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  1. 18 points
    A sneak peak of how Books and Scrolls get handled in the RQC! MAGIC BOOKS AND SCROLLS Mechanically, a book typically adds +1D4x5% to one or more skills. Some might also provide knowledge in one or more sorcerous Runes or Techniques and even provide knowledge of specific sorcery skills. A few special books can even raise a characteristic modifier or increase a characteristic. These books should be the object of quests in their own right. Give thought to their actual physical appearance, the proper bonuses (esp with Ian’s entries), who’d want it and where you might buy/sell it. Glorious Reascent of Yelm: Composed in the First Age, this text is a mythic cosmology and kings list of the Yelmic religion. It takes three seasons to study. With a successful Read Firespeech, it adds +20% to the reader’s Yelm Lore, +10% to Dara Happan Customs, and +5% to Celestial Lore. The Roads and Graves of the Makers: This text lists the first seven Sartarite kings, their main deeds, the roads they built, and where their graves are. There are many variations of this (often simply called “The Sartar Dynasty”). This text takes a hour to study and with a successful Read Theyalan it adds +5% to the reader’s Sartar Homeland Lore. The Orange Book or Theogony: This collection of God Learner texts from the Mythical Synthesis Movement is allegedly based on the Blue and Brown Books of Zzabur. It details the origins of the cosmos and the Runes, includes a series of genealogies of the different gods, arranged by elemental Rune, and describes the major events of the Gods War. This book consists of 84 orange-coloured sheets of vellum and takes three seasons to study. With a successful Read Theyalan roll it adds +15% to the reader’s base Cult Lore skill and +5% to the reader’s Magic modifier. Upon a successful INT+POW roll on a D100, the reader achieves intellectual mastery of the Summon Technique as per page 384 of the RuneQuest rules. Most versions of this book include 1D3 sorcery spells. The book is thought to be protected by a dangerous curse. Songs of the House of Sartar: This epic poem is based on oral tradition and details deeds and tragedies of the House of Sartar prior to the Lunar invasion of 1602. It is intended to be read aloud and was likely composed by a poet and only later recorded and refined by a Lhankor Mhy sage. The poem consists of 2400 stanzas divided into nine books. It takes about three hours to listen to the entire poem. With a successful Read Theyalan roll, it adds +10% to the reader’s Heortling Customs and +5% to their Sartar Homeland roll. If the reader succeeds with a Sing roll while reading the poem, those who listen to the full poem and succeed with a Speak Heortling get the same bonus. Six Chapters on Sword Fighting: This combat manual is thought to date back to the Second Age and is commonly attributed to Li Phanquan. The text takes a season to study and with a successful Read Theyalan skill roll it adds +10% to the reader’s Sword skill. Studying the palace records: A season spent studying the records of the local palace or temple combined with a successful Read skill in the language the records are written in adds +5% to both the reader’s Bureaucracy and (local) Customs. The Lives of Our Red Goddess: This didactic tract is an account of the birth of the Red Goddess by the Seven Mothers and of the Seven Steps of the Red Goddess to Hell and back. It is often illustrated. With a successful Read New Pelorian roll, the reader gains +10% in Seven Mothers Cult Lore and +2% to their chance of Illumination.
  2. 18 points
    The definitive list of cults and spirit cults in the Cults of Glorantha are: 1. Kyger Litor 2. Anilla 3. Aranea 4. Argan Argar 5. Gorakiki 6. Himile 7. Subere 8. Xentha 9. Xiola Umbar 10. Zorak Zoran 11. Magasta 12. Choralinthor 13. Dormal 14. Engizi 15. Oslira 16. Ernalda 17. Aldrya 18. Asrelia 19. Babeester Gor 20. Caladra & Aurelion 21. Donandar 22. Eiritha 23. Flamal 24. The Grain Goddesses 25. Hykim & Mykih 26. Maran Gor 27. Mostal 28. Ty Kora Tek 29. Uleria 30. Voria 31. Yelm 32. Dayzatar 33. Dendara 34. Gorgorma 35. Lodril 36. Lokarnos 37. The Lowfires 38. Polaris 39. Shargash 40. Yelmalio 41. Yelorna 42. Orlanth 43. Chalana Arroy 44. Eurmal 45. Issaries 46. Lhankor Mhy 47. Barntar 48. Daka Fal 49. Foundchild 50. Heler 51. Humakt 52. Lanbril 53. Mastakos 54. Odayla 55. Storm Bull 56. Valind 57. Waha 58. Ygg 59. Yinkin 60. Horned Man 61. Earth Witch 62. Evening Star 63. Frog Woman 64. Kolat 65. Morning Star 66. Rainbow Girl 67. Raven 68. Six Sisters 69. Sun Hawk 70. Thunder Bird 71. Traveling Stone 72. Twin Sisters 73. White Princess 74. Robber 75. Sky River Titan 76. Oakfed 77. Seven Mothers 78. Danfive Xaron 79. Deezola 80. Etyries 81. Hon-eel 82. Hwarin Dalthippa 83. Irrippi Ontor 84. Jakaleel 85. Nysalor 86. Red Goddess 87. Teelo Norri 88. Yanafal Tarnils 89. Yara Aranis 90. Primal Chaos 91. Bagog 92. Cacodemon 93. Crimson Bat 94. Krarsht 95. Krjalk 96. Mallia 97. Pocharngo 98. Thanatar 99. Thed 100. Vivamort
  3. 17 points
    Nah, I am done. But while adding the Starting As An Initiate of XXXX sections for each cult, I managed to unblock what I wanted to write about Yara Aranis. It also brings us to 100 cults and spirit cults.
  4. 14 points
    I've been quite lazy lately, sadly, but thought I'd update things with a mix of finished pieces, works in progress, concept and development sketches... Duck Rune Priestess of Engizi Clad in ritual armour composed of freshwater shells from the Creek-Stream River and saltwater shells collected on pilgrimages to Mirrorsea. ***** Duck Rune Lord of Humakt Wearing the typical panoply of a horned helmet, ring-mail jack and studded leather, and carrying a bronze greatsword. ***** Spearducks! An (unfinished) update (centre), of an old sketch from a dozen years ago (left); and a Vingan Nestguard (right). ***** Sootfeather, pyromaniacal spirit-cultist of Oakfead With his pet rubble runner. ***** A map of Dragon Pass As owned by everybody's favourite bandit.
  5. 14 points
    As I see it, the major cults not appearing in this book are: Triolina (I really need to think far more about the Triolini before I tackle this cult) Godunya (already appearing in another book) Pamalt (will need to wait until I get to the South) Ompalam (see above) Seseine (see above) Invisible God (gets its own book) Arkat (needs Invisible God) Wachaza (needs to wait - his cult is right now confined largely to the Wachaza) There are numerous minor cults that will appear elsewhere - Pavis, Zola Fel, etc. They are purely local entities.
  6. 12 points
    Somehow I knew this thread was going to turn into another Many Suns discussion. "Thread: Is rye bread common in Sartar" 15 pages later: "Yeah, but what about the Hill of Gold and Sunspear though? HUH? CHECKMATE ATHEISTS."
  7. 12 points
    ...on crushing it in the ENnies.2019 Yeah, this is tangential (but not unrelated!) to RQG but this certainly shows that you guys are "doing it right". What a distance Chaosium has covered since 2015. Sincere congratulations. Aside from (hopefully) vast piles of wealth as your games succeed, I can't think of a clearer signal that whatever you're doing at Chaosium now, you're doing it right. Thanks for saving Chaosium from the pages of history. I'm sure Greg is pleased.
  8. 11 points
    There will be a lot of material on Jonstown soon.
  9. 11 points
    Mike is a fantastic CoC line editor and is doing a brilliant job. But CoC and RQ are very different lines and what works for one line does not always (or even usually) work for the other. Jason Durall is doing an amazing job on the RQG line and you don't have long to wait for the next few products.
  10. 11 points
    So here is what I think Greg was getting at. In the GodTime there are Many Suns. We know many of them: Dayzatar, Lodril, Antirius, Shargash, Kargzant, Reladvius, Buserian, Dayzatar, etc. At times 10 of the Many Suns (a sacred number that of the Celesital Court, of Glorantha, and it holds the secret of Many acting as One, GRoY p.6) enjoyed authority over various cities of Dara Happa. Elmal seems to have been one of the Many Suns who defected to the Vingkotlings, perhaps as 6A has it, Reladivus. Yelm and Lightfore are titles. GRoY ins an in-world document and has been re-edited by Plentonius to hide this. But in the same way the Bible was edited to remove the Caananite gods, but references to El and Baal still creep through, so do references to the fact that these were just titles. Here is p.7 "The Three Brothers Four brothers could have been equal in light of the staff. They were called Dayzatar, Arraz, Yelm, and Lodril." How many brothers is it? 3 or 4? It's 3, Yelm is a title of one of the brothers (Arraz) at this point. But Plentonius did not edit the chapter title. [Greg was clear that GRoY was complete, this is not a typo]. GRoY helpfully tells us what GRoY means: "Yelm. Literally “Shining Overhead,” commonly “Emperor.” Gods Wall I." Once you understand this, GRoY is much clearer. It's a succession of deities who take the title Yelm, and after Orlanth kills Murharzarm, Lightfore (which just means "First among the Suns"). Arraz loses the title of Yelm when the Cosmic Dragon enters the Sky and he does not stop it for example. "It slowly pushed forward toward the City of God, and slowly forced Yelm to withdraw from the polluted world and up into the sky, to keep himself from being quenched by its passions. Innate Justice did this. Yelm rose into the sky. This change brought about a great fear in the gods, for the Pillar was now empty. The roiling, undisciplined waves of Nestentos lapped at the pillar. People cried out because they did not know what to do. At last Murharzarm, the son of Yelm and Dendara, strode forward and stood upon the Footstool." GRoY, p.11 It says 'Yelm' but this is Arraz, Plentonius has been at work. We know the Polaris and Ourania are at times 'Lightfore', in other words, leader of the Sky Gods. BUT AT THE DAWN THERE WERE ONLY TWO LIGHTS ON THE SUNPATH: One in the day, and one in the night. At the Great Compromise we didn't get a world of many suns: just a sun, a night sun, and then a lot of planets etc. And this caused a problem, for folks whose gods effectively 'dissappeared' with the Great Compromise. Their god was not a planet, so it must be associated with that sun disk. But their magic clearly tells them: your god is NOT ** the** Sun or **the** Lightfore, although you get some power from it. So they all explain this as their god "carrying the sun". Elmal's Torch, Kargzant bearing the Sun Disk on his back. When these cultures meet they discover: hey your sun magic works to do this, when ours does not, but ours works to do that. We all seem to have **parts** of the sun. So the Bright Empire tries to figure it out. They had the revelation that their many gods had become one: Kargzant, Elmal, Antirius, Murharzarm - they were all **the** Sun Disk! But the Sun Disk was not just another name for their god, but something new, a compromise of different visions of the ruler of the Sky. And that revelation, a vision of unity, led them to become illuminated and create Nysalor at the Sunstop. The Sunstop is the moment these folks appreciate that their gods are all part of the Sun, who they decide to call Yelm, the Emperor. Of course, not everyone wants to accept this. They could still travel back to the God Time on holy days and be Elmal etc. Lacking illumination, they found it difficult to comprehend. And that was the root of 1st Age Conflict. Later, Nysalor revealed that not **all** of their gods parts had merged to become Yelm, some 'leftover' parts had became Daysenarus who we now call Yelmalio. So in a sense part of your god is Yelm, part of your god is Yelmalio. You could follow either. Arguably, more parts of Elmal are Yelmalio than Yelm, but KoS tells us that many Elmal worshippers converted to Yelm. And their magic worked better! Because they were worshipping the post-Dawn entity, not the echoes of the former entity contained within it. Now, of course, if I go to the hero plane I can quest as Elmal, and still get magic from his rites. But I can do some (not all) of his stories as Yelmalio, and my magic works better. (His other stories may be part of Yelm, or just not part of the conjoined gods). So who is right? Is Elmal Yelmalio? Yes, since the Dawn, no Before. But can a Yelmalio worshipper do Elmal heroquests? Yes some? And some Antirius ones too, and some Kargzant ones. Is Elmal Yelm? Yes, also since the Dawn, no Before. But less of him became Yelm than Yelmalio Echoes of those Nysalorian associations still exist but the cults were shorn of much of that in the Second Age. The cult of Yelm was in 'hiding' in the Second and early Third Age and was revived by the Red Goddess, that is one of the story lines in Fortunate Succession. Yelm's return with the Red Goddess implies to me that Illumination may be part of his cult once again. I would not be surprised to see Illumination being a goal for those Yelmalio priests in their retirement towers, going blind from staring at the sun, though most may no longer know that is what they do.
  11. 11 points
    I don't think Kralorela needs to be purged of Chinese influence so much as needs to dig deeper into Chinese periods that are more Bronze Age-appropriate, and get away from over-reliance on stereotypes. Go over here and read what Chris Chinn (aka Bankuei) has to say about this sort of thing, he even calls out the Guide specifically. Now look back and read The Blood Monsoon, which he wrote before frustration with the stereotypes etc. soured him on Glorantha altogether. Which brings me around to this: If we don't get some Asian/Asian-descended writers involved, we're going to keep screwing Kralorela up , no matter how well intentioned or well researched the attempt. We will perpetuate painful stereotypes and tropes that we are not even aware of being hurtful, and we will not even realize that we are doing it until it's too late. While I like Millans's stuff in Rule One, hopefully Chaosium can reach out to someone like Agatha Cheng (Hearts of Wu Lin) to come on board as a consultant at the very least.
  12. 10 points
    There are two very different ways of looking at a rules system. Let's call them "Rules Realist" and "Incomplete Modelling". Under a rules realist system, many of the artifacts of the game system define - or perhaps merely perfectly describe - how the world works. Under this interpretation, on a Gloranthan battlefield, people fumble and crit wildly, after the battle a large percentage of the combatants need limbs regrown, and people tell themselves "I should cast my Protection spell, at intensity 5". You go to your priest to sacrifice (say) 1/13th of your Power in order to earn Rune Power and learn the Guided Teleportation spell. Under this interpretation, the RuneQuest rules define Glorantha to a significant degree. If you would find yourself in Glorantha, you would be able to look at certain features of the world and be able to tell whether you're in RuneQuest-Glorantha or HeroQuest-Glorantha. (I just read Paulis Longvale's tale in Cults of Terror again, and there, this goes to the extreme, with people basically described as casting spirit magic spells of a certain magnitude). The second interpretation, "Incomplete Modelling" (really a tautology - all modelling is incomplete by definition), would rather say that the Glorantha stays the same, and that different rules system merely represent the world and model play in different ways. Under this interpretation, what the rules say about fumbles, crits and chopped-off limbs isn't a description of how the world actually works, but rather this game's way of creating play. People wouldn't say "Wait a moment, let me cast Protection 5 before we go into battle", but rather "Spirits, ward me from wood and bronze in this battle!". No-one would say "Since I wish to increase my magical Power, I must make sure to attempt Befuddle now and then". A person in the world very likely doesn't call the Guided Teleportation spell "Guided Teleportation", but rather "Mastakos's Great Leap" or something ("Sunset Leap" if teleporting into the west, perhaps?). Now, if you found yourself in Glorantha, you wouldn't be able to tell whether you were in RQ-Glorantha or HQ-Glorantha by identifying artifacts of the game in the world, because the difference isn't in the world, merely in how a particular game chooses to model it. As you can probably tell, I'm leaning strongly towards the Incomplete Modelling interpretation, but we probably can't go all the way there either. In a few cases, you really can tell what game you're in when you find yourself in Glorantha. What runes does Lhankor Mhy have? If it's Truth and Stasis, you're in RuneQuest, if it's Truth and Law, not-RQ (at least not RQ:G under the current rules). 13AiG does certain things to the setting in order to better support its mode of play. And so on.
  13. 10 points
    Throughout all Glorantha, the Rebirth ceremonies of Sacred Time are of the utmost importance. During the two-week long ceremony, all god-worshiping people act out their sacred myths of death and rebirth. Every cult, every culture, every species has an important role to play in preserving the cosmos. Across the whole world. everyone summons their gods and spirits, and the physical plane trembles with their presence. Even the cynicism of the God Learners never tainted these critically important rites. Ever since the first Dawn, people have gathered regularly at the end of the year so that the cosmos can be reborn. They celebrate the good and the bad, the living and the dead, the actions of the gods and the heroes so that everyone contributes to the rebirth of the world once again. This is the time of celebration, of ceremony, and of difficulty and of sacrifice. The fourteen days of Sacred Time are set outside of Time. Normal activity ceases.Extraordinary activity supersedes everyday desires. The realms of mortal and gods merge, and through the consecrated actions of mortals the world is renewed and reborn. The holy actions of mortals rejuvenate the gods. On the first day, a sacred area is delineated, a circle within which the worlds come together and become one. For the next three days, all of the deities known - even enemies - are called in to witness and help, and to receive honor and sacrifice. Animals appropriate to the gods are sacrificed and their blood is sprinkled on the people and their homes, upon their tools of work and of war, to bring power to them; then the rest is poured into sacred pits to feed the goddesses and gods of the dead, and the ancestors who are there so that they too may come out for the celebrations and dance and pray. Finally on the end of the third day, the followers of Humakt cut themselves and offer their own blood to the God of War and Death, and then most of them afterwards go and take up positions of defense, to watch for any enemies who may try to slip into the rites to foul them. They strengthen the perimeter and cut it off from the outside world, and afterwards any participant who crosses outside that line will see and feel the difference between the ordinary world and the sacred world. On the fourth day, the Seven Lightbringers are honored. These seven are the saviors of the world. All seven deities all come together and are worshipped. At the height of the ceremony, the seven depart on the Lightbringers Quest in a tearful and dreadful ceremony. It is a day of mourning and fear. The Seven Lightbringers participate in secret and dangerous rites until they return a week later. On the fifth day the worshippers must call upon other gods and spirits – even some normally hostile - to help them survive. The sixth day is dedicated to Issaries, the god of communication who bears the power of the sacrifices and worship to the other world to the gods. On the seventh day, everyone except the seven involved in the Lightbringers Quest gathers together. The boldest re-enact the battle of I Fight We Won, and face the armies of Chaos alone, but together they defeat the Devil. Everyone is tested by these rituals, and this is the most dangerous part of the ceremony. Real Chaos creatures are faced, and it is not unknown for people to be killed during the rites. The next day, Chalana Arroy is worshiped without violence or animal sacrifice. Those injured the previous day are healed and those killed are revived. On the eleventh day, the Lightbringers must return from the Underworld with Ernalda. It is a day of great joy and celebration. The gods and goddesses awaken to join the celebration and share in a great feast in celebration of the Lightbringers. Time begins, Chaos recedes, and the world is healed. The next two days are dedicated to the reunion of the gods and goddesses of Life, when the bodies of the world are reinhabited by their immortal parts. The celebrations are relaxed, save for those who are devoted to the deities who act during them. Most people visit the rites for at least a short while, but also go to visit their friends and give small gifts and share food and drink. The last day is sacred to Lhankor Mhy, the sage and seer, and during the night the dedicated worshippers meet in secret, then on the next day they look to the sun and prophecy for the community, and for whomever beings to them a gift appropriate to their station. Then, as night approaches, the community is led by the united priests and priestesses in a dance and many songs, to close the sacred time, and bring the world back to normalcy. When the sun sets, the rites are officially over. The Humakti guarding the perimeter cut down the barrier, and the power of fourteen days of celebration, worship, fear and love are released to the world. The next day is the Spring Equinox, the first day of the Sea Season, when the life of the world can be seen everywhere.
  14. 10 points
    Gateways to Terror is 3 short-play introductory scenarios. The cover is designed with introduction in mind to a more general audience. For core books, we aiming for more like the Berlin cover moving forwards. Art is subjective and some folk like what some others do not. Here's a sneak peak at one small element of the forthcoming Dreamlands cover.
  15. 9 points
    This reminds me that I liked how Hero Wars had a lot of 'The Hero Wars are between....' box outs that described conflicts at the heart of the Hero Wars with the implication that you could shape the Fourth Age by deciding who won. "The Hero Wars are between the Many and the One," could be an interesting campaign pitching those who want to return to the Many Suns of the God Time against those who accept the Compromise and One Sun. Bringing back the Many Suns would break the Compromise and end the Age forging a new one. And given that the 'Moon Goddesses" were once "Suns", that the Artmali want their 'sun' back, your Elmali hero, determined to right the wrongs of the Compromise might be part of an interesting party 😄
  16. 9 points
    If only we had a new edition of the rules system so someone could really go in there and fix this hodgepodge of antiquated mechanics from umpteen previous editions that don't *quite* work!
  17. 9 points
    I found this while searching for a map of the Kingdom of Ignorance. I don't know who made it, but accuracy level is high.
  18. 8 points
    We'll be selling special preview copies of this book at Gen Con at our booth (#829). Jeff Richard says "The Red Book of Magic has every Rune and spirit magic in the core rules, the Cults Book, Trollpak, and many more. It is a foundational document for me, as it gives me pretty much every Rune and spirit magic spell of any cult of any size in Genertela." Quantity is limited!
  19. 8 points
    Today is a stat holiday in Canada so I had some free time... here's something! There's a bunch of problems with it that I'm sure the old grognards will tear into 😅 but basically I wanted to see a Duck that's not standing upright as much. In the future I want to further explore the idea that the feathers stop at the wrist and the hands are the same bone/skin texture as the feet. I hope you like it a bit!
  20. 8 points
    Here's a sneak peak at the cover art work for a new Call of Cthulhu anthology of scenarios we're working on, due for release in Q1 2020: Featuring the writing talents of Leigh Carr (scenario contest winner, author of The Necropolis), Jon Hook (Age of Cthulhu, The Shadow over Providence, Miskatonic University Podcast), and Chaosium's own Todd Gardiner.The fab cover art is by Chris Huth (13th Age Glorantha).
  21. 8 points
    The clan is a new settlement. It needs to grow rapidly, have children, etc. It is comparable to the clans that formed during the Settlement of Dragon Pass. That's a hat-tip to the old Forty Acres and a Mule. A plow and ox and a hide of land is what I expect new settlers get. I suspect those sorts of names are pretty common everywhere. Your proper name might be Vargast son of Vanganth of the Orlmarth, but everyone knows you as one of the Varani (descendents of Old Maran) or as Vargast Old Man (because of your village), or Vargast etc. That's clan by clan. Most clans are exogenous, but this is a new clan, where the fictional kinship is obviously more fictional. The communities in Sartar are several centuries old. The Risklands are a few years old. I think too much is made of Heortling/non-Heortling on these forums. Especially when you are talking about the end of the Third Age. These distinctions were stark in the First Age, blurred in the Second Age (for example were the eastern Dragon Pass Orlanthi even Heortlings in the later Second Age?), and become completely muddled in the Third. Top of the World is the Great Mountain. Massive and high, it and Queen's Peak loom above Talastar like Nanda Devu and Mount Everest. It is the home of Orlanth, raised by Mortal (like the Spike). I didn't put Talastar in the Cult Distribution chart for the Cults book, but clearly I should have. Erinflarth is a bigger deal, the Grain Goddesses are more important, Storm Bull is more important than Humakt and his cult is closely associated with Orlanth. Heler is only an accoutrement of Orlanth. Tarumath is long gone. As pertinent in Third Age Talastar as Akhen was to the Ptolemies. Yelmalio is well known in Talastar. His Sun Domes dominate their environs. Yelmalio and Orlanth are their usual "frenemy" selves. I'll try to answer the rest of the questions later.
  22. 8 points
    Hunter's Mercy This is a miniature arrow with a wicked looking flint head. The shaft is made of Arrow Root and it is "fletched" with bristles of game animal fur. Cults Associated: Foundchild Knowledge Balazaring hunters (Local cult secret). History Long ago, a Balazaring runelord of Foundchild developed this charm to enable him to unerringly track wounded prey in order to put them out of their misery. The secret is now passed down to Master Hunters and other hunters sufficiently steeped in Foundchild's mysteries. Procedure The creation of this charm requires the material for its construction, which must e accomplished during the Great Hunt. The charm's creator must successfully pass a Peaceful Cut test and sacrifice 1 point of permanent Power in the process of crafting the charm. Powers When the tip of this arrow is dipped into the blood of a wounded beast and then dropped on the ground, it will point in the direction of the wounded prey. Once dipped in prey's blood, it can be dropped repeatedly to home in on the creature's location. The effect lasts until the hunted beast is slain, dies of its wounds, or the arrow is dipped in the blood of another beast. Value 500L
  23. 7 points
    Coming later in 2019 - FLOTSAM AND JETSAM A new Organized Play Campaign for Call of Cthulhu from Chaosium! More details at the link: https://www.chaosium.com/blogcoming-later-in-2019-flotsam-and-jetsam-organized-play-campaign-for-call-of-cthulhu
  24. 7 points
    I suspect you mean a world in which it became a problem for you five minutes ago. The "trendy current notions of propriety" you dismissed in your original post have been hound-dogging half of my family for the century or more they've been in the US, and ol' H.P. wouldn't have had an approving word for what I've been up to. Eat my butt, Howard. Look, his whole Innsmouth cycle was him looking down his nose at "miscegenation" amongst white people (code for European immigrants). The story Call of Cthulhu just plain calls out the Creole culture of Louisiana outright -- no code needed. At least in the Dunwich cycle he's looking down on backwoods incest, which no one seems to have a problem with, until you realise he's being a classist asshole. Then there's his whole MO with demonising the cultural and religious practices of anyone two degrees outside of late-19th century Protestantism -- something I call the "Ooga-Booga Syndrome." But this critique isn't recent. Within a year or two of discovering this game in 1981, my gaming group was openly mocking his opinions while enjoying the game. And I doubt we were the first to out him, precocious brain trust that we were. It doesn't. It really doesn't. You just have to trust that the institutions you enjoy aren't so feeble that they can't weather the scrutiny of changing values. And that includes getting a pass on shit that don't fly anymore. See above. The game will survive. Chaosium will survive. Yeah, let's not engage in revisionism and pretend he had nothing to do with the game, but let's not coddle his memory with pap like describing him as someone who "channeled his personal hurts and fears into gripping tales of horror and suspense." As I wrote in the other thread, Lovecraft and his fans are not victims. !i!
  25. 7 points
    There are no plans whatsoever for an 8th edition.
  26. 7 points
    OK, so at BurritoCon in Fanboy3 in Manchester on Saturday, I had the pleasure of playing in Ian Cooper's new HeroQuest Glorantha scenario Wyrmghost Tower. This was my first time playing HQG, and to be honest, who better to run my first game for me than Professor Cooper? I found the mechanic startlingly easy once you get your head around it, and felt it was reminiscent in some ways to Gumshoe with the idea assumed proficiency. The scenario itself was really well realised and offers more in the way of lore for Glorantha. Line of the day: Player: So, these rabbbit people... are we talking Bugs Bunny here? Prof. Cooper: No, more like Donny Darko to be honest.
  27. 7 points
    So I finally found the time to look at the 'Kralorela is not China' document I started writing for myself a few years ago, so here are some thoughts. I still think the fundamental issue with Kralorela is that it is firmly based on a single culture (China, Fantasy or real), which is a thing (in software engineering, they talk about design anti-patterns, I think this is a Gloranthan example) - that has been steadily broken down and challenged over the years for other Gloranthan cultures. Linguistics are a terrible mess, but that was true of a lot of Glorantha, and we can change names that are particularly egregious. I don't think Kralorela is unfixable - but I do think it needs a lot more work. It just isn't ready for prime time (not that anywhere in Glorantha outside of Central Genertela is that close right now). The contrasts and interplay between Historical China, Fantasy China, and Kralorela are interesting to consider. And when I say Fantasy China, in practice that really often means Orientalist China as seen from a mostly European perspective. Kralorela is intensely isolationist and xenophobic, even more than historical China. Historically China was isolationist, but largely because it had strong natural borders and was large enough to be self-sufficient, plus a powerful autocratic central government that sees innovation and external forces as a threat . Kralorela doesn't have the same strong borders (not against Ignorance and Teshnos) and mythically at least a big overlap with the East Isles - plus its centralsed autocracy is a bit of a fiction itself, with an Emperor who really doesn't care about government. Why is Kralorela so isolationist? The official answer is that they consider all outsiders to be God Learners, but a lot about that doesn't stand up under close examination. Historical China has a wide diversity of ethnicities. Fantasy China and Kralorela are both conservative monocultures. I agree that one of the best ways to make Kralorela Better is to make it clearer that the image of a Darudist Imperial monoculture is propaganda - and reveal the internal diversity in different parts of Kralorela. Kralorela is presented as firmly united by a single overarching mystical philosophy, over a range of other traditions (most of which we could see as roughly analogous to Chinese folk tradition). Which Historical China are we talking about? Bronze Age China (roughly the Shang and Zhou dynasties) had the folk religion and multitude of deities thing - but there was never really a period in which one overarching philosophy dominated, with Taoism and Confucianism originating about the same time. There doesn't seem to have been a Kralorelan equivalent to the Contention of a Hundred Schools of Thought period. So that is one of the big differences between Kralorela and China - China went roughly from a range of theist deities, to adding multiple intertwined philosophies of different kinds, while Kralorela either is, or claims to be, have been dominated by a single mystical philosophy for thousands of years. But we don't get to make Kralorela like Bronze Age China. The dominance of Darudism/draconism is too well established. Do we want to either embrace diversity of philosophical thought like historical post-Qin China, and having a lot of philosophical alternatives to Darudism co-exist, or do we want to embrace this as a point of difference with China? Why is Kralorela so obsessively socially conservative? As presented, it is basically the same system as the Rokari - four castes (quite different ones to the Rokari, effectively the mandarins are both scholars and leaders, and the soldiers are outside the system), zero social mobility (apart from by the mandarin exams, which provide only an illiusion of social mobility for most people - though it does allow for the possibility for the wealthy to buy an education for their children). The most interesting thing about it is that it is clearly an ideal that is false in practice - there are explicitly huge parts of society, including basically most professional warriors (eg most PCs) that are outside it. Slaves are also outside the social order, which is basically an admission that the Empire just pretends it doesn't happen though it clearly does. The 'official' social system is clearly a giant hypocritical lie. The lack of social mobility sort of corresponds to Historical post-China, the mandarin system a bit too close for comfort - but it is very much at odds with Bronze Age China, which saw a lot of social mobility. The peasants were free, not serfs, so could change occupation if they had to money to do so - and in the chaos of the warring states period it was easy for a warrior to rise up. There are Emperors and generals who began as peasants or worse. In part this later reduction of social mobility was a result of a lasting period of relative peace, which could also apply to Kralorela, but there are quite a few questions. Do we go with social mobility as genuinely lacking in Kralorela, or do treat that as an official fiction? Anyway thats enough ramblng for now/
  28. 7 points
    There's two things to remember: what does your table want and will be comfortable with, and what does your table want to talk about. I'd like to just preface what I'm saying with this because one table might want a lot of flexibility in gender for play (i.e. the old hack that Lhankor Mhy women wear beards) but not really want to play games exploring it. They just want to fight or fuck uz and assassinate the Lunar governor, not discuss the issue. Another table might want to actually heroquest to prove Vinga is not Orlanth's daughter but the face She shows to Her women initiates and spread that truth to fight the Lunars amongst the disaffected youth. Be sure what your table wants to do. So... ideas about gender in prehistory and in modernity are not identical nor are they static, and certainly not over the last fifty years when Glorantha was being written and played. We've seen a massive amount of scholarship and cultural change. Like, where's my gays at in Glorantha? In my brain, I'm never going to ever think compulsory heterosexuality is a thing, because unless you are a Yelmalion jerk who hates all kind of love and sex anyway there's no cause for it. In my brain? Since Heler and Elmal's friendly rivalry over who gets to be husband for a year is a lot friendlier than most people's. But more seriously, I think flexibility is built-in for those of us with discomfort in all directions. If your table wants Vinga to be Orlanth, fine. The lore says she is either Orlanth as a woman or his daughter. You can pick. Multiple genders is openly stated, although it's not really clear the author knows or can define what that means. And if you want men and women to be inviolate categories in Glorantha, well, you can do that, too (although the game does provide some outlet for gender-bending, such as Vingans and the male White Ladies, the bone-setter guys). These statements about genders and sexes mean maybe we can question what it means when we talk about initiation. Vingans are adolescents who initiated as women. Maybe the four genders include - as in many societies - persons who initiate unexpectedly? This is something that people did in prehistory, that they did in history, that they did in the modern era, and that we do right now. The Scythian nomads figured out that drinking pregnant mare's urine induced abortions in women and feminised men and the Greeks reported they had amazons (women-men) and women who were born as men (we've found their graves). This is the origin of the drug pre-ma-rin. The Lunar societies are particularly ripe for this kind of interesting thing. Dara Happan women were slaves, not citizens. The Lunar Way (initially) freed all slaves and established a Darsenian-Spolite matriarchal tension, where women are primarily cultural and religious leaders and warriors while men are social and territorial leaders and warriors. Women and men work in a weird kind of parallel harmony: the Good Daughter and her Masks and her assassins and magical army versus Monsoon the Red Emperor and his Masks and his massive armies. There's even a parallel bureaucracy. But people cross the lines all the time: the infamous Seven Mothers include three actual men - a warlord, a criminal (perhaps an Orlanthi), and a big bearded ex-Buserian ex-Lhankorian scholar. So I think the answer is as always that your Glorantha may vary, and in ways that we know people in the past and right now actually do. Sorry this is messy; I'm mixing up a lot of things like uhhh Gloranthan theologies, gender 101, YGMV, game ideas, and so forth, and it's Sunday morning.;
  29. 7 points
    I know Jeff. But I rate compatibility with your previously published material a but higher than you do, in this case. So I’m going to give Elmal Firearrow and Fireblade.
  30. 7 points
    Casting the Runes: Occult Investigation in the World of M.R. JamesThe Design Mechanism & Quills Media Team Up. Casting the Runes brings classic supernatural stories to roleplaying games: RPG recreates the ghostly Edwardian world of M.R. James Toronto and London, July 26th, 2019. The Design Mechanism Inc, publishers of acclaimed roleplaying game Mythras, and Quills Media Ltd. are delighted to announce that The Design Mechanism will be acting as publisher for Casting the Runes: Occult Investigation in the World of M.R. James, a roleplaying game written and developed by Quills Media, based on the classic tales of the supernatural by British scholar and author, M.R James.Using the GUMSHOE investigative roleplaying system developed by Robin D. Laws and Kenneth Hite, and published by Pelgrane Press, players in Casting the Runes take on the roles of investigators at the turn of the 20th century, researching antiquarian mysteries and occult practices, and unearthing (as M.R James himself describes it): “malevolence and terror, the glare of evil faces, ‘the stony grin of unearthly malice,’ pursuing forms in darkness, and ‘long-drawn, distant screams’.”Paul StJohn Mackintosh, the game’s author, said: “M.R. James wrote some of the most powerful, enduring, horror stories in the English language. These tales have been crying out for a game to embody them and recreate the kind of horror that M.R. James excelled at; the chill, atmospheric, measured, often quiet escalation towards something genuinely horrifying.”“As huge fans of M.R. James’s work, the opportunity to publish a game based on these outstanding tales was one we couldn’t resist,” said Lawrence Whitaker, Director of The Design Mechanism. “Paul and the Quills Media team have done a wonderful job of representing James’s stories, both in terms of interpretation and presentation. We are thrilled to be able to help bring Casting the Runes to publication.”A Kickstarter campaign to launch Casting the Runes will be forthcoming, and will focus on funding artwork and print options for the rulebook. “All the work, including the layout, is complete,” Whitaker said. “But we want to run a crowdfunding campaign to source the kind of art that truly conveys the unique atmosphere of M.R. James's stories, and produce a print version that will look quite at home on the bookshelves of antiquarians, James aficionados, and discerning gamers alike.”Updates on the progress of Casting the Runes: Occult Investigation in the World of M.R. James will be made via The Design Mechanism’s website, forums, newsletter, and facebook page. Casting the Runes Press Release 260719.pdf
  31. 7 points
    Trollpack will provide lots of new info and insight. The exact details of how it is presented is still TBD, but there are still many dark secrets untouched even by the amazing Comprehensive long-form write-ups available in the God's Book. One of the big new things is full sub-cult descriptions for each of the Seven Sacred Ancestors. Lots of entirely new Myths and a view of the underworld from the point of view of the locals, rather than folk who can only ever visit as tourists/victims. Unsurprisingly, the Uz and the Godlearners don't always see everything exactly the same way. Though there is significant overlap, given the significant Arkati influence on the Godlearner worldview (Arkat having actually been a troll - at least for a while). The exact ratio of "reference / reprint / rewrite from uz pov / new or different material entirely" will ultimately depend on deadlines (I'm VERY slow) pagecount targets (there is a LOT of potential material to present) and editorial whim (what jeff jason and I think will be coolest).
  32. 6 points
    "There and Back Again" obviously.
  33. 6 points
    Wow, this all escalated quickly. My take on this is as follows: If you and your gaming group don't want to discuss HPL's racism, or play scenarios with explicit parallels between HPL's xenophobia and the horror themes of aliens from beyond, then... don't. That's fine - everyone is free to decide what they want to explore in their own games. But that goes both ways - so coming on to a forum and trying to tell everyone else they (or Chaosium) shouldn't talk about HPL's racism is an imposition upon others. You don't get to decide how other people game. And the idea that politics doesn't belong in role-playing is itself a political position. I can't think of a single role-playing game that doesn't adopt a political position of some sort. As far as freedom of speech goes, trying to stop people referring to HPL's prejudices is just an attempt to close down discussion. Why shouldn't they refer to them? There is no obligation for gamers to refer to them (much as there is no obligation to talk about how carcinogenic a packet of cigarettes is - you can just smoke them if you want to). But there should be no bar on referring to the author's personal beliefs either and there are clearly strong feelings about this. Finally, from an ethical, reputational and business point of view, the OP's idea that Chaosium (or any other modern international business) would not seek to distance themselves from the kind of repugnant views expressed in some of Lovecraft's stories is incredibly naïve. Which company is going to promote a product based upon the work of a highly problematic writer, yet not acknowledge those problems, or point out that they absolutely do not agree with such views?
  34. 6 points
    um https://en.wikisource.org/wiki/On_the_Creation_of_Niggers as a native Rhode Islander I'll just leave this here in case anyone thinks H.P. somehow "suddenly" became problematic in 2019 He was problematic when I was growing up in the 80s, he was problematic in the 70s, he was problematic before that. We're not Suddenly Being Offended Because Political Correctness. It's not subtle. It's right out in the open in his stories - not in every one, but for sure in a hell of a lot of them, and it's subtle as a wrench to the head. I can't help it if you never saw it. That's a pretty dictionary definition of privilege: not seeing the ugliness, not understanding it.
  35. 6 points
    I don't think it is so hard to create an index for the LM great library. It seems clear that Joerg's parents managed to do it...
  36. 6 points
    one of the greatest things is that some of the first Deep Lore pieces I read was Greg Stafford's semi-non-apology for the Many Suns shenanigans at the time I was like, this seems ... dramatic now I'm like, lmao Weird, I thought I had linked this: https://www.glorantha.com/docs/the-birth-of-elmal/ "The Birth of Elmal; or, “Why I screwed up your Glorantha”
  37. 6 points
    I get the criticism that lit-crit and political-correctness "don't belong" at the RPG table, and by extension at the RPG forum. I hate having other people yuck my yum, too! Here's the thing, though: when the themes of the game explicitly and overtly draw sharp parallels between the game at the table (or being discussed online) and the personal experiences of being discriminated-against, as lived in RL by the folks playing/chatting... then you are already having a political discussion. It's right there, an elephant in the room. And insisting that it's perfectly fine to rehash and enforce all the HPLesque racism and misogyny at the gaming table or en-forum (and THAT isn't political), but that it's inappropriate "wokeness" when people push back and try to figure out how to do Mythos fiction or gaming without some of HPL's baggage... Well, that isn't a persuasive position. YMMV. Personally, I am an aging, bearded white guy. I've never dealt with being a woman, or POC. I don't have that personal experience, and though I have seen discrimination, I bet I have missed some subtler stuff that happened right under my nose, that I just don't have the background to spot (the same way an experienced tracker or field-biologist has a VERY different walk in the woods than a once-a-year vacationer has). So when a woman or a POC speaks up and says "this is how it is for me," I pay attention. And if it isn't that way for me, I still believe them, and don't blame them for being "fragile" or "over-sensitive" or "too woke".
  38. 6 points
    Flowers, like woad, are probably the jewels of Ernalda and it is striking that the flower ot the plant giving the blue woad is actually yellow. Maybe the woad flowers were the jewels Ernalda had to wear as handmaiden in Yelm's palace and the fact they ultimately give woad a reflection of her real love for Orlanth, hidden under her sky court duties? In a way it would be the expression of her desire conferring power and legitimacy to whomever she loves, hence its use for magical marking. Does it make mythical sense?
  39. 6 points
    If Orlanthi are anything like RW cultures that have written prose or epics about travellers and the guesting scenario, then they are probably pretty good at offering evasive, poetic non-lies to hide what they wish to keep secrets. (Some of these non-answers might even be codified through common cultural references. If you call yourself Wanderer in lieu of a name, the host might very well be aware that you are referencing a common story where Orlanth or Issaries or whoever is traveling incognito. It might be a bit of a wink-wink nudge-nudge moment, it might be taken as religiously auspicious, or you might be viewed as very suspicious.) "Who are you?" "I am called Herald, for I must bring news, and speedily." "Where are you going?" "Nowhere else I must go, but where the roads take me." Now, granted, this might be rude, but technically you haven't deceived anyone.
  40. 6 points
    So while I think I like the intended seasonal flow of adventures in RQG, I wanted something a bit more specific in terms of how training, downtime, and so on are handled. This is what I came up with. It's somewhat rough (and I'll start rolling it out to players this upcoming session) so fair warning. My goal was to get something a bit more granular and ongoing than "Okay, adventure's over, let's narrate a few events then jump to end of season..." but not go so far as the bookkeeping of counting hours and estimating hours available for training and occupation and all that like I remember from RQ3. A big part of devising this comes from my experience that most of my campaign's adventures last at least a week, and often several, largely due to travel time. If you're playing a much closer-to-home campaign, you may want to change some of the train/research week requirements. On the attached sheet, record your adventurer's main activity each week. Your main activity is whatever you did the most (4 of 7) days. Mostly, this is for focusing on week-to-week activity, rather than day-to-day; but if you get back home on Clayday and go back to work that's an Occupation week, not an adventuring week. At the end of each season, record your main activity (at least 4 of 7 weeks). Common weekly activities include: Occupation: you were focusing on your occupational or cult duties. If your seasonal activity isn't occupation, then you get -20% to your Income roll during Sacred Time. This stacks each season. If you get at least five weeks of Occupation within one season, you get occupational experience checks per standard RQG rules (this is 4 weeks/5 weeks difference is intentional). Shamans and Rune Priests can use a Occupation week to teach a spirit magic spell. Most of the time, for a shaman going into the spirit world, awakening their or an apprentice's fetch, and so on counts as Occupation. This includes spirit pilgrimages for taboos. Adventure: you were gone adventuring. Learning spirit magic: you spent time at the temple or with a shaman learning a new spirit magic spell. Train/Research a skill: you were improving a skill. This costs as listed in RQG (though I may change that later) for training. Research is free, but may require access to suitable materials, and requires a successful experience roll. Training increases by 1D6-1 or +2, Research by 1D6-2 or +1. Time required for either method is five weeks. They may have one interlude, and the time between must be spent either doing Occupation or Adventure. If more interludes occur or the adventurer begins a different training, research, or learning a spell, they must begin the previous from the beginning. No skill which may improve by experience can rise above 75% by training or research. Train/Research a characteristic: you were improving a characteristic. This costs 500L for training (though that may change), and nothing for research. Research requires a gain roll, training is automatic. Under species average (for humans, 11), this takes 5 weeks; over, it takes 10. Same rules as skill improvement for time spent. Training gives 1D3, research gives 1D3-1. If the characteristic is 18 or higher, only gain 1 point. Can't train SIZ or INT. You can't train POW as a weekly activity. Per RQG, donating 500L to a temple and spending one day per week in meditation gives a POW Gain roll at the end of the season. This still applies. You can POW Gain this way and continue any other weekly activity (provided you spend enough total days focused on that activity). Example: Yorick comes back from an adventure on Waterday. The next day, he goes back to work as an Entertainer. On Godday he goes into seclusion to meditation on his god, working toward his POW Gain roll. He spent two days adventuring (Freezeday, Waterday), four working as an Entertainer (Clayday, Windday, Fireday, Wildday), and one in POW Gain, so this week he marks Occupation on his sheet. Attune a magic item: you were in seclusion and meditation attuning a magic crystal or other item. Usual attunement rules apply. Crafting: you focused on crafting an item. This doesn't count toward Occupation, because the item is itself yours rather than nebulously part of your occupation. Ritual Preparation: you were in seclusion and meditation ritually preparing for some magical activity. Weeks spent in training or research can roll over between seasons. The improvement occurs whenever the time is done. Adventurers who don't spend sufficient time doing Occupation may also face social penalties in addition to Income loss (reduced Passions, lower priority for healing/spell teaching, etc). An adventurer is more likely to draw the community's ire from endless self-improvement rather than from frequent adventuring. The characteristic improvement rules are slightly changed from RQG's default. I wanted it to be easier for my players to reach at least average characteristics if they chose, and I disliked that you could drop 500L (an enormous amount of money in RQG--a year's income for eight free households!!) and get no improvement. On the time differences, I wanted it to be easier for adventurers to reach at least average because (especially in some characteristics, like CON) low scores can be devastating. The five-week benchmark comes from RQG's note that you take penalties if you spend more than three weeks adventuring. I can see adding an increased time increment to skill training for higher percentages, but I figured the 75% ceiling already in RQG was sufficient. If I wanted to make this more granular, I'd change the number of weeks required for skill improvement, based on skill brackets of 01-25, 26-50, 51-75, and 76-00. I may also change the percentage gains for research & experience. I imagine it's a huge feel-bad if you've got 85%+ in a Lore skill, finally make your research experience roll, only to actually lose percentage. Anyway, that's what I've got for the moment. I hope it's interesting or useful. Downtime Renewed.doc
  41. 6 points
    Great news Chaosium! Keep up the great work. 🙂 https://www.chaosium.com/blogennies-2019-chaosium-wins-in-every-category-nominated-in-the-2019-ennies-including-fans-choice-best-publisher/
  42. 6 points
    What if, with the collapse of jrustela, there was a ragtag fleet of ships, merchants, traders, pleasure craft, all fleeing the sudden and total destruction of their home? 50,298 survivors. They were shepherded, led, and protected by the lone remaining jrustelan warship, a mothballed old vessel formerly commanding the Brithos Service Group, aka BSG-1. But there were exactly such Mostali agents aboard, unknown even to each other...They look and feel human. Some are programmed to think they are human....
  43. 6 points
    It's the interfaces that are where the interesting shit happens - in chemistry, biology, and even in cultures. There are going to be cultures that are 'men-have-all-the-rights-and-women-have-none' (I was going to say 'hidebound traditionalists' but that would be pejorative and frankly unfair), there are obviously cultures where women have the same unquestioned dominance. There are going to be slaveholding societies and societies that react to slavery with revulsion. There are going to be societies that react against homosexuality with hatred, and others that embrace all sorts of relationship options formally. The seams where these norms intersect (and overlap) seethe with scenario hooks and complications. Take some bog standard, rather dull scenario - some cows were stolen, hunt down the thieves and bring them back. Now 'juice' it with the complication that it's actually a small band of women escaped from servitude trying to survive in hiding in 'grey lands' between clans. Maybe your clan doesn't like slavery, but is honor bound with nearby tribes to return these slaves to their owners. MUCH more interesting, to me. The sort of adventure that might stick in the minds of the players for a while. What I'd like to see is ALL of these cultural choices addressed respectfully and thoroughly and objectively as possible. I *really* don't want to see certain dogmas picked as 'winners' to be celebrated and others as 'losers' to be shamed. Glorantha is a world writ of pure moral relativism in its very bones; it'd be hypocritical to only-sort-of embrace it based on our own cultural blinders.
  44. 6 points
    Given extensive archaeological and anthropological evidence for the existence of enormous amounts of gender fluidity and variance throughout history and across the globe, it'd be more accurate to say that the imposition of a strict binary hierarchy upon history/pre-history constitutes a "reactionary conservative utopia" Anyway what surprises me is, despite the supposed existence of six genders and accepted homosexuality is that none of these things get mentioned outside of the little blurb at the beginning of the book. Going from real world examples, you'd expect to see more cults and cultures with codified roles for gender-variant people, at the very least some eunuch-only priesthoods, things like that; as well as actual named characters in same-gender relationships mentioned in the text. But.... well, "surprising" is the maybe the wrong word. Disappointing and expected, perhaps. But hey, YGMV; if you want to base your Bronze Age on the self-censored writings of squeamish Victorian archaeologists (who'd regularly destroy/leave out artifacts they deemed "immoral" from their reports), well, nobody's stopping you.
  45. 6 points
    Gonna champion the single piece of Glorantha fiction that made it feel like an approachable universe for me: the excellent webcomic Prince of Sartar. It still has that "we're going to mention things without explaining them" thing going on that Gloranthan publications love, but it's a lot more reader-friendly in the sense that you don't have to understand them, just let them reinforce the atmosphere, if that makes sense. A bit like reading the Lord of the Rings. You don't need to know the full backstory of Ost-in-Edhil to enjoy the chapters of the Fellowship traveling through Eriador. Also the presence of so much artwork helps creating an immediate "feel" for the world that even several dozen pages can struggle to do.
  46. 6 points
    The Glorantha Forum is very useful and helpful, but I am not sure if it is Beginner-Friendly. Is it worth setting up a Beginner's Glorantha Forum for exactly this reason? If people post questions on the Beginner's Glorantha Forum, then answers should be simple, straightforward and concise, to help newcomers to Glorantha. If threads need to be answered in more detail, they can be spun off into the main Glorantha Forum. That would stop people terrifying newcomers with in-depth and confusing answers. I count myself as one of the Terrifiers, occasionally, especially when it comes to HeroQuests. Because of the overlap between RQ Glorantha and Glorantha itself, some questions are posted in the RuneQuest Forum that might be more Gloranthan and vice versa. Most of us accept that and answer the questions as best we can, but some people don't like it and ask for the discussion to be moved to the appropriate forum, which is probably not very Beginner-Friendly. A Beginner-Friendly Forum might help that. Joerg has mentioned the Gloranthan Sourcebook, which is a very good general introduction to Glorantha. Then, depending what areas you are interested in, there are a whole host of sourcebooks for RuneQuest or HeroQuest that cover those areas. You mentioned Ernalda, which is being covered more deeply than ever before, so I would expect more stuff to come out for that general area. Earth tribe has always been subsumed into Storm Tribe, for most things, which is a shame as there is a lot of Earth Tribe background, just not very accessible.
  47. 6 points
    Here's the updated minis.
  48. 6 points
    (This is not my own creation, but my RQ conversion of a 5e creature I thought was interesting and filled a useful ecological / monster niche, the Grung. Artist credit: Shawn Wood) The Grung are a race of small, intelligent amphibians found in the depths of tropical rainforests. Their bright colors and “cute” appearance belie martial ferocity and an inherently savage nature. They survive in their very hostile environment by being extremely territorial and tenaciously aggressive to perceived threats, in particular other sapient races, verging on species-wide paranoia. Unfortunately, this means they are difficult to interact with as their solutions to any conflict run toward the genocidal. Grung society is based around small (<200 member) tribal clans, usually scattered across a handful of settlements. Tribes tend not to cooperate unless the threat is massive, and rarely fight each other. They are rigidly caste-based, and life roles are identified by skin color at birth: Green: Warriors, physical laborers, hunters. ~60% of the population or more. Blue: Skilled workers, craftsgrung, administrators. ~30% Red: scholars, shamans make up no more than 5% of the populace. Orange: elite warriors are about 10% of the fighting forces, or 5% of the overall population. In conflict, Orange Grung may command any other Grung but Gold. Gold: ruling caste. No more than one per tribe. Grung are widely feared for their potent toxic skin. Any predator in their biome recognizes this coloration as a warning that even a lone Grung is not worth trying to eat. The poison effect is immediate on contact with most living things, and is POT = Grung’s CON. A Grung cannot refrain from affecting a touched victim. If the poison is somehow washed from a Grung’s skin, it will regenerate to full potency within 24 hours. Their skin color reliably predicts the effects of this poison (all sustained effects last 25r unless noted): Green: (vs target CON) – simple damage poison, resist for half. Apply no more than 3 points to target’s hp per round, at the end of each round, until total damage applied. Blue: (vs target STR) – if success, that location is paralyzed and useless; special +1 adj location*, crit+2 adj location* (*ROLL for affected location; if non-adj location is rolled, then that extra paralysis is lost) Red: (vs target INT) – if success, target hallucinates; roll before each round, target must FAIL INTx5 roll to function in that round, otherwise considered Befuddled. Orange: Green effect andBlue effect, simultaneously. Gold: Green, Blue, and Red effects, simultaneously. Grung are immune to Grung toxins, regardless of caste. There are several ways Grung employ this toxin to useful effect: A Grung can touch attack a target. Dex x5% to hit, dodge or parry completely stops a touch attack. A successful touch on an armored location, the AP of that location resists vs Grung DEX to avoid skin-contact. Natural armor, magical protections do NOT protect against touch attacks.** A Grung can rub its weapon on its skin, giving that weapon the same effect IF it penetrates armor. This costs the wielder 3SR. The effect is volatile; it only lasts a single round whether it hits or not, and would need to be applied again in subsequent rounds. The most likely technique used by trained warrior Grung is the grapple. (Never used by noncombatants.) On a successful grapple attack, the Grung can “apply touch poison” in lieu of any application of damage. Due to their ‘sticky grip’, they are extremely capable in this method. A target trying to break the grapple must use some sort of available tool (and thus their effective STR to resist the grapple is halved) or if they don’t/can’t use a tool, the Grung gets an automatic ‘touch attack success’ (per above) on the limb used to push/scrape them off. (ie only the victim’s armor might protect them) Squirt: once per day, a Gold Grung can squirt its poison from its eyes, targeting one victim (Grung SIZ/2)m away. ** some might argue this is unfair, but protective magics must be somehow permeable to simple contact or a protected individual couldn’t hold anything or touch the floor or possibly breathe, depending on interpretation. Use your interpretation. Other notable features: Grung never wear armor, and employ the sorts of weapons one would see in a primitive culture - blowguns, darts, javelins, light spears, knives. They are well aware they're not built for slugging it out in melee...but knowing their inherent advantage they aren't afraid of it, either. They will definitely use the intimidation factor of their toxic skin to their advantage, when they can. Grung will almost never be encountered in groups of less than 6: 5 'workers' and at least one warrior always watching. War parties could be thirty or more. Golds often lead large or important attacks - the importance of Grung survival is as big a deal to them as it is to any Green. They just know they're an important piece on the board, but not irreplaceable. A Grung Red is likely to be Shaman or apprentice Shaman. They are likely to have their full POW in spirit magic, including at least Spirit shield 2 - the Grung hate/fear spirits and will never employ them themselves. Their village defenses will often be biased to protect heavily vs spirits. Oranges will have half their POW in spirit magic known, invariably combat magic, up to 3 point spells. Golds will have their full POW in spirit magic spells up to strength 6. Some may be worshippers of appropriate Forest/Jungle/Southern gods - Aldrya, Pamalt, etc and may have divine spells. Grung only move half human speed normally, but their sticky pads allow them to move on nearly any surface (including vertical or inverted) at full speed. In lieu of their move, a Grung may JUMP up to 6m in a round. Dex*4 to ‘stick’ the landing if it’s tricky. Trained Grung warriors will often open combat with this surprise jump into a grapple attack. Grung Orange/Gold have a “Chirr” sonic attack – once per 24 hours, they can ‘chirr’ piercingly loud. Non Grung within (Grung POW/2)m radius must resist Grung POW vs their CON or be befuddled for 1r. Grung are HIGHLY organized. Warriors will coordinate their attacks intelligently; they will use feints, bait, tricks, and even traps to direct victims into killing zones. They will seriously evaluate opponents, and wait for reinforcements in order to ensure overwhelming force. Golds/Oranges will cascade their ‘chirr’ attack to (hopefully) befuddle targets for sequential rounds. Oranges will lead small parties to flank/surprise targets. Noncombatant Grung will certainly try to flee any combat BUT there will always be a follow-up war party launched to investigate (read: implacably pursue and destroy) any threat. Once all Green/Blue/Red Grung are incapacitated, any Gold will always seek to escape, and Orange to protect that escape. All Grung will fight to the death to protect the Gold. Golds, if no other option is available, may surrender/negotiate. STATS: Green, Blue, or Red Orange or Gold STR 2d6 2d6+4 CON 2d6+2 2d6+4 SIZ 1d6+1 1d6+2 INT 3d6 3d6 POW 3d6 4d6 DEX 3d6+2 4d6+2 CHA 3d6 3d6 Random Common Grung: Blue, Red, Green (sorry, this is based on heavily modified RQ3; adjust to your rules flavor) Random Elite Grung: Orange or Gold GM's note: play the Grung as intelligent but paranoid sociopaths, interested in nothing but the safety/survival of the Grung collectively. They can be dealt with (delicately) but are sensitive to the slightest offense or possible threat. Utterly selfless in subordination to their tribe and the Grung generally, they're neither stupid nor reckless. Their sole moral compass is the safety of the Grung.
  49. 6 points
    Bruvala's Armband This armband is made of verdigris stained copper and heavily inlaid with emeralds. It has been expertly crafted in the form of a glittering blue-green snake. It looks resplendent but otherwise perfectly mundane. If awakened Bruvala's Armband can move just like a living snake. Cults · Associated: The armband will only listen to followers of an earth goddess, and strongly prefers those who follow Ernalda. · Hostile: The snake will not awaken for anyone who does not follow a female earth deity. Knowledge Cult Secret, One of a Kind History Bruvala the Great, High Queen of Esrolia was given this emerald encrusted armband as a wedding gift. Rumors say she used it throughout her reign to spy on her rivals, though this has never been officially acknowledged. The armband became a House Norinel treasure and was worn by all Esrolian Queens of the Norinel line until it vanished upon the death of Queen Norina in 1551. While the armband is well known from historical records the ability for it to awaken is a deeply held secret. Powers When awakened Bruvala's Armband has the stats of a small earth elemental. Players should make a CHA resistance roll to attempt to awaken it. The armband has a passive resistance of 3 for Ernalda worshipers and 5 for the followers of all other cults. It will refuse to awaken for anyone who does not follow an earth goddess. Once awoken the armband will loyaly serve its new mistress and can complete many tasks such as stealing any object small enough to carry its mouth, spying on and repeating back conversations, and even suffocating the unsuspecting. These instructions must be successfully explained in earthtongue, and the snake can only be awakened for at most three hours a day. Value 1500L in gemstones. 3000L to a buyer that knows the use of this item. If House Norinel discovers someone has the armband they will stop at nothing, not even murder, to obtain it.
  50. 6 points
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