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  1. Ann Arbor, MI, August 20, 2021—Chaosium, publisher of the Call of Cthulhu tabletop roleplaying game, has acquired Cthulhu Britannica and World War Cthulhu from publisher Cubicle 7. Cthulhu Britannica was produced under license from Chaosium from 2009-2017. Cubicle 7 released twelve titles that explored the Cthulhu Mythos in the British Isles. The World War Cthulhu line was also published under license, from 2013 - 2017. Eight titles were released focussing on the Cthulhu Mythos in conflicts of the 20th Century including World War 2 and the Cold War. Both lines received critical acclaim and won multiple awards. Cubicle 7's Call of Cthulhu license wound up at the end of 2017. Chaosium plans to rerelease these lines for Call of Cthulhu 7th edition, with all-new layout and art. New titles are also planned for each. No release dates have been announced. Covers of various releases from Cubicle 7's Cthulhu Britannica and World War Cthulhu lines
    22 points
  2. EXT - SUN DOME TEMPLE - INITIATION DAY (NOON) LIGHT PRIEST (staring at the sun): "As your initiation gift Yelmalio will now make you more intelligent or taller, what do you choose?" BRAND NEW INITIATE: "I've always wanted to be smart! Gimme three points!" LIGHT PRIEST (rolls eyes) *PING, FLASH OF LIGHT ETC* LIGHT PRIEST: "In return for your gift, Yelmalio decrees you must now never wear armour on your head (geas #1) or left leg (geas #2), never let a horse suffer needlessly (geas #3), never flee or surrender from Darkness creatures (geas #4), never bathe (geas #5), and speak only Truth (geas #6)." BRAND NEW INITIATE (now much smarter, and only capable of speaking Truth): "I think I overdid it." LIGHT PRIEST: "No backsies."
    18 points
  3. Cults won't be Kickstarted. We are pretty near the end of the art process, and will be starting layout pretty soon.
    17 points
  4. The RuneQuest Starter Set is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as it is available to order: https://www.chaosium.com/runequest-get-the-starter-set
    14 points
  5. Hi folks, the Paper Wars project still remains under the copyright of The Unspoken Word so please don’t distribute. The intention is to make it available as a Jonstown Compendium Project, however it’s a multiple artist project and I’m waiting for consent from one I the artists before I can go ahead. Dario and I are discussing developing the project further but both of us are engaged in other projects at the moment. I will keep you posted. If you want more information PM me. Simon Bray
    14 points
  6. Mike Mason has begun figuring out and planning those sorts of things. He was involved with a number of these titles back in the day. It's still early days on where we go from here. The first step was purchasing the IP. As we have more information we will announce it.
    14 points
  7. System-wise, there are distinct similarities: Same characteristics - 3-18 range Hit Points per Location Percentile Skills Passions Cults Detailed Combat Lower & Higher Magic forms Creatures with full stats, so playable as characters within reason and some bounds But there are differences within the common elements. Mythras differs here: No General Hit Points Mythras uses Luck Points and Action Points Skill values based on sum of two characteristics (or a single characteristic x2) Different spread and handling of skills: Crits on 1/10th skill value, no Special Success, no Resistance Table Passions augment skills without having to roll, and don't risk reducing a skill if failed Combat takes a very different approach to resolution with a lot more tactical options and the use of Special Effects No Strike Ranks - Mythras uses weapon size and reach instead Magic works very differently. Five systems: Folk Magic, Animism, Theism, Mysticism and Sorcery - all fully detailed, but with different approaches and effects Another underlying difference that may not be so evident is the design philosophy behind the Mythras rules. It's not based on RQ2 to the same extent as RQ:G, and therefore a lot design choices and decisions move away from design decisions that underpin RQ2 (such as the Resistance Table). But the two games have a common heritage and thus a lot in common. Mythras is a toolkit that requires some thought from the GM, whereas RQ:G is tied to Glorantha and thus has that consistent reference point throughout. As David Scott suggests, take a look at Mythras Imperative which gives you a very good idea of the system, and showcases the differences I've outlined above.
    12 points
  8. I have started building the Rainbow Mound caves as part of my Apple lane build. and have filmed a short clip of the entrance way. What I've come to realize is that I wouldn't want to be exploring caves with a burning torch with the possibility of fighting, a light spell and lots of magic points for it would be my choice. https://youtu.be/b8uumRf5tL8
    12 points
  9. Someone rolled a 01! The first RuneQuest Starter Set sold anywhere in the world... we got some advance copies in for Gen Con, fresh off the boat. If you're at Gen Con hurry to our booth #403 before they all disappear! The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    10 points
  10. So, we know that most Sartarite Elmali went over to Yelmalio and realised that he had deeper and truer secrets than Elmal. But this raises the issue that the Elmal myth of guarding the stead, then needs to be replaced as it's a pretty damn useful HeroQuest. So, here's a first draft based on the myths from the Book of Heortling Mythology, any feedback/improvements very welcome Yelmalio defends the Stead It was in those darkest of times, Orlanth and the other LightBringers had been long gone on their quest and little hope remained at the stead. Ernalda lay sleeping. Babeester Gor, that mightiest of defenders had been wounded after many battles and was dedicated to guarding her Mother’s body. The Fyrd were despondent and many of them had died valiantly defending the stead. Besanga the Grey, handmaiden of Ernalda and the carrier of burdens took it upon herself to go look for help as she had briefly seen a faint light in the north and Kev had muttered in her sleep that evil things were coming to the stead and all their lives were in danger. After several days trying to find the light, she saw a warrior dressed in golden armour, wielding a strong spear in one hand and a mighty shield in the other, saving some elves from ice beasts. As he fought his light shone all around causing a minor break in the terrible Darkness that lay on the land. “Great Warrior” she said. “Can you come to our stead and defend us?” The warrior looked upon her and said “Earth Woman, you are not of my tribe or clan or family. There are many who need help at this time, why should this one come and defend you?” Besanga replied “We suffer greatly at this time and life gets ever harder, your light is both beautiful and wonderful in this world of darkness and charity is something that none can afford, so you have my word that my mistress Ernalda and I will reward you greatly for your efforts, if you defend the stead with us”. Yelmalio was taken by the sincerity of the handmaiden’s words and having heard of the generosity of Ernalda agreed to aid her and reached out with his hand and forged a pact between them Besanga transformed into her horse then carried him back to the stead. There he came upon the Fyrd and they were rowdy and noisy and did not like this stranger, so one of them challenged him, but Yelmalio quickly defeated him and threw him to the ground with his strong spear which quieted them down to some extent. Yelmalio then look upon the ragged crew and felt that he would need a truly great reward, for though they seemed to be strong, there was little discipline amongst them. Then he spotted in their midst, his cousin from long ago in the sky and he called him out with his sky name. His cousin came forth and said “In this place, I use the name Rigsdal” and Yelmalio told him that he did not care what name he used, but that he was appointing him the watcher for the stead for his eyes were as good as any star and that he needed to get up on top of the stead and keep an eye out. And it was good that he did, for creatures of darkness came upon the stead only a few hours later and but for Rigsdal’s keen eye that could see though the night, they would’ve been in the stead before anyone would have known it. A terrible fight ensued, the Fyrd fought valiantly and gloriously against the insatiable darkness but they fought as individuals and did not protect each other and two measures of the Fyrd died in that battle. None of the Fyrd could stand against the terrible Demon of Darkness that led them and all would’ve been lost save for the light and bravery of Yelmalio who stood against him and fought him to a standstill, despite taking many wounds. He may have died that day, but Rigsdal was able to circle behind the demon and shoot him with his star arrows, which gave Yelmalio one last chance to give the distracted demon a deep wound with his strong spear thus driving him and his followers away. Besanga then came to the gravely wounded Yelmalio and took upon herself the burden of his wounds and he rose again, though his power of fire had been greatly diminished and Besanga could not bring them back. The Fyrd was now grateful to Yelmalio and so when he taught them the Blessing of the Shield Wall and how each brother can protect those beside them, they all worked hard to learn this new way and put it in to practice. It was good that they did, for not too long after they had it ready, another enemy came upon the stead. The men of the green-walled city led by the dreadful Shargash came to sack the stead. Again, the battle raged but this time the Fyrd fought as one and only one measure died in the battle. Yelmalio led them and bore the brunt of the fight with the atrocious Shargash for many hours and when it looked like Yelmalio would no longer be able to endure, from the stead burst out Babeester Gor enraged by the noise and the disrespect shown to her Mother. She unleashed her fury upon the hateful Shargash and drove him from the stead. She then staggered back to the stead calling for beer to ease her wounds. Besanga then came and bound Yelmalio’s wounds and praised his valour and brought him what little in the way of luxuries remained. Soon, another threat came upon the stead, small strange creatures came around the stead digging holes and getting in the way and trying to take the stead’s wall apart. Then when they were stopped, the weird earthen denizens, summoned giants made of stone and attacked. The battle lasted many days, the Fyrd fought as one and were able to fend off many attacks though two measures died during the assaults. Again, Yelmalio led the defence and took many wounds from the stone giants while turning them to rubble. All seemed lost but then the King of the Forest arrived and attacked the stone dwellers, for he was a friend of Yelmalio and owed him for the many times that he had saved his subjects and he also hated them for the wrongs they had done to Aldrya. Once again, Besanga tended to the wounded Yelmalio and cleaned his gear and weapons and prepared him a bed to sleep on to recover from his efforts. Yelmalio defended the stead many time at great cost, but the last and greatest was when Chaos came upon the stead. It was Rigsdal who first saw it or perhaps did not see it. He came to Yelmalio and said “Something strange is on the horizon, something that I have never seen before” and soon they could see a great horde of Chaos creatures advancing upon the stead. The horde was led by two great monsters, Ovodaka who was the Foe of Ernalda and Teghern and his minions: Author of Sores, Teller of Lies and Eater of Skin. Gathered with them was a multitude of horrific creatures, warped by Chaos. Yet the Fyrd was not broken by this as they knew that if they fought as one, then led by the light of Yelmalio they would win and survive. First, the Author of Sores, a writhing boiling abomination of sore-ridden flesh approached the stead and Yelmalio went to fight it. It unleashed its terrible plagues upon him, but his light protected him and he struck it a terrible blow in return, but its flesh boiled and reformed. Then Yelmalio knew that he must make a sacrifice, taking the plague upon himself, he unleashed the last of his Fire and burnt both the plague in himself and the Author of Sores to ash. Second, the Teller of Lies, a small withered corpse of an old man, came forward and though it looked much less dangerous than the previous monster, Yelmalio could sense his mind being to warp and his Light begin to fade away. Yet he reached into the depths of his power and manifested the Truth of his soul and the Telller of Lies that had Nothing inside could not stand the Truth filling it and its head exploded and its spirit was destroyed. Third, Teghern ordered the Eater of Skin to the battle, and the creature a weird mix of both frog and insect with rasping teeth and tongue leapt at Yelmalio and attacked with its rending Song. It was a long battle and during it, the impatient Ovodaka leapt over Yelmalio who it wished to avoid if it can, leapt over the walls that were far from high enough and leapt over the Fyrd who it did not even notice at all, and went to find Ernalda, but that is not Yelmalio’s story. So, the battle went on for hours and first his golden armour was broken and then his body was broken, but his spirit was still whole and he fought on, for Yelmalio had taken many wounds in his life and he always fought on regardless. So, throwing away his broken shield, he grabbed his strong spear with both hands and with all his remaining might brought it down and skewered the Eater of Skin, and with the mighty blow, his strong spear shattered, but so did the Eater of Skin never to arise again. Sinking to his knees, he saw Teghern with his two noses like mammoth trunks, four horns on his head, and four hands upon a snake’s body signal the horde to advance upon the stead and it itself with an evil grin upon its face advanced upon Yelmalio. Yelmalio whose legs were shattered wondered how he might fight against this dread foe but then Besanga came to him as a horse and carried him in to battle. Drawing upon his last energies, he rode in to combat with Teghern knowing that he could not win, but that he had not yet lost. Just as he was about to suffer the final stroke, Besanga threw herself in to the battle bearing Babeester’s mighty shield to take the blow. The shield shattered under the Chaos creature’s strike and Besanga and Yelmalio were thrown down to the ground but both of them still lived. Yelmalio then knew that while he could not save himself, but he could sacrifice to save the stead. Thus he called upon his power of Light in his right hand and his power of Truth in his left hand and used them together to deliver a death blow to Teghern, leaving himself with none of his powers. The Fyrd seeing his valiant sacrifice had slain the Chaos Horde’s leader were inspired and swept the horde from the field though 3 measures of them died in doing so. Besanga then took the body of Yelmalio and descended into the Earth with it to where her mistress Ernalda was sleeping and called upon her to pay Yelmalio the rewards that she had promised him. And even though Ernalda was sleeping nigh unto death, she made Yelmalio her Husband-Protector and gave him her blessings and barred his soul from the Underworld and brought him back restored via her magics, though his Fire powers were gone forever. Heroquest Stations 1. Finding Yelmalio 2. Forging the Pact 3. Taming the Fyrd 4. Recognising Rigsdal 5. Drive off Zorak Zoran and the Trolls– 2 measures of the Fyrd die (20%) 6. Training the Fyrd – gain Blessing of the Shield Wall 7. Drive off Shargash and survive until Babeester Gor arrives - 1 measure of the Fyrd die (10%) 8. Drive off the Mostali and Jolanti until High King Elf arrives – 1 measure of the Fyrd die (20%) 9. Fight the Chaos Horde led by Teghern and Ovodaka – 3 measures of the Fyrd die (30%) o Defeat Author of Sores with Fire o Defeat Teller of Lies with Truth o Defeat Eater of Skin with his spear two-handedly 10. Aided and saved by Besanga, sacrifices himself and defeats Teghern 11. Saved by Ernalda Consequences · Yelmalian heroquester – loses their Fire Rune and has it replaced with a Light Rune at +10% · Yelmalian heroquester gains Immortality/Endurance? · The Stead is saved and gains Light and Truth defences for the year. Ernaldan hero-quester and Yelmalian heroquester are in a year marriage (at least)
    10 points
  11. I found out yesterday morning that my father lost his battle with COVID and passed away. He was unvaccinated by choice. He thought that his wife's earlier mild case could provide sufficient antibodies and, being an evangelical Christian, he felt that his faith would keep him safe. He then compounded his error by refusing to be intubated with O2 while undergoing hospital care. At one point, his pulse-O2 level was down to 55%, which is more than half dead. I do not share all this to elicit sympathy or 'thoughts and prayers'. I'm sharing this to encourage every one of you to get vaccinated as soon as you reasonably can. In the United States, they're advising booster shots of certain brands of the vaccine. I personally plan on availing myself of the booster as soon as it's medically advisable and available to me. Some important points for you all to remember: - Viruses mutate. This is normal. It's why you need a new flu shot every year. COVID-Delta is a not a screw up on the part of science, nor is it a government conspiracy. It is a mutation of the COVID virus and this is a normal process. - Most of the newly infected have been people, like my father, who refused to be vaccinated or were operating on bad advice. Don't listen to the news, don't listen to some political gasbag, don't listen to your preacher. Listen to your doctor. - For those of you who are Christian believers, I am too, so let me put this in terms that ought to ring true to you. The Lord our God has heard our prayers. He provided us not only with educated and motivated people able to bring multiple vaccines to market in a year [which is un-freaking-heard of], but He also instilled in our political leaders the will to not only fund the vaccines but also get those vaccines to patients and damn the cost. God the Father has provided you with a vaccine, but you have to go get it. - For those of you not of the Christian faith, your faith has provided you with the vaccine too. Now is not the time [AFAIC it's NEVER the time] to quibble and argue over who or what we call the divine. This vaccine was a worldwide effort from people as diverse as hardcore atheists to evangelical Christians to moon-worshiping Wiccans to adherents of the Old Gods of Ashatrur. Whatever or however you name your faith, GET THE FREAKING SHOT. - Lastly, a lot of people on this 20th anniversary of 9/11 are in mourning for a lot of reasons. We all have so many things that cannot be helped that cause the death of those we love. Not being vaccinated is a choice you make. It is utterly preventable. Don't be the person who chooses to abandon those you love. For all those in mourning, I can only offer a prayer from my Episcopal priest. It's helping me a little and I sincerely hope it helps you. "May He that abides in Heaven hold you and keep you in the palm of His hand, May the souls of our loved ones be forgiven of all their faults and raised up for all they did well, And may the grief of your memories be mercifully short and the warmth of your memories be blessedly long."
    10 points
  12. INT. GOD LEARNER LAB - DAY Professor Bunsen Honeydew prepares a vial full of glowing fiery red fluid. His assistant Beaker nervously holds a flask full of oily black gunk. HONEYDEW: Now, Beaker, I will pour my vial of Flaming Essence of Shargash into your flask of Congealed Zorak Zorani Wrath, and the resulting concoction will prove that these two Runic Complexes are actually both aspects of Fire Dark Disorder Death Runic Complex Prime. BEAKER: Meep. Meep-meep-meep. HONEYDEW: Fear not, Beaker. For we are Serious Thaumaturgic Investigators fulfilling the Glorious Purpose Directive! The Invisible God is on our side. BEAKER: Meep. Meeeeeeeep. HONEYDEW: And begin! Honeydew pours his vial into Beaker's flask. BEAKER: Meep-meep. The combined ingredients momentarily form a blood red substance which whirls into a small, quickly rotating, dark but intensely hot orb. HONEYDEW: Success! BEAKER: Bye-bye. The orb explodes, blasting Honeydew, Beaker, and the entire lab into oblivion. EXT. OBSERVATION POST - DAY Two Senior Observers (STATLER and WALDORF) wearing protective gear watch a distant fireball blast out from the site of the lab. A massive mushroom cloud rises into the air. STATLER: Problematic. WALDORF (correcting): Very problematic.
    10 points
  13. A little update on some titles: Gaslight is in development / writing. The final format (such as slipcase or not) is yet to be decided. Arkham Unveiled (locations in the Miskatonic Valley) - the first book "Arkham" is currently in writing. Sci-fi Cthulhu - is written and now sitting in the editorial development queue. As you can imagine, we are a small Cthulhu team (Lynne and I) in terms of production, so things take time. When they are ready, we'll say more. Thanks for your continued support and enthusiasm - we are working hard to get these and other titles onto your gaming tables.
    10 points
  14. Gaslight - we are planning a two book set: a player book (with rules and setting) and a keeper book (with secret stuff and scenarios). This is not planned to be a boxed set (books are too large). It was mix up in terms of what may have been said previously. These will be followed by a book of more scenarios and a campaign book - The Curse of Seven. Thanks
    10 points
  15. This is of course fantastic. Thanks for opening up these early wanes to investigation. Someone with immediate access to the 50-year Pelorian historical maps can confirm or deny (mine are not at hand right now) but I don't recall either the watersheds or the heartland borders shifting all that much, even around the Sheng Era when the imperial system essentially disintegrated and was put back together. While this might be because Greg hadn't heard about any landscape-scale magical projects or cataclysms that needed to be marked, I think it's the default assumption. But this suggests a wheel of six spokes spaced fairly evenly around the central (seventh) hub of Silver Shadow and the high lunar properties within. In theory, something like a Holy Country. Conveniently most of the internal boundaries in this equidistant model are close to rivers as you point out. Draw a line west from the river modern Hylokoth sits on and bend around the northern edge of the Hungry Plateau and you have roughly the traditional southern border of Rinliddi or modern First Blessed. Extend it far enough and you hit the Crater. The upper Oslir is a convenient slice clockwise from there, followed by the Joat as gateway to traditional Suveria and Doblian. On the other side of First Blessed, the "natural" line would go straight from Elz Ast to the Crater but following the lower Oslir instead carves Esvuthil away from Yuthuppa, probably in the interest of practicality, politics or both. And then you have the Oronin lines. All sources agree that the northern boundary goes roughly from Graclodont (while carefully keeping it in Karasal) to the Crater but a more equal southern cut would theoretically go more or less due west of the Crater toward Tawenos and if you squint keep most of Sacred Lake Oronin in the province that bears its name. Instead, a lot of this fractious territory ends up over the Doblian line. I think this reduction of "natural Oronin" was deliberate, whether part of the initial Dance of Returns rites or something that happened later and hasn't shown up in our documents yet. This was probably the most difficult of the early conquests from the Carmanians to assimilate so we can all probably imagine MGF strategic reasons why the Red Emperor would have wanted to constrain them to roughly one geomantic "phase" . . . or why Doblian became the major beneficiary of the tilt. (Karasal also gets minor geomantic concessions to ensure that the supply center of Graclodont and symbolic ruins of Shardash remain in its territory.) Now what do we learn? First, I am no longer convinced that the earliest Lunar Way divided the weekly cycle into seven distinct phases . . . but instead their calendar might have revolved around six nights (one for each geomantic heartland) plus a sacred day of rest and contemplation, the Silver Shadow day when you can't see the conventional phases because the moon is technically always on top of you. This is my heresy. Come at me. However, it's possible that this changed once the Oronin boundaries were adjusted in the interest of heartland security, in which case the penalty they paid for forcing a sixth to become a seventh was accepting what amounts to a second "dead or dying" (1/2 MgF) night in every rotation cycle. Slow karma gonna get you but this means that by definition we're all trapped with your early choices now. This is probably a central feature of modern White Moon mysticism! I also think it would be cool if the early wanes tried to straighten the rivers in order to confirm the geomantic borders but the rivers pushed back . . . and this helps at least partially explain why the modern empire remains antipathetic at best to blue magic. The lower Oslir in particular simply couldn't be adjusted, but in the process Yuthuppa was cut off from its traditional hinterland (this part may well be deliberate, further complicating the river story) and First Blessed is slighted in the process, turning their early satraps' eyes to the east in order to feel whole. This is what becomes core White Moon territory along with modern Karasal. Lunar Karasal, of course, has its own colonial guilt of the Empty Conquest to work through. Speaking of the heroes and villains of the Empty Conquest, there's undoubtedly a much more complicated Tale To Tell of how the Jaranthites, having proved their worth again and again, finally wiped out the clan of Vakthan but decided not to abolish the satrapal system. My current working model is that this is where the Etyries movement really took off . . . and why you don't hear much about it in "mainstream" 7M propaganda. And along with that, it's no shock the Eels are from the Red City of Karantes and never quite lose their grip on Oronin. That's worth noting in itself, all you following the early phases of the Great Lunar Civil War. For me I am looking toward what must have been enormous religious upheavals all around the Sweet Sea as the Syranthites become the Carmanians, Spolites and Chargites ebb and flow, countries like Valmark, Sasasor, the Harangvat culture and pre-Lunar Bindle spin up and down. The fortunate crumbs roll down the Janube. MGF! Finally, the hexagonal overlay on many Gloranthan maps is clearly an in-setting convention, reflecting a sense of the middle world as six-directional. This comment may not be entirely tongue in cheek.
    10 points
  16. A Rough Guide to Glamour has just won the Gold ENNIE Award for "Best Organized Play 2021." Awards ceremony here. Acceptance speech here. Excuse me while I have a little lie-down.
    9 points
  17. By David Larkins, Pendragon line editor. A new edition of the Pendragon RPG is coming! The intention of this series of design journals by Pendragon line editor David Larkins is to trace the path of development, starting in the early 1980s and culminating with the forthcoming new edition of the Pendragon RPG, which will be first to be wholly published by Chaosium in a quarter-century. For this first article, David takes a look at where it all began... The path to the forthcoming 6th edition of Pendragon formally began on April 5th, 2010, when Greg Stafford sent out an email to his team of collaborators (whom he referred to as his “Household”) outlining his vision for the new edition—his Ultimate Edition. When Greg passed away far too soon in 2018, he left behind decades’ worth of material, both paper and digital, tracing the game’s development. Most of these archives are currently in my care (from where I sit, I can see the shelf of vertical files containing dozens of detailed “hundred maps” of every county in Logres…), but there was one artifact that has remained out at Greg’s home in California: the original two-volume set of Le Morte d’Arthur from which Greg first began formulating the mechanical underpinnings of Pendragon. Thanks to Greg’s friend and longtime Pendragon contributor David Zeeman, I recently received photos of the marginal notes Greg scribbled all those years ago, some of which (for there are many) are shared here for the first time. We see Greg zeroing in on the core concepts of the game in Caxton’s Preface (“For herein may be seen noble chivalry, courtesy, humanity, friendliness, hardiness, love, friendship, cowardice, murder, hate, virtue, and sin. Do after the good and leave the evil, and it shall bring you to good fame and renown.”). Then, as the tale unfolds, we see Greg marking incidents in the book as he refines his ideas for Traits and Passions, and how those mechanics will work in play: “Mark gets a passion”; “Jealousy”; “Lancelot fumbles Energetic”; “Madness strikes Lancelot”. Some terms are already there (Heraldry, Awareness); others are still in development (Injustice, Courage). The note that brought me the greatest delight had to do with Greg’s thoughts on Queen Guenever: “Gwen is honorable & I’ll kill anyone who disagrees.” At some point, I will be writing about the revised Great Pendragon Campaign project currently under way, which includes a more detailed and nuanced treatment of the queen in the overall story arc. I’m tempted to include that bit of marginalia as a quote somewhere in the text… For now, though, look forward to more details in forthcoming articles on the development cycle of 6th edition, including Greg’s journey from that first announcement back in 2010 to how we’re carrying on his vision and legacy today. Until then, “Let us win glory for our king, who will reward us with honors and lands; and the devil take the hindermost!”
    9 points
  18. Here's a map of Genertela inspired by the old Cults of Terror map that includes all the places named in the first few pages of the Glorantha Sourcebook. A bit crude, but it does what I wanted it to.
    9 points
  19. We hope to have it for sale on our website within a month.
    9 points
  20. Great commentary by Andrew Logan Montgomery regarding Glorantha and myths on his blog site: https://andrewloganmontgomery.blogspot.com/2021/09/glorantha-meaning-and-mythology.html I thought this point was particularly important as we look at Gloranthan myth: "But myth will not give you facts, only meanings."
    8 points
  21. People - please feel free to disagree with each other, but no calling each other "dumb" (despite the name of this thread) in your disagreements.
    8 points
  22. October 2021 marks the 40th anniversary of Call of Cthulhu. In honor of the occasion, we have specially prepared a range of new investigator sheets, available free to download. The new sheets are currently include: Standard Call of Cthulhu (1920s and modern-day versions) Pulp Cthulhu Down Darker Trails (standard and pulp versions) Cthulhu Dark Ages (standard and pulp versions) Each version is “auto-fill” and can be kept and updated on a computer and printed out as needed. Each version is provided in color and black & white format. While these new sheets will look familiar to Call of Cthulhu players, there are a few differences worth noting: The new design allows the sheets to be used with a wider range of PDF viewers on computers and most tablets, as well as in preview mode on most computers. Note: the character sheets are viewable in a browser, but the auto-calc feature will be disabled. We’ve increased the text size where possible to make the sheets clearer to read. And, we’ve added a new (optional) third sheet that allows players to keep notes, write extended backgrounds, or record whatever useful information is appropriate. There are also some new features available, which are described in detail here. Call of Cthulhu 40th anniversary investigator sheets were designed by Mike Mason, Matt Ryan, and Max Harrison. Our thanks go to Lynne and Richard Hardy, Paul Fricker, Matt Nott, and others who helped to playtest the sheets. https://www.chaosium.com/cthulhu-character-sheets
    8 points
  23. Print-on-demand titles on the Jonstown Compendium at DriveThruRPG are now available in two formats: standard and premium. Andrew Logan Montgomery recently received copies in both formats of his latest work and has shared a comparison between the two versions. Here's what he said: The Company of the Dragon is the sequel to the Gold best-selling Six Seasons in Sartar. Both are available in PDF and POD from the Jonstown Compendium. Check out all the POD community content titles in the Jonstown Compendium here!
    8 points
  24. Your Glorantha Will Vary, but this is the official position: Nope. Initiates don't fight. At all. Nope. Gathering only. They are vegetarians after all. Not even Shield. Just Dodge. If this seems harsh = it is. The worship of the goddess Chalana Arroy is an extremely harsh and prohibitive one in many respects, and especially in the nature of their self-defense. In fact, the cult expressly prohibits the use of any weapons or magic which may damage a part of the world. The worship of a passive deity is a luxury which few can afford. Not many wish to throw themselves at the mercy of the world when times are troubled. Thus, worship of her has been restricted to the most devout individuals or the most advanced civilizations.
    8 points
  25. In game, I generally require a Lore role for players to know more than the potted histories of their area PLUS the mythos and history of their cult. So an Orlanth initiate gets the Secrets of the Storm Voice section in the Cults Book and the Mythos and History section of the Orlanth cult. They learn of the Lightbringers Quest. They learn that the Broken Council age birth to the new god Gbaji and that Chaos returned, and that Harmast Barefoot was the saviour of the Orlanthi and that Arkat betrayed humanity to his troll alien. They learn of the Empire of the Wyrms Friends and Alakoring. And that sort of stuff. Largely at that level of detail. A few famous names and stories and that's about it.
    8 points
  26. Er, TBH it was coined by me as a Lunar term for what the Nysalor cult writeup calls the dark side of illumination. (When you’re working within a Carmanian-Stygian-Spolite framework, that language is kinda absurd and misleading). Greg Stafford liked the word and adopted it for ILH-2. It’s not a uniquely Lunar problem, it’s the Lunar name for a problem that Illuminates (and mystics in general) occasionally run aground on: mistaking your personal desires for those of the Cosmos.
    8 points
  27. Here's the thing: just about every culture in Glorantha could be the "bad guys." Or the "good guys." It all depends on your perspective. Trolls, Orlanthi, Praxians, Lunars, Pentans, Telmori, Char-Un: you name it, they're all seen as irredeemable villains by various other folk, who know them only as enemies and don't share their sane and reasonable world-view. And it's also perfectly possible to play games with any of them as heroes, doing good things in a culturally-appropriate manner. The traditional exceptions are the Creatures of Chaos (broo, scorpion men, ogres, etc.) plus a few specially-designated Enemy Kingdoms from the old Orange Box (off the top of my head, that was just the Vadeli and the Kingdom of War). I suppose another set of exceptions would include peoples seen as too weak to be dangerous: Oasis Folk, Boat People, Ergeshi, Baboons, Ducks, Trollkin and their ilk. Picking on them only makes you look petty and vindictive. (And maybe you are? Who knows!)
    7 points
  28. By Jason Durall, RuneQuest creative director The Starter Set for RuneQuest: Roleplaying in Glorantha is coming! Between now and its release later this year, RuneQuest creative director Jason Durall's Design Diary will share insights about the development of this exciting new boxed set which will introduce the RuneQuest RPG and Greg Stafford's mythic world of Glorantha to all-new audiences. Diary #1: What to expect in the RQ Starter Set Diary #2: Cover Art reveal, and what's inside the box Diary #3: The new adventurers Diary #4: More about the new adventurers Diary #5: Welcome to Jonstown, setting for the Starter Set (guest post by Jeff Richard) Diary #6: Creating the Jonstown City Maps (guest post by Jeff Richard) Diary #7: Printer's proofs are back! Diary #8: A Gateway to Adventure Diary #9: Beyond the Starter Set Diary #10: Take a look at an advance copy of the Starter Set (guest post by Rick Meints) Diary #11: The back covers make a map! (guest post by Michael O'Brien) Diary #12: Putting the SoloQuest in RuneQuest A guest post from Chaosium's James Coquillat and David Naylor Last year, the two of us were excited to be given the chance to help write the upcoming RuneQuest Starter Set's solo adventure. As Jason notes in his previous Design Diary, this was to be a one person scenario introducing new players to the setting and mechanics of RuneQuest that would also excite veteran adventurers with a thrilling standalone story they can play through on their own. In the solo adventure the reader plays as Vasana, a capable warrior and leader, as she experiences the perils of a pivotal battle in the war between rebellious Sartar and the Lunar Empire. As relatively new Glorantha fans ourselves (both born over a decade after the third edition was released), we worked closely with the RuneQuest creative team to develop the scenario. Using Twine, the open-source tool for telling interactive, nonlinear stories, we designed the story structure and incorporated all the mechanics and mythology that made us fall in love with RuneQuest. As Vasana navigates the conflict, the reader will learn crucial RuneQuest mechanics like drawing inspiration, using rune magic, striking, parrying, and planning manoeuvres. They'll have the opportunity to choose their own route through the conflict and, depending on Vasana's actions and success, the Battle of Dangerford's outcome could be very different. Using the standard solo adventure framework of branching narrative threads, we pinned distinct scenes that would always happen and used these situations to teach fundamental mechanics. We then allowed the branches to splay apart and ripple with the reader's actions so that unique events and mechanics could be introduced. Not every reader will discover the relevance of the Crimson Bat. Not all readers will stand before the Judge of the Dead and enter into Spirit Combat. Some readers will favor stealth and finding secrets. Others will charge headlong into battle and earn honor for their name and tribe. Each playthrough will give different results and although set pieces will be revisited, they'll never be quite the same. One way we made sure that each reader's playthrough will differ is by tallying a Battle Result Total (BRT) throughout the adventure. When Vasana's actions give the Sartar rebels the upper hand, the BRT increases. When she fails or costs them valuable resources, the BRT reduces. Depending on the final tally, the battle can have several different outcomes. But we won't mention them here. Some things are best discovered! The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    7 points
  29. It's nearing it's way through layout.
    7 points
  30. I don't know which scenarios you're referencing so can't comment on those specifics. (The Quickstart/Broken Tower or the Dragon of the Thunder Hills maybe?) But there are several situations that do not violate the compromise. Worship ceremonies are an obvious case - you bring a portion of the mundane world into synchrony with the Gods World, so you've moved into an environment where the gods exist and can be interacted with directly. The gods should still act in accord with what they are, which is bound into the compromise. There are portions of the God Time that have been trapped within Time. The Eternal Battle, the Hidden Greens, and Castle Blue are among those sites. Certain gods can be encountered in those places because you're in the God Time, even within Time. And then there may be certain minor deities such as Idrima who were effectively bound within Time in some fashion, and can manifest a portion of themselves to ask for worship, at a site associated with their being. As long as their actions are consistent with their God Time being, then that has not broken the compromise. Consider that Yelm is manifest in the mortal world as the Sun, Orlanth as the wind and thunderstorm, Ernalda as the earth you walk upon. Those are their bodies, and they exist in Time, and they can manifest the powers they always do. Potentially, if you listen closely enough they will speak to you with a whisper of the wind, or a tremble of the earth, or through your dreams. If we take Idrima as an example, she presumably was one of the Earth goddesses who went to sleep in the Godtime. Most such goddesses awoke with the Dawn. The action of Earth going to sleep and waking is part of the Great Compromise - you see it manifest every year in the annual cycles of the Earth. She seems to be associated with a particular site, the Broken Tower. Why she has awoken now and not earlier is a question, but the Dragon's awakening probably has something to do with that - cracking the Earth in some way for the seed to emerge. So anyone entering that site in some capacity infringes upon a portion of the Godtime released through Idrima's awakening. If she receives enough of the right worship, then the Broken Tower may become a shrine/temple and a portion of her serves as a goddess within. If she does not receive enough worship, she will likely go back to sleep. Likely, you are only seeing a portion of her awareness manifest in the mundane world. She exists in the Godtime, but like a dryad or elemental or certain other spirits, she can manifest a portion of herself in the mundane world within that specific location. What she can't do is be fully present as a figure that has free will to roam across the land wherever she feels like going. She also cannot do things she did not do in the Godtime. If you were to free her to do so, then at that point the Compromise would break, and there would be some manifestation to "snap" her back into place.
    7 points
  31. Didn't stop the real Arkat when he met the real Arkat. Of course, given how many superheroes have turned out to be other ones under different masks (Marvel's Thor has also been Siegfried for example), viewing them as being switchable has nothing to do with them as divine forces or advanced aliens. A mask is a mask, regardless of who's or what's behind it.
    7 points
  32. MUSIC CUE: soulful duduk There are those who believe the children of waertag came from a distant "planet," the fantasy bronze age equivalent of outer space. Early inscriptions told of a great and pyrrhic war of "boats" with another blue people, the "artmalite empire." The funny thing is that statistically every "waereran" human now bears some genetic markers and arguably other humans bear others. It is known.
    7 points
  33. 4 Rune Point Summon Inigo Montoya
    7 points
  34. The Elmal of Sartar is interesting because a fusion of Hot and Cold Suns (the Katy Perry Sun) is something most people seem to have believed in at the Dawn. But a general separation happened at some point as people began to compare notes and experiment and so on. So why does Elmal, this throwback cult, exist in the Modern Age? Well. We know that there are some divinities, like Ogorvale Summer, so draconified by EWF worship forms that they were simply forgotten and suppressed rather than cleansed of draconic influence. We know there was a Dragon Sun cult the EWF promoted, and which the Dara Happan emperors struggled to cut out of their myths after the Dragonkill. We know there's a draconic Yelmalio, also suppressed in the Prax Sun County. So perhaps Elmal worship emerged from the need to cut away all possible EWF influence, or indeed due to the holes in the post-EWF cults (from Minarian Memory Removal or similar) the Big Sun and Little Sun collapsed together. But only where EWF held sway and where there wasn't a surviving Yelmalio/Tharkantus cult to separate the deities. So Maniria and Ralios and Fronela and Umathela, never under EWF influence, never had to cut out the Sun's arangorf and so maintained a consistent but diverging set of cults, until the Revelation of the Many Suns began the process of stitching these separated cults together again...
    7 points
  35. As others have pointed out, it's clear that you don't, but you can if you try. Your statement appears to be committed to rejecting an understanding, though, and rallying others to your opinion. At least stop doing that. !i!
    7 points
  36. Spirit Combat is not physical violence.
    7 points
  37. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/c/chalana-arroy/natyrsa-the-chaos-foe/
    7 points
  38. The Curse of Kin was unintentional. Kyger Litor swallowing Nysalor and Nysalor bursting out of her made Nysalor her child. As such, her children in turn give birth to Nysalor-like children, the enlo. Because Nysalor was divided, multiple births are usually enlo. Because Nysalor's rebirth was traumatic and painful and because he's a being of Light, uz pregnancies are difficult and enlo are frequently born with disabilities from physical incompatibility between mother and children on an elemental level. And with Nysalor shattered and dismembered, there's no chance of reconciliation because Nysalor can't be invoked to allow for safe births of enlo/N-lor Uz. EDIT: Alternately, reassembling Nysalor and then making him get unbirthed and rebirthed by Kyger Litor in a less traumatic way would also work, and may be easier than talking it out.
    7 points
  39. Big Dumb Dumb Theory coming up: Nysalor vs. Arkat is a repeat of Shargash vs. Zorak Zoran.
    7 points
  40. It's dumb to say it to their worshippers' faces. So, so dumb.
    7 points
  41. One little detail that I had missed about Moon Boats- they're actively propelled by beams of moonlight deliberately aimed from the Red Moon itself. Thus, the reason why they can't move on Dying and Black Moon days is obvious- there's no light from the Red Moon reaching them. But that got me to thinking about these Moon Boats. When did they come into existence? The secret of them was given to three families (presumably in Darjiin) by the Red Emperor at some point, the Eel-ariash exterminated two of these clans in a Dart Competition at some point after that, and now there's one family in the Lunar Empire that maintains the secret. Some members of these families moved westward to Arrolia during the settlement of those city-states by Lunar refugees, because (and this is another little detail) the Arrolian city-states have their own Moon Boats that they claim were operating in secret before the Ban lifted. So Moon Boats were operating before Yara Aranis and the Reaching Moon existed. So much so good. They probably did not exist for much of the First Wane, since Darjiin only became part of the Lunar Empire in 1/42 (1289 ST). Moon Boats are, of course, much more reliable within the Glowline, but they are also faster, despite the Reaching Moon thinning and evening out the Red Moon's light. Why is that? Well, here's one theory: the Reaching Moon Temples also act as reflectors, repeaters, and condensers for the Moon Boat propulsion beams. As a result, the light attenuates less and so the "wind"/"current" is stronger. Is it possible to steal a Moon Boat? MGF says yes, of course. So given that the Moon Boat is actively propelled by the Red Moon... (and possibly by the Reaching Moon Temples) that implies that there are factions on the Red Moon which are actively supportive of any group of PCs that steal a Moon Boat. Moon Boats do supposedly need a crew of a dozen Red Goddess initiates (and thus Illuminates) but there may well be ways around that, particularly if you have an experienced Moon Boat pilot/navigator who can compensate for a poorly-aligned crew. Presumably, too, it's possible to build Moon Boats that run on light from other Moons, in theory. The Blue Moon, the White Moon... the Black Moon, perhaps, if something like that existed and wasn't an UnLunar fable. In practice, where are you going to get the beams of concentrated Moonlight? Well, the Blue Moon Plateau does have rather a lot of Blue Moonrock, doesn't it? Leaving that possibility aside, perhaps this is why those other two families were assassinated by the Eel-ariash. If you can cut down on the possibility of these blasphemous alternate Moon Boats, you can heighten the cost for supporting the White Moonies, you can nip any thoughts about some kind of Shadow Moon Empire in the bud... But those are just dreams/nightmares for now. In the here and the now, we have this map: From the Guide, of course, it shows us... some interesting things. The Reaching Moon Temple in Graclodont is disconnected from the other seven, which may mean something, or it may not. There are no Reaching Moon Temples in Oronin, Doblian, Kostaddi, or Darjiin. There is one in Carmania, one in the Silver Shadow, one in First Blessed, one in Glamour, one in Sylila, and two in the Provinces, at Mirin's Cross and in Tarsh between Furthest and Heruvernalda. Of course, there are also shrines to Yara Aranis and these presumably fill the gaps there. What's that little bump for Tork? I'm sure it's nothing. There are also Orlanth mountains here, places of power for Storm. The Glowline contends with Orlanth, Moon and Storm tussling with each other, but it's worth noting that there are no Storm mountains north of the Yolp-Imther line. What are those Mostali doing here, for that matter? Is this some kind of map of various mountain-based infrastructural systems? Regardless, we know that Moon Boats outside the Glowline are also very vulnerable to Storm. The Tarsh Reaching Moon Temple, probing into Dragon Pass, almost seems like an incursion, or an invasion, or a gauntlet being thrown down. It's so surrounded by Storm power that it doesn't expand outward from its base border at all, and there's a wedge driven into the distance between it and Mirin's Cross! Wonder what genius cooked that one up? Now, we know that Orlanthi is worshiped in Carmania (!) and that's north of this line for Storm mountains. So whatever's going on with mountain magic (I suspect that it's a complicated thing indeed) it's not something where the Glowline automatically blocks out Orlanth. But at the same time, if the Sartar Reaching Moon Temple had been brought online... Kero Fin, one of two prime mountains for Storm power (the other, Top of the World, is well out of reach) would have been compressed on two sides. Just when did the Tarsh Reaching Moon Temple come online, for that matter? Is it at all related to the sudden emergence of the Kalikos Icebreaker Expeditions in the middle of the Seventh Wane, almost as if the traditional means of weather moderation, the worship of Dendara and Entekos, had suddenly become a bit... ineffectual? Or, for that matter, to the sudden popularity of Invisible Orlanth in Carmania, that cult which claims Orlanth overcame the Invisible God and thus would, presumably, rule over ? A lot of material here to chew over, but here's some more- Yara Aranis doesn't seem to have been all that effectual at directly entrapping Sheng Seleris and the nomads. It came down to Aronius Jaranthir and the Carmanians, in the end. But just possibly, Yara Aranis's web bound together the means by which the Red Emperor returned and the nomads were lured to Kitor.
    7 points
  42. Something I think people whose impressions of Sartar are based primarily on the King of Dragon Pass game or the Hero Wars books don't seem to get - Sartar transformed the tribes around the Quivin Mountains. Remarkable, radical changes. He built cities, roads, and markets. He introduced coin for trade, and built temples for the other Lightbringers cults. He diffused the bright lines of tribe and clan. He welcomed foreigners, married the Feathered Horse Queen, befriended werewolves, and so on. That change continued over the following century, as Sartar established itself as a wealthy principality that commanded the most important trade route in Glorantha. Some parts of this strengthened Sartarite society ("Heortling" is a painfully anachronistic word in Sartar); others caused civil dissension and conflict. The Solar worshipers of Sartar were simply blown away by the splendour and the deep sights of Pelorian Yelm worship. These Elmali turned on their tribal leaders, fought against the Orlanth Rex cult, etc. and a few managed to initiate themselves into Yelm's secrets. This, in combination with growing Lunar Empire aggression, imperilled the Kingdom of Sartar itself. Monrogh saved us from that. Elmal was proven to be another name for the Little Sun and not of Yelm. The Sun Dome leaders allied with King Tarkalor and received their own part, where they could celebrate the Light without trouble.
    7 points
  43. There's a special treasure in Six Ages: Ride Like the Wind, which is a giant blue goat. The Blue Goat grants "luck and fertility" to a clan that it lives with, but more importantly for our purposes it "never dies and cannot be slain" (at least by mortals) and it "remembers the full history of the Ergeshite people." It's also noted that it doesn't speak aloud, but its spirit can talk to shamans. BTW, the Ergeshites are marked "Zarkosites" in the game's files and are probably the Sidarsi (a Dawn Age group) or the ancestors thereof, since they live in the same place and are pastoral goatherds worshiping Sidar Goatfather. So this might mean the Blue Goat knows the full history of the Zarkosites. Anyway, this emphasis on its recollection of history (which is even in its brief write-up as a Treasure and is the first thing mentioned, with the second being "blesses our goats." And remember this is Glorantha; if something takes priority above livestock, it's a big damn deal!) implies to me that the Blue Goat isn't just a passive spectator that happens to be immortal; it's an intelligent being with an agenda of its own and powers beyond the immediately obvious (if you try to steal it and fail, the goat easily wipes out your whole exploration team, even if you've got an actual Hero leading it), and some kind of interest in keeping the lore of its people safe. So, this Blue Goat is "immortal and unkillable" and capable of intelligent thought. Which means it might have survived into the Third Age. And now, to outline the actual dumb theory (emphasis dumb) that brings me here: The goat is blue, knows ancient secrets, and goats are associated with Chaos by Orlanthi. There's a Blue Moon, whose goddess is associated with ancient secrets, and moons are associated with Chaos by Orlanthi. Ergo: The Blue Goat has some connection to the Moon Rune, and if it reappears it might have a role to play in the future of the Lunar Empire.
    7 points
  44. "Governor Halcyon was vexed by his superiors’ relentless demands for men, beasts, equipment and slaves, all needed for the Reaching Moon Temple project in Dragon Pass" after Argrath's conquest just becomes "The New Pavis authorities were vexed by King Argrath's relentless demands for men, beasts, equipment and slaves, all needed for the war effort against the Reaching Moon in Dragon Pass". plus ça change, plus c'est la même...
    7 points
  45. I came across the below post in a thread on the RQ forum, thanks @David Scott. https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2019-11-jeff-on-facebook/#ib-toc-anchor-7 I've been playing around in a drawing program for other reasons recently and I wondered what would happen if I put some of them together into a composite. Well, here's the result. Of course having to decide how the maps interleave forces some compromises. UPDATED - I found a map of Heortland to extend it south. I'd love to have access to decent scans of the maps Jeff showed off here but I suppose we'll have to wait for the official versions.
    6 points
  46. Lightfores of Nivorah from Dara Happa Crossing Dome to haven, a Luathelan dawn, With idols of ivory, And gold and silver, Sacrificing cedarwood, and sweet white wine. Great Ernaldan Grandmothers coming from Esrolia, Shipping to the East Isles by the palm-green shores, Encrusted with diamonds, Emeralds, amethysts, Bounty of Asrelia, kept indoors. God Learner constructs with a made-up mythos Butting through theology all in a haze, Cargo-cults to minimax, Misapplied worship, RuneQuest Sight is a passing craze.
    6 points
  47. Shargash and Zoran are their mirror children born of that moment when a nuke went off in the Upside-Down. Shargash isn't one of the souls of Yelm, he's the child born from that moment: life that grows from death, the Shiva-like god who has this weird relationship with the Underworld. That's where his demon-men come from: his origin. He is a Fire god of slash-and-burn because he is the god of new birth from genocide. That story is so old it has been forgotten to all but perhaps his greatest rune-lords, who know his secrets. Even his names as lord of slash-and-burn are ancient; that agriculture isn't in use in Genertela.
    6 points
  48. I appreciate this narrative but IMG the occupation was a little more complicated than an instant polarizing shock that split Sartarite society (and each Sartarite's consciousness) into rebels and collaborators. For a lot of people, it was business as usual. They woke up, did their duty to their gods and communities, obeyed the observances and carried on. Only the color on the flag changed, as it were. Others saw real compensations in the new regime . . . we can bicker and joke about Lunar colonial incompetence, but there are always relative outsiders who stand to benefit from disruption. They liked it. It was an opportunity. Now these things might be hard to say because we like the idea of Sartarite patriots fighting a doomed cause against overwhelming odds and rejecting all the comforts of life inside empire. It's definitely romantic and feeds thrilling game environments that might give us something we can't get from the everyday grind. But I think they're true. The notion of Sartar as a bastion of religious purity and a kind of brave traditionalism, saying a firm "NO" to innovation and dangerous change . . . it's pleasant but only accurate for some of the people. We know this because Sartar suffered the occupation for a generation even after imperial extremists came within a few steps of permanently killing God. They could have all said "NO" at any moment. Masada is a stirring tale of a people apart. Others participated in all levels of imperial society, experimenting with strange ideas, family relationships and even food. There was an exchange. Who are the people who have least to lose in regime change? Some of the underclass will always react defensively to outside overtures and work harder to preserve their traditions because tradition is all they have. These people initially fought against the Sartar revolution and more recently formed the nucleus of a hardcore anti-lunar resistance movement like in the published adventures. Others see more to gain. The central tragedy is that a lot of the sun-identifying people of Dragon Pass have the hardest choice of all to make. They have the least to lose . . . "what did rex ever do for us, where is our king?" . . . and the most to gain from deeper exchange with the imperial solar north. So maybe it's ironic that this question comes up in this particular thread. I get that a lot of dome people spent the last generation doing the exact opposite of "fighting for the cultural survival" of storm Sartar. It happened. Now that the wind has turned, some of those decisions might look a little hard to justify. They're defensive. It's a defensive cult -- but it's okay. We're all in this together. We're all, as it were, us. The dome doesn't have Change as a core rune. The hand has to come from the other side.
    6 points
  49. And with that, my Miskatonic Marathon of sixteen mini-reviews of titles drawn from the Miskatonic Repository over four days comes to end and brings the total number of titles reviewed to 85! Thank you everyone who was kind enough to provide me with a review copy. http://rlyehreviews.blogspot.com/search/label/Miskatonic%20Marathon
    6 points
  50. Some useful pics to provide some color. Not only for Famegrave but Leika's Clearwine palace. This shows Famegrave from the north with the lower town spreading out towards Big Beard Bran creek. This is a view of a normal Magaron from the First/second age Dragon Pass region. After the Dragon Kill many of these hill fortresses were in ruins and abandon. However several were largely intact and suitable for occupation. When the Hoerotlings migrations began, they settled in the better preserved sites and used them for Tribal seats. This is a floor plan for the Frame grave Megaron, unlike the Clearwine place which has hallways on each side. The Famegrave place is located to close to the outer wall and instead has a lower level accessed by a stairway. This is the outer courtyard with the Megaron in the back ground. This is a typical Magaron "throne room" on a busy but informal day.
    6 points
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