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  1. 13 points
    Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It's a dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist these horrors and push them back from whence they came. Will you be one of them? Cthulhu Dark Ages has been updated for Call of Cthulhu 7th Edition, completely revised and with a wealth of new setting material. Included are a players' guide to the Dark Ages, an optional Sanity mechanic which mirrors the medieval mindset, rules for the oral tradition of storytelling, rules for mounted combat, a grimoire of Dark Age spells and optional rules for folk magic, a bestiary of monsters, as well as a fully detailed setting - the Anglo-Saxon community of Totburh in England's Severn Valley which includes interesting characters, dwelling descriptions, and a multitude of plot hooks for Keepers to use and develop. In addition, three scenarios introduce players to the Dark Age Severn Valley. CHAPTERS Introduction and Foreword Anglo-Saxon England A to Z of the Dark Ages Dark Age Investigators Game System Investigative Horror in the Dark Ages The Cthulhu Mythos in the Dark Ages Bestiary The Community of Totburh Three Scenarios: 'The Hunt'; 'The Doom That Came to Wessex'; 'Eseweald' Appendices
  2. 12 points
    That duplication of paragraphs is exactly how the original publication was done. Seeing this (very understandable and appropriate) question asked motivates me to explain how these PDFs were created. Every page you see in the PDFs went through the following process: I own a complete set of the original Wyrms Footnotes magazines. In my 40 years of collecting, if I acquired an issue that was in a better condition than the issue I currently had in my collection I would swap it out for the better one, so all the magazines in my collection all in Excellent or near mint condition. Why do I mention that? Mainly because I have access to a great paper copy to scan in on Chaosium's large format scanner. Every page from all 14 issues of the magazine were scanned. I used a program called FineReader 12 by ABBYY software to do that scanning, and straightened pages that were crooked during initial cleanup. The end product was every page as its own TIF file. I then used photoshop to clean up each page individually. That's why the background is a solid white instead of dingy gray. I centered the text on some pages. I made the art look crisper. I brightened the covers and removed the occasional scratch or dent that blemished them (my 40+ year-old originals are not in pristine mint condition). Once I had all the pages for an issue done, I would then collate and convert those images in Adobe Acrobat Pro. Once collated into a single PDF for the issue, I OCR'd the pages so they are text searchable. I added links onto the Table of Contents page so you can click and go to that page. I also added bookmarks for each article. The finished product is what you are able to purchase on the Chaosium website. Any big errors in the originals were not corrected. If I deleted the duplicated paragraphs on page 35 of WF4 that page would have just been blank, save for the one small piece of art. Thus, I didn't recreate the layout in MS Word and InDesign like I did for most of the RuneQuest Classics. For Wyrms Footnotes I scanned the originals, cleaned up the images, collated them, and added links and bookmarks. Full blown layout takes a LOT longer.
  3. 11 points
    Okay, so, the title's kind of all over the place, so hear me out for a moment. We've been doing character creation for an upcoming RuneQuest: Roleplaying in Glorantha campaign, and, of course, I love the family history background charts and love developing an interesting backstory from them even more. I wanted to play a Praxian associate shaman/wannabe-eventual-shaman, and a handful of synchronicities gave me an interesting thread to pull at here, and was wondering if any of it was viable as far as what might be a legitimate backstory as far as what we know about Praxian lore and culture. My character -- I was thinking about a female, as I didn't see where being a shaman was gender-restricted in Praxian culture -- had her first random event in her persoanl events as 'almost died,' and the chart gave me the reason as simply 'disappeared.' I immediately thought about how that might work for the whole shamanic journey thing, and decided that one season, she just inexplicably wandered off into the Wastes, and returned several weeks later, unharmed, but... different. Okay, great. So far, interesting lead. Maybe she was planning on just being a normal woman of the Bison Riders, until she got a strange "calling" and up and disappeared? Character generation continued on fine, and everything was going well. We got to the characteristic-rolling portion, and my first sweep of dice rolling was pretty terrible. The GM said, yeah, that was miserable enough to just re-roll everthing, and so I did. I got better scores for a couple stats, which was fine, but I noticed something curious: almost all of her physical stats --with the exception of SIZ -- were almost identical to the initial unremarkable rolls, but the mental ones were much better. Okay, so we decided to say that the original stats that I rolled were what walked into the Wastes that year, and what I rolled the second time was what ultimately walked back out. That got me to thinking, what would have caused that sort of change? The major difference in physical stats was size, which jumped up significantly, and that got me onto a tangent. What if she had been born with a twin, but her brother had died in childbirth? And what if when she walked out into the Wastes, what she encountered was the sprirt of her stillborn brother, and the two somehow... 'integrated?' Perhaps into a more androgenous being (in spirit if not in actual body)? Would that make any sense, lore-wise? I realized that I have no idea about what even would happen in cases of a stilborn children in Prax, or the consequences thereof, of even if their spirits would/could possibly still be around, as maybe spirits of lost potential or something? Would that sort of weird 'walkaboiut' my character did out into the Wastes even be something she could return from, or would she be immediately ostracized on account of the strangeness of her return? Is that sort of 'dual-natured' aspect of a body with 'two souls' even something supported by the lore, or would it not work mythologically for the Praxians? Mainly a thought experiment, but any suggestions or ideas are greatly welcomed. Thanks in advance!
  4. 11 points
    Here's something I cut for length from RQG but might have a vehicle for later: Orlanthi Names Many Orlanthi names combine prefixes and suffixes as per below; the prefixes and suffixes usually relate to the names of gods or ancestors. Use them to create your name or pick a finished name from the lists. Orlanthi identify themselves by the name of a well known parent (stated with a "Son of" or "Daughter of"). Names often alliterate (start with the same sound) or share a prefixes or suffix from parent to child (Eringulf son of Brolarulf, Harmast son of Hardrinor, Saronil son of Sartar) or from sibling to sibling (Orgar and Orstandel, Fingmanar and Finganvar). Males Prefixes: Andrin, Andror, Avent, Bar(n), Ber(es/en), Bro, Dar, Der, Des(tor), Din, Dor-, Enjos, Erin, Fin, Gar(in), Hantra, Harad, Har(an), Hed(kor), Hend, Ir, Jar(star), Kor(l), Korol, Kul, Lon(d), O(r), Orl, Orst, Orvan, Rasta, Ros, Sar(o), Sen(ren), (S)tark, V(a/e)n, Varan. Suffixes: ‑alor. ‑(al)des, ‑and, ‑angian, ‑arl, ‑aventus, ‑brast, ‑dath, ‑daral, ‑dovar, ‑drinor, ‑dros, ‑durev, ‑en, ‑estan, ‑fin, ‑gandi, ‑ganvar, ‑gor, ‑gradus, ‑harl, -illo, -ister, -kar, ‑kos, ‑(l/v)anth, ‑lakar, ‑larant, ‑(l)or, ‑makt, ‑manar, -(m)al. ‑(m)arl, ‑mast, ‑niskis, ‑onil, ‑orth, -restos, ‑rik, ‑rolar, ‑serian, ‑staval, ‑tand, ‑tar, -taros, -tos, ‑(g/l)ulf, ‑veste, ‑venos, ‑vil, -yan. It is common for men to take the name of gods or heroes (Barntar, Durev, Elmal, Harmast, Hendrik, Heort, Orlanth, etc), great kings (Hofstaring, Saronil, Tarkalor) or of ancestors (Garan, Korlmar, Ulanin, Straval, etc) as a prefix or suffix. Sample Male Names: Andrin, Argrath, Aslandar, Ashart, Broyan, Dorasor, Farnan, Harmast, Gringle, Jarstakos, Kalf, Maniski, Ortossi, Robasart, Saronil, Sarotar, Tarkalor, Venharl. Females Prefixes: A(r), Dara, Davor, Der, Dor, Dush, Ent, Erin, Ernal(da), Esra, Esrol, Feren, Har, Hend, In, Ivarn, Jareen, Jarnarn, Jen, Kall, Ken, Leika, Lon(d), Mern, Mir, Morgan, Natal, Nerest, Ondur, Onel, Oran, Or(a/i), Samast, Sen(ren), Sora, Seren, Serze, Vasan, Yan, Yerest. Suffixes: ‑a, ‑ala, ‑ale, ‑ali, -ana, -arios, -asa, -ava, ‑(d)essa, ‑(d)estra, ‑(d)inna, (d)ira, ‑(d)rella, ‑(d)urisa, -ela, ‑(er)landa, -est(ing), eth, -eva, -gala, -i, -ias, -illa, -ina, -ioth, -ira, -(is)en, ‑(i/y)r, -karne, -lartha, ‑ran(d)a, ‑renava, ‑sin, -sta, ‑sulva, ‑vale. It is common for women to take the name of goddesses or heroes (Ernalda, Esrola, Ivarne, Kev, Maran, Mirngala, Voria, etc) or of ancestors (Lismelder, Orgorvale, Serias, Vestene, etc) as a prefix or suffix. Sample Female Names: Beneva, Berra, Dorasa, Dushi, Erissa, Erynn, Insterid, Ivarne, Jareen, Kallyr, Leika, Morganeth, Onelisen, Sora, Vasana, Yanioth. Nicknames It is common for Orlanthi to have nicknames too. Some nicknames are poetic, others are prosaic. Some are badges of honor, others of mockery and ridicule. Owners of magical items often get a nickname associated with the item (e.g., Hardrinor Iron Band, Leika Black Spear, Rastalulf Vanak Spear, etc.). Examples: Bald, Barefoot, Belly-Laugh, Clumsy, Dour, Generous, Glum, Greybeard, Handsome, Hairy, Long-nose, Lucky, Many-Kin, Red, Raven-Hair, Restless, Short, Strong, Stout, Sure-handed, Swift, Swimmer, Tall, Troublesome Poet, Unadvised, Ugly, Weak, Wideread.
  5. 11 points
    I have been pondering Print Options, and it turns out that a 520+ page book could be done. If we did these as a two book set I think the binding would hold up better though. An additional discrete page number could be added to each page so you could more simply turn to the page you want. An index could also be added to the end of each book.
  6. 10 points
    On behalf of Beer with Teeth, a roleplaying and publishing collective, I'd like to say hello. And now that's over, hello from me too. I'm Diana, RPGer and longtime GM, and recent author of my first published scenario https://www.drivethrurpg.com/product/300087/Rocks-Fall, updated with an expansion and troll snuggle cover for Valentine's Day. If you want to know more about me, just know that I'm the one who chose the troll snuggle picture. We have more in the works, and we're looking forward to using the Jonstown Compendium heavily. I've run rules-light narrative-heavy systems for years, and until I found RQ:G I never thought I'd find a rules-heavy narrative-immersed system that was so damned good. I was a near-instant convert. Any other JC contributors out here? I know of a few already, but putting alternative names to faces is good.
  7. 10 points
    I have Greg's copy. It has been a foundational text for what I have been working for the last several years. Some of it made it into Cults of Terror, some of it into KoS, and some of it into the Guide and the Sourcebook.
  8. 10 points
    I certainly don't see the Orlanthi as being much like what was described. My Orlanthi are troublesome, ambitious, constantly breaking their own rules, torn between honor and loyalty, and often overly pragmatic when it comes to their own self-interest. They often recognise no authority except that which has the power to back it up (over and over again). They pick fights with Elder Races over resources they want, make plenty of short-term self-interested deals (and break long-standing traditions when they are no longer in their short-term interest). Sartar stands out as someone who was able to overcome these limitations - through trade, money, and the power. His dynasty tempered the natural inclinations of the Orlanthi - first through money, second through getting the tribes to share certain valuable resources they couldn't have by themselves, and then finally through raw military might.
  9. 10 points
    We have a new addition as well https://www.drivethrurpg.com/product/302067/Rubble-Runners--A-collection-of-Pavis-Characters
  10. 10 points
    Regardless, the Runequest Campaign, which covers 1625 to 1655 (plus and minus a few years as well) is in the works. Its origins predate the Pendragon Campaign and informed and inspired that, Boy King, and the Grand Pendragon Campaign. It's been present in the background of all Gloranthan publications since before Runequest itself and bringing it out is a top priority for the next year.
  11. 9 points
    Side note: For many years we thought this manuscript was lost, as we only had photocopies of bits and pieces of it. We found the full original manuscript in late 2017.
  12. 9 points
    I think Jeff touches on something very important here. When we read background material about Orlanthi culture, it's easy to get the impression that everyone always acts according to the cultural schemae (ie. internally consistent set of norms) set out there. In reality, almost everyone cheats the system every now and then, gives up if it's too hard, is tempted, is biased, etc. People are flawed, and no cultural schema exists that can totally encompass that. Also, the cultural schemae is, of course, not static. If enough people cheat, then the cheat becomes the new schema. Then they collectively forget the old norms and pretend they always did it the new way. They might even get ancestors who agree - magic is weird like that. On the other hand, gods and magics exist that might spark reactionary movements. And lastly - might is right. It's very difficult to get around that. The Orlanthi may have a system of rights and obligations, but they are definitely easier to claim if you've got a lot of cousins and in-laws with spears and corslets backing you up and being willing to murder someone to satisfy your claim, to be blunt.
  13. 9 points
    Re: Lunar Empire gaming Based on the social media posts where Jeff is talking about his current campaign in Glamour, it seems like it's currently being written or, at least, explored. Re: Metaplot Ah, one of the oldest gaming debates is coming back! Yay. I think that players who are against it are vastly misunderstanding what's happening behind the GM screen. We GMs always have a metaplot, whether it's one from a publisher, or our very own. We always have a vague idea of what's going to happen next. Not only because we want the story to go this or that way because we think that's going to be interesting or entertaining, but also because in order to prepare stuff we need to have a vague idea of what to prepare. I very occasionally do pure sandboxed games, with "seat-of-your-pants-GMing" (as Dennis Detwiller describes it) but that's quite hard and stressful to do right, and so 90% of the time I do have at least a vague idea of the next arcs/chapters in the campaign, even if it's only one paragraph in my notebook. I'm sure most other GMs writing their own material do that too. A good GM makes it look completely transparent to the players, who then have no idea what was planned and what wasn't. It's actually a saying in impov theatre, that good improvisation requires good preparation. Now you can go about it in various ways. Me? I consider metaplots (mine or the publisher's) to be like history in a time-travel adventure. One interpretation (that, say, TimeWatch uses) is that history is a river -- if you throw rocks and tree branches at it, it will make a more or less big splash or ripple, but stabilize quickly. It takes a lot more work (like building a dam) to divert it or alter it significantly. So take the Battle of Queens for instance. Say at this point I'm still OK with the established timeline, and I'll have Leika drive back Pharandros while Kallyr gets killed. That's going to happen if the players are going in that direction (like helping Leika directly) or focused on other things (like providing support, hanging back to heal wounded fighters, etc.). If for some reason they are Kallyr's buddies and staying close to her, they will fight off the teleporting assassins. They may fail, and witness her death! How dramatic! However, they might succeed and she might live. That's awesome! This will create more political drama in Boldhome, as I figure out what to do with her, and the players might have to make a choice of allegiance. But the "river" will self correct unless the players keep building on it... so Kallyr might still die, only a bit later, and then I can still proceed with the material that I or Chaosium had prepared, with a few edits here or there... or, if the players seem to really like following Kallyr, I might have Leika be eliminated somehow instead, and then I can substitute Leika for Kallyr in the prepared material, with a few more adjustments to account for the fact that Kallyr is already crowned as Prince of Sartar. If the players are still super determined to support Kallyr a couple years later, I might simply also substitute Argrath for her and keep going with "the plan"... although by then all the piled up modifications will make the timeline vastly unrecognizable, as dates and locations and prominent figures are changed, but you can bet that, if you tilt your head sideways and squint hard, you'll be able to recognize a lot of familiar events.
  14. 8 points
    I would like to discuss what kinds of things are specifically acts of Chaos. You can do a lot of evil things and just be a bad person in Glorantha, but there are other things that are acts of Chaos. What makes those things Chaos? Can we outline a guideline for the sort of things that are Chaos? For a new player, this can be confusing. For example, murder is bad but sexual assault is Chaos. (Looking at you, Beat-Pot.) There's a long explanation for why, both in and out of the game, but nonetheless it can be confusing. Zorak Zoran's followers can swear to fidelity beyond death and rise as undead, who are not Chaotic, but the Undead are the stuff of Chaos. Similarly, we have debated on this board whether sending disease as a shaman really should be Chaos, or whether it should just be Malian pandemic worship stuff that's Chaos. (Canonically, sending = Chaos, placating Malia =/= Chaos). Slavery isn't Chaos, nor is torture, but the gods of slavery and torture? Chaos. Confusing. What acts are Chaos? What acts should be Chaos, but somehow aren't? I am asking this both because of new players and because I'm interested in a Chaos mechanic thing I'm thinking about inspired by Fantasy Flight's Star Wars game's Force die.
  15. 8 points
    We are considering the anniversary and what wonders might happen.
  16. 8 points
    I have issues 1-150 of A&E, and have been going through them for RQ/Gloranthan related material. That is going to go into my updated MiG 2020 edition. We have all of Greg's 10 Dragons Past in the archives and all 4 Son of Sartar. I have OCR'd all of those, plus the Pharaoh's Gazette issues we have and put them all into a single MS Word document. Ultimately that will be available soon in PDF and probably as POD.
  17. 8 points
    A new artist we're working with: Eleonor Piteira's radiant work adorns the CODEX MIRABILIS, a current work-in-progress for the King Arthur Pendragon RPG.
  18. 8 points
    More total random dumb luck. I was visiting the Pueblo with my wife and kids, and my kids were talking to an old lady, providing her with much entertainment. She asked if we were here for the Pow-Wow that was going on. I told I had no idea one was going and she said you need to take your kids there, and gave us directions down a little dirt road one the reservation. We headed out, and got to attend a week-long festival, with two dozen tribes, which Is one part dance competition, one part religious ceremony, and one part market - just like a Gloranthan Holy Day. Thousands of people, almost all tribes members and local ranchers and farmers, with a sprinkling of outsiders. Absolutely incredible event. The following year we were at Canyon de Chelly near Spider Rock, when some young Navajos asked me about my Chaosium t-shirt. Turns out they were big fans of Call of Cthulhu and offered to guide me down to the canyon floor (you need to have a Navajo guide if you want to go down to the bottom of the canyon). I wanted to take them up on their offer, but my wife is desperately afraid of heights. Alas - but that's the power of the Chaosium Dragon!
  19. 8 points
    During the Time of Two Counts, a monetary innovation was introduced. Count-in-exile Belvani, after being driven out of the Old Sun Dome, established his rival court in Suntown, New Pavis. There he plotted his return to Sun County. Among other upheavals, the end of Lunar rule in Prax lead to a critical lack of coinage in New Pavis, stifling trade, taxation, and tribute. With his eyes on conquests of his own back in Dragon Pass, King Argrath required Belvani to pay him a huge sum to be recognised as the legitimate count of Sun County. Lacking the tax base of Sun County or access to its treasury, and not yet secure as the leader in Suntown, Belvani hit upon a curious innovation to raise this amount. He ordered his Lokarnos priest Thandren Clubfoot to gather together all the gold coinage in Sun Town for a special blessing, with the promise that the funds would be returned "in full" to their rightful owners. On the Lokarnos holy day in Fire Season, 1626 Thandren Clubfoot enacted a strange new iteration of the Coin Wheel ritual in the forecourt of the Sun Dome Temple in Pavis. Before him was heaped an enormous stash of the gold coins. One-by-one, a hole was punched in the centre of each gold Wheel. The resulting centre coin was then stamped with a sunburst on one side and Belvani's visage on the other. By the end of the day there stood two piles of coins: the centre pieces, and the outer rims. Although each now had a perfectly round hole in their middle, Belvani decreed that the value of these mutilated Wheels remained the same as before (worth 20 silvers). These coins were returned to their owners. There was some discontent at this, but Belvani called upon Yelmalio to rebuke him if he did wrong, and the heavens were silent. Because of the blessing, or more probably because of what they looked like, these coins became known as Holy/Holey Wheels. (They were not accepted in Sun County itself; Countess Vega ordered all such coins found there to be confiscated and melted down, with no compensation.) The centre coins Belvani gathered up and were used to pay his tribute to King Argrath, presenting them to him in an ostentatious ceremony where he was indeed recognised as the true ruler of Sun County. It appears Argrath took these coins to Dragon Pass with him and probably had them melted down for bullion. A gold 'Belvani' is ostensibly worth 13 silvers. However, as they did not enter general circulation and as such are extremely rare, they are considerably more valuable than that to a discerning numismatist.
  20. 8 points
    Each Sun Dome Temple has an attached Chalana Arroy Hospital for ethical investors.
  21. 8 points
    Chaotic acts are those that are not merely bad, but that society isn’t equipped to handle. Let’s take the Orlanthi. Regular murder is kinda bad, but the mechanisms to handle it without social breakdown are in place. Secret murder and Kinstrife are Chaotic - society can’t handle them. Cannibalism is Chaotic - if people started to eat each other during a famine, society would break down. Rape is Chaotic to the extent that society can’t handle it - where it creates strife it’s chaotic, but pushing your attentions on thralls who are in no position to deny you, that’s not Chaotic, because it’s not a social threat. Spreading infectious disease or poisoning a well is Chaotic - that can break society - but envenoming your blade is merely dishonourable. Incest is presumably chaotic - it affects the concept of family, and besides the kids come out weird. Berserking isn’t chaotic (frequently the opposite), but losing yourself so badly in berserking and warrior’s fury that you can’t function in society any longer is - that’s Urain. Meanwhile, other societies have different standards. Cannibalism isn’t chaotic within the Cannibal Cult as long as formats are met - it’s not a social threat, quite the opposite. Secret murder within Dart Competitions is presumably not chaotic. Some society might not have rape as a chaotic act, if there’s a method to handle it (probably something appalling like the rapist marrying the victim, as is common in real-world patriarchal honour cultures). Mallia and diseases is one of the best examples. Diseases aren’t inherently chaotic. Spreading them is. A shaman slamming someone who offended her with a non-infectious disease, that’s not inherently chaotic - it’s what you get for messing with shamans. The same shaman creating an epidemic, now it’s chaotic. There is an obvious tension here, though - on the one hand, Chaos is an objectively existing force, even a Rune. On the other, what is chaotic clearly differs between cultures. One way to interpret this is that the supernatural force of chaos creeps in when you break social taboos, even though these taboos in turn may differ.
  22. 7 points
    Greetings, all! My apologies if this has been covered before, but, Rick Meints invited me to start a thread here regarding the RQ2 Supplements Reprints, so, here goes! For those not in the know, Chaosium ran a Kickstarter in 2015, raising $206,000 on the promise that various products would be reprinted in 2016: Well, as I think most people know, Chaosium had some trouble in finalizing the layout for all these products, but, in July 2019, we received the happy news that they were all done, and the printed books were on the way. Starting a thread about it is my way of hopefully drumming up a little excitement. What’s kind of cool is that these can be used with RQ2 and with RQG. In fact, I believe that was the main reason stated for keeping RQG so closely compatible with RQ2, i.e., to keep this incredible back library accessible. Speaking personally, I am too young to have collected, let alone played, any of these “back in the day” when they were first released for RQ2, but I have heard about them for a long time. Some of these are very famous. I’ve been able to pick up three of them on the secondhand market, but, most of them are just too rare, and therefore expensive. I really, really look forward to completing my collection. I will even re-buy the ones I already have. The core book reprint looks really great!
  23. 7 points
    As My Glorantha Has Varied: Sartarites are "nation" of trouble-making hill-billies who annoy their neighbors almost as much as they annoy one another. The Lunars ain't so bad, but their embrace of contradictions is tearing them apart from within. Rumor has it they were invited to help settle down the "Sartar problem". Among a nation of trouble-makers, Argrath is the worst of the lot, outlawed by his own people for agitating clan rivalries and instigating hostilities with more powerful neighbors. A dangerous charlatan, ripe to be displaced by a real hero. Harrek is a monster. So is Jar-Eel. One embodies the worst of barbarism, the other the worst of civilsation. If we're lucky, they'll cancel each other out one day, and not then entire world with them. An atheist wizard from the West has survived being trod underfoot by a giant (albeit, a small one) and inspired the Balazarings into open revolt. The Sun Dome temples of Glorantha are associated cross-culturally, though fractured by ancient rifts. Cloud Leopards are the Airy counterpart to Storm Tigers, and the human son of a cloud leopard will unite the Sun Domes. The Sofali Raft People have rescued a refugee fleet of Afadjanni slaves, landing first at Corflu, and are en route to re-establish the turtle nests of Choralinthor Bay. Duke Raus' daughter Jezra has run away one too many times. Never the most stable of personalities to begin with, jilted romantically by her savior from abduction at the hands of Tusk Riders (an outlaw Sartarite scoundrel who may or may not have been Argrath himself), she disappeared into the wastes. Contrary to the popular opinion that she was eaten by hyenas, she experienced a transcendent vision quest in which she bonded with a black unicorn and has become a figure of awe, terror, and inspiration among the cult of Yelorna. The Agimori of Prax are not Pamaltelans. The Aramites are candidates for redemption. Not purification -- just redeemed from their endemically fractious and self-demeaning state. Be very wary when they do, and watch the color of the moon. Broos are still sexually degenerate f***-monsters. If they can't find a hole, they'll make one. They're the Great God Pan at his worst, and no one in Glorantha will surrender to a broo as a result. And as bad as he is, Ralzakark may be their only ticket out of hell. Aldryami forests are home to many types of elfs, including "dark elfs" who live among the roots of the trees, your common elfs who live among the forest floor, and "high elfs" who look like humans for most intents and purposes and live in villages (you guessed it) high among the branches. Good luck getting a face-to-face with the high elfs. Oddly enough, I never got around to dealing with the Mostali. Maybe that's how it should be -- just rumors that they even exist. !i!
  24. 7 points
    Not much. Vinga and Elmal are widely worshipped in their own right.
  25. 7 points
    “Theologically speaking, shouldn’t we go to Snakepipe Hollow?” ”Not sure, let’s consider it over a drink.” *next morning* “Not sure what we talked about last night, but it can’t have been that important.”
  26. 7 points
    GATEWAYS TO TERROR will be out in print next month*. Here, co-author Jon Hook unboxes and shows off his contributor copy. *Buy the PDF now, and you'll get the full price of the PDF off the physical book when it is out: https://www.chaosium.com/gateways-to-terror-pdf
  27. 7 points
    Yes, we do use professional proofreaders. Despite this, errors can still creep through.
  28. 7 points
    Greg's daughter told me about a conversation she had with her father many years ago. She told him that she hadn't realized how poor they were when she was a kid. Greg's response was "then I guess I did a good job as a parent." In Greg's "Editorial Rambling" in WF1 he wasn't using hyperbole when he talked about them being so poor that they lived mainly off of vegetables grown in their garden, which is why it ended up in that Latin phrase. Greg always enjoyed gardening. There are glimpses of that in his writings about the Aldryami.
  29. 7 points
    It seems to me that there is a tendency to make Orlanthi society a "perfect, gender-inclusive, land of the brave and home of the free where the paramount importance of individual freedom is tempered by a deep sense of responsibility and everybody is eating free-range cattle and organic wheat and using a sustainable rune magic economy (not to mention Issaries spell fair-trade)". Before anyone has the temptation to jump to my throat I stress that I am all for these values in the real world. But does it make sense in a fictional world? How can we play in an interesting way the encounter between Orlanthi and Lunar ways if we polish one to moral perfection? So my question would be: what are, from your point of view, the "dark and mean streaks of the Orlanthi society" that are worth staging for the sake of a good, balanced, game"?
  30. 7 points
    Since there is no canon map of Moonbroth, I thought I would create one so my players and I had a better handle on what went where. In doing so, I used the terrific write-up on Moonbroth by Nick Brook and Malcolm Serabian, found in "Tales of the Reaching Moon 15, Part 2. Thanks for the original material go out to Nick and Malcolm! I have tried to stay true to the material found there, but I may have altered a thing or two for my campaign or because I misunderstood the authors original intent. I certainly have altered the political situation of Moonbroth to reflect my game, including the Lunars having been ousted from, and now desperate to retake, the supply route to the River of Cradles from Sartar. Moonbroth Legend I. Old Town: Oldest, pre-Lunar portion of the Moonbroth, primarily made up of adobe houses of Oasis People, with winding alleys and no civic plan. Geyserview is an old Lunar establishment here. II. New Town: New Lunar town, laid out in a grid, with many limestone columns and arches, grander than Old Town. III. Fortress and Redoubt: Ancient fortification, that dates back centuries to the time of the Pure Horse tribe, ancestors to the Pol Joni horsemen. Signs of being taken and rebuilt repeatedly over time. IV. Moonbroth Market Square: Traditional market space, with columns awaiting the casting of a market spell and small shrine to Issaries which has been recently defaced and converted to the use of Etyries. V. Lunar Siege-Works: A series of gambions, trenches and berms/ earthworks created to oppose a sally from the fortress. 1. Pilgrims Inn: This rambling old inn has occupied expanaded over time to occupy several adjoining buildings, the earlies of which are over two centuries old. Run by the Simaid family from the Heortland, the Pilgrim offers local cuisine with a few dishes from the original homeland. Accommodations run from shabby to fine, depending on the budget of the client. The Simaids have tried to remain out of politics, and curry favor with the new “governor” just as they did with the Imperial one. 2. Geyserview Tavern: A well-appointed inn and tavern, owned and operated by a lovely Lunar woman of rare wit and intellect who answers to Zavartia. The inn catered to Lunar pilgrims and wealthy travelers, but she has attempted to maintain neutrality since the regime change. Until the siege, the Geyserview has been filled with Pol Joni nobles. Now it is the HQ of the besieging Lunar army. 3. Temple to the Wandering Moon: Once this was a thriving temple to the Red, Blue and White Moons, as well as a number of spirit cults of the Lunar religion. Now it is empty, and was regularly patrolled by the zebra riders who had become the constables of Moonbroth. Currently, there is a unit of twenty Scarlet Swords Thorakites stationed there to watch over the roads and approaches to the fortress. Rumours abound of midnight sacrifices to one or another of the Mothers, though no one has been caught. 4. Seven Mothers Complex: The temple complex to the Seven Mothers is much more recent than that of the Wandering Moon and is only recently re-inhabited with the return of a few priests with the besieging army. Still incomplete, it suffered considerably in the Attack on Lunar Moonbroth. 5. Builders Camp: This camp was the home and operational area of the building crews for Lunar expansion. Now it has turned to the creation of siege materials. Thus far, it has only managed to provide some quick fortifications in the way of gambions, trenches and bulwarks of stone and gravel. Seige machinery construction has been hampered by the lack of local wood, though this is changing since the commander of the siege force ordered the destruction of a number of recent building for timbers. The workers, though Lunar in origin, are not particularly motivated to hurry. 6. Governor’s House: This is the current Commandery of the Besiegers. Reth-Sinnac and Syr Donnir White-Eye have an uneasy co-command. 7. Beatpot’s Moonrock Café: the preferred drinking post of the elite of the besiegers, Beatpots caters to all Lunar clientele who can afford it. It has no inn but has recently been granted a couple of nearby buildings in exchange for its aid in keeping morale high. 8. Ruined Temple of Yara Aranis: This temple suffered the worst in the Attack on Lunar Moonbroth, as well as afterward when the river dragon Kazakorang, and the manifestation of Jagrun Khan smashed its columns and walls into piles of stones. The current owners are turning that ready stone into curtain walls for their bulwarks on the high ground of New Town. 9. Caravanserai and Traders Rest: The market is laid out with four posts to support the Market spell but is otherwise flat and open. The caravanserai occupies the southeast corner and is protected by a low curtain wall designed to keep out haphazard nomad raids. It is currently occupied by thirty of the 3rd Black Horse Lancers, and ten members of the 5th Mounted Crossbows and their mounts. Trader’s Rest is an unhappy establishment, and not up to supplying the lancers in the way they would like to be accommodated. Billum Weysil, a Pavisite who is not well suited to running an inn, would leave if he could. 10. Sable Camp: Other than the remains of bodies and refuse from the Attack, the Sable Camp is camp for 40 Mounted Crossbows, the Shining Moom Phalangites, and the Waxing Moon Peltastoi at the moment. The Redoubt keeps a good watch, because the route from the camp is one of the better directions from which to mount an assault on the Fortress. 11. The Sacred Geysers of Moonbroth: Within the Fortress, the main geyser pool of Moonbroth is open to the elements above and situated in a sinkhole in the rocky hill on which the fortifications reside. The Moonbroth is an irregular pool about thirty yard across, with seven islands, each of which is a limestone tube that occasionally erupts with water from somewhere far below. 12. Fortress and Redoubt: The fortress is secure behind a 15 foot limestone curtain wall overlooking a downward slope that makes it significantly higher from outside. Natural terraces drop off to the east and northeast, leading to the Sable Camp and the valley within which are situated New Town and the Market. The Fortress is at higher elevation than Old Town. 13. The Tubes: Half a mile from the Fortress there is another sinkhole with lesser geysers. Spirits can be found here as well, but the place has a bad reputation locally, and no instances of visions of prophecying are associated with it. Dervishes sometimes camp here in hopes of acquiring a spirit, but there are tales of the geyser dragging some to their doom. Combined Lunar Task Force Lunar Light Impala Lancers (70) Waxing Lune Peltastoi (100) Shining Moon Phalangites (120) Scarlet Swords (80 mounted Thorakitae) 3rd Black Horse Lancers (30) 5th Black Horse Mounted Crossbows (50) Here is a link to a post if you want to see it in its natural environs and download the NPC pdfs there. https://d-infinity.net/game-content/runequest-thursday-friday-moonbroth-map-and-legend Moonbroth Map.pdf
  31. 7 points
    Yes. Deadwood was haunted by zombie Aldryami who tended their dead groves. With ritual, dance, and need. Although some say that the result is less reproduction than awakening what was already there. The spirit of Knowledge inhabits the stacks itself. It defends the library from theft, fire, water, wind, rats, beetles, and other damage.
  32. 6 points
    Sort of inspired by the a thread in the Glorantha section and for my own convenience. Obviously not related to Chaosium or their staff (since I'm just a random dude). A list of Call of Cthulhu 7th edition books published by Chaosium and books that have been announced or hinted in Chaosium's staff in this forum or social media. This list do not include books from the Miskatonic Repository, Special Editions, Classic edition books or Vault/Monographs. Rules: Call of Cthulhu 7th Edition Quick-Start Rules Call of Cthulhu Starter Set Call of Cthulhu Keeper Rulebook (7th Ed.) Call of Cthulhu Investigator Handbook (7th ed.) Call of Cthulhu Keeper Screen Pack (7th ed.) The Grand Grimoire of Cthulhu Mythos Magic Petersen’s Field Guide to Lovecraftian Horrors Pulp Cthulhu Scenarios: Dead Light and Other Dark Turns Doors to Darkness Gateways to Terror Nameless Horrors Petersens Abominations – Hardcover Reign of Terror Campaign Books: A Cold Fire Within (Pulp Cthulhu Campaign) Masks of Nyarlathotep - Slipcase Set Shadows over Stillwater (Down Darker Trails Campaign) The Two-Headed Serpent (Pulp Cthulhu Campaign) Setting Books: Berlin - The Wicked City Down Darker Trails Terror Australis - 2nd Edition PDF Only: Cthulhu Through the Ages Cthulhu Dark Ages 3rd edition* (Setting Book) Cold Harvest The Derelict (Originally released released fro Free RPG day 2016, can be found in Chaosium's Lulu page and it is also found in Petersens Abominations ) Horror on The Orient Express (Campaign) The Lightless Beacon (found here) Ripples From Carcosa Scritch Scratch (Originally released for Free RPG day 2018, can be found in Chaosium's Lulu page) Secrets of Tibet The Shadow Over Providence* *Will get a print release Solo Books: Alone Against the Dark Alone Against the Flames Alone Against the Frost Out of Print: Horror on The Orient Express – Boxset (7th Ed.) Dead Light (reprinted in Dead Light and Other Dark Turns) Secrets of Tibet Accessories: Call of Cthulhu Keeper Decks Sanitarium Miskatonic University and Arkham forms bundle Upcoming, hinted or announced: Arkham/H. P. Lovecraft's Arkham (Mike's Post, Interview Link) Beyond the Mountains of Madness (Interview Link) Blood Brothers III Children of Fear - (Mob's Thread) The Curse of Seven - Gaslight campaign (Mike's Post) Cthulhu by Gaslight (Mike's Post) The Dead of Winter (Live play-through here) Dreamlands (Mike's post and Cover) Elizabethan/Middle Ages Cthulhu (Interview around 12pm section, Post by Mob) Escape from Innsmouth (Interview Link) Guide to the Miskatonic Valley (Mike's Post) Harlem Unbound (Blog Post) H. P. Lovecraft's Dunwich (Interview Link) H. P. Lovecraft's Kingsport (Interview Link) Malleus Monstrorum 7e (Art thread) Mansions of Madness (Live play of scenario "Mr. Corbin") Shadows of Yog-Sothoth (Good friends of Jackson Elias Podcast Episode) I’m missing something?
  33. 6 points
    Dara Happa is a shared myth, not an entity, with profoundly different cultures from city to city. The Lunars may be doomed, but they are happy post-modernists without DH's misogyny. Unfortunate expansionist tendencies, though. Sartarites are arrogant and exclusivist, with some very dangerously powerful and socially validated homicidal cults. Esrolians are Minoan hippies. Helerings are happily bi and Welsh. As for the Mostali and 7-of-9, don't even go there..... Uz are a modern take on Neanderthals. Your Glorantha Must Vary!
  34. 6 points
    Old-style Morokanth's; none of the mamby-pamby modern "Meatless Monday Morokanth". They're as omnivorous as humans are, and feast heavily on Gern-meat (also "Gern," which I understand is a deprecated term in RQG) on certain Holy Days. I think this was the very first item in RQG that I found I wanted My Glorantha to Vary. The Bolo-Lizard people have their clans travel on the backs of brontosauri; bolo herds mingle with young bronto's (they're almost indistiguishable IMG). My Prax is a /LOT/ more hostile and "Waste"-y than the current view seems to be. Dara Happa is nastier, not nicer. They're the fundament of the misogyny & the rigid stratification (which the Lunars ameliorate: the Goddess ain't much into misogyny, and that whole "changeable moon" schtick doesn't really reinforce rigid strata...). Yelmie's are still basically following Yelm's examples, and Yelm is still kinda stuck on the Perfect Hierarchy of the intact Spike -- which was, essentially, solidified Law. I keep the Elder Races pretty damned alien in their own respective "mainstreams," but I allow lots of different ways for Mostali to become "broken," for Aldryami to become "rootless," for Dragonewts to ... whatever the f*** they do that induces them to join a "party" of "adventurers." Mainly, I try to work with the ideas a player comes up with, if they want to play such creatures. One of the things is that they are -- mostly -- regarded as insane/diseased/criminal/etc by their own people... they are tragic exiles among a terrifying new People whom they find to be aliean. One thing I have recently envisioned is the Mostal "Interface Unit," or Aldrya's "Border Cultivar" -- these are individuals constructed/bred/etc -- and trained -- specifically for the purpose of interacting with humans, such that their respective cultures have such things available when they are needed.
  35. 6 points
    i know it's a joke but trap is a slur, please don't use it but yeah dick + girl
  36. 6 points
    While we appreciate all feedback, positive and negative, we find it far more helpful if people are specific. Can you please quantify "many typos and errors". Otherwise it's just a vague bit of feedback that we can't really do much about, other than look at Lord Vader and tell him that we will double our efforts. We don't doubt you. We just need to better understand the feedback. We have had some people provide us with details on a dozen errors, and we have also had people tell us that the THREE typos they found in a 256 page book ruined their reading experience.
  37. 6 points
    The Sun Dome Temples' insistence that all exchanges are denominated in gold ("the gold standard") is an indication of their less well-known but important roles as centres of banking and finance (and as secure, neutral treasuries for surrounding folk). Even the Sun Dome Temple in Prax. The vaults there contain various treasures from the Praxian tribes, some for safe-keeping, away from the covetous hands of other tribes, some as collateral for loans. Duke Raus of Rone also lodged the deeds to Weis Domain there, taking a large loan to hire mercenaries when the Lunar governor told him he no longer had any troops to spare for such an unimportant, far-flung outpost. (Raus's family heirloom the Wand of the Seven Phases is also said to be in the vault as further surety). (I wrote this in response to post about Gloranthan economics on Facebook, so I figured I'd post here too - less ephemeral than FB if I ever want to come back to it)
  38. 6 points
    it's a people rune eat people rune world out there
  39. 6 points
    One of the thing that nobody has mentioned enough is the Orlanthi penchant for nob-jockeying for position. Remember in the tournament set in Boldhome, and all the Orlanthi were united against Lunar tyranny, then Greg shouted from the back of the room "But who will be King?" and the unity dissolved into a shambles within minutes? Now a good Orlanthi might not even want to be king, but you can bet there is someone ambitious who does, and whom the less ambitious Orlanthi simply cannot abide, or who is their clan's long term partner in feud. Orlanthi are very divided against themselves. This division is a point that Fazzur understood, as he grew up with it, but later commanders didn't really understand it, and so couldn't exploit it (or Argrath had managed to unite the Orlanthi enough that the old tricks didn't work anymore).
  40. 6 points
    We worked with Shannon to update the Chaosium history for his Designers & Dragons series. That goes into far more detail than the RPG.net article cited above. One of the big limitations is that many people don't want to go on the record and bad mouth other people in the industry in general, and in their own company in particular. That applies to people even if they are no longer employed by that company or even when they are no longer in the industry. Because I have a tremendous curiosity and interest in the history of The Chaosium I have tracked down and chatted with many former Chaosium people and freelancers who worked on projects back in the early days. Lots of great stories, although I'm not so sure they want them all in print.
  41. 6 points
    The PDF of the book will be available for purchase any day now. The book has not gone to the printer just yet, but it should by the end of the month.
  42. 6 points
    Or Florentine, Venetian, Neapolitan... but Italian.
  43. 6 points
    And let’s not forget that they have a full-throttle honor culture, less vile than those in the real world only because it’s not misogynistic. Feuds, revenges and murder is the order of the day, and anyone trying to step outside it only marks himself as a weakling who can be victimised. Imagine what your own life would be like if violence was always an option, if any situation could turn physically violent at the drop of a hat, if anyone strong enough to victimise you will probably get away with it, and any redress will be bloody. And this is before we even get to the keeping of thralls, the occasional human sacrifice, and all that jazz.
  44. 6 points
    Available now as PDFs and via Print on Demand. A couple of covers are not shown because they didn't fit in well and were, in a word, bland. Individual PDFs will be $2.49 each. The PDF bundle price for all 14 issues will be $24.99. We have not figured out the POD prices, but they would be a fair bit more.
  45. 5 points
    As for the Gloranthan Classics, I don't know if they will be available in print again. NOTE: Borderlands & Beyond is still available in print. If they are, they certainly won't look super similar to the original print run of those books. The PoD versions would be slimmer, with glossy covers, thinner paper, and won't have sewn bindings. The PoD hardcovers would look even more different, and wouldn't have dust jackets. Doing a regular hardcover and softcover print run of them, not matter how much a few people want them, just isn't economically viable. Shipping them to our overseas warehouses is expensive, and then storing them in our warehouses has an ongoing cost. Getting low print run, slow selling books like these into all of our warehouses is too costly. We could have them just in our US warehouse, but I already know our overseas customers would hate that. Also, Distribution is very unlikely to pick them up, so very very few game stores would ever carry them, especially overseas game stores. I don't enjoy saying this about the Gloranthan Classics, but that's how it is.
  46. 5 points
    As the person who put together the last Rune font, the runes are irregular as they look terrible as monolithic blocks of symetrical black. For the ones I had to redo, I scanned them, autotraced, then smoothed, then edited a bit more to make the rough. Here's the truth rune without fill, showing the line points. In world it would entirely be dependant on the surface it was applied to, cut into (type of wood, stone, cloth, skin, wax, clay, etc). The material or tool doing it (stylii, brushes, chisels, knives, etc). The material being used to make the strokes (brush material, stick, etc), the skill and style of the "artist", the pigment composition (animal, mineral, vegtable, magical, etc.) So just like the real world. Take a look through the various Glorantha publications for various different forms. For the Khordavan font, these were traced directly from Greg's original notes. Variations (uppercase) were basically Greg's different handwritting. Gene Day's runes on a High Llama's neck armour in Nomad Gods. Luise Perrin's Chalana Arroy priestess in Runemasters Chalana Arroy ritual, Barbarian adventures, note the plinth. There are loads of examples in HQG, GtG, RQG, etc.
  47. 5 points
    Chaosium/Type 40 photoshoot with the brilliant cosplay photographer Leigh Hyland (#Steamkittens) The Moroccan-inspired bar added a perfect Call of Cthulhu backdrop for what was a really fun morning being investigators and, in the case of Jamie and MOB, cultists.
  48. 5 points
    I don't see why that is necessarily the case. With the Coin Wheel spell you can put a whole lot of the spokes back together again to make whole coins too. Yelornan stars are made from silver. We now see the true and secret purpose of the Yelorna temple/coining operation in the Big Rubble; breaking the Sun Dome/Lokarnos banking cartel.
  49. 5 points
    Also the Orlanthi are defined by their god - "both the murderer of Yelm who plunged the world into darkness and the leader of the Lightbringers who revived the world, Orlanth is the God of Heroes, an untamed destroyer who nonetheless protects life and aids civilization. He destroys not to end the world but to make way for the new. Orlanth made the world what it is through his deeds and his cult is destined to play a central role in the Hero Wars." The Orlanth cult provides perfectly good encouragement for much of the problematic elements in Orlanthi society. Local farmer, "Hey, these are strange new powers or ideas - what would Orlanth do?" Orlanthi hero, "he'd take them and use them against his foes!" Local farmer, "But what if they are bad?" Orlanthi hero, "Pffft. We'll deal with that later. We have the Red Goddess to overthrow first!" Your clans leaders might say that the EWF was horrible, but at the same time they know that once upon a time the Storm Voices could command dragons and the Wind Lords conquered kingdoms. Maybe before the Dragonrise all that got ignored, but now it is back out in the open. Maybe the old sages say God Learnism was a bad foreign thing, but their texts and lore prove otherwise. And the path that Minaryth Purple walked is now open to other clever and curious sages. And so on. Throw Humakt, Storm Bull, and Maran Gor into that mix, and you can imagine things getting dangerous fast. And if you keep in mind that the Orlanthi have suffered from a generation of occupation and close to a decade of war leading up to the start of RQG, there's going to be a lot more imperfection than the high amount the Orlanthi normally have.
  50. 5 points
    The Cult of Orlanth Murderous is a very quiet subcult of Orlanthi extremists who train in secret valleys in the Rockwoods. Their runes are air, mobility and death. They presently operate via the porous borders of Balazar and the Elder Wilds. Trickster grants them Strike. Coming soon to a Lunar outpost near you.
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