of myths.
  24. 1) Lunar/Pelorian: I was always partial to the Lunar/Pelorian culture and its mix of underlying cultures. My original setting was Imther (Edge of Empire) and ran there for many years. The Redline History in the Glorantha Sourcebook provides a lot of material to work with. 2) Vormaino: with their odd distinct deities, their isolation (about to break), and proximity to the East Isles, I always thought it would be fun to develop a game here. I had sketched out the ideas for a starting campaign, but have never found the time to run. 3) Maslo: yes, I put together background to try an HQG campaign there some time ago. Odd little part of the world - felt it would be fun mix of seafaring, dealing with elves and mermen, and of course the Mother of Monsters. 4) Ludoch!: if I was doing a non-human culture, this is the one I'd be interested in exploring. 5) Orlanthi/Esrolian: current campaigns all centered in this area, though Orlanthi were never really my favorite. 6) Praxian: probably the most distinctive, but I've never been as interested in the nomadic cultures. But always liked the Pavis setting. 7) Kralorela: if it can break out of the pseudo-Chinese mold and into something distinctive, this could become quite interesting. 8)Western: never grabbed my attention in the way other cultures did. Hopefully it has a chance to develop in new and interesting ways.
  25. Worth having for "The Smell of a Rat" alone, IMO. The first pieces of published Gloranthan fiction are reprinted here from Wyrm's Footnotes 2 or 3 (IIRC the Fadabius dispatch), too. The Holy Country article was the fifth-best regional description available (after Griffin Mountain, Pavis, Borderlands, and Troll Pak for Dagori Inkarth) until Dorastor was published. The map lacked a gazetteer, which became my first productive contribution to Glorantha. The snippets from the Jonstown Compendium contained the first hints at distant myths, like the Kralorela emperor list, or the three challenges of Yelm (Basko, Molandro, Jokbazi) and made our heads smoke for years. And you just have to love the bison with its saddle and its leather stirrups on the cover.
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