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  1. 11 points
    As Jason said, layout is preceding forward every day. And so far the book is looking even better than 7th edition Cthulhu. It is shaping up to be the best looking book Chaosium has ever done.
  2. 11 points
    We're working daily on it. I hate to give a date only to be wrong, but layout is roaring. This is a very nice-looking book, and certain chapters such as adventurer generation and combat take a lot of work, with all of the tables. As noted above, giving a specific date is a prescription to be wrong. But "not that much longer" is a safe estimation. Art is 99% done. I think we're waiting for an adjustment to a map and a sidebar header. To be honest, the winter convention season hit us hard, and there was this other sourcebook we squeezed into the schedule before RuneQuest... Not so much, as it happens. The clarifications that came up with the FRPG Day Quickstart had already been addressed in the manuscript. We got some useful feedback from the ashcan version, but ultimately we weren't releasing and waiting... editing and revisions were ongoing, and will probably be ongoing (but tapering) until we send in the last print proof signoff. While it's probably good form to not steal one game's thunder with an announcement about a second with an overlapping fan base, but to be clear, we're going to announce the RuneQuest .pdf's availability as soon as it's possible.
  3. 8 points
    Yes. We'll be showing it off soon enough.
  4. 8 points
    Ron Edwards, influential game design theorist, Diana Jones award winner, co-founder of The Forge (and recent emigrant to Sweden) is currently running an on line RuneQuest Classic game, posting the videos of the sessions and writing up his thoughts. Three sessions in, Ron describes RuneQuest as "one of the Great Games, a defining thing for our hobby, and still one of its most ambitious on a number of levels". You can see more about these sessions at Ron's site, Adept Play. (Ian Cooper, Chaosium's line editor for HeroQuest, is one of the players.) http://adeptplay.com/games/runequest Another good quote from Ron: "Cults of Terror is a not merely a landmark in role-playing history, it's a giant. Coupled with the rules it was written to support, RuneQuest 1980, and the supplement that immediately preceded it, Cults of Prax, it established a new-and-different bar for play which defined "I play RuneQuest" into almost its own sector and subculture to the present day."
  5. 7 points
    Did you get in a quarrel with the brother of the Herd Priestess? Is the local Waha Khan making your life unbearable? Does Storm Bull say it is unacceptable that we don't attack the Lunars? You have an option other than kinslaughter- leave your tribe and join the Pol-Joni. With the Pol-Joni life is an adventurer! With the Pol-Joni every man or woman can be whatever they make of themselves. You get the second best grazing land in Prax as well! And cool stuff from Dragon Pass! And real steak instead of beefalo or stringy antelope! Why would you NOT want to join the Pol-Joni? Geez, it is a wonder they aren't five times as big as they already are!
  6. 6 points
    RQG is in layout. We do not have a definite "for sale" date. If we did, we would be announcing it far and wide.
  7. 6 points
    32 years ago, Chaosium published HAWKMOON, the first RPG whose lead designer was a woman—Kerie Campbell-Robson. Chaosium appreciates the many talented and creative female designers, artists, authors, editors, playtesters and more who've been part of our games and fiction since we started in 1975. #IWD2018 #InternationalWomensDay
  8. 6 points
    Yes, and isn't it interesting that there's a person missing from the list of Kallyr's ring...? (see: http://www.jane-williams.me.uk/glorantha/kallyr/complist.cfm). The picture in the Glorantha Sourcebook (p.42) makes it clear that Jar-Eel manifested at the moment the web of AS was spun, which is also where Eurmal let go of the net/web (his final act of treachery). The picture shows someone in a hare costume letting go (thus giving the mythic gap that the Lunar heroine could exploit) before Kallyr flees. I think Elusu "high Trickster priest", one of Argrath's oldest companions, was the culprit. This of course doomed Kallyr. (This is just my Argrath the Villain theory, by the by...) I think Argrath created his various genealogies synthetically by hero questing. But the Telmori could smell him correctly, and they had to be disposed of. This also served the purpose of drawing many tribes onto Argrath's side. The later Wolfrunners/Wolfskins might have stolen the skins of the dead Telmori wolf-brothers and were shown by Argrath how to dominate their spirits - kinda like Harrek, as it happens. Argrath of course knew that to tear down the Moon he had to fuse the Heortlings and the Kethaelans and the Praxians into a single force. This required deception, treachery and real-politick along with heroism and diplomacy.
  9. 6 points
    (soft drumming) I won’t eat you my sweet I won’t eat you my morsel Between the sun and us Is Mother Night; He won’t burn you my sweet He won’t burn you my morsel Between the hungry world And you Is me They won’t eat you my sweet They won’t eat you my morsel.
  10. 6 points
    More info at sixages.com
  11. 6 points
    As the person who drew all of those halos, there are two simple answers: 1. They look cool, I like drawing them, so I put them on people. 2. In-universe, I'd say it's a visual representation that the Pelorians use in their religious artwork, so it is included in this as well. The Halos on the Solar pantheon are a sunburst, and only important figures in that pantheon have them, usually some the highest ranking one or the most important in a grouping. Yelm is basically all halo on there. The Lunars probably use that instead to signify a direct connection to the Red Goddess - notice how none of the Seven Mothers (save for She Who Waits, of course), has a halo, but everyone who comes from the Goddess does.
  12. 6 points
    Something entirely unofficial...
  13. 5 points
    You are of course free to handle this anyway you like in your game, but in the 11L we pretty much pick off the Telmori heirs one-by-one until their blood-ties to the dynasty are done. So why does Argrath wipe them out. Well, this is my speculation, unless it appears in print, but to fulfill a prophecy Argrath has to hunt Aurochs in Dragon Pass. Of course there are no Aurochs, but the Red Cow clan often quest for them on the Other Side, though they only get the red cows. In return for Argrath's agreement to kill the Telmori, the Jonstown Federation clan agrees to join a mass effort of the Stealing of the Giant's Cows heroquest, and instead of using the Red Cow secret, launch a full scale frontal assault on the giant's steading. The result returns the aurochs to DP. You might surmise that the Wolfrunners have their origins in that act of ethnic cleansing.
  14. 5 points
    Some years back I started a seafaring campaign centered on Maslo, particularly the Elamle peninsula. Didn't get real far, but the recent thread on what folk in Maslo look like reminded me that I did put together some odds-and-ends of myths and ideas. Part of my vision for Elamle was around the concept of the Right Sacrifice. The Sacrifice is a communication & exchange with the world of the Spirits. The Sacrifice energizes the Spirit World and the Spirit World consequently infuses the Mundane World with Life and Energy/Magic. The superstitions of the Elamle folk are connected to making the Right Sacrifice to maintain the balance with the Spirit World. Without Sacrifice, the Spirit World is not renewed in the right way, making beings of the spirit plane hostile and malevolent, warping the fabric of the Mundane World. The following are more conceptions or fragments of Elamle myths based on the different types of Right Sacrifice. Elamle and the Eight Villages of Sacrifice In Bayahote, the Sacrifice is of a limb, which is regrown, but the Limb establishes a link of the person to the earth and the trees. The person will feel harm to the earth/forest. In Neimingu, the Sacrifice is associated with the statue of Elamle and meeting the 294 conditions of the Oath of Elamle (the sacrifice broken into many smaller parts, perhaps each corresponding to a body part?). In Olyn, the Sacrifice is that of movement where the Citizens become like trees. All goes to this ultimate sacrifice and the spiritual connection of the Citizen. In Wendo, the elves have a dock and are part of the town. Undoubtedly, there is some additional element of the Sacrifice here as well. There were four other villages, now hidden [or just not named], which marked the other Sacrifices. One is on the Edrenlin Isles. One is near the Alyss River. One rises in the heart of the peninsula--the dock of the Sky Boat. One may have been carried off to Kumanku? In Onlaks, there is no equivalent of the Sacrifice and as a consequence the Sacrifice is the ritual devouring of humans by the jungle. The Hero to unite the land must find the Path of Elamle. Dimalanta and the Sacrifice of the Vadeli In the days when the foul Vadeli travelled the world, they came to Thinobuto. Dimalanta sought to end this threat. Dimalanta went to Bulayaom and found the Feathered Serpent of the Fiery Breath hidden within the stalk of the Star Reeds [rainbow?]. There was a contest and the Hero [Dimalanta, though possibly Thakinda] Sacrificed in such a way that the foul Vadeli were withered by the Fiery Breath and consumed by the Hungry Spirits and destroyed. When the foul Vadeli returned, Hoom Jhys called up this myth again to destroy the Fleet of the Vadeli. It was not that the Fleet of Maslo was destroyed, but that they had to participate in the Sacrifice to complete the task. Hoom Jhys should have been the Hero who made the Sacrifice, but being of Onlaks, who do not Sacrifice of themselves, the Sacrifice came from all the combined support. So the Vadeli were destroyed but Hoom Jhys survived to return to Maslo. Caylaota and the Fall of Hinaduc (Light of the Sorrow or the 'Idea') When the God Learners came and fashioned Umbertal, a Hero of Olyn (Caylaota) Sacrificed following the Way of Dimalanta and called forth the Spirit of the Dragon Breath to consume the Flame of Vadel. The Dragon Breath has since guarded the site and has been warded by the Flaming Serpents. Caylaota travelled the Shimmering Path of the Reflecting Lights and the Simmering Trail of Unyielding Tears to find the Dragon Breath Spirit hidden amidst the Sundering Blade Swamp. Caylaota and the Defeat of DucDucDa The Story of Caylaota and the defeat of the evil DucDucDa who watched the Spirit World with an always burning Eye. He went on the Trail of Simmering Tears and returned with the Dragon Breath to blind the Eye. He Sacrificed his own Eye to pass the Rocks of Blinding Rays and complete his task. He immediately appeared in the Western Half of Olyn and taught all within the Secret of the Laughing Tear. The followers of Caylaota cleansed the Rocks of Blinding Rays with the Serpents of the Flame.
  15. 5 points
    Wolf Runners Type Light Infantry Armor Werewolf hide Weapons Javelin, broadsword Morale Regular 4 Patron Deity Telmor Notes Sartarite; ½ are skirmishers, ½ fierce dogs. Magic Factor Low 3 Missile Factor 1 Melee Factor 3 This unit was founded in 1628, from the victors of those Sartarites who destroyed the Telmori. They wear the pelts of the defeated Telmori and gain magical powers every Wildday. The wolfskins cover their heads and shoulders, fastened by crossing and knotting the forelegs over the chest.
  16. 5 points
    For it’s time, Cults of Terror was mind blowing. Over in the pages of magazines like White Dwarf players of other games were saying things like ‘you know, would it be a good idea if these monsters had, like, a reason for being bad guys, and a culture or something’, we had to this day the single most groundbreaking in depth dive into the mythology, culture and lives of utterly believable monstrousness born of desperation, outrage, fear and heartbreaking pain. Simon Hibbs
  17. 5 points
    I've gotta say, I'm not a fan of either piece and wouldn't use either as reference pieces for other artists. Here's my go to reference piece for Orlanth:
  18. 5 points
    The perennial RuneQuest 2nd Edition favourite returns for RuneQuest Classic, fully remastered!GRIFFIN MOUNTAIN, the sandbox campaign is back: while you're waiting for the release of RQG, your adventurers can have a glorious time exploring Balazar and the Elder Wilds, frontier lands full of danger and excitement.Available now from Chaosium as a 228 page PDF, fully-remastered and true to the original 1981 printing: https://www.chaosium.com/griffin-mountain-pdf-1 NB - RuneQuest Classic Kickstarter backers have already received their copy. If you're a backer from the Kickstarter and haven't, check your email (look in spam folder) and Backerkit; failing these drop Dustin a line - customerservice@chaosium.com and he'll assist.
  19. 5 points
    The GSB is how RQG will look (since I did the art for both).
  20. 5 points
    That's very true, David. Glorantha likes magic and myth writ large, with heroes, gods and monsters. I'm perhaps getting at something a little different. I'll try and explain by way of an example. A bronze-clad phalanx marches upon the enemy's heartland. It is summer. The air is cloudless, hot and dry. The lighter-armed enemy denies the attackers battle. They retreat, harassing the invaders at every opportunity. The invaders cannot engage or give chase, so march onward. Finally, after the phalanx is worn down by its marches, stressed by heat fatigue and skirmishes, the enemy gives battle. The phalanx is rigid and strong, but tired, unwieldy and inflexible. The enemy is quicker, lighter and more adaptable – in armament and tactics. Its swordsmen get under the spears of the phalanx; they harass its sides and rear. The invader is slowly and inexorably bled and defeated. This simple example has many antecedents in history. It draws on the relative strengths and weaknesses of irregular versus regular soldiers, or of light, medium and heavy infantry; of rigid and flexible tactics. Let's transpose this to Glorantha. A Stonewall Phalanx marches upon the enemy's heartland. It is Fire Season. The air is burned cloudless by Yelm's magnificence; the phalanx marches under his glory. The lighter-armed enemy denies the attackers battle. They retreat, harassing the invaders at every opportunity. The invaders care not. Their armour is burnished bright, reflecting their god's brilliance. Every step they take—in unison—under the blazing sun is an act of worship that makes them stronger. The enemy skirmishers are dazzled by the invaders' panoply; their very arrows and sling-stones blinded. Finally, the enemy gives battle. The phalanx is unyielding. Their armour shines and burns with Yelm's power. The enemy wilts and falters before its assault, unable to break the perfect unity of the Stonewall as it is trodden underfoot. The second example aims to show how two fundaments of Earthly military experience—so crucial to the first example—might have radically different effects in Glorantha. In the first example, the phalanx—heavily armed and armoured—suffers from heat fatigue, both on the march and in battle. In the second example, the sun has an opposite effect. It makes the phalanx stronger; its every deed taken under the aegis of their god an act of dedication and sacrifice. In the first example, the phalanx—being a formation of regular, heavy infantry—suffers when exposed to a more flexible force against which it cannot dictate its strengths; against an enemy whose weapons are more useful in an engagement of that nature. In the second example, such technological and tactical determinism loses its place. Military history likes its parables of innovation; where outdated and outmoded ideas are continuously defeated at the hands of tactical progress. But a Stonewall Phalanx is strong because it is stagnant and inflexible; every year it shuns change and adaptation is a year added to the thousands over which it has existed in the perfect model of its creation. Faced with the first example, you'd say (i) don't fight and march in the midday sun, and (ii) adapt to a more flexible paradigm. The second example says, "Bollocks." And, to end, a final example: A Stonewall Phalanx marches upon the enemy's heartland. It is Fire Season but the sun is hidden under a broiling slate sky, as the Storm-singers call upon the winds to marshal the clouds above. The lighter-armed enemy denies the attackers battle. They retreat, harassing the invaders at every opportunity, their thunderstones thinning the ranks. Finally, the enemy gives battle. The phalanx is strong, but shorn from the gaze of its great god; its armour dulled and cool. The enemy moves with edge and quickness of the wind. The phalanx tries to adapt to the challenge, but its paeans are lost in the keening storm; its officers' warnings and commands stifled as the breath is stolen from their throats. The mortar of the Stonewall crumbles, leaving hundreds of individual stones to be engulfed. Humility aside, I know a fair amount about military history. And honestly? At least in my Glorantha, I don't think it really matters that much...
  21. 4 points
    Zolan Zubar ‘Lord Demon of Death’, the Hellwind, was an ancient cave bear spirit connected to Sky Bear and Odayla. He is a spirit of the Cave Bear; the wind that howls out of the deep earth. Runes = Air Darkness Death. reasoning: Sky Bear is later tamed and ridden by the Red Goddess. The same entity seems to have been killed by Vingkot at Grizzly Peak. In Sylila/Talastar the paramount god and storm god was Sky Bear before the Unity Council/Lightbringers brought Heortling culture to southern Peloria. It is of course possible that the Ur-rebel of the pre-Council Pelorian mythos, the killer of Yelm, was in fact Sky-bear, son of Umat. Darkness = the element brought to the surface by the bear, and Death = the murder of the sun. Thus the Red Goddess has already subdued and mastered one aspect of the killer of Yelm. It is interesting that the Kitori slew Broyan, because of this, and the enmity of Vingkot and Sky Bear. ‘At that time there lived in the sky a great monster that was called the Sky Bear. It thumped to the ground right in the middle of the ceremonies, and it challenged Vingkot to the rights that Orlanth gave to it. Vingkot said, “This is a place of peace. We have agreed to speak here first.” But the Sky Bear growled back. “I am not one of you.” And it attacked. However, Vingkot was a doughty warrior, and he drew his sword and fell to against the bear. It was a fierce struggle, but Vingkot was more fearsome and so he finally slew it. Its body was so huge that it lay like a great hill upon the earth. Vingkot claimed that spot as his own sacred land. Orlanth was pleased with this resolution.’ -The Book of Heortling Mythology Note there is no equation of Sky Bear here with Orlanth or Odayla. Still, the dead bear becomes a totemic spirit to the northern Vingkotlings, the Summer Tribes. The Kitori resisted Gbaji and supported Arkat, much like the Hendriki. Varzor Kitor learned the secrets of Darkness from the Only Old One. Varzor Kitor bore Ironbreaker as Warlord of the Second Council. Similarly, ‘[t]hey then appointed a warlord, a son of Gwalynkus who bore Ironbreaker, and declared war.’ [in 180] The early warlords (a mixture of species like Pavis; viz VK’s mixture of human and troll) were from Lakrene, and thus were of Sylilan/Talastari associated tribes – the Sky Bear peoples. The proto-Kitori are thus likely a clan/tribe/band of bear-worshipping Orlanthi [not necessarily Heortlings], originally from near Dorastor, and perhaps were in fact Varzor Kitor’s hero-band. Zolan Zubar would have been their wyter. They found refuge in the Shadowlands after the Darkness peoples left the Council (prior to the 340s). If so, the weirdness of the Troll Woods as a Uz habitat may have much to do with the proto-Kitori connection to a forest/mountain/cave spirit. This suggests that the absorption of Zolan Zubar by Zorak Zoran was an Arkati innovation, made to develop the Kitori into a weapon against the Light of Illumination. By merging Sky Bear into Zorak Zoran (or his prototype, Fear/Hell/Darkness) he would be even more effective against the Little Sun/Yelmalio/Palangio. Note the doubling of ZZ and Orlanth as opponents of Yelmalio at the Hill of Gold. Zolan Zubar as ‘bearpaw’ indeed still survives as a Kolating spirit - though not as a theistic source of magic. It is my belief that trolls and bears, as can be seen below, have certain similarities... Below: the skull of a dark troll (Trollpak); the skull of a cave bear (wikimedia)
  22. 4 points
    JeffJerwin, your both doing an awesome job, I'd love to send you a few resin bits that might help you out, if you want to send me your address, to Richard@infinity-engine.co.uk I'll sort a few bit in the post
  23. 4 points
    Well not in the core rules - the rules for heroes are in a forthcoming book (either in the cults book or in the "secrets" book - depending on page count of those). There's enough in RQG to keep you all busy for a long time.... Jeff
  24. 4 points
    This. Engrave it upon your hearts & brows, tattoo it alongside your runes.
  25. 4 points
    Page 9: and broke the Cosmic Compromise that binds the world together – should be - and breaks the Cosmic Compromise that binds the world together Page 9: and notated – no annotations, remove. [Suspect I’ve made this comment before] Page 9: a Dragon that voluntarily remained in this material world – should be - a Dragon who voluntarily remained in this material world Page 9: The storm god – should be - The Storm God Page 10: of Dragon power and knowledge – suggest - of Dragonic power and knowledge Page 10: most in the Stinking Forest – should be - mostly in the Stinking Forest Page 10: the Brown Elves covered much of what was later the Bush Range, Grazelands, and Beast Valley – seems incomplete, suggest - the Brown Elves covered much of what was later the Bush Range, Grazelands, and Beast Valley with forest Page 11: gorging on the foes – should be - gorging on the foe Page 11: and drinking intoxicating drinks – suggest - and quaffing intoxicating drinks Page 11: creature. Creatures – suggest - creature. Beastmen Page 11: Ironhoof was born then – should be - Ironhoof was reborn then [He’s been reincarnated many times] Page 11: When the Hero Wars period began, the general increase of magical energies seemed to attract the Beastmen from their hidden lairs again, and they could often be seen marching or scouting for any of the major combatants. Mercenary regiments of half-men were often hired, while Ironhoof himself would lead his armies in person where their interests were involved – suggest shift to present tense: As the Hero Wars begin, the general increase of magical energies seems to attract the Beastmen from their hidden lairs, and they can often be seen marching or scouting for any of the major combatants. Mercenary regiments of half-men are often hired, whilst Ironhoof himself leads his armies in person where their interests are involved. Page 12: The divine line of Vingkotling kings made their capital there – should be - The divine line of Vingkotling kings made their capital here Page 13: ingratiating them into his realm – might be - integrating them into his realm Page 13: to fight the darkness – should be - to fight the Darkness Page 14: They included the Torkani, Culbrea, Dundealos, Malani, and Balmyr. Other smaller, or less victorious, groups probably existed even then, but we have no record of them – but the Sambari are mentioned a few paragraphs down, and should be included in this list? Page 14: The tribes that moved into the region were collectively called the Quivini, after the Quivin peaks in their region – suggest - The tribes that moved into the region were collectively called the Quivini, after the Quivin peaks Page 14: humans to surrender and treat with the Beastfolk fairly. After they surrendered, he was given his arms back – suggest - humans to surrender and treat with the Beastfolk fairly. After they capitulated, he was given his arms back Page 15: was still forbidden to all humans of Peloria – might be - was still forbidden to all humans Page 15: Lunar progress halted – might be - Lunar progress southwards halted Page 17: Shakers Temple – form on page 6 is – Shaker Temple – form on page 16 is - Shaker’s Temple [Suggest standardize name used] Page 17: was born 1430 – should be - was born in 1430 Page 17: Verala Tor (born 1544, Feathered Horse Queen from 1565–1582, Queen of Dragon Pass 1579 to 1582). The daughter of Yoristina and an unknown father, she became Feathered Horse Queen in 1568 – two different dates for becoming FHQ. (And two different dates in this paragraph for becoming QofDP). Should be - Verala Tor (born 1544, Feathered Horse Queen from 1565–1582, Queen of Dragon Pass 1575 to 1582). The daughter of Yoristina and an unknown father, she became Feathered Horse Queen in 1565 Page 17: from 1625 on) – clumsy. Suggest - from 1625) Page 18: Sartar Prince (1592–1620) – should be - Sartar Prince (1492–1520) Page 18: Moirades Prince of Sartar – should be - Moirades King of Tarsh Page 18: (1605– ) – should be - (1605–Present) Page 19: a leader rose from this cult – suggest - a leader rose in this cult Page 20: The Puppeteer Troupe was, in peaceful times – should be - The Puppeteer Troupe is, in peaceful times [Whole tense of this paragraph needs to be altered to present tense] Page 20: In the Lesser Darkness Donandar, - should be - In the Lesser Darkness, Donandar, Page 22: He ruled Sartar, and conquered Prax and the Holy Country, but lost all three when the Dragon rose – Pharandros didn’t rule any of these places? Page 22: The princes of Boldhome continued – should be - The Princes of Boldhome continued Page 22: ancient city of Pavis – suggest - ancient city of Old Pavis [to distinguish the Big Rubble from New Pavis, which is mentioned on this page.] Page 23: the diagram might include a label identifying the Hon-eel dynasty/Lunar Kings, which starts with Phoronestes Page 24: two Sartar Kings, Jarolar and Jarosar – same page says Jarosar was killed by Lunar spirits (sent, perhaps by Phargentes?) Page 27: They decorated the main corridor – should be - They decorate the main corridor Page 28: Dormal cults, welcomed Sartarite refugees – should be - Dormal cults, and welcomed Sartarite refugees. Page 28: His secrets were quickly institutionalized – might be - His mysteries were quickly institutionalized Page 28: seeking to avenge the death of their prince – should be - seeking to avenge the death of their Prince Page 29: Lunar army – should be – Lunar Army [as per usage on this page. General comment probably made before – a few examples noted below] Page 30: Moirades died during sexual intercourse during a religious ceremony – might be - Moirades died during sexual intercourse in a religious ceremony – or - Moirades died during sexual intercourse in the course of a religious ceremony Page 30: Moirades eldest son, Pharandros – should be - Moirades’ eldest son, Pharandros Page 30: Lunar army – (twice) should be – Lunar Army Page 31: The Empire easily crushed such rebellions – might be - The Empire easily crushed such revolts Page 31: Lunar army – should be – Lunar Army Page 31: sought this as fulfillment – should be - sought this as the fulfillment Page 31: whole following of Urox berserks – might be - whole warband of Urox berserks Page 31: with chaos headaches – should be - with Chaos headaches Page 33: and he commanded the Veterans Cavalry – might be - and he had commanded the Veterans Cavalry Page 33: Fazzur was the prince’s main advisor, and the real ruler of Sartar, as Temertain was unfit for leadership. The Red Emperor sent a spy, Estal Donge, to keep the prince occupied, and she and Fazzur were soon rivals – should be - Fazzur was the Prince’s main advisor, and the real ruler of Sartar, as Temertain was unfit for leadership. The Red Emperor sent a spy, Estal Donge, to keep the Prince occupied, and she and Fazzur were soon rivals. Page 33: Nochet is diverse and is a microcosm of Glorantha. If the Heortlings of Nochet were a single tribe, they would outnumber any of the tribes of Sartar. Dark trolls brush shoulders with Vadeli sailors. Kralorelans, Seshnelans, Melibites, and even Fonritians have enclaves, with their own temples and shrines – believe this should be ordinary text and not have a bullet point. Page 34: rebel gods – should be - Rebel Gods Page 34: Even more problematic, Broyan – should be - Even more problematically, Broyan Page 34: Fazzur received reinforcements from King Pharandros - reads as the start of a new paragraph and should be indented. Page 34: Lunar army – should be – Lunar Army Page 34: As a result of this failure - reads as the start of a new paragraph and should be indented. Page 35: Lunar army – should be – Lunar Army Page 35: With Orlanth’s last temple fallen - reads as the start of a new paragraph and should be indented. Page 144: lowest label on map not readable – seems to say ‘prince’ – looking in the GtG label should be TRADER PRINCES And that concludes my second pass through the 2018 version.
  26. 4 points
    Here's a quick list method approach I threw together for an upcoming cross-setting mashup game. It pre-chooses some things and constrains in places so as to guide a player quickly through the process. How to Make a Character in Under Ten Minutes Write a pithy one-liner description of your species/culture/background. Assign it a rating of 15 Come up with two breakout abilities for details or specialties within it. Rate one at +1 and one at +2. Write a pithy one-liner description of your training/profession/experience. Assign it a rating of 17 Come up with three breakout abilities for details or specialties within it. Rate them at +1. +2, and +3. Describe three more abilities to represent other things not covered by the above, or things that are related but distinct enough to merit a seperate ability. These can represent special abilities or powers, connections, character/personality traits, special gear, followers, etc. - basically anything that might help you solve a problem. Rate two of them at 13, one at 15. Write a pithy one-liner description of a distinguishing characteristic, ability, or trait. Either make it it's own ability rated at 17, or a breakout under any of the above at +4 Do ten of the following, note the ability next to each one you choose. "Raise a stand-alone..." ability cannot be used on the same ability as "Add a new +1 breakout.." or "Raise a keyword..." Option Chosen Ability to which applied Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Add a new stand-alone ability rated at 13 Add a new stand-alone ability rated at 13 Add a new stand-alone ability rated at 13 Add a new stand-alone ability rated at 13 Add a new +1 breakout to an existing ability Add a new +1 breakout to an existing ability Add a new +1 breakout to an existing ability Add a new +1 breakout to an existing ability Raise a keyword (ability that has breakouts) by 1 Raise a keyword (ability that has breakouts) by 1 Raise a keyword (ability that has breakouts) by 1 Describe 1-3 Flaws. The first has the same rating as your highest ability/keyword. A second gets the same rating as your second highest ability/keyword. A third gets the same rating as your lowest
  27. 4 points
    Robin Laws has tweeted to say he estimates the forthcoming Six Ages is the equivalent of "nine novels or four RPG corebooks worth of writing" (nearly half a million words), all set in the magical world of Glorantha!
  28. 4 points
    THE GLORANTHA SOURCEBOOK - an essential resource for Greg Stafford’s world of Glorantha, one of the most extensively developed and renowned fantasy settings of all time. PDF now available to download at DriveThruRPG: http://www.drivethrurpg.com/product/234489/The-Glorantha-Sourcebook
  29. 4 points
    Treatment of Prisoners Sometimes ordinary prisoners are slaughtered or mutilated on the battlefield or sacrificed to the more bloodthirsty War Gods, other times ransomed or sold as slaves. Ransom Wounded prisoners are often killed or left to die; healing and first aid are reserved for friends and comrades, unless the prisoner can offer a ransom or might prove a useful hostage or source of intelligence. Feuding Orlanthi clans will usually ransom captured foes. In war between nations, often only important enemies are held for ransom or as hostages. A certain professional courtesy is observed between mercenaries, as captured colleagues are unfortunate members of the same profession. High ranking officers are ransomed, whilst ordinary mercenaries are disarmed and sent on their way, or may be offered a new contract and pressed into service. Such enlightened behavior is not universal. As feeding and billeting captured foemen would be expensive, common soldiers may be slain or enslaved if the victor is not interested in taking the time to obtain a ransom. Human Sacrifice War captives are a ready supply of potential sacrifices. Criminals, rebels and prisoners are regularly sacrificed in Temples of the Reaching Moon to feed Yara Aranis and power the Glowline; their tortured souls are bound forever to the temple as slaves and guardians. An even worse fate is being fed to the Crimson Bat. Many of the darker Earth cults frequently make human sacrifices to their deities. In Oraya, human sacrifice by Earth and Lunar cults associated with Hon-eel, including Naveria and various unusual Oria cults, is more widely practiced than in the other satrapies. Since the time of Hon-eel, Karantes the Red City has been a center for human sacrifice. The rites of Maran Gor involve sacrifice and cannibalism. Ana Gor is the goddess of human sacrifice and the sovereign power of Dragon Pass. Her priestesses sacrifice humans, often captured enemies, to Humakt, Maran, Babeester Gor, Ty Kora Tek and the darker aspects of Ernalda. Slavery Slaves may be taken in raids or as prisoners of war. The slave trade is a lucrative source of wealth. Most Pelorian cultures use slaves and many Orlanthi keep thralls. Captives are commonly put to work as field or herd workers. The customs of much of the Holy Country are similar. A cult of freedom there opposes the practice, but does not try to force freedom upon unfeeling owners, and Kethaela imports slaves from the surrounding lands, including from the West via the Manirian Road. The treatment of slaves in Solar, Lunar and Storm cultures are not very different. Slave estates in lowland Peloria, and smaller manors in the Lunar Provinces are economically important, providing income for the nobility. The grantlands provided to Lunar veterans often include a population of slave laborers. The life of slaves varies; those who are household servants or concubines to nobles, thanes, and priests are generally well treated; those with useful skills may work as valued artisans in workshops; women may be set to work weaving in manufactories; field slaves do back-breaking work on the farms and their lives are often short. Even more unfortunate are those sent to the quarries or mines. Others might be sent to fight and die in a distant gladiatorial arena. Slave status is often indicated by close-cropped hair and leather slave-collars. Captured warriors working in the fields are chained by the neck or hobbled so that they cannot run away. Recalcitrant and frequent run-aways are secured in heavy bronze slave collars. Only magically powerful prisoners are held in the expensive slave bracelets and collars imported from far-off Vormain. These bind the wearer's souls, thereby insuring their passivity and greatly reducing any chance of escape. Such potent captives are often ultimately destined for sacrifice or execution. When raiding other peoples, slaves are often ranked ahead of horses, cattle, and trade metals as prizes. Slaves captured in war and cross-border raids are a common sight in many marketplaces. Slave auctions are regularly held in Tarshite cities of newly taken war captives. The town of Slavewall, as its name denotes, is the site of a major slave market dealing with captives from as far away as Balazar and Prax. The tribes of Prax constantly raid each other and take captives as slaves. Pimper’s Block is a thriving slave market on the border between Dragon Pass and Prax, where warriors come to sell their conquered foes. Some captives are kept as slaves, wearing leather thongs about their necks as a mark of their status, and they do much the same work they did while with their own tribes. Some may be adopted or married into the tribe of their captor. In Pent, slaves are common, often taken from another tribe during the incessant raiding or in raids on the Lunar Empire. Male slaves are often gelded. Zangshi Kinool in the Kingdom of Ignorance is the location of an important slave market for the Pentans, with even captives from far-off Peloria being sold there.
  30. 3 points
    @Joerg referenced my "downsized version of Orlanth" in my Imther mythology published in New Lolon Gospel. With the help of Martin Crim and the late James Polk, I actually did a full RQ3 writeup of this cult. So here's that bit from the archives. The Cult of Orlantio By Harald Smith, Martin Crim, and the late James Polk (1956-2016) Mythos and History Orlantio is one of the seven storm sons of Umath. His is the West Wind, which often brings change and disorder to Imther. Orlantio is also the Merrymaker of the Gods, the Secret Helper, and the Hidden Lover. Without Orlantio, the world would be a dreary place indeed. Orlantio has always shown his wisdom. While the serious gods (Yelem, Arahar, and Khelmal) busied themselves with Judgment, Protection, and Leadership, Orlantio brought Joy and uncertainty to everyone. Some of the gods did not appreciate his efforts, and so he was rarely invited to dinner. Orlantio didn’t mind, though, because the attentions of the goddesses he charmed more than made up for the missed dinners! Orlantio was always ready to help his friends. When Teliska was consumed with the illness of Lethargy, Orlantio secretly helped Khalana find the cure. And when Khelmal and Nealda were to be wedded, he gave them the best present ever made. Orlantio knew he had to do this, because at this time Khelmal didn’t love and cherish Nealda. Orlantio began giving this gift by pretending to kidnap Nealda, with the help of Khalana and Nealda herself. After that he arranged for his nasty brother Orak, known as the Hellwind, to kidnap Nealda for real. Then Orlantio showed Khelmal, through Khalana, how to free Nealda from her foul captor. Khelmal was forced to worry for many days, fight two battles at the Hill of Gold, suffer terrible wounds and lose some of his powers. Yet, when Khelmal rescued Nealda, he felt great joy at seeing her and knew that he loved her above all others. After the whole affair was over, Orlantio realized he had also created Hope and was very pleased with himself. Orlantio was invited to join the Lightbringers' Quest only because Nealda, Khalana, and demanded it. Orlantio’s role was to bolster the questers’ spirits and to use hope when it seemed necessary. Orlantio told funny stories, sang ribald songs, and created several running gags. Some of the company found Orlantio’s cheerfulness annoying, and some were jealous of the attention he received from Khalana. Not daunted by this hostility, Orlantio also ensured the quest would be successful by causing Lagavar to be taken. Then Orlantio caught Lagavar’s spark of life and kept it safe. (As all know, it was this spark which Khalana later nourished until it grew to become Dawn, the reborn world.) Near the end of the quest, Orlantio was tried before Yelem. Due to Khalana’s masterful Defense of Orlantio, which is known to every student of Oration, Yelem judged Orlantio Not Guilty. The beginning of Time showed Orlantio is still needed. His followers carry his wisdom and will across the world, seeking to change or discredit those who would banish joy and laughter. Orlantio has the runes of Storm and Disorder. Cult Ecology Orlantio disrupts everyday routine in Imther, sometimes causing adversity and sometimes causing laughter and joy. Because of him life is rarely dull. Imtherians accept Orlantio’s followers (known as Orlantics) as kin and neighbors, but always view them with a watchful eye. Not for nothing do Imtherians say, “Befriend Orlantio, but never turn your back on him.” Some Orlantics live their whole in their home villages and are known to worship Orlantio. Others wander through Imther and adjoining lands as minstrels, players, merchants, beggars, etc., seeking to spread the benefits of Orlantio without revealing themselves as his worshippers. Orlantio has no regular seasonal cult holy day. Instead, each Orlantic chooses a day to celebrate with a trick or lesson. If the trick or lesson goes well, the Orlantic may regain his current divine spell. Orlantio’s true High Holy Day is actually two days during Holy Season. These days are known as “Party!” and “Surprise!”. During Party!, Orlantics celebrate Orlantio’s manifestations during the past year. During Surprise!, Orlantics reveal, albeit as vaguely as possible, Orlantio’s manifestations for the upcoming year. [Box:] From the notebooks of Wealix Holayfield, Irrippi Ontor sage, fourth class, of Mirin's Cross (with marginalia by Thelix Mightypen, Priest of that temple): I was assigned the study of Orlantio after the recent peaceful transfer of sovereignty of certain lands of southern Imther to the Queendom of Holay. Through study of captured Orlantics, interviews with elders, and research in the library of our temple in Mirin's Cross, I was able to make a definitive study of that peculiar cult. (Peculiar research methods!) My results may be summarized under three points. Orlantio is a composite of four different spirits. At one stage in the cult's history, they were recognized as the sons of Orlantio. Since the -io ending indicates that Orlantio is a child, however, it is absurd to think he had sons. These four spirits, in any case, included a wind spirit, a classic trickster, a god of wild music perhaps related to the satyrs who formerly infested Imther, an ancient Theyalan culture hero, and a mysterious spirit. (Sloppy so-called scholar! Orlantio is a plain Theyalan buffoon, and anyway Wealix has listed five spirits, not four.) Orlantics claim Harmast Barefoot as one of their own, an absurd and bald-faced lie. Harmast was an Orlanthi of Holay, as is well known. Imtherians co-opted Harmast into Imtherian mythos as a misguided Orlantic who first brought the avatar of Orak, Arkat, into the world and then went back to find Laughter and Joy in the form of Talor, an avatar, in the Imtherian view, of Khelmal. (Such a peculiar and self-serving view is typical of the mountaineers of Imther.) The role of village Orlantics has balanced the centripetal tendency of the solar Khelmali culture. Thus, Imtherian culture has experienced a greater level of spiritual freedom than lowland solar cultures. In this way, they foreshadowed Lunar freedom, and were excellent ground for the seed of Lunar wisdom to grow, as Hwarin Dalthippa found. Today, all the Lunar cults make excellent progress, and the country will soon be ripe for full inclusion into the Empire. (Wealix always has talked too much, and written too much. Make sure nobody from Imther sees this document.) [End box.] The Cult in the World Orlantio is a primary figure in many public myths as an irresponsible joker, an angry child, or a thorn in the side of Arahar, Khelmal, and Yelem. But in the secret myths of Nealda, Lokarma, Teliska, and Khalana he is portrayed as a fun companion, a secret helper, or a hidden lover. Orlantio is worshipped almost exclusively in Imther and its immediate neighbors. Villages in this area acknowledge his presence and include a designated Orlantio in most rituals. Most villages would never think to erect a statue to him, and those that do often wish they hadn’t. Orlantics fashion personal talismans instead of shrines, although a few well hidden and carefully guarded shrines do exist. Freed from a fixed place of worship, Orlantics generally find it easier than most to travel or change villages. Orlantics blow in many directions, but only one direction at a time. Each direction is chosen for them by Orlantio, and most Orlantics neither know nor care whither he blows them since enjoying life is all they desire. There is no priesthood within the cult of Orlantio. There are whispers of secret leaders, but who would believe such a thing? Surely to them Orlantio would give answers and tasks such that they would wish to be simple followers again! Lay Membership All the people in the villages which recognize Orlantio in their rituals are considered his lay members. The villagers gain joy, laughter, jokes, humility, and luck from this association. In return, they give Orlantio the audience he craves. When a village or clan has no Orlantic, the leaders choose a person to become Orlantio for a particular ceremony. Children are rarely chosen for this role since the leaders fear that child will become permanently affected by Orlantio. Yet even an adult who has filled this role only once can be charmed by Orlantio into following him. As with most things involving Orlantio, there is no uniform, safe decision which can be made. Initiate Membership (Orlantics) Initiate membership is open to anyone chosen by Orlantio. Sometimes he chooses an obvious candidate and sometimes he baffles everyone with his choice. Even those who are initiated into another cult are not safe, although this is an uncommon event (due, no doubt, to some unheard argument between Orlantio and the other god or gods). Orlantics are usually those who have been Orlantio during a ceremony or those men who have refused initiation into Khelmal. Most Orlantics are men, but his women followers often serve Orlantio best since their gender often disarms those who would be suspicious of a male worshipper. Initiation takes place in a dream which usually lasts one night (but can continue on successive nights for as long as year). In this dream, Orlantio closely questions his chosen candidate. This test covers Ceremony, Communications (any skill of the candidate’s choice), Perception (Listen, Scan, or Search), Manipulation (any skill) and Stealth (any skill). Anyone who succeeds in at least three tests becomes an initiate. Orlantio immediately places the new initiate into a subcult and extracts his 1 POW. Sometimes Orlantio chooses a subcult related to the skills demonstrated by the candidate and sometimes he does not. Unsuccessful candidates wake with a vague sense of loss, but with no other memories of their dream. Newly-accepted Orlantics wake knowing of their success, and needing to create or find their own, personal talisman. Orlantic talismans often differ greatly from each other, as each is a reflection of the personality of its creator. Some are crafted (a pipe, a drum, a carved symbol), some are found (a water-smoothed stone, a wind-blown feather, a staff), and some simply appear (a new belt, a broach found in the mud, an old drum). Once the talisman appears, the Orlantic must fill it with a Spirit of Orlantio. Filling a talisman is simply a matter of spending a day and a night alone, sacrificing 1 point of POW, and successfully rolling against the Ceremony skill. At that time a Spirit of Orlantio slips into the talisman and teaches the Initiate the spell Worship (Orlantio). Orlantics are rarely in a position to teach skills to each other. However, they are often able to convince their neighbors that it is bad luck to deny them basic training. Orlantics as a group do favor learning certain skills, these being Ceremony, Fast Talk, Human Lore, Listen, Play Drums, and Play Pipes. Initiates of Orlantio also act as acolytes. Orlantio provides the possibility of some spirit magic spells and one additional reusable divine magic spell to all his initiates. However, initiates may only renew their divine magic spells (except for Worship Orlantio) during Sacred Time or just after the conclusion of a successful celebration (see Cult Ecology). Orlantics do not have the luxury of choosing the spells they wish to learn. Instead, they periodically learn from their talismanic spirit that a spell is available to be learned. The spirit does not reveal the type, nature or strength of the spell. Once notified, the Orlantic has fifteen minutes to decide whether to accept the spell, with the first decision being the only decision. (If the Orlantic does not decide within this time, Orlantio makes the decision for him.) If the Orlantic accepts, the spirit teaches the spell, and only then does the Orlantic discover what the spell really is. If the spell is a divine spell, the Orlantic must sacrifice the appropriate amount of POW, no matter how much he feels victimized by his god. If the spell is a spirit spell, and the Orlantic lacks the memory to learn it, he forgets spells at random until he has enough free INT to learn the spell. If the size of the spell exceeds the Orlantic's INT, he forgets all his spirit spells and cannot learn the offered spell. If he rejects the offer, he receives nothing but the mockery of the talismanic spirit. Orlantio grants a maximum of one rune spell (in addition to Worship Orlantio) to each Orlantic at any one time. However, this additional divine spell can change each year because the initiate’s subcult can change. If the subcult changes, the Orlantic cannot regain any divine spell associated with the former subcult until the Orlantic goes back to that subcult. The spells common to all Orlantics are: Spirit Magic: Shimmer Divine Magic: Worship (Orlantio) [Table:] Spell Strength Table: Die Roll Spell Strength 01-27 1 28-54 2 55-76 3 77-86 4 87-91 5 92-96 6 97 7 98 8 99 Roll again and add 6 100 Roll again and add 8 [End Table] Due to the low social status of Orlantics, they often find it difficult to learn spirit magic from associated cults. An exception is Khalana, who always makes Heal available and sometimes other spells. Subcults All Orlantics belong to one and only one subcult at a time, and the subcult shapes their needs and actions. Each year, during Sacred Time, Orlantio reveals to each Orlantic his plans for them for the upcoming year (that is, to which subcult the Orlantic will belong). Those who resist Orlantio’s wishes experience a particularly difficult year. (See the Spirit of Reprisal for details.) Wind/Storm This is the largest subcult and is found mostly in villages. Members use anything at hand to trick (and sometimes punish) their neighbors. Desirable skills include Conceal, Devise, Hide, Scan, Search, Sleight, Sneak, and Throw. In addition to Orlantio’s general spells, members of this subcult may receive: Spirit Magic: Befuddle, Extinguish Divine Magic: Summon Orlantic Spirit Divine Magic Summon Orlantic Spirit 1 point ritual Summon, stackable, reusable This spell calls a Spirit of Orlantio (2D6+6 POW) to the caster. The nature of the spirit can be found on the table below. The summoner may try to persuade it to perform a task. If the spirit enters a keg or well, its influence is similar to the effects given below, but less severe. If the summoner fails at persuasion, the spirit will do what it wants, which can include attacking the summoner! Each point of spell summons an additional spirit. If the spirit attacks, it matches its magic points against its target's. The target may attack back using normal spirit combat. If the spirit wins the round, the target suffers the effects outlined below for 1D10 rounds. If it loses the round and the target injures it in spirit combat, the spirit flees. [Table:] Die Roll Spirit / Effects 1-2 Spirit of Thunderous Belches (2) 3-4 Spirit of Breathtaking Hiccups (1,2) 5-6 Spirit of Awesome Farts (3) 7-8 Spirit of Horrible Itches (1, 2) 9 Spirit of Hysterical Giggles (1, 2) 10 Spirit of Agonizing Cramps (4) [End Table] Notes: (1) Target is nearly incapacitated, and can only parry or dodge at half normal effectiveness. (2) Target is unable to cast spells. (3) Anyone in range of the effects must make a CON x 3 roll (per round in range). Those who fail the roll suffer effects (1) and (2) for that round. (4) Target takes 1D3 damage to a random body location (which cannot be the head), and suffers the effects of (1) and (2). Music/Healing This subcult is found in both villages and towns. Members use music to please (and sometimes heal) their neighbors. Useful skills include Play Drums, Sing, Compose, Dance, Craft: Make pipes, Craft: Make drums, and First Aid. In addition to Orlantio’s general spells, members of this subcult may receive: Spirit Magic: Coordination, Repair Divine Magic: Thunderdrum* Divine Magic Thunderdrum 1 point touch, temporal, stackable, reusable This spell causes the drum upon which it is cast to become audible for a 1 keymile (kilometer) radius for each point of the spell. Seduction/Inspiration This subcult is found mostly near people of importance (such as clan chiefs) and in towns. Members use language to seduce (and sometimes inspire) those around them into performing deeds they would not usually do. Favored skills are Fast Talk, Orate, Sing, and Read/Write Imtherian. In addition to Orlantio's general spells, members of this subcult may receive: Spirit Magic: Glamour, Mindspeech Divine Magic: Charisma Spirit of Reprisal Orlantio acts as his own spirit of reprisal. When an Orlantic does not act in accordance with his subcult, Orlantio usually either offers him no further spells or offers him spells which, when accepted, drain an injurious amount of POW or prevent learning any further spirit magic. If the offender persists in ignoring Orlantio’s will, all of his divine magic except for Worship (Orlantio) becomes one-use. Should the apostate ever relent, Orlantio also may relent and return him to full privileges. Then again, Orlantio may not. Associated Cults Few gods care to be associated with Orlantio. Some of the Lightbringers are still angry at him due to his “betrayal” of Lagavar, others simply don’t understand or trust him, and Arahar vetoed Teliska’s attempt to do so. Orlantio, in turn, spurns association with dismembered Ratslaff, untrustworthy Yurmalio, and gluttonous Alaczar. Khalana Khalana is one of Orlantio’s three favorite women, and many stories link her with him. Khalana created a special divine spell for Orlantio which is available only to members of the Music/Healing subcult. Duet 1 point self, temporal, nonstackable, reusable This spell allows the caster to sing in duet with a healer as she sings a spell. Any healer song assisted by this spell is doubled in power or duration (at the caster’s choice). Lagavar Lagavar and Khalana are the only Lightbringers who associate with Orlantio. Although betrayed by Orlantio, Lagavar understood his true purpose in the Quest, and remained his friend. Miscellaneous Notes Trickster Spirits Some Imtherians reject Orlantio and follow trickster spirits instead. These foolish individuals worship one of the following spirits. Alaczar the Toad Father is an ugly glutton. He fathered the infamous cliff toads as well as the many small, warty toads found near ponds. His appetite is insatiable, so he is blamed when cupboards run bare. He is also commonly blamed when cider, milk, or wine spoils. His cult teaches Spoil Drink. Special Divine Magic: Spoil Drink 1 point ranged, instant, stackable, reusable This spell sours the liquid in one container per point of the spell. The spell curdles milk, turns cider and wine to vinegar, and makes beer taste like wet hides. Even water is affected by this spell, becoming foul and undrinkable. An Alaczar cultist may still consume the liquid without ill effect if he makes a CON x 5 roll. Ratslaff the Clown is a jester and merrymaker. He juggles, tumbles, makes faces and otherwise gets people to laugh. Ultimately, this power failed him in the Gods War. Seeing this convinced Ralaska to come to the earth. Later Ratslaff the Clown helped hide Khelmal from Orak. Some say that Orak later ate Ratslaff the Clown, but Ratslaff continued his merry ways, troubling the digestion of Orak until he found his escape. His cult teaches Group Laughter (see Gods of Glorantha). Ratslaff's Fist is a bandit and troublemaker. This cult is detailed in the companion to this book, Winds of Deception. Yurmalio the Fox is a sly rogue, most known for stealing other people's luck or for treacherous acts of betrayal. Yurmalio went with Khelmal to the Hill of Gold as a companion, yet switched sides and joined Orlantio in the midst of the fight. No one ever trusts a Yurmali. His cult teaches Switch Luck. Special Divine Spell Switch Luck 1 point ranged, special, nonstackable, reusable If the caster overcomes the target's MPs, the caster and target switch luck rolls for the duration of the spell. The spell ends after the caster's next luck roll or on the death of the target, but not for fifteen minutes at a minimum. The spell may be dispelled at any time by casting Dispel Magic, Dismiss Magic, or Neutralize Magic at the target and specifying this spell. While the spell is in effect, the target can make any number of rolls against the caster's luck roll without causing the spell to end. The Yurmali can tell if the stolen luck roll is better than his own, but not necessarily how much better. The spell also carries a price. After each time the Yurmali successfully casts the spell, his or her own luck roll decreases by 1. This penalty does not apply to a stolen luck roll.
  31. 3 points
    When I worked on Dragon Pass, Land of Thunder I used the Carpathian Mountains, particularly Transylvania as the source for the flora and fauna etc. of the Pass. Romania, with its mountains and proximity to the Black Sea, is actually a pretty good analogy for Dragon Pass and the Holy Country IMO. Their pre-history is also an interesting intersection of European cultures, much like the influeces we draw on for Sartar https://en.wikipedia.org/wiki/Prehistory_of_Transylvania https://en.wikipedia.org/wiki/Ottomány_culture https://en.wikipedia.org/wiki/Bronze_Age_in_Romania
  32. 3 points
    A few at stream of thought: the Vinschgau in Italy, the Coastal Range (especially Mount Diablo and the mountains above San Jose) of California, the Tirol. the Balkans, Mount Olympus and Parnassus in Greece, Slovenia, the Maritime Alps.
  33. 3 points
    Funny coming back to RPGs after a very long time out - This is quite possibly the realisation of my ultimate teenage RPG dream. Can’t wait to see this...Seems I timed my return to RPG games perfectly. Not many game companies can make grown adults squeal with excitement. Hats off to Chaosium
  34. 3 points
    Unrated Flaws Instead of assigning ratings to Flaws, Players simply note them on the character sheet. The GM then chooses the Resistance for any Flaw challenges that present themselves in the game just like any other contest. This adds a bit more flexibility, such that the same Flaw might be a mere inconvenience one situation yet a major challenge in another. The downside of this approach is that it removes the Players' ability to express how big or small a problem they want a Flaw to be over the course of the campaign by tying it to a high or low rated Ability. Flaws Rated with Resistances Instead of having Flaws ratings tied to a character's other abilities, they get rated with a Resistance level (Moderate, Hard, etc.) that describes how hard it is for the character to overcome that particular Flaw. This produces similar results over time to tying them to ability ratings, while simplifying character creation and bookeeping. Flaws Rated with Penalties Essentially a combination of the above two approaches. Characters' Flaws are rated with a penalty describing their severity (-3, -6, -9, -w). The GM sets Resistance for a Flaw challenge based on the situation/narrative/etc. The character then applies the Flaw's penalty to whatever Ability they're using for the contest. It's functionally similar to a Consequence of Defeat, and long-term Consequences like loosing a limb or public disgrace can easily be integrated into the Flaw framework. Dynamic Flaws Building on the above, lingering Benefits of Victory or Consequences of Defeat from Flaw challenges could be applied to the Flaws themselves. This could either be done in a direct fashion, such that Victory in a Flaw challenge makes it easier to overcome the next time while Defeat makes the next flaw challenge harder - or - in an inverse fashion, such that overcoming your Flaw today means that it will be a bigger challenge the next time. The latter approach somewhat parallels the Pass/Fail cycle dynamic. Which approach one chooses would impact the tone of the game through the nature of the Characters' personal struggles. Extended Flaws A long term struggle with addiction, a vendetta, outlawry, poverty, societal acceptence, curses, and so on can be modeled as an extremely Extended Contest with one's Flaw. Keep track or Result Points from any Flaw challenge, and whenever the Player or the Flaw hit 5RP, assess the degree of Victory or Defeat based on the spread. Depending upon that result the nature of the Flaw and its severity (rating, penalty, however you're doing it) will change. A vendetta might escalate to a blood feud or calm to a respectful rivalry. An addict might become more regularly functional or fall off the wagon. A Complete Victory might resolve the Flaw entirely, while a Complete Defeat might add a Mastery to the Flaw's severity or add a new Flaw.
  35. 3 points
    Thanks, that is useful feedback. I will bear the feedback in mind for a couple of forthcoming projects, where we might be able to address these concerns.
  36. 3 points
    I call on Chalana Arroy to resurrect this thread... (Mainly so I can include another promised map) This is my map of Hendrikiland during the Orlanthland period. I've marked the Orlanthland/EWF settlements. What this does show is that when one draws a ten mile radius around the Orlanthland cities (and the temple on Mt Quivin) - mostly post-Dawn and probably post-Bright Empire - and perhaps directly derived from Issaries trading posts on the rivers, the outline of the "benighted pagans" - the Old Traditionalists - are quite clear. It also shows why the Kitori salient existed in Forthanland and the Neutral Hills up till Tarkalor's War (c.1560): because those regions were beyond the hinterlands of the cities. The three northern Hendriki tribes, the Volsaxi, Sylangi, and Bacofi, are also discernible in their original stomping grounds: it's clear they retained their identity because of the absence of direct Orlanthland/EWF influence. The hollowing out of the core Garanvuli/Hendriki centre around Whitewall is also apparent, which is why the surviving tribes are all descended from clans that bordered the sacred centre rather than having a direct link to the Gavrenings (which are now (c.1610-25) a remnant of their former glory). [Note: the Kitori of the Neutral Hills presumably had to withdraw into the chunk of their territory south of the Stone Cross, but it would not surprise me if their entry into the Forbidden Lands to reclaim their territory was even earlier than the Colymar as they had the direct support of the Uz around Blackwell.] [Note 2: The Kitori presumably rejected Draconic mysticism as they had access to Darker secrets as well as the knowledge of Black Arkat. I wonder how Darkness secrets and Black Arkatism interface with Argrath's revival of Draconic magic in the mid-1620s...?]
  37. 3 points
    Our friends at Darker Hues Studios have just informed us that their licensed Call of Cthulhu supplement HARLEM UNBOUND has been acquired for the library collections of the Metropolitan Museum of Art, the Smithsonian Institution Anacostia Community Museum and The Newark Museum. These acquisitions are an acknowledgement of book's "artistic, scholarly and educational value". How cool is that? A further cool and somewhat Lovecraftian factor is that you must go to a special collections area to request the book and have a librarian bring you a tome to read there. (We're sure they'd want a copy for the Restricted Collection at the Orne Library at Miskatonic University too...) Harlem Unbound is available at DriveThruRPG.
  38. 3 points
    GeneM, I just wanted to mention that we don't expect four combats per session. We define an adventuring day as four normal combats, but that's about resource usage, not a calendar day or any set number of sessions. See page 64 of 13G for clarification of the word daily . . . . Like you (I think!), I normally have one or two battles per session, the rest is roleplaying.
  39. 3 points
    Just my two cents, but there were plenty of us back in the day who had campaigns full of combat and adventure in the big rubble. And Runequest doesn't really have rules for handling things outside of combat either. It was just something you understood was to be played out through roleplaying. The idea that 13G was going to be a different take on Glorantha, more adventure-centric and less anthropological dissertation, was a big plus for me.
  40. 3 points
    Sun Daughter? Is that why Light Sons are forbidden to disguise themselves as women?
  41. 3 points
    This was one of the early stops in the campaign: the Lighthouse of Umbertal. I think I was still using HQ1 at the time, so various resistances, etc. reflect that. The Lighthouse of Umbertal In the second age, the God Learners built a lighthouse on a high point rising above the coast from modern Olyn. The Lighthouse was tended by a God Learner and his 'pet'. He was a student of the ancient land of Thinobutu and their myths when not tending to the Guiding Light, a container of pure burning water taken after the Battle of Tanian's Victory. The God Learner experimented with myths of Thinobutu, trying to relate deities of Vithela to spirits of Miirdek and Pamaltela. The Closing crashed a great Dragonship against the coast, parts of which soared into the air and destroyed the Lighthouse of Umberwal. The lighthouse tower broke and fell, so there is a line formed from the broken 'base' room which included kitchen and other items; the bedroom with the 'pet' [Beast Rune]; the study of the God Learner with old broken artifacts (which the Waertagi will not want as cursed); and the Burning Room where the globe of light fell and spilled. The 'pet' may be a fairly unintelligent but long-living Timinit (a Lucan), or it may be some other wizardly construct. The Waertagi Story An old Waertagi (of the green-skinned kind) is seeking ways to reactivate and repair the ruined dragonships near the port of Olyn. He contacts human sailors to help gather parts which the local ludoch cannot reach. He seeks items from Old Jrustela and God Learners that can break God Learner curses on the wrecked ships and seeks help getting a 'treasure' he cannot otherwise obtain. He cannot reach it because: It's on land It's protected by local idol (which the folk of Olyn try not to awaken) It's affected by a God Learner curse (burning water?) The treasure is draconic in nature - a part of a wrecked dragon ship. He does not know what part, but thinks it is most likely one or more scales. He is persistent trying to get help -- he is obsessed with this task - and will offer 100 sea-metal coins per treasured item brought back. Minor Victory in Bargain can add 100 sea-metal coins per person as well Major Victory in Bargain can add a Coral Trident and a Dagger that suffers no Attack penalties when used in water He will try to curse those who won't help him -- though he is wary of anyone with ties to local spirits which could plague him or drive him out. The Ruins of Umbertal The treasure that the Waertagi seeks lies in a ruin from at least the time of the Closing, but may in fact be older. The Hidden Vale: The ruin is warded by the Idol of the Serpent of the Flaming Tongue The idol was established by a shaman of Olyn who sought to protect the town from the danger (and keep the townsfolk and elves from bringing danger upon others). It's spirit nature is hostile to sorcery and theistic followers. The warding is doubly set with two idols, one facing in, one facing out. Each warding manifests as a Serpent Spirit Guardian. Within the warded vale is a fragment of the Closing: it's like a piece of fog torn off and trapped here and the Open Seas ritual is needed to penetrate it. Without the ritual, the characters may be: 01-07: turned around and back where they started 08-12: violently forced back 13-17: attacked by sea creature(s) 18-19: encounter sea monster 20: on some other island elsewhere in the world Passing through the Closing leads them to the actual ruin. However, there are Rubble Runners feeding in vale off those creatures trapped in this bubble of the Closing The Ruins of Umbertal: This is an old ruin, a God Learner lighthouse, and may have other God Learner protections, traps, or monsters which have been forgotten. The Basement - dark rubble Contains a giant pile of rotted wood -- the home of the Lucan (or other 'pet') A small group of Rubble Runners also nests in holes in the basement and forage in the surrounding areas The Kitchen / Bedroom - collapsed largely to the south of the Basement The stairs are smashed -- this is where the Dragon's Claw hit This area had minimal items in it -- kitchenware and utensils, pots and pans, a sleeping pallet The Lucan largely worked here and still does, performing his daily tasks of cleaning and guarding the stairs from passage (though easy enough to go around) The Lucan has cleaned the room, pushing a great pile of cinders (dried dragon's blood) into one corner Beneath the sleeping pallet, the God Learner kept three items: A Spirit-Resisting Crystal +10 AP when defending against spirit attack A Spell-Enhancing Crystal +3 AP when casting a spell A Camouflage Cloak - Hide in Cover 10W The Study - The whole room has collapsed largely to the south of the Kitchen/Bedroom This was the God Learner's work room -- there is a great jumble of books and bookshelves, a broken desk and chair, and the Book Press which is tumbled over but functional, though not necessarily easy to start Book Press - Start Machine has Resistance 16 The room has been windblown so most cinders are along one wall covering an array of books and flasks The Burning Room - visibly bright from blue flame The room is filled with water that burns which is either: A lingering effect from a God Learner curse against the Dragonship A lingering effect from a God Learner artifact that spilled and still burns In the center of the room is the artifact desired There may be other Waertagi artifacts associated with the main relic (e.g. armor, weapons) There may be other God Learner items which were in the room before it was broken Need magic to protect from Burning Water (Fire); Or find a way to drain the water from the room The Dragon Ship Artifacts It's draconic and it's nature is draconic/mystic/unknowable It's aspect determines the effects on those who come close to it, touch it, etc. These effects are not necessarily harmful but more likely to affect personality traits, etc. The actual parts are: An eye -- would be large round object in Burning Room has Shifting Visions of past, present, future The Fall of the Boat Planet A Dwarf Ship at Sea The White Bear destroying the City of Wonders Errinoru sailing the Black Sea The Flight of the Red Dragon in the Dragonkill The Burning Waters of Tanian The Rise of the Boat Planet A Fireberg Red corsairs attacking a ship Sailing of the Golden Fleet The Crimson Bat eating Runegate 'Watches' the characters Impatient-Patient (3) Optimist-Pessimist (4) One or several scales -- would be large plates scattered around Reflective of magic, weapons The 'shell' - protection, separate among many Suspicious-Trusting (2) Clever-Dull (4) Teeth -- would be giant fang and many tooth fragments also scattered around the Study and Burning Room Can awaken or command serpent warrior(s) of any type (spirit, daimon, essence) Penetration and command Leader-Follower (2) Constructive-Destructive (4) The Left Claw -- would be giant claw which broke the tower Striking, walking The touch upon land/body Left-handed action Aggressive-Passive (1) Innovative-Conservative (4) A fin - would be like giant fan Moving within the world Directing flow of water/air Energetic-Lazy (1) Nervous-Calm (2) Other Notes: The God Learner was a scholar of eastern Pamaltelan mythos and he gathered relics, idols, etc. through which he tried to unify ideas of Miirdek, the Aldryami, and the Vithelans. Most of these relics were in the Study and were smashed or broken when the Study collapsed. Most typical are various broken clay statues, but also reed idols (from Miirdek), masks (from parts of Laskal), carved stone images of plants emerging from the dead. The God Learner also had a hobby -- was a collector of orchid and Sprite specimens of eastern Pamaltela, a specialty at which he was considered an expert. He had books in which he described Sprites and their characteristics [ala Spiderwick Book], books with 'pressed' Sprites, pinned up collections of dead Sprites, small drawers all carefully labelled, books with the taxonomic descent of Aldryami and Sprites, books on the Care and Feeding of Sprites, and several general works of Glorantha flora and fauna including: Glorantha Bestiary and Anaxial's Addendum. He had various gear which he used to collect the specimens which are still present in the study: A Sprite-catching Net - Small 10, Net Attack +4 Scrying Lens - See Sprites 18 Wand of Slowing - Slow Target 15 (if AP reduced to 0 when using Wand it must be recharged) Dust of Lethargy - Sloth 12 5 Assorted Crystals of 1d10 - each crystal will add its value to AP once, then must be recharged, one is flawed and will cause a character to acquire the trait: Obsessed with Sprites 1d20 There were a large number of flower pots, close to the windows, all of which had metal cages overtopping them. In the Study is a 'Book Press' - has the power Press Living Creature into Page 1W - creature must have Small characteristic to succeed Requires use of the Right Runes, but if successful will seal the creature into the page of the Book Page - Resist Wear and Tear 18 Plants/Sprites fp^cmy Animals f'^cmy Creatures will be sealed into Book unless the Runes are torn, which the page will resist
  42. 3 points
    I hate February. It's dark and cold. Everybody seems to have the flu and here in Sweden we haven't seen much of the sun for the past 4 months. It feels like winter will never end. To celebrate that February is almost over I'm doing a M-SPACE giveaway. Just click on the link below, follow the instructions and you have a chance to win a copy of M-SPACE in full colour print, sent for free anywhere in the world. http://www.rafflecopter.com/rafl/display/4fe33d5e1/? The contest ends on Friday and the winner will be announced by email later the same day. Good luck and don't let winter bring you down. Clarence Redd FrostByte Books
  43. 3 points
    We've got rules for running or playing Heroes as PCs in the new RQG: "...Heroes gain an increasing presence in the otherworld, which becomes a tremendous source of power, but also requires that the hero be worshiped to maintain it (that worship can be regular or propitiatory). A hero can return from the dead, and can gain other abilities such as unaging as a result of heroquest gifts. Heroes no longer need to be "super-skilled" - their "Hero Soul" and heroquest gifts enables them to do remarkable things, even if their actual skills are in the range of a Rune Lord or Priest." https://www.chaosium.com/blog/designing-the-new-runequest-part-10
  44. 3 points
    My personal theory on the Menena caste is that, like all the castes, it’s technically defined by functional role, by the work they do. Dronars labour, Horals fight, Zzaburi think, Talars lead the Malkioni, Menenas create more Malkioni. That probably overlaps to homemaking (making the conditions for Malkioni to grow to adulthood), even healing (eg Xemela) To the Original Malkioni, it makes perfect sense that this is biologically determined, so are the other castes. Horali are red and muscled and moustachioed, and built for fighting. Zzaburi are blue and tall for thinking and observation. Talars are yellow, and attractive, suited for leadership. Menena have breasts and uteruses for creating children. Obvious. By the Dawn it’s probably broken down quite a bit, but not too badly. People have gone and produced children with other people’s out of necessity, and it’s sub-optimal, so the clear form-and-function link has broken down a bit, but the Law seems to still work (no one ages) as long as caste rules are maintained. That’s still how it works for the Brithini. But it all starts get a bit weird in the Dawn, what with people no longer being unaging (mostly for other reasons I presume), and Hrestol, and the fall into henotheism ways. The Seshnegi start to behave more like barbarians and do all sorts of wicked things. Like having sovereignty tied to the Earth, and having their Horali adopt weird Hykimi practices, and such. Over in Akem they have their own problems. Gender roles may depart from the Brithini plan, as so many things do. Menena and woman are no longer considered synonyms by many Malkioni, and when they are the idea of what it means to be Menena caste has changed The Vadeli, btw, don’t seem to have gender segregation, but still claim to follow the Law (to the letter, but not in spirit), so they must either have always had a different Law, or they found a loophole (like outsourcing their Menena role and restrictions to slave race nannies or something). Things don’t get any more settled with Arkat etc (with all that trolling matriarchy and worse - to the trolls, the idea that being a woman precludes you from leadership, combat or magic is literally insane). The God Learners do not help at all, with all their radical redefinition of everything. I haven’t worked out details. In the modern era, the Rokari and the Hrestoli, predictably, take opposite approaches to the Menena caste, at least in the modern era, more or less based on their other ideas about caste. The Rokari think that we need to return, as much as possible, to the biological determinism, form and function align, hereditary caste era. So the obvious way to do that is that all women are Menena, and therefore must be for making and raising children, and home making, etc. just the way Malkioni surely intended. Anything else is caste mobility, and they ain’t having none of that. To the Hrestoli (well, the Loskalmi anyway), caste mobility is surely correct. So Menena is a functional role that you can move in or out of, like other castes. When a woman becomes pregnant enough she becomes Menena, and remains so while she raises children. When she is no longer child raising, she returns to her previous caste (usually). And their sense of equality means they probably allow men who are full time child raising to be considered Menena as well.
  45. 3 points
    We are in serious danger of getting silly here. I have had a beard, moustache and been clean shaven at various points of my life, all such representations of me are correct and different. There was a spoof Glorantha Digest discussion about "What colour are Uleria's Panties?" and "What colour are Zoran Zoran's eyes?" back in the day, showing that Glorantha fans will argue passionately about anything, even inconsequential things. Nice to see that things haven't changed at all.
  46. 3 points
    Just some notes on this - Yes, in general most Air gods are depicted as blue-skinned by most Heortlings. This is also why heortlings tend to favour blue tattoos and body paint. it's an effort to emulate ancestors like Vingkot, who were also blue as a result to their close connection to the Storm Tribe. As for having multiple arms...I don't know how to say this, but that's just an artistic depiction. The reason a lot of Earth cultures depict such beings with multiple arms is because you need some way of showing all the symbols of a god's power, and..well, he has to be holding those somewhere, right? So you just give him extra arms to hold them.
  47. 3 points
    I can't get over how awesome the art in the book is. I was going to be happy enough with just the content, but wow, you've done a great job here, Chaosium.
  48. 3 points
    Speaking of weird centuries-long wars involving the Elder Races... Currently in my daughter's game with me she's trying resurrect the local great tree in alliance with a faction of Kitori opposed to the Zorak Zorani who have her not-quite dead trunk buried in a cave filled with undead... Ah, Voria hero quests... As it turns out Innocence and Life-bringing is powerful inducement for local spirits to help her.
  49. 3 points
  50. 3 points
    I'm definitely thinking in my next game of dropping the increase in base resistance by number of sessions played. This actually gives the PCs the ability to succeed more often. I would be more inclined to increase the resistance at the beginning of a new 'season' of the campaign (we play about 12 sessions in a run, and I think of it as a season in a TV show). That feels more like how stories work, new season is new opposition who are a match for our heroes. I might bump by the same amount, at that point i.e. 12 sessions worth, it's just during a season I feel that fiction shows our heroes becoming more competent, within a season. I'm also inclined to borrow from PbTA by making failure what grants you experience. So instead of handing out three hero points at the start of a session, I would give you a hero point every time you failed at a 'plot obstacle' contest (so no failing just to gain experience). The main reason is to encourage players to accept failure, instead of buying it off with a hero point, so that the story branches in a different direction.