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  1. 8 points
    Let me weigh in here. Had we used MRQ2/RQ6 as the base of the new RQ it likely would have created far more work than using RQ2/3 as the base. The draft RQ:AiG was a long way from where I wanted RQ to be - and its mechanics were harder to align with Greg's material (which was written on a RQ2/3 platform). Now that's not saying RQ:AiG was a bad book, but it did not do what we wanted it to. Too many of our changes affected core mechanics of the system - and it quickly became clear this was something we could paper over. Doing the RQ Quickstart was a crazy idea thrown into the mix - sure it sidelined Jason and I for a couple of months, but it also gave us huge amounts of real playtesting feedback from a pool of several thousand people. Which then got fed back into the core rules. Something else that dramatically increased the amount of work involved was the decision to include a complete bestiary and a gamemaster's pack, complete with new scenarios, sandbox setting, statted up leaders, maps, etc. Plus the art involved. The amount of new art in these books is comparable to the Guide to Glorantha. Andrey Fetisov, Roman Kisiev, Michelle Lockamy, Simon Roy, Olivier Sanfilippo, Vandel, Bernard Bittler, Kalin Kadiev, and more produced something that I hope is a visual treat beyond any RPG Chaosium has done to date. But that means that when there is a conflict between meeting an arbitrary guess-timate date or meeting our production and content quality goals, well that's an easy decision. Jeff
  2. 7 points
    So far the only finished figure I have is the Red Emperor. Fazzur Wideread, Gunda and Harrek are lined up, and then some Bloodspillers once I get sent the proper horses. (Also - blurry photos, because my phone's camera is just not good, it seems)
  3. 6 points
    I painted these for my daughter and I for our game. The girl in the rainbow dress is Kora, wearing Sacred Time robes for her role as Voria; the alynx is "Fluffy" - not my first choice of name, an intelligent member of the clan thanes; and the fierce looking redhead is her father, Rolan, chief of the Gavrenings. Anyone else got some little guys or gals they want to show off?
  4. 6 points
    Sorting through an old box of papers from my old Imther/Amber Fort Campaign, I came across two small decks of 'cards': one of spirits common to the region south and west of the Elf (Amber) Sea, and one of events. Figured I'd share some of these in the event that someone might find them of use. This first bit is a set of some spirits. It includes their name, common associations (their rune, plus an abstract association); positive and negative associations (whether these are spirit places or something else, I don't recall); primary skill/power indicating some type of skill or magic granted; their primary traits (drawn from Pendragon at the time); other spirits they variously loved, feared, were loyal to (i.e. friendly), or hated; their home in the Spirit World; and other places in the Spirit World that they could readily access (or show others how to access). Spirit Name Primary Association Positive Negative Primary Skill/Power Primary Traits Love Fear Loyalty Hate Home Passage to… Sky River Boatman Fire, "the boat" Sky River The Eddy Sail Sky Boat, Strength Brave, Lazy Silent Sky, Silver Star, Star Guide Ravenous Mouth, Dark Maw, Water's Edge Azar, Mistress Morande The Walker Sky River Ancestor's Place, Bright Glades Greybelly Hare Beast, The Great Dash The Footing The Hunters Dodge, Hide Energetic, Cowardly Tender Shoot, Low Runner Twilight Owl, Blood Claw Hawk, Winter Wolf Summer Wind Red Fox, Silver Fox, Ravenous Mouth The Root Hole Green Wood, Ancestor's Place King Beaver Beast, The Living Heart The Home The Disorder Craft: Wood, Swim Energetic, Prudent Tender Shoot, The Willow Fast Current Summer Wind, Still Waters Mistress Morande, Lady of the Long Tresses The Dam Long Bog, Ancestor's Place Black Speckled Lady Water, The Source The Home Rushing Waters Control Insect, Control Disease Cruel, Prudent Black Speckled Frog Azar, Wide Mouth Turtle, Bog Snake Morakin Green Skinned Lady, Amber Clam, Marsh Rat Badwater Swamp Shadow Wood, Stagnant Pool Lady of the Long Tresses Water, The Source The Friend The Kings Dance, Sing Energetic, Chaste Mistress Morande, Singing Rocks Azar, Golden Eyed Youth, Winter King Morakin, River Children, Summer Wind Crumbling Rock, King Beaver Amber Mouth Green Wood, Rising Sea The Old Bleeding King (aka Dying Sun) Fire, The Blood The Everlasting The Danger Lawspeaking, Silence Proud, Just Golden Eyed Youth, Glowing Ember Hunter of the Beacon, The Rager Horned Owl, Old Flint, Master of the Beacon Black Crow, Winter King Sunspike Bright Glades, Storm's Rage Horned Owl Truth, The Wisdom The Place of Watching The Fools Celestial Lore, Scan Worldly, Prudent Silent Sky, Still Grasses Hunter of the Beacon Twilight Owl, The Old Bleeding King, Red Fox, Silver Fox, Drummer of Logs Overarching Elm Shadow Wood, Ancestor's Place The Walker Man, Movement,The Traveler The Paths The Ending Track, Pathmaking Energetic, Arbitrary Rigtaina, Votank Bad Man, Two-faced Man, Winter King Brother Dog, Long West Gale Azar, River Children, Sky River Boatman anywhere Shadow Wood, Ancestor's Place Father Bear Beast, The Ancestor The Home The Shadow Wrestling, Track Indulgent, Suspicious Mistress Morande, Song Warbler, Berry Girl, Singing Rocks Hand of Ice, Shadow Taker Gathering Squirrel, Upriver Salmon Masked Bandit, Black Speckled Lady The Old Den Storm's Rage, Ancestor's Place Long West Gale Storm, The Gale The Movement The Stagnation Wind Call, Increase Wind Brave, Arbitrary Thundering Bull, Dancing Leaves Master of the Beacon, Bind of Knots The Twisting Hand, The Walker Summer Wind, Sky King Circling Winds Storm's Rage, Shadow Wood The Burner Fire, The Rage The Dance The Ending Firemaking, Consume Plants Indulgent, Arbitrary Sky King Binder of Knots, Mistress Morande, Azar, Thundering Rains Morakin, The Old Bleeding King, Old Flint Black Speckled Lady, Lady of the Long Tresses Firebrand Bright Glades, Burning Plain
  5. 6 points
    I like the idea of the Dragonewt Gap in their Personality Traits and use it in my games. So, whereas a human might have Brave 01-70/71-100 Cowardly, a Dragonewt might have Brave 01-69/70-71/72-100 Cowardly, thus introducing a gap. If the Dragonewt rolls against Brave/Cowardly and rolls inside the gap, then it has behaved correctly, according to Right Action, and can choose whethwer to be Brave/Cowardly/Neither, otherwise the Dragonewt is forced to be Brave or Cowardly and should do something later to correct actions. As a Dragonewt gains experience, the gap can increase, meaning it has more control over emotions. In my Glorantha, each Stage much challenge and master a number of pairs of emotions, in other words having a gap of 90 or more. Once those emotions are mastered it can progress to the next stage where it must challenge and master another group of pairs. A Ruler/Full Priest Dragonewt has mastered most pairs, an Inhuman King/Dragonet has mastered all pairs, so almost always follows Right Action (01 or 100 still counts as failing in this situation).
  6. 6 points
    We sold 50 copies of a special preview of the complete draft ruleset at Gencon 50 in 2017. Based on solid and helpful feedback we decided to have the manuscript get revised one more time. As of today, the Core Rules, the Bestiary, and the GM Screen Pack are all in layout. When layout is complete we will sell them as PDFs, followed by printed copies a few months later. As for one product a month, Chaosium has come pretty close to that. We released Reign of Terror in November, Petersen's Abominations in December, and Alone Against the Dark in January. When we said we were gearing up to get to "one release a month" we said that was for all our product lines. Just to be clear, we never stated we would be releasing one new Gloranthan product a month. As for 13th Age, the Core Rulebook is now done with initial layout and will soon be available as a PDF. The same goes for the Gloranthan Sourcebook.
  7. 6 points
    I'll have to respectfully say that I think that's a rather bad policy. Writing in vague language that results in gaming groups having uncertainty and actual arguments, not to say anything about forum wars and so on, is - I'd say - bad policy, when all of that could be avoided by clear language. That may sound trivial at fist glance, but we're talking about literally hours of people's time and effort (and emotion), all of which reflects on and gets associated with the product being discussed (and despite a persistent saying to the contrary all publicity is not good publicity). Of course, that said, not everything in every situation can be made explicit considering limitations on length of text. However, if something needs to be established as a thing that can be taken in two, or multiple different ways depending on preference, then that is something that a sidebar, note, or something along those lines should accomplish. There is a huge difference in something being vague and something being optional, even if it is a case of a writer employing sleight-of-writing.
  8. 6 points
    The related illustrations include versions more suited to Sartar and Esrolia, with thatched and tiled roofs, respectively. The house shown is from Pavis. Here are a few from the related series. Note that further research indicates that the outer walls in all cases are too thin. I am currently working on a 'fortified palace'.
  9. 6 points
    I have a suggestion, that comes from my work in another area of gaming - can we get this this all made up into an unofficial resource for others to use. I've been working with translators on another project for which I now have a list of keywords translated into four other languages. This was to ensure that there is consistency across the foreign language versions of the game. The intention would not be to produce a definitive list or to correct each others interpretations, but to just get out there and include multiple versions of the same name where they exist. The Glorantha Wiki is the obvious home for this.
  10. 5 points
    Taking it out of rules etc, trying to express it experientally: Connecting with a particular form of magic doesn’t just strengthen your connection to it, it (obviously) changes who you are, and cranes the way your mind works. You don’t just attune your mind towards particular forms of magical understanding, at a high level that involves doing so at such a pure level you must actively reject other forms of magical perception, and at such a deep level it becomes a strong habit of mind. A sorcerer must maintain a state of intellectual flow and perception of the other world, and identifying with a part of it too strongly is to lose perspective, to contact a Spirit is to be distracted by emotion and sensation. A theist devotee trying to use a feat needs to identify with their god totally, and objectively assessing their magical actions as a sorcerer would, or focussing on the sensations of their surroundings as a shaman would, pulls them out of identity. A shaman trying to use other magic on the spirit plane might get blinded and confused, get lost or ambushed or pulled back to their body. Eventually avoiding the other forms of magical perception becomes a hardened habit of mind. Mysticism itself may not actively hinder other forms of magic, but it doesn’t help, nor do most other forms of magic normally help you approach mysticism. Most see it as, at best, a pointless distraction. There are ‘loopholes’. Identifying with your god totally might not interfere with other magic, if that other magic is something your god did. You can travel the underworld as a spirit while continuing to identify with Kygor Litor, because Kygor Litor travelled the underworld. You can intellectually comprehend complex magic through sorcery while identifying as Lhankor Mhy, because that’s a thing Lhankor Mhy does. You can wield the spirit weapons that Waha wielded while identifying as Waha, because that’s what Waha did. You can identify as the queen of the forest (Aldrya) while reaching down into the soil, below into the underworld, to find the spirits of plants yet unborn, because that is part of being Aldrya. And so on. I don’t personally know of any traditions that combine sorcery with being a shaman. Doesn’t mean they do not exist. There are definitely sorcerous traditions that attempt to understand the spirit world, and so teach how to intellectually comprehend the sensations that come with spirit contact. The Malkioni however put this in the context of demonising the spirit world, so a different form of intellectual rigidity - the Hrestoli Furlandan school is the best known example here. Binding spirits into enchantments, which effectively is combining sorcery and spirit magic in a limited form, happens. Henotheism, I suspect, combines worship with a deep intellectual exploration of what is worshipped and how it may be understood as an abstract principle (as some forms of Hinduism do). But the loopholes have limits. A Lhankor Mhy knows some knowledge is forbidden by LM. A Kygor Litor priestess instinctively knows that spirits that are not of the darkness are hurtful and KL would not touch them. Waha’s way rejects foreign magic. Henotheism relies on a deep well of knowledge about how that particular deity relates to the abstract powers it accesses, and that does not transfer to others. Much of the Furlandan school teaches you that deeper contact with spirits is a danger you must recoil from. And so on. The experience of Illumination gives you a moment of oneness with everything. You suddenly understand not just what it is like to be everyone else (a moment of total ego dissolution - but maybe only a moment, the ego snapping back and reasserting itself may be the ‘dark side’), you understand what it is like to be other forms of magician (and other people, and other forms of being, and to be more than just one little constrained individual). You see your habits of mind as habits and restrictions, you can reach back to that moment to see the alternatives. You see the limits as just you limiting yourself to a single way of being, you see how to go beyond that now,you see how it’s all different ways to the same thing. You may not be able to explain or comprehend it fully, but you’ve had that experience. That doesn’t mean you know how to fit those pieces together well. Most of the time, you are just back to the first principle with other forms of magic. It can be like trying to learn acting and programming, different skills that simply don’t fit together well. But maybe someone who has been there before has learnt to put the pieces together better, has done the work to see the commonalities, like understanding the maths of music etc. Arkat invented sorcery useful to followers of darkness gods (and FWIW, I think Arkati trolls can learn as much sorcery as anyone, they just need to be Illuminated before mastering multiple forms of magic, just like anyone else). The Red Goddess (or, perhaps, the many Immortals she instructed and inspired) learnt how to apply their magical techniques to her Lunar powers in ways they deliberately construct as different approaches to the same inner truth. Ven Forn finds magical techniques that do not interfere with mystic work. And so on. Some aspects of various magical paths that seem to make little sense, make perfect sense to an Illuminate.
  11. 5 points
    I've got a detailed map of Volsaxiland I use for my campaign I thought I'd share... Locations are chiefly from the Dragon Pass gazetteer, the Guide and Atlas. It's a little messy since I work by hand. The base map is the old Holy Country map from the RQ Companion - it was just sparsely detailed enough to be able to fit all my scribbles.
  12. 5 points
    From an old postcard clearly sent from a temple of Ernalda Serpent Mother in Esrolia, probably Nochet or Ezel.
  13. 5 points
    A shamanic dream vision - even there you can't escape the ducks!
  14. 5 points
    Of course the only reason that I compiled this (apologies to Kirby Sattler and David Yorke whose american indian portraits are worth a look) is that I felt that the thread would be incomplete without this ...
  15. 5 points
    I always imagined his 'unusual three-bladed sword' as an African Hunga Munga.
  16. 4 points
    Of course - just I find there is a frustrating avoidance of conceptual consistency, so phrases like 'has the X rune', or uses the X rune, the two runes are opposed, even the meanings of the Runes themselves will become terminology that has up to four or more somewhat inconsistent meanings. There are some similar issues with other magical terminology. And then we might start to slip into situations where some explicit statements about Gloranthan reality are no longer consistent between game systems.
  17. 4 points
    Now I know that for posting this I'm probably going to be instantly shot down by people far more educated about Glorantha than me, as that is the nature of this community, but considering barely anyone seems willing to try and write anything about Dragonewts I figured my theory was worth a shot. So in the new RQ, we have a power rune tree similar to the personality pairs of Pendragon, correct? And if I'm remembering the Quickstart correctly, invoking a rune entails a potential bonus to it, correct? So, my theory is, based on the new RQ rules and a few articles on Dragonewts from the old Issaries site, that one -note I say one reason, not the only reason - of the reasons they behave so erratic and strangely is because every time one of their power runes is used and increases they are obligated by their religion to do everything in their power to rebalance it, to perform Right Action. And because dragonewts without spiritual balance are constantly trying to invoke runes their personality actually tend to be much more extreme than your average human's, resulting in extremely self-contradictory actions and unpredictable behavior patterns.
  18. 4 points
    Nope, we just had a lull at the end of the year there. However, the comic has now moved to a monthly schedule, instead of a weekly one (we posted this on Patreon, however I was going to announce it when I posted the first page for the month). This means that in two weeks, there are going to be four pages uploaded, one a day. Then in February we're going to do the same and so on.
  19. 4 points
    Hmmm ,,., Interesting speculations! VERY interesting. If I may be allowed to play, too... Maybe the Dragonewt secret (or one of their secrets) is to go beyond 100%. Maybe, once they get each and every pair of runes to 50%... they can go to 55/55 instead of 55/45. And onward, eventually, to 100/100 ... and even higher !
  20. 4 points
    All in all, I think the problem is that humans try to organise things into systems, whether there is a system there or not. IRW shamanistic/animistic practises can be seen to work in a vast variety of different ways. Harner tried to organise everything into branches off his 'Core Shamanism', but that only went to show the limits of his imagination and understanding. Comparing Buryat Mongol practises with those of Surinam or Haitian Voudon, or even the 'Toronto Blessing', reveals a world of difference, not of close similarity. As for combination with ritual sorcery, one can find it the world over. (eg Evans Pritchard on the Azande) On Sunday I shall be leading theistic worship with elements of what might be identified as ritual magic, Eucharistic heroquesting, and even animistic appeal to the divine spirit. Resistance rolls, anyone?
  21. 4 points
    I'm very much of the opinion that the various powers are elephants being pawed at by blind men. Not even the Arkati, God-Learners, Grey Sages, Henotheists, or others who come at them from multiple angles have the whole picture.
  22. 4 points
    Not really RQ specific, although it translates pretty easily to d100, obviously. I found this delightful table from a CIA document on intel analysis: what do people perceive words like "probably" to actually mean as %? Interestingly, things like probably and probably-not are NOT mirror-images of each other. Source https://www.cia.gov/library/center-for-the-study-of-intelligence/csi-publications/books-and-monographs/psychology-of-intelligence-analysis/art15.html
  23. 4 points
    I feel I am starting to slip into nitpicking arguments, for which I apologise, so I felt I need to state clearly what my problem is. It might be due to the fact I am an on and off Glorantha enthusiast not a hardcore lore buff, but when thinking about various Gloranthan types of magic I always had it stuck in my head that - whether we treat them as separate supernatural realms [as in older games/older canon/God Learner classifications] or as different ways of looking at the same things, theistic magic is about being something, spiritual is about having something, sorcerous is about knowing something. AFAIR that's how it was portrayed around HQ2, too. Now for me that has always meant there's a great deal of difference in in-universe terms and in roleplaying terms between those worldviews. Sorcerous worldview would be that the world is full of powers that you can research, understand, and using the knowledge you aquire - control and exploit in very specific ways. Theistic worldview would be that the world is full of powerful beings that you can worship, emulate and through that take part in their identity and power. Spiritual worldview would be that the world is full of powerful beings that you can bargain with, contest against, win over and in the process aquire their help (or services of their subordinates, or of pieces of them) by taking them with you and having them help you in specific things. This is how I feel it was portrayed in the (various and fragmentary but mainly based on various HQ editions) things I read and skimmed over the years. This is also, I feel, reflected in HQ rules with the differences between spells, charms and affinities. Therefore when told that the division between theistic and spiritualistic cultures is no longer strong, my reaction was "Cool! So now Pentan chiefs are both striving to worship and emulate Kargzant to become reflections of his power in leading their tribe, AND they petition him for the gift of spirits from his fiery herds in the sky that help them perform their duties and lead/protect the tribe! That's quite cool, gives me great ideas about culture and roleplaying (as different kinds of magic seems to say different things about a person - some say what they are/strive to be, others what they have/managed to aquire - and how they are differentiated and valued within a culture and how they flesh out a character seem like interesting questions) and basically sounds fun. But now some people tell me that inside a particular culture it doesn't much matter whether the magic is spiritual or theistic, as long as it's aquired within that culture's traditions (although @metcalph did mention some interesting stuff such as the Doraddi valuing spirit magic more than rune magic - which is the kind of interesting detail I'm talking about: What does that say about Doraddi? Do they feel that magic you gain by relationships with various other beings is more worthy of respect than magic that you have to give up a piece of your identity for? Do they prefer more specialized magics? etc). Other people tell me that the differences in the acutal magic aquired are not important. And it kinda confuses me, not only by throwing away a distinction I relied on (and that I still find in Glorantha products), but also by doing away with what I consider an element that is enriching for the world of Glorantha, by showing how different ways of perceiving, aquiring and handling power can fit together in one religion and culture. I may be misreading things, misinterpreting things, or just be plain wrong. I think My Glorantha That Varies will be staying the way it was, but I am also interested in The Glorantha As Currently Depicted In The Books And General Fan Consensus, and I am still not 100% sure how it's supposed to look. As far as I understand from this thread, the current trend is that three worlds is more God Learner classification than something people think about in-universe, and that the three worlds as distinguishable ways of seeing and aquiring powers are being phased away and more culture-based view is encouraged? [if so, what is the reason of treating them separately in the mechanics and fluff and stuff? Is that God Learer-y division true in the objective sense but not acknowledged/experienced/cared about by people living in Glorantha?]
  24. 4 points
    lol Digressing off the Aldryami vs Uz title, but yes I always thought that Guild Wars plant people The Sylvari were spot on for the more mobile Gloranthan Aldryami, and I have often used pictures of them to reference such, especially the more inhuman looking ones. (PS: Sorry about the screen space, I was unable to resize these)
  25. 4 points
    I've been meditating on the Sword and Helm saga, as a result of my campaign taking place in the 1610s in Volsaxiland (Broyan is a major NPC). I've been a lurker for years. First thing to get out of the way: MGDV (My Glorantha Does Vary). I'm OK with that. My initial thought, from being very well read in mythology, is that Broyan's doom is connected to the Sword and Helm possibly being cursed. I also suspected that the reason no one took up the mantle of Vingkot was because it was also dangerous. Now a ways back I read theories about it being connected to the Westfaring. However, we know from the account on Heort in the Book of Heortling Mythology (BoHM forthwith) that Heort's grandfather Darntor witnessed Orlanth leaving the World - by which I suspect he was "at" Luathela and saw Orlanth enter the Gates of Dusk. (By "at" I mean he may have been in a supportive hero quest, which is how I imagine pre-Time questing worked - one was drawn into one's Gods struggles on a spiritual level by being a devotee in the moment, roughly, that they happened, though "happened" is an approximate term before Arachne Solara birthed Time). Now the Sword and Helm War is specifically placed in that account in the previous generation, which tends to suggest that if Rastagar summoned the fyrd for his god it was in support of one of the battles en route, not in Luathela. Two specific battles stand out: Orlanth's loss of Mastakos his chariot in battle with Shargash/Jargekriand, and his alliance with the Uz in Ralios, an event I suspect that lines up (despite the chronological problems with this) with Hate Kills Everything, a battle between Uz and Kajabor near Hrelar Amali... which is called out in Mastakos' scouting report to Orlanth as a station on the route to the West. The former seems marginally more likely if the deuterocanonical In Wintertop's Shadow is any guide: there the Maranite sacrificial regime dates to the destruction of the Vingkotlings in a raid and counter-raid against the Fire Tribe/Dara Happans. There is another reason, which is that I think that Lastralgor and Rastagar are simply variants of the same legend. (Compare the phonetic similarity of L- and R-). It's also interesting to note that the use of the term Orlanth Desertus for Orlanth Victorious in Heort's story for the spot where the Quest began suggests that only devotees, like poor Darntor, believed that Orlanth still existed before the time of I Fought We Won. OK... deep breath... My inspiration, given the account in the Esrolia book that states that Rastagar was ritually sacrificed (apparently along with Irillo) by the Grandmothers, is that Rastagar was not merely post-facto redefined as a sacral king, but that he was in fact really one, but that the Earth Cult substituted a Earth sacrifice (either in blood or by being buried alive) for the traditional Vingkotling sacrificial death: being burned alive (viz. the fate of Vingkot himself... his immolation while still alive seems to be a straightforward mythic justification for such a rite). This was a rectification of a nasty trick (in my Glorantha at least) that Rastagar played on his "warlord" and "wife". Now, the "wife" or "queen" I take to be Orane/Orana/Ana Gor, or her mortal representative, and the rationale for all this is the starvation of the people and the mass death of their menfolk. Rastagar and his Trickster (Eurmal/Elmal [1]) arranged things so the warlord stole the sword and helm, the manhood/Air Rune/Death & sovereignty/intellect/Mastery Rune, along with the wife/queen, whose mate was the target for the Immolation rite, so that he, rather than Rastagar, would be burned alive to release the life-giving royal essence. These were cloaked in ritual: after all Orlanth too stole both Sword and Sovereignty - one from his older brother (whose rights and connection to Air were thus violated, and who was made thereby sterile) and from the Evil Emperor. From the last he took willing Ernalda, or Oranedela, the Green Queen, too. So this warlord was acting as Orlanth, perhaps even as a proxy for Rastagar... In effect, Rastagar wanted to cheat death. But something else happened... That something contributed to two evident effects: the guardians of the chiefs/kings being those slain in the Shield and Helm conflict - an effect specifically paralleled by the Noble Brothers/year-kings of Nochet - and in at least one case, that of Darntor, the dead becoming hungry ghosts, inimical undead. Moreover the Garanvuli have barrows near Iliabervor and the Dekko Crevice, where one can walk all the way to Hell - which tends to speak to a Earth/Darkness death rite taking over when the Vingkotlings proper became extinct. As we can see from the wyter of the Red Bull, these spirits remain in the world rather than reaching Orlanth's stead, which serves to protect their literal or metaphorical descendants but also binds them in servitude. [1] Eurmal and Elmal are seemingly each other's Others; they seem to be quite similar to Kazkurtum and Antirius (viz. Elmal's by-name of Anatyr). Eurmal has the fire/disorder function while Elmal has the light/order function. By substituting Eurmal for Elmal, Rastagar could rework the rite as he wished... In my version of things, Orane, as the consort of Durev, the man of wood, that is, the natural object of an Immolation Rite and the counterpart of Flamal, whom, we may note, Eurmal murdered and burned at Hrelar Amali before he was rescued by Orlanth - at seeming the same "time" as all this was going on, was repossessed by the Burnt Man, the undead Durev in the form of Nontraya [Traya, Drya, Durev, etc. = tree, wood] who had been reanimated by Chaos and the absence of any separation between the Living and the Dead. After all, the God of Undeath believes he has some claim on Queen Earth... He is, of course, a perversion of the dormancy of vegetation in winter. It's my belief that the Orane/Earth Queen cult salvaged the profanation of the Immolation Rite by substituting a perhaps older chthonic ghost cult. This could protect the Living against the Pre-dark, given that Rastagar's actions strengthened Chaos and destroyed the Vingkotling succession. We can't know, of course, whether Irillo was the "warlord" (it's certainly possible) but I believe Broyan stepped into the "warlord's" role (note he's even described as a "warlord" of the Hendriki), so he could possess the lost Sword and Helm. This of course doomed him to a ritual death, but also vastly empowered him to defeat the Bat, since he was now effectively the ritual heir of Vingkot. It is that sacrificial role that would have allowed him to make peace between Esrolia and the Vingkotlings, because he was "stepping up to the plate" and rectifying things. I do think that Heort's Laws all were created to circumscribe practices common before the Silver Age. Human Sacrifice is a major part of the strictly delineated no-nos for Orlanth worship, so, somewhat perversely, I actually suspect it played a role in Vingkotling ritual. The fragments that persist, of course, are the funeral by cremation and the Flame of Sartar. The alteration of the Green Age interchangeability of mortals and beasts is of course a continuum that still has deviations after Time. The Law states only beasts may be burned for Orlanth, but what if one cannot tell the difference? Now, from Orlanth's "desertion" of his people the chief god was Elmal, not Orlanth. Elmal's material presence was as a steady light at the peak of Kero Fin. Interestingly, that light flared when Heort put his grandfather (who had become Ice, the fusion of Hunger/Darkness/Air) to rest. If Elmal, Cold Fire, is in fact the consuming, cold fire that burns away the sacred kings and returns them to Vingkot, this might make sense (as a Light which burns/Sunspear he is the inner Fire/Sky that exists beyond Air/Storm, much as Darkness/Hunger resides in the center of Earth). This would make sense also if Orlanth and Vingkot are essentially identical, for the absent God is also the dead, burned, ashen king, smoke in the breeze, and his surrender of rulership to Elmal is also the surrender of sovereignty back to Aether, even in a broken state. On the left hand, however, we have Eurmal, the other, who "steals" Fire, burns the wooden man, and shows the ordinary people how to eat (satisfy the Hunger he embodies) and stay warm. He is the gift that the profanation of the sacred flame provides: the cooking fire. His fire is not the fire of utter and pure dissolution, like Aether, or the Immolation Rite, but the fire that scorches away disease and preserves. It is interesting, of course, that Orlanth "finds" Eurmal at the same time that the Vingkotlings destroy themselves, but perhaps Heort's way is best: no king but elective kings. We best remember that the last of the Vingkotlings, Jardfor and Kogal, were cannibalistic shapeshifters. That, of course, is the ogre way. --- Now, speaking outside MG (My Glorantha) I admit I was thinking of course in part of Arthur, Lancelot/Mordred, and Guinevere, with whom this story has a lot in common. Thus the magic sword, thrust into the Rock/Earth, the "burning ritual" (I see the catastrophe around the Elmal-fire being equivalent to Lancelot's massacre of the defenders at Guinevere's own threatened burning), the step/foster son becoming the lover of the Queen with the uncertain blindness/tacit permission of the childless king, whose army has been destroyed fighting the Emperor of the World and seeking to restore the fertility of the Wasted Universe... This, at least, permits Rastagar/Lastralgor to have a certain noble tragedy. Perhaps his trick was sanctified by some earlier precedent, and Irillo/the warlord knew what was up, or the queen did. But if one did, the other may not have. Phew. Thoughts? I have a dozen or so pages of detailed notes if anyone's interested.
  26. 4 points
    Which part of "attack", implicit or explicit, excludes ranged attacks? If I am making a ranged attack, am I not making an attack? Explicitly or implicitly? Where in the spell description(s) is the explicit statement "this spell only works for melee attacks"? Are you sure you know what "explicit" means? If you, as GM, want the spell to exclude ranged attacks (for whatever reason you want to make the exclusion), you are entitled to make that declaration. I don't think anyone here would say otherwise. If you, as someone who claims to read and understand English, state that the spell description "obviously and/or explicitly" excludes any form of attack that isn't melee, and/or that it "obviously and/or explicitly" includes elements of being a berserker (to any degree), and/or believe that "obviously and/or explicitly" the game designers meant anything not actually written in the text, then you are reading words that do not exist in the spell description(s), and are instead trying to pass off your personal opinions as if they were objective facts. Heck, if I was running a game and somehow a character had (legitimately) acquired a skill of "make hurtful remarks", I'd be happy to let the spell increase the chance of that working, too! Ultimately, it's all about game fun and (in the case of Glorantha) emphasising the magic parts of the world (i.e., the myriad ways in which it differs from our own). YMMV.
  27. 4 points
    Roof styles depend on location. Terracotta tiles, wood shingles, and thatch are all known. I suspect tiles are often a sign of status.
  28. 4 points
    Great news: Rob Heinsoo has reported to backers that Chris Huth has finished with initial layout of all chapters. In fact he has also finished the first round of draft corrections! Rob is now going over things and preparing the second round. Then we're working to finish the appendices. The sample spreads below both feature art from Michelle Lockamy:
  29. 4 points
    Hi Elder Thing, As the guy who designed the DDT sheet ... I don't believe that Chaosium have released such a PDF, but it's easy for me to cobble it together given the parts at my disposal. The links below should get you to non-fillable PDFs for both the Pulp and CoC versions of the sheet. Because some people have also asked for versions without the paper texture in the background, I've also included versions which omit it. Non-Fillable CoC 7e Sheets for DDT with paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-coc-paper.pdf without paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-coc-no-paper.pdf Non-Fillable Pulp Cthulhu Sheets for DDT with paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-pulp-paper.pdf without paper texture: https://cthulhureborn.files.wordpress.com/2017/12/ddt-non-fillable-pulp-no-paper.pdf Dean (from Adelaide)
  30. 4 points
    It's a challenging comparison, but I would venture that elder secrets was even worse than DoD. Not sure whether the troll, elf, or dwarf that haunt me more to this day...
  31. 4 points
    I generally award ticks on Critical's and Fumbles. When there is a "logical pause point" in the over all flow of events in a game, I will also ask the players to assign a number of additional checks to skills they feel they can justify to me on the basis of events; so for example skills they feel their character will have used a LOT but the active play has not focused on: for example, the last three sessions have been in a particular country and everyone has been speaking the local language, but we've not be rolling for it as everyone has at least 30% so for speed of play we've just assumed everyone apart from the native speaker can get by but is obviously foreign; but everyone HAS been practicing (and immersed in) the language for several weeks of in game time. But I, as GM, award ticks - players don't get them without my consent, even if they criticisms or fumble (and if they special or succeed in the right circumstances I may award them a tick, and I always keep track of who is regularly succeeding at what), if they go tick hunting they get asked to stop, if they don't stop they get asked to leave the game. In 38 years of playing RQ / BRP derived games however tick hunting has never been an issue - it's been joked about, I've seen it discussed on the internet, but it has never happened in my games, or games I've played in. I also award "hours" so a character who has been in an environment can "train" a skill - if for example we end one session with the arduous trek across the desert concluding with the PC's successful arrival at Lut Gholein, and I want to start the next segment fo the campaign with the established in residence in the city after three months, I may well say "have 120 hours" and then can spend that using the training rules on plausible skills (the local language, skills they have been using to generate an income etc). Cheers, Nick
  32. 4 points
    From Left to Right: Penelope the Busarian. Figure converted from "Almah Merchant Princess" by Reaper Miniatures Livia D'Lantis from Jansholm. Figure "Female Archer" by Dark Sword Miniatures. Garrick the Trickster. Figure custom-created using Heroforge.com. And that's a tail hanging behind him, he shape shifts into a monkey. So get your mind out of the gutter. Jedrick the Glorifier. Figure converted from "Duel-Wield Human Knight" by Dark Sword Miniatures.
  33. 4 points
  34. 4 points
    Unfortunately, if I buy any more hardcopies, my wife/marriage will be ephemeral ...
  35. 4 points
    The Miskatonic Repository is live! Access it on DriveThruRPG here: http://bit.ly/miskrep We're helping kick things off with five original Call of Cthulhu scenarios by community creators. And more are sure to quickly follow! The five initial contributions are: TERROR ITSELF - a 1920s Call of Cthulhu scenario, by David Naylor & James Coquillat PLAGUE - a modern-day scenario for Call of Cthulhu, by Noah Lloyd & Matt Ryan TALES OF THE MONOLITH, Part I (The Scales of Time) and Part II (Trail of the Monolith) - each part an installment of a two-fisted 1920s Call of Cthulhu scenario, by Mike Nagel ISLE OF MADNESS - a Pulp Cthulhu scenario set in the 1930s, by Ed Possing. And more from other community contributors are sure to quickly follow! More details here: https://www.chaosium.com/blog/the-miskatonic-repository-is-live
  36. 4 points
    Merry Christmas, one and all! The latest in the Mythic Earth series for Mythras is now available. Mythic Constantinople transports you to 1450, where the shining city of Constantine dominates Europe, still at the height of its power. But forces within and without threaten this greatest of all cities: the Christian Orthodoxy vies with Catholicism, and the Ottoman Empire begins its preparations for conquest. Within the city's streets, political factions struggle for power while criminal gangs and mercantile guilds battle for the true wealth of Christendom. Elsewhere Pagan cults skulk in the shadows, waiting for their own moment. Mythic Constantinople is a complete sourcebook for a Constantinople that never quite was. Meticulously researched and presented, it merges historical fact with myth and legend. Among the real personalities that shaped history are the non-human species such as the Astomatoi, Blemmyai, Skiapodes, Minotauroi and the Immortals. Magic is real, and so too are the threats to Byzantium. With this supplement the characters can be part of history and shape it, creating adventurers from dozens of cultures with hundreds of reasons for being in the greatest city in the world. And as well as the sourcebook, we have an adventure set in Constantinople: Life's Long Consequences sees the characters on the trail of the elusive Kales Pegonites, the man everyone seems to be looking for and wants – either dead or alive. Why is he so important? Who wants to kill? Who wants to keep him alive? http://thedesignmechanism.com/store.php#!/Mythic-Constantinople/p/97950766/category=24197109 http://thedesignmechanism.com/store.php#!/Mythic-Constantinople-Lifes-Long-Consequences-PDF/p/97950804/category=24197109 Or for DrivethruRPG... http://www.drivethrurpg.com/product/229016/Mythic-Constantinople--TDM230 http://www.drivethrurpg.com/product/229017/Mythic-Constantinople-Lifes-Long-Consequences http://www.lulu.com/shop/mark-shirley/mythic-constantinople-lifes-long-consequences/paperback/product-23453698.html Finally, we also present the Mythic Constantinople Map Pack, featuring large size versions of the City maps, European Empires and the Great Palace. http://thedesignmechanism.com/store.php#!/Mythic-Constantinople-Map-Pack-PDF/p/97950856/category=24197109 http://www.drivethrurpg.com/product/229020/Mythic-Constantinople-Map-Pack Come and join us in the streets of Mythic Constantinople – you may never want to leave. https://youtu.be/2rQDtjaCY8A But this isn't the only release before Christmas! Classic Fantasy module G2 is also released this month. Strange things are afoot in the Blue River Valley... Disappearances, Smugglers, rumours of ghosts, Goblin raiders led by an ambitious and ferocious young leader. The villagers need help. Help only you can provide... This introductory adventure for Classic Fantasy is designed for three to four characters covering the standard class range. This module provides many hours of adventure and is complete with maps, NPCs, and a sheet of paper figures for use in encounters. http://thedesignmechanism.com/store.php#!/Module-G2-The-Lonely-Lighthouse/p/97950875/category=23403107 http://www.lulu.com/shop/viktor-haag/g2-the-lonely-lighthouse/paperback/product-23453713.html http://www.drivethrurpg.com/product/229023/G2-The-Lonely-Lighthouse--TDM505?src=newest&coverSizeTestPhase2=true&word-variants=true
  37. 4 points
    A propitiatory statue of a hollri or other ice demon. Maybe from Thrice-Blessed or the Kingdom of Ignorance.
  38. 4 points
    This Sable Rider mask turned up in Montreal - maybe took a wrong turn from the Hungry Plateau.
  39. 4 points
    The Ziggurats were ancient shrines to Yamsur. Or so some drunk told me in Gimpys..
  40. 4 points
    Question 1: Pirates & Dragons clearly states that both the +20% for a mounted attacker and the -20% for a non-mounted defender apply. Horsemen are scary! Having been on the recieving end of horses and cattle this seems about right to me. Question 2: Given that the staement about unopposed attacks moving straight to damage resolution comes after attack resolution, in the section on reactions, I would think that a successful attack roll is needed. The sentence is perhaps a bit redundant, as if the attacker hits and the defender does nothing moving to damage resolution is the next logical step. An attack against a helpless foe is an automatic critical however. Ouch!
  41. 3 points
    Newt Newport's (D101 Games) Hearts in Glorantha is back! You can order the PDF now and printed copies will be sent out in 2-4 weeks once they're printed. See http://d101games.com/product/hearts-in-glorantha-issue-6-printpdf-preorder/ for full details of all the Gloranthan goodness contained therein. There's a lot of fab stuff in there (I've seen it), and it seems slightly unfair to pick out some highlights, but I'm going to anyway. For me, The Awakening (by Scott Crowder) and an introductory scenario version of The Lightbringers' Quest (by Matt Ryan) are worth the purchase price on their own. But there's plenty more in there.
  42. 3 points
    Yeah, I noticed that little dichotomy too. Unless dragon magic doesn't rely on a Rune casting roll, I don't see how to get around it. So unless the latter holds true, paradoxically all dragonewts following the path of Right Action are mediocre casters. The big issue with being a 'rogue' dragonewt is that, depending on how extreme they get, not only do they lose the ability to gain more power by metamorphosing, some can't even be reborn at all.
  43. 3 points
    Some of this gets covered in the GM's Scenario pack, but the short version is this. After the death of Broyan, Queen Leika returned to Western Sartar to foment rebellion. That proved unnecessary. Instead, Kangharl and most of his loyal retainers were devoured by the True Dragon, and Leika and her supporters were simply let into Clearwine Fort. An assembly of chiefs and priests acknowledged Leika as tribal king and assented to her council. The Lunar manors were destroyed by angry farmers, and in the confusion and turbulence, many old grievances were settled violently. Many of the clans resort to banditry and have been joined by other elements created by the collapse of Lunar authority - Tusk Riders, Lunar deserters, rebels with no home to return to, and other outlaws.
  44. 3 points
  45. 3 points
    Personally, I very much liked the visual representation of elves from Guild Wars 2 for aldryami in RQ: certainly vegetal, with more-or-less humaniform features (but not too much; nobody would ever mistake them for human from any angle). What I also found tangentially interesting was own reluctance to use them...it seems odd to want to source pnp FRPG ideas from video-game material, somehow, despite video games' tenure being only slightly shorter than FRPGs themselves. Certainly some ... cross-pollination in that direction can be viable?
  46. 3 points
    Actually from my perspective, it has shown me the opposite. There are several play-styles and traditions in play here, and where practicable, the rules should be written broadly enough so allow them. Even though my intent in Fanaticism is that the spell effects ALL attacks (melee and missile), I'm glad that it is easy and trouble-free for GMs who don't like the implications of that to interpret the rules in a manner consistent with their preferred style. The only downside to it is the occasion interminable forum debate, which - as long as it remains polite - is a small price to pay.
  47. 3 points
    A trio of new HeroQuest Glorantha titles are now available on DriveThruRPG—the core HQG rules, and the linked supplements The Coming Storm and The Eleven Lights. Everything you need to run an epic clan-based campaign at the advent of the Hero Wars! The Coming Storm and The Eleven Lights are written using the HeroQuest Glorantha rules, but can be easily adapted for play using RuneQuest.
  48. 3 points
    Currently #5 on DTRPG. Feel like this one is doing exceptionally well. Frankly, quite well deserved.
  49. 3 points
    Yes, I would think so, very easily. Reading Mythic Constantinople for the first time, what pops into my head automatically is the old Thieves' World boxed set that I loved back in the day. For my campaign setting, it will also work for a "Steampunk Byzantium" I have going on one planet. Something with a feeling like this John Harris painting:
  50. 3 points
    A little backstory... When I was a teenager my father ran RQ for my twin brother and my little sister. After he died a few years ago I inherited much of the collection. I've been running HeroQuest for my daughter and have been planning a campaign for my gaming friends as well, using some of the old characters as NPCs. In the original plot line after the Fall of Sartar the characters went to the Holy Country (we used "Carse" and what other fragments existed, and ended up forming a clan on the borderlands, full of refugees, misfits, ducks, and a few other random things. As canon marched on I discovered that some of the old stuff wasn't exactly "official" but I've adapted what I can. The campaign (for both age groups) involves the Cave Inn outside Whitewall, a hive of rebel scum: an odd sunglass wearing troll or two, a Centaur initiate of Issaries, a bunch of intelligent alynxes (the Gavren stone is on the tula), some magic otters, some Lunar spies, and an old woman who lives in wagon that seems to know some uncanny magic. Thus far, Kora, my daughter's character. has snuck out into the woods near Finovan's grove and encountered a strange dark girl who says she lives with her grandmother near Zatarn Lake and has a pet moth. They have decided to be friends. Kora is also helping with the Holy Time festival by representing Voria in the Goose Dance.