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  1. 7 points
    Carrying over from the Belintar thread and some posts I've made over on G+ regarding the future of the Wastelands: https://basicroleplaying.org/topic/6934-what-was-belintar-up-to/?tab=comments#comment-98334 https://plus.google.com/113966393032570282645/posts/7HKJT338B4U I thought I'd look at the effects of the Great Flood of 1652 using maps and what little information we have from King of Sartar: 2ed page 133 The background info's comes from one of Greg's unpublished works, but many have heard him speak about this event and those leading up to it at conventions: Trolls separate a huge chunk of Valind's glacier around 1630 It eventually drift down and blocks Magasta's Pool around 1651 The sea level rises and a crude map shows flooding in many areas of Genertela including Dragon Pass, Loskalm, Kralorela, Seshnela and Ralios around 1652. So for Stage One I've got a map of Genertela and crudely blued out anything below the first 1000' contour line. The flood appears to be gradual with the waters rising due to the blockage. Perhaps it took place over one or two seasons. Obviously Heroes may change some of this, but it affects a large area: Stage Two coming soon as the flood hasn't reached Kero Fin yet...
  2. 7 points
    Clearly a shaman or priest leading a Thanatari ritual, perhaps for a clan of ogres in some cave along the Zola Fel. [Found this in an old Life magazine, part of Epic of Man series from 1956.]
  3. 6 points
    I also have the (as-yet unpublished) future history of Sun County, "The Great Winter and The Time of Two Counts", extending the timeline from the appearance of The Cradle in 1621 through to 1627-8.
  4. 6 points
    My cousin once used this rather uncouth description when his PC was telling tall tales in Gimpy's Tavern in a RQ Pavis game, many years ago: "And quicker than Eurmal could yell "Look! Uleria's dropping her tunics again!", I was up and over that wall, I was!" I always remembered it
  5. 5 points
    SAVAGE SWORDS AGAINST THE NECROMANCER is here!http://www.drivethrurpg.com/product/225 ... ecromancerhttp://www.drivethrurpg.com/product/225 ... REE-TASTERGet it now, while it's on sale for Halloween! One hot night in the City of a Thousand Vices, the fates of three strangers become intertwined, as two chases, a kidnapping, and a hunt for fabled treasure fuse and transform into a mission to save...everyone. For as wicked as the denizens of Tozer may be, they pale in comparison to the sorcerer Oto Xar and the disciples of Gish. Come, weave a tale of blood-spattered heroes who pit rippling muscles and keen blades against otherworldly vengeance an eon in the making! SAVAGE SWORDS AGAINST THE NECROMANCER is a reverent homage, meant to recreate the wonder and excitement of the weird tales that became popular in the pulp magazines of the 1930s. These stories of brawny warriors, black magic, and terrible monsters established the genre that later was dubbed Sword and Sorcery. Definitive examples of this literary style are the tales of Conan the Barbarian by Robert E. Howard. Considering the zeitgeist and Howard’s relationship with H. P. Lovecraft, it is not surprising that elements of Cosmic Horror sometimes appear in Sword and Sorcery fiction, and likewise in this adventure. SAVAGE SWORDS AGAINST THE NECROMANCER has been designed as a one-shot adventure full of danger and mayhem, for a long weekend or perhaps tournament play, but also should be easy to integrate into an existing campaign. It is intended for three or four player characters; three sample adventurers are included, for an instant start. Mechanical details have been constructed using the MYTHRAS game system from The Design Mechanism, and the write-up should translate well to other d100-style rules. This adventure should be suitable for players of any experience level, including those trying MYTHRAS for the first time. OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest!
  6. 5 points
    No Cannons in Sun Country, just Harpoons. I'll get my coat.
  7. 5 points
    The waters in Dragon pass have stopped short of the Upland Marsh, eh? Lord Edbert undertook "Orlanth and Aroka," but instead of slaying Aroka, mastered it with the secrets of his Left Hand Power. Rather than releasing Heler, Elbert bade the great Blue Dragon to devour Daga as well. Rather than return victorious from the Other Side, Edbert then rode Aroka (with Heler still within) across the strange and turning tale paths until they reached the battle of the Vingkotlings against the Worcha Rage. Without Heler's power bolstering the Water Tribe's host and deprived of Aroka's blood filling the Rozgali Sea, great Worcha was utterly routed by the Storm Tribe. Upon Edbert's return, the inundation halted, and when he and Ponsonby (who had brought warning from the South of the coming peril) led their followers Southward, the waters receded before them. So it was that Edbert Muddyplucker turned back the Great Flood of 1652.
  8. 5 points
    Ah, but that's clearly how their hunting magic works - everyone who releases at the same time shares in the magical effect. It'll be raining geese in a second or two...
  9. 5 points
    Grandmother Evaeo sees her son, a famed warrior and initiate of Veskarthan, prepared for his funerary pyre. Perhaps following Greymane's Great Raid, or perhaps during the Siege of Nochet. Another warrior lies nearby.
  10. 5 points
    White Death By Chad Bowser After a short break, the Mythras Monthly Scenario is back... this time, with a Science Fiction, Espionage and Horror scenario. A Soviet drift station in the Arctic ocean, seemingly abandoned. The Agency wants to know what the Russians were doing there and why it was so abruptly vacated. It has assembled a team to investigate; to uncover whatever it was the Soviet Union was using the station for. But what the agents find might not be what they were expecting. And what's more, the Russians are coming back... White Death is a complete scenario for Mythras Imperative and Mythras. Compatible with supplements such as Luther Arkwright, the adventure is a Science Fiction and Espionage thriller in the B movie style. White Death also includes 6 pregenerated Agency personnel for immediate play, and rules for handling insanity in Mythras games. 32 pages, $4.99, TDM Store (http://thedesignmechanism.com/store.php#!/White-Death/p/94215549/category=5186110), $9.99 Lulu (http://www.lulu.com/shop/chad-bowser/white-death/paperback/product-23369619.html)Also available from Aeon Games Publishing www.aeongamespublishing.co.uk and DrivethruRPG http://www.drivethrurpg.com/product/224002/White-Death
  11. 5 points
    An ogre clan completing a hunt. Perhaps near the Elf Sea in Balazar (or during the Great Darkness). [Same source]
  12. 4 points
    Personally, I rarely use the pass/fail cycle... Breaking it down further, it's about how much the players are invested in what's going on, what their stake is. Look at the example on page 68. The examples weren't structured and the rolls fixed, they were all done spur of the moment so everything was fluid. The players really wanted to go and visit Cragspider so their stake was high. so it was definitely going to be a contest roll of some sort. Had they said "it would be cool to visit Cragspider, but if we can't we'll go to the Lhankor Why temple to do the research", i'd of let them talk it through. The visit to Cragspider was to do with a prophesy and Cragspider was the obvious choice. As soon as they involved the Queen, the story stakes increased. So now the story stake and the player stakes are high. Kris's Noble and Ambitious increased the tension of the meeting. If it had been any other character things would have been nowhere near so bad. I decided that the outcome that served the story best was for Samastina to fail with a public humiliation and leave with her tail between her legs. So the difficulty had to be a high, setting it at nearly impossible also had the desired effect of when it was revealed, the players were shocked - 14W2 (note that there's a small error in the example). I really did wonder if I'd overstepped the mark here after the dice were rolled. I though a simple marginal victory for myself would suffice. With the stakes high and the result dramatic, it really drove the players in the next scene (page 71&72). The players themselves threw in all the obstacles - I just used them. Franziska threw in that they were going to be killed, Rick threw in Blue Moon Assassins. It was always going to be a contest, like all good TV shows the escape scene is played out no-one just leaves. I wanted to make the contest a little challenging, they had assassins after them, but didn't need to encounter them, the threat was enough to drive the scene. Escaping the city was a moderate group task (14). Obviously the players should escape, but to what degree of success was important, hence the moderate. Simple would have been too easy - there were assassins! ----- Another simple example would be if the players needed to catch some rabbits to eat whist on the road having made camp. Is it a contest: No. they just need to eat and it's an everyday thing. Yes. There is a search party after them and I want them to be aware of this. Simple contest, low difficulty. Yes. There is a search party after them and I want one captured or wounded. Simple contest, moderate difficulty Yes. Assassins are closing in on them, I want them scared, but to escape with some kind of loss. Simple contest, High difficulty.
  13. 4 points
    Stage Two. Still not at Kero Fin...
  14. 4 points
    Shortly after discovery, the corpse of our poor Teelo Norri victim goes missing. After all, any newly hatched nest needs a queen... This way, she doesn't even have to have turned to chaos before she was murdered, and might even have been murdered for some unrelated reason, or even accidentally killed by an otherwise upstanding person, who has attempted to hide their role in the killing out of personal shame and embarrassment (completely unaware of the scorpion nest complications). Illumination comes with her resurrection, and she now seeks revenge for her own murder, and protection for her chaotic sibling/minions. Now you have a "mundane" murder mystery, where just as the PCs are about to bring the secret killer to justice, they suddenly have to face the wrath of the "victim" all amped up on chaotic scorpion awesomeness.
  15. 4 points
    Look what's next to head into layout... Petersen's Abominations: Five Epic Tales of Modern Horror for Call of Cthulhu. Features "The Derelict" from last year's Free RPG Day (with all-new layout and art), and four more never-published-before scenarios from the devious mind of Sandy Petersen himself, creator of Call of Cthulhu, ably assisted by line editor and putative Mr Shiny, Mike Mason.
  16. 4 points
    A Lunar or Tarshite noblewoman, perhaps part of a delegation to Queen Hendira, visits a shop in Nochet near the Great Market.
  17. 4 points
    Even if this isn't actually so, a lot of present day (1628) Kethaelans probably believe it.
  18. 4 points
    I feel for this that there is a bigger picture pervading Glorantha. Belintar and other powerful movers and shakers are able to do a number of "basic moves" with the magical fabric of Glorantha. For example, land, peoples and things can have a magical orientation. This in turn can be harnessed by those who can "see" it (HeroQuesting) or define it in some way (ritually or ceremonially). Glorantha has a very real cumulative effect on a magical level, you can build one thing on the top of another. Arkat cumulatively gained magics, Argrath does the same. Webs and nets are another magical theme, Arachne Solara drew the world together with her net, Belintar made a web of sixths of land and identified their powers and balenced himself at the centre. Dismemberment is another "move", and then hiding the separate pieces so they cannot be put back together again as those pieces have power. Cyclic time is another theme. Not just reincarnation although that clearly exists, but as you mentioned the Red Emperor and Belintar both do it - perhaps as a moon aspect. It easy with HeroQuest. If you want to play the Gods - just build them: I'm playing a god in a Heroquest game although not Glorantha. I'm playing Vishnu in the style of Roger Zelazny's Lord of Light. It's not too difficult to put gods together, although I'd use more descriptive Keywords instead of the runes: Orlanth Violence is always an option 1W Make amends 1W etc.
  19. 4 points
    We have very little understanding of the Holy Country prior to the arrival of the Seas. There's some sense of the division of Esrolia among various goddesses, but even their background is unclear. Somewhere I remember seeing it suggested that Belintar was recreating the Golden Age of Kethaela when all the elements were ordered and in Harmony. The chaining of the Larnsting (i.e. Movement) is part of the maintenance of Order (e.g. much like Yelm ruled the world with order). Whether this mythical Golden Age actually existed is unclear. But to at least achieve the manifestation of it, Belintar had to unite the elements under (or within) his God-soul. The Only Old One represented a different Truth of mythical Kethaela and had to be defeated for Belintar to reach his goal. The Pedestal raised by Belintar is very reminiscent of the Footstool of Yelm. The City of Wonders something like the Celestial City (including connections by magical roads).
  20. 4 points
    As much as fantasy gaming is my meat and potatoes, I have to applaud Design Mechanism for releasing now several non-fantasy adventures to show the versatility of Mythras. Outstanding!
  21. 4 points
    El gato està fuera del sac... no, sorry, better in English HT publishers has just gone public on Facebook and their fans are already going viral, so we can unveil this great announcement. ...which also implies that we launch the crowdfunding TODAY. Stay tuned.
  22. 4 points
    In our Ancient World, even in the Bronze Age, logistics was fairly well understood by the more complex military (Egyptian, Hittite, Mycenaean (if Homer is given any credence - a siege, even if not lasting ten years but a campaigning season requires considerable organization) etc.), with relatively long distance campaigns. Command and control, however, remained rudimentary, up until the Modern Era, because the transmission of orders once units (warbands etc.) were engaged was limited to signals from a standard, and trumpet and horns. A general either led from at or near the front, and if not, could only decide when to send the reserves (if any) into the fray. Lunar silver trumpets are mentioned in the boardgame Dragon Pass, though it is likely that they are actually more resilient and cheaper brass trumpets washed with tin, which look silvery. Battle Communication The limitations of communication, by standards, runners, or trumpeters, means that the commands of the general and their staff officers are mostly restricted to directing unengaged units and the reserve. Battlefield communication is rudimentary even in the most disciplined armies. Before battle, orders can also be sent by the passing of verbal messages through the ranks, though this is prone to error and being interrupted, or by heralds. In battle, trumpets can be used to send various signals, but the most important, to be obeyed without hesitation are – to charge, halt, pursue, and to retire. These instruments can be used to transmit information back to the general – such as the sighting of enemy forces. Each regiment has its own specific calls, so that a general, or its own commander, can convey specific instructions. The notes of war horns and trumpets are recognizable across wide distances on the battlefield. The Standard Standards are held in awe as potent symbols of the honor of the unit. A regimental standard is inhabited by the guardian spirit, wyter or genius of the regiment. Each company (or equivalent) of a regiment usually has a lesser standard which carries a lesser spirit. The assembled company wyters or genii are celebrated and worshipped, in addition to the regimental spirit. The standard is important as a recognition symbol and rallying point, and a means of communication in battle. A trumpet or horn blast is often used to draw the attention of the troops to the standard which then directs the action to be taken. The standard-bearer lowers, raises, waves, or make some other motion with the standard to indicate or direct the movement, tactic or formation to be employed. Bits and pieces about Heroes, derived from the article in WF#15: Heroes Heroes have a particular impact on warfare. Some are demigods; their fighting prowess is considerable, enhanced by their band of personal followers, and the magical weapons with which they are armed. Some Heroes are great war-leaders, others are great warriors and some are both. They provide inspirational leadership to their own troops, and bring terror to their enemies. Often Heroes will cross the battlefield, regardless of the situation, to confront and fight against opposing Heroes. Their victory or defeat will have a major impact upon the outcome of the entire battle. A Hero is often accompanied by their own warband, personal followers of whom some are almost Heroes themselves. Heroes often acquire powerful magical items, especially weapons, to augment their mortal strength and abilities. The impact of such an individual and their followers on a battlefield is enormous. Their fighting prowess is immense, especially considering that they are armed with magical weapons (a rarity in the world) and fighting against ordinary men. Many regiments will give way when confronted with a Hero, even those famed for discipline and experience. Those who hold are in danger of being cut to ribbons. The Hero and their band more than equal any normal opponent, and their seeming lack of fatigue allows them to cut their way through their foes at their leisure. More important than any of this is the simple presence and aura of the Heroes. This, their individual souls, is what makes them worth regiments.
  23. 4 points
    Hi all, Sorry about the separate post for this, but just put together an article on writing NPC's for Glorantha and differs from the usual stuff. http://www.backtobalazar.com/creating-interesting-believable-npcs-glorantha/ Enjoy Jon
  24. 4 points
    Glad to see you back, was concerned that you had left us for good.
  25. 4 points
    The first necessary question is: Who are the besieging army? At the beginning of the Hero Wars the Lunars are the only force with access to magical regiments such as the Crater Makers (who can bombard an enemy fortification with meteors from the Moon) or the Seven of Vistur (who created massive siege ramps to permit entry into Whitewall - and were later themselves devoured in the Dragonrise). Other powerful magics are available to some priests and sorcerers, and many forms of magic may be suitable for breaching, shaking down or shattering fortifications (an Earth Elemental can attempt to undermine walls, a Fire Elemental can attempt to crack stones with heat, or set fire to the wood used in many hill-fort walls) etc. The second necessary question is: who or what are they besieging? Obviously, any significant fortification is going to have some defenses against magical attack (Whitewall is an ancient sacred temple-fortress), Runegate has shrines at its entrances to Humakt to ward off undead, and if you have a copy of Sun County, that has several pages about the defenses of a temple site. Many hill-forts in Sartar are built upon truly ancient foundations, going back to Vingkotling times and may have inherited some of the ancient magical defenses, though probably weakened over Time. The defending wyter, whilst probably limited in offensive actions, probably has some for defense of its home. It is unlikely that a mere hill-fort would be the target for major magical regiments. However, a contingent of priests or sorcerers (regimental or temple based) might be sent to support an attack. The third question is - how tied to the terrestrial Bronze Age do you want to be? And where? Gloranthan military capabilities are in places fairly rooted in our Bronze Age, in others, not so much. The Lunars, for example use things such as circumvallation, in a lengthy siege, a strategy we can only date back to Classical Greek and Roman times. There was also a wide spread of technologies in our Bronze Age, and hill-forts weren't built to withstand siege engines, and didn't when the Romans arrived. I believe one of the skeletons unearthed at Maiden Castle still had the head of a Roman ballista bolt embedded in their spine... The Lunars appear to have roughly Assyrian technologies available to them (and if the Assyrians had been present in Bronze Age Europe they'd have had the capability to take almost any hill-fort...) And we know there are ballista and other bolt throwing devices (the Dara Happans have some mounted on chariots - but they need a lot of effort to keep them working...) The definition of the Bronze Age differs significantly between regions (Europe roughly 3200–600 BC, Near East roughly 3300–1200 BC) and Glorantha can't be mapped onto a single time or place. Ballista are firmly Iron Age in our world, but are available to some armies (and navies) in Glorantha... There's considerable debate about siege warfare in the Mycenaean/Anatolian region. Peter Connolly's The Legend of Odysseus includes the suggestion that the Trojan Horse was in fact a siege engine, possibly a raised ram or borer. So you can be fairly certain that the besiegers will have battering rams, and might even have other siege engines - but these are expensive, and difficult and slow to transport. Below are some images of Assyrian siege engines, mostly from around 700-600 BC. The painting by Peter Connolly might be taken as a Dara Happan attack on a city in Saird...
  26. 4 points
    There are two types of magic to consider: immediate and ritual. Immediate magic is the kind of personal augment that HQ has an initiate using via an affinity, and even a feat used by a devotee who has heroformed. Immediate magic makes you a more effective fighter, more accurate, more deadly, etc. and will certainly be used to augment shock troops trying to break a siege or defenders trying to hold a line. it doesn't really change the nature of conflict though. Of course if you are looking at the Trajan War as a model, you might decide that the defenders don't simply sit behind their walls, they may sally forth and fight battles of champions or massed forces. Bronze Age warfare has a lot less seige equipment availble, beyond scaling ladders or rams, and so there are fewer decisive weapons for the siege (unless dwarf made) Immediate magic is going to allow the more enhanced heroes to triumph there. The Eleven Lights has a discussion of that kind of warfare, derived from Thunder Rebels and Gathering Thunder. Ritual magic takes time, but of course in a seige both sides have time. Ritual magic can weave far greater effects than personal magic as it is priests working in concert, particularly with something like the Lunar College of Magic. Ritual Magic may well make a difference to a siege by creating area attacks that attack combatants or fortifications. One way to improvise this is to think about anachronisitc weapons from the medieval or even later period, and imagine how magic might be able to create a similar effect: siege ramps or tunnels, siege towers, battering rams, flaming oil etc. Don't make the creation to obvious, think about the effects of medieveal siege weaponry and have a ritual that achieves a similar effect, otherwise not possible for a bronze age culture. The Cradle. from the old RQ Pavis example is a great example of attackers and defenders of a 'fortification;. In The Eleven Lights we do also include details of the Liberation of Red Cow Fort, but more specifically The Freedom Battle, which will give you an idea of how Gloranthan battles can be influenced by magic.
  27. 4 points
    'After the Vampire Wars' will be released for Mythras early next year.
  28. 4 points
    Always loved this battle scene. It's a 3-page view so had to splice together. Not enough tattoos, but possibly Tarshites vs. Sartarites or Esrolian mercenaries against Greymane's invading Solanthi. Could easily see this as an RQG battle where the figure 2nd to right has lost his weapon and resorted to a large boulder under the influence of a Fanaticism spell or a Hate(X) passion. And nothing like trying to either rescue the fallen comrade, or strip the downed foe of precious bronze (or iron!) gear.
  29. 4 points
    Reading through the Ralios chapter, I'm filled with that feeling that here is a whole other interesting part of Glorantha that I'm unlikely to ever have an opportunity to explore. Yet it seems like a rich area where the theistic and sorcerous worlds overlap along with lingering elements of Hykimi spirit folk, the largest Aldryami forest, great enclaves of trolls who send forth the Swarm, and the Nidan dwarves. A great war with Seshnela is imminent. Five Arkats (or more!) are about to be unleashed. And there are a whole host of secretive underground organizations. I do hope that someone does run with this background and put together something fascinating.
  30. 4 points
    When I run games for Gloranthan newbies, I give a very short overview: Glorantha is a Bronze Age setting of tribe and clan, priest-kings and heroes. It is polytheistic, in that there are many gods and all are real - you are initiated into the secrets of one of these gods and are a member of its cult. Your main gods are Ernalda the Earth Mother and Orlanth the Storm King, but there is also a god of war and death, a god of scribes, a goddess of healing, a god of trade and communication, a goddess of earthquakes, a goddess of vengeance, etc. etc. The Runes are key to understanding the magic and mythology of the gods - each rune is symbol for an important concept or archetype inherent in the cosmos - Air, Earth, Beasts, Mortals, Truth, Harmony, Death, etc. You as a character have Runes that are strong with you. Your loyalties are to your family, your kin, your tribe, your cult, and maybe to a king, warlord, or emperor. You are playing characters from a confederation of tribes called the Kingdom of Sartar. For the last twenty-three years it has been occupied by the Lunar Empire, who worship demons of Chaos and have tried to humble your gods, but earlier this year a dragon rose underneath their grand temple and devoured most of the Lunars in Sartar. Your community is now free, but everyone knows the Lunars will try to return. Despite that, conflicts, grudges, and old feuds with other tribes seems far more real than the inevitable return of the Lunar Army. And then jump into character generation, where they learn more ("what god can I worship? etc."). Players get the tropes quickly, they can learn more as the game progresses.
  31. 3 points
    A war on drugs would make an excellent adventure. With the heroes taking on the role of crime busters against organised hazia growing with Krasht cultists at the centre of it. Illegal fields guarded by cultists with shadowy overlords selling it cheap to stupefy the masses of Pavis, Sun county, kids on field corners. The heroes in the pay of the Lunars, Yelmalions, or other crime lords, burn fields, root out evil and then sell the captured goods to the highest bidder. Of course it's a war on drugs.
  32. 3 points
    I'm not even certain that a human MUST have an elemental rune. I'd be just fine with a player taking for example Truth/Life/Change as their runes if they wanted to, and had a good justification. After all, everyone "has" ALL the runes really. The ones recorded on their char sheet are just those that are sufficiently strong to produce magical effects. Not having a strong elemental affinity is weird, but certainly not impossible in my glorantha.
  33. 3 points
    from a post on Pinterest: https://www.pinterest.co.uk/pin/497929302534273213/ There's a thread on G+ explaining the link
  34. 3 points
    The River of Cradles valley is devastated by an earlier flood, in 1622 - though the waters come from the opposite direction: Flood follows Winter Several days after Count Solanthos was burned, a great inundation swept down the River of Cradles valley, flooding parts of Pavis County, the Rubble, and then beyond to Sun County; these were the waters that helped Invictus contain Daga at Highwater Gorge. Lhankor Mhy scholars later concurred with Hector the Wise that the ice and snow in the Rockwoods never had a chance to melt in the Great Winter, and the Zola Fel and its mountain streams and tributaries must have frozen over. This all changed when the Windstop suddenly ended, sending the entire spring melt downstream in a vast flood, wreaking destruction from Boathouse Ruins as far as the Great Bog. In Pavis, good progress had been made rebuilding the Lunar Bridge after the giant cradle had smashed through its central span. The construction work formed a chokepoint for the surging waters, but was eventually swept away. Floodwaters poured into the Rubble, quickly breaking the banks and inundating much of the northern side of the ruins. For a while, Badside outside the walls and Zebra Fort within became island refuges, and the rising waters forced many angry trolls out of their cellars and hidey-holes in the Troll Stronglands. The Great Corvée For several weeks, a great sheet of water spread far over the flatlands of Pavis County and the breadbasket of Sun County, causing further misery for the people. But when the floodwaters finally receded, they saw Zola Fel had left them with a gift: the fields were now covered in a thick layer of fertile silt. It was too late in the year for planting, so the hungry times continued, though the farmers all agreed that the next planting season offered incredible promise . In the meantime famine was kept at bay by the grateful elves, who shared the miraculous bounty from the Garden with the people of Pavis and the Sun Dome. Only in the distant Grantlands was there true starvation in the River of Cradles valley after that. When the waters abated, there was much to be done to take advantage of the precious soil deposited by the flood. Vega Goldbreath as Guardian led the efforts to repair the damage in the Lands of the Sun. Using an ancient tattered scroll from the temple archives depicting the fabled Gods Wall in distant Dara Happa, Vega evoked the story of the Ten Sons and Servants of Lodril. The entire population was mobilized into a Great Corvée, with even Light Sons and priests putting their hands to mattock and spade. Although initially scandalized to see the Light Lady taking on the role of Morkartos the Foreman, clad only in a kilt, in a remarkably short time the people cleared away tremendous quantities of debris, dug out irrigation channels and repaired the riverbanks. Meanwhile, Penta Goldbreath formed a Ty Kora Tek sisterhood with others sharing her affliction to help the many restless ghosts and vengeful wraiths from Great Winter find their solace. There'd be no precious silt left behind after the flood of 1652 though, quite the opposite.
  35. 3 points
    Hey, the people of Pavis know just what's needed to ride out a massive flood...
  36. 3 points
    Keep in mind that this flood may be directed and we may have weird phenomenon like the Great Bore - a five-mile wide wall of water that traveled up the Engizi banks and jumped across the Trader's Valley to the Oslir.
  37. 3 points
    Something like Belintar's Building Wall could also be effective at keeping out the rising waters too. Maybe the secrets of doing its magic again are hidden in the City of Wonders? (This would put an alternative interpretation of one of the prophecies of the Enervi Sybils in the Cave of Serpents at Sacred Ezel, that one day "the dykes of Esrolia will save the Holy Country".)
  38. 3 points
    Did you know about the pyramids of the Netherlands? http://blog.koehntopp.info/index.php/2764-the-dutch-pyramids/
  39. 3 points
    You missed the point. In Rd100, a spear has faith in its wielder's ability to win the battle
  40. 3 points
    Belintar is the only one who could see the hexes.
  41. 3 points
    Belintar was the bringer of a manifestation of the magical Otherworld (as mapped in the "Spiral Map" in Arcane Lore) in the populations and lands of Kethaela. It doesn't seem like this Otherworld ever was a Godtime representation of Kethaela, but rather an expression of the Godworld beyond the normal Heroplane (which basically is a visit in pre-Dawn myths more or less locatable on the map of the world). The Spiral Map of the Godworld might even be a "pre-collision of the worlds" expression, catering to an idea endemic in the Hero Wars/HeroQuest 1 era and in the books of the Stafford Library. Basically the missing northern, Theist component that would complete the other three Revealed Mythologies approaches from a Separate Worlds model, one never explored because on his explorations of the Lunar Empire Greg lost himself in Pelorian weirdness rather than providing a unified Genertelan approach. So, whatever roots of Creation the Lord of the Harshax has been reaching back to, it is Deep Heroquesting, different from the Green Age explorations that get hinted at in Entekosiad or shown in the Eleven Lights Quest, but as fundamental. And possibly a place Arkat never visited. Belintar fears the return of the Destroyer (as per Prince of Sartar webcomic), and we are made to think of Arkat. I rather think of Gbaji, the bi-directional mask between Arkat and Nysalor, and, since Arkat was pushing back the Bright Empire, carried before Arkat into the lands of Kethaela. Never mind that Nysalor's enveloping Bright Empire altered the magic of the land, too. Arkat's advance destroyed those alterations, and probably some of the underlying mythical strata altered by the Bright Empire was destroyed, too. IMO the Sixths reflect the radiants of the Spiral Map, with five elemental sections and one mystical or empty (Meldek? although I hate that term) section (corresponding to God Forgot). Moon is not an elemental radiant on that map, but manifest in the inner part of that map as three mountains (white, red and blue) and a missing black mountain that would be in the gap. That means that a Lunar component is immanent in all the other elemental radiants (even Storm) in that magical Otherworld of the Holy Country. Basically, Belintar re-created this magical structure by acquiring powers from each of the six hitherto un-united populations of the Holy Country. The Kingdom of Night did not really include the Rightarm or Leftarm archipelagos, and the God Learners never managed to conquer the Shadow Plateau. I am convinced that Jar-eel, coming from the Pelorian traditions as outlined in Entekosiad and Glorious ReAscent of Yelm, would have been rather ignorant of this special magical Otherworld which contributed the part of Belintar that she wouldn't perceive, and neither Harrek, not in 1616 and not in 1624 when plundering the City of Wonders. Part of Belintar, and a good portion of his capital, underwent some partial form of utuma through Jar-eel's interference, trapping the essence of Belintar not composed of those Sixths in that Otherworld, along with the previous winners of the Tournament of the Masters of Luck and Death resident there. Belintar wasn't able to force the Only Old One and the Storm Sixth into his scheme without much reducing them. At some time the theory went that Belintar placed an Iron Sword in the Only Old One, preventing his Healing, and the webcomic has Belintar chaining the spirit of Freedom (and Change) in order to control at least part of the Storm worshipping Heortlanders, much reducing the magic of the Larnsti. The governors do have a magical role in this - their ritual obligations maintain the five elemental and the non-elemental Guardians of the Sixths. The Red Emperor Takenegi was a manifestation of the Egi on the Red Moon. Until Shen Seleris destroyed the original Takenegi's ability to return in his original shape/mask, this immortality was more of an obnoxious reappearance of the same entity regardless how often you squashed and exterminated it. The different masks of Moonson are a much more recent development, and one might accuse the first of these masks to have imitated Belintar's established method. The details of Sheng's wars against the Lunars haven't been published, and I doubt that they are hidden in the extremely limited collections of Greg's Vault that went to maybe two dozen top supporters of the Guide kickstarter. Good question. That Larnsting (in the meaning of an expression of the Celestial Court entity Larnste) is an expression of the freedom virtue of the Orlanthi which is also tied to Orlanth's ability to Create. Then there are the Larnsti, holy people among the Hendriki tribe who embody these virtues of Orlanth and Larnste and who used to wield considerable magical power. History of the Heortling Peoples names several powerful Larnsti for the end of the Gbaji Wars and the early Imperial Age, several of them becoming kings of the Hendriki and the adjoined Foreigner Folk (Kerofinelan exiles, Esrolian exiles, Pelaskites and Esvulari). At one time it was stated that the Sheriffs of Heortland wielded some Larnsti powers through Belintar (and presumably that chained entity). In all that time, only one free Larnsti emerged, and he manifested his powers outside of the Hendriking lands, in Dragon Pass. That individual was Sartar. So, in this light, you will want to explore that Magical Version of the Holy Country, a heroquesting realm of highest stakes that may eat up the questers, cripple their magic or at least aspects thereof, and at the same time may open other magical powers to them. Whenever Belintar's latest body died, dozens of individuals in the Holy Country would be transported into that realm, struggling to reinforce their personal powers and to acquire relevant powers they did not bring into the Tournament, wrestling them from other contestants or picking them up from challenges the magical environment poses. I always thought it would be a waste if all (or almost all) of the participants would emerge burnt out of all of their powers, so I thought long and hard how to bring back questers changed. IMO one of the first "victims" of questing in that magical version of the Holy Country was Andrin, the Hendriki King "slain" by Belintar, and returned a year after his death, significantly altered - missing a significant part of his soul (perhaps that Larnsting chained to Belintar, bestowed on him through his coronation as King of the Hendriki?), but magically and physically as powerful as before, only now a true follower of the Godking. Orlanthi Taliban/Fox Trumpeteers have maligned the returned King Andrin as "Zombie King". IMO this has been read in a wrong way - Andrin emerged as much alive as any other Kethaelan. His Kingship was crippled, though, a most significant part chained to Belintar, and rather than bestowed to the King channeled in trickles through his deputies, the Sheriffs. But Andrin gained significantly during this experience, too, compensating the loss of that Freedom spirit of his kingship. He would have gained a deep insight into the greater magic of Belintar's Holy Country, and manifesting that multipart-made-into-more--than-its-sum ability. I think that participants of the Tournament of the Masters of Luck and Death all gain some of this magic, which might make up for the loss of a specific (and self-defining) ability they lose to the "There Can Be Only One" (Highlander) concept of the Tournament where questers eliminate one another from the Tournament. In other words, you cannot leave the Tournament without losing some of your original and acquired power, as the remaining candidates accumulate the sum of magical properties that make up Belintar. When the winner's body has become compatible to the sum of what makes up Belintar, he is released to an Otherworld/Godworld existance retaining his Will (his ability to effect Change there) while Belintar takes along that which ties together the Sixths plus the six major and countless minor manifestations of the Holy Country into the City of Wonders, giving the next body of the Godking, for a while. The "losers" of the Tournament - those who return from it with powers - would IMO make a cadre of Holy Country agents and facilitators supporting Belintar's rule in some way, a hero band which rarely if ever assembles completely but quite constantly on detached duty. After Jar-eel removed the Lunar power manifesting the center of the magical Otherworld of the Holy Country, that power could no longer be obtained by a participant in the 1616/17 tournament, resulting in no quester returning hale or sound, and more significantly failing to produce a new body for the Godking. Somehow, the six governors - often given the chance to participate in the Tournament when initiating the ritual that starts it - did not participate, or if they did, they didn't survive. I used to think that the Governor of Heortland would have participated, but History of the Heortling Peoples and the Guide tell a different story. Hendira certainly remained around after 1617, so she probably sent in some other high priestess of Ernalda. It should be possible to enter that magical version of the Holy Country outside of a Tournament. Entering it through the Tournament rites will most likely result in death or spiritual dismemberment without much if any gain in compensation. Bypassing the Tournament through similar rites may put questers in a weaker or harsher starting position, may still sear of some of their selves (in game terms expressed through runes from their initiation), or alter existing runes in their expression, as it did with King Andrin's Storm and Mastery, and replacing his Mobility/Change with something else. (Possibly Moon...) Gaining a knowledge of the Tournament grounds through preparatory questing there might open the way for a return of the Lord of the Harshax, if your players are inclined to go that way. If you know some French, check out Philippe Sigaud's group's experience on their (non-canonical, time-line-ignoring and therefore glorious) campaign to bring back the Godking. Some of the material on http://kethaela.free.fr/ is available in English, too. All of the above is my personal speculation, extremely likely to be contested by other regulars, but I think this offers a way of approaching what makes up Belintar while providing questing material. There is hardly any information on the features of that magical Holy Country, the map in Arcane Lore has more or less colorful place (i.e. encounter) names which you would have to flesh out in creative ways, and possibly in different ways for each visit there. I said above that this might be territory without much if any Arkati presence, so maybe Arkati training (whether in Ralios, Arkat's Hold in the Esrolian North March, or through other sources) might be a game changer when questing there. I feel that the God Learners did damage the interface to Kethaela a lot during their stranglehold on parts of Kethaela, but they never penetrated Kethaela's deepest roots, at best creating a secondary access like the Caladra and Aurelion cult at the Low Temple. There are sealed-off or haunted remnants of God Learner activity in Kethaela. It isn't clear how much Belintar used these scars in the magical landscape to punch through to the special Otherworld, and how much the God Learner activities there may have required the Lord of the Harshax to become this re-possessing, fast-aging semi-immortal. Researching Delecti (who does a similar, much less palatable returning game using corpses) might be a good side-activity for curious questers. Lots of potential there. Have fun with it!
  42. 3 points
    This sounds like a work for Gianni. He is the T&T expert of the team. He even managed to make us play T&T once or twice.
  43. 3 points
    Ok, digging out from NLG, here are a few from Imther: ‘To bargain with dwarfs’ - to make a bad deal <or> to have bad odds, particularly while gambling. ‘Yurmalio’s Luck’ - to have uncertain luck. ‘Urox’ breath!’ - to smell foul <or> an exclamation of disgust. ‘To take Apimara’s Shape’ - to become a well-figured woman <or> to become pregnant. [note: Apimara being one of the fruit tree goddesses] ‘A Ripe Pear’ - a woman ready to give birth. ‘A Ripe Apple’ - a very attractive woman. ‘As Distant as Arahar’ - something very far away <or> a longshot. [note: Arahar = Pole Star] ‘As Stark as Grimorta’ - a cold-hearted woman. [note: Grimorta being a bleak imposing mountain ridge below Giant Top overlooking Tork] ‘Guided by Hwarin’s Hand’ <or> ‘Sensing the Waters’ - inspired; figuring something out. ‘To Follow the Owl’ - to go home. ‘As Stubborn as Iaris’ - bull-headed; lazy. [note: Iaris being a local name for the bull-god/Urox] ‘Leaping into the Well’ - overcome with grief. ‘Time to Face the Storm’ - time to fight. ‘Crossed the Bridge’ - died in a poor or shameful manner <or> to betray someone by changing sides. ‘Consumed by Orak’ - filled with hatred. ‘A Son of Orlantio’ - a thief. ‘Stormbringer’ - a troublemaker. ‘Young cheese’ - something shoddy; poorly built or made. ‘Cheap apples’ - illegal or stolen goods.
  44. 3 points
    The percentage of people that are 'magic', and just how magic they are, will vary by cult and community somewhat. Orathorn, which seems to be a community of powerful sorcerers, will be higher than normal. Communities that have to spend a lot of time just on physical survival, or that are very focused on wealth, or have a high percentage of truly oppressed, might be lower. This is one reason why, in HeroQuest community terms, some communities have a high Magic attribute and some do not.
  45. 3 points
    I think the rate at which units are eliminated in WB&RM is not as significant as implied. For one thing it was the first gam the company designed and not every detail taken too literally. But more importantly, the elimination of a unit from battle doesn't mean everyone was killed, except quite rarely. It means some are dead, some are wounded with major injuries that take time to recover, some are wounded with minor injuries but that mean they might not catch up with the unit for weeks, some are injured (physically or mentally) enough that they retire, some have deserted, some are AWOL for other reasons, some must deal with other duties, some are fine but without a mount, some need new equipment, some units are without supplies they need to campaign, some are suffering from loss of leadership or terrible morale. The percentage of actual deaths is pretty low.
  46. 3 points
    Turning Lunar citizens into ducks and selling their scalps for the reward.
  47. 3 points
    Winner! Winner! Chicken Dinner! THAT'S going to be my final ruling. And I'm NOT going to tell them until they actually do it. Serves the little, er, serves 'em right
  48. 3 points
    Given my recent reading of how Ralios has two types of lions, I could picture this occurring somewhere in the Ralian hills (or possibly among the Ditali or Solanthi of Maniria).
  49. 3 points
    And some Votanki hunters along the shores of the Elf Sea or its riverine tributaries during Fireseason. (Alternately Pelaskites from the Right Arm Islands) [Same source]
  50. 3 points
    The Imperial Council will meet this week or the next to determine the appointed departure date of the ISS Onyx. This information will not, of course, be made public.