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  1. 30 points
    A FRAGMENT FOUND IN THE NEW PAVIS LIBRARY (Date and author unknown) Argrath and Elusu prepare for a battle: ELUSU: Wa, Chief. What is the sound of a sword? ARGRATH: A metallic ping. A whoosh of wind as it swings through the air. A meaty crunch as it slices flesh and bone. Elusu shakes her head. No. Later, after the battle, women weep and the wounded scream in pain. ARGRATH: That is the sound of a sword. ELUSU: Ain’t it beautiful? ____________________________ Elusu and Argrath are deep in their cups: ELUSU: Look into the ale, Boss. Watch that bubble, rising. What do you see? ARGRATH: The World. ELUSU: Pop. Now it’s gone. ARGRATH: But look, another rises to take its place. Elusu chugs the beer then burps loudly. ELUSU: So die a thousand worlds. (Calls to the barkeep) More beer! ____________________________ Elusu and Argrath walk down a dusty road on a beautiful day. ELUSU: I am the blow that cannot be parried. I strike you dead, but you’re alone. What am I? ARGRATH: Suicide. ____________________________ Elusu takes a hit of hazia. Passes the pipe to Argrath. ELUSU: Imagine perfect Law. Perfect Order. Everything is the same. All is at rest. Nothing changes. As it was before creation. What else do we call this? ARGRATH: Primal Chaos. ELUSU: And what then causes creation? ARGRATH: More Chaos. ELUSU: Wa! Stop hogging the pipe! ____________________________ Argrath and Elusu ride a boat downstream on the River of Cradles. ELUSU: What color is the sky? ARGRATH: Today? Blue. ELUSU: What color would the sky be if I scooped out your eyes? ARGRATH: If you put out my eyes, I won’t be able to see it. ELUSU: But I'll still see it. ARGARTH: No. Because if you put out my eyes, you’ll be dead. ELUSU: Wa, if I’m dead and you’re blind, then what color is the sky? ARGRATH: There is no sky. ____________________________ Elusu and Argrath are at a tavern. ELUSU: Wa, Chief, what is this gold coin worth? ARGRATH: Twenty silvers. So… 200 horns of beer? Elusu and Argrath are lost and dying of thirst in the Wastelands. ELUSU: Wa, what is this gold coin worth now? ARGRATH: Nothing. Nearly dead, Elusu and Argrath reach an oasis. There are several Rhino Riders there. ELUSU: Now what is that gold coin worth? ARGRATH: If we’re lucky, both our lives. Argrath and Elusu loot the dead bodies of the Rhino Riders. Elusu finds another gold coin. ELUSU: Wa, no wonder. They already had a gold coin. What do you think it’s worth? ARGRATH: Everything. And nothing. ELUSU: Right now, I would trade it for a beer. ____________________________ Argrath and Elusu reach a fork in the road. ELUSU: We're lost. We don’t even have a destination. Which is the correct way? Argrath continues straight, taking neither road. Elusu follows. ELUSU: At the end of this road, there'd better be beer.
  2. 29 points
    I've been a fan of Glorantha for a very long time. I bought a copy of RQ2 way back in 1983 (just in time for everything to go OOP!) and just the little hints in that made me fall in love with the world. That and a copy of Griffin Mountain. But I never got to play it. One of the players in my school gaming group skimmed the book, took against it and that was it. Whenever the choice came up, it was "no" to Runequest. Sure, we had lots of good games. But never Runequest. After I left school, it was similar. Yeah, we played good games but I never managed to sell a group on playing Runequest. When Hero Wars came out, I finally got to play and run games in Glorantha. We did a lot of Hero Wars and HeroQuest. So I got my Glorantha fix in the end. But it still wasn't my first love, Runequest. Not until a few evenings ago. The runes were finally right and I ran a game of RQG for a couple of friends. I don't think the scenario itself was anything special. An encounter on the road leading to Apple Lane, a little skirmish. But when the PCs rode into Apple Lane with Gringle - who they had met on the road - and went to stay at the Tin Inn, where they met a troll trader? I have wanted to take some Runequest characters to that place for a very long time. 36 years. That's how long it took. I couldn't be happier. We had a beautiful new map of Apple Lane to show them (though my game is set when the pawnshop is still there). I'm a little surprised by how emotional I felt about it. Not right at the time, but when I was thinking about it the day after. As much as I liked the HW/HQ games I played, it was Runequest that introduced me to Glorantha. That carries some weight. To finally get to play in Apple Lane after all these years made my heart young again. It took me right back to the moment I opened the box and read about dark trolls and newtlings and runes for the first time. It took me right back to when I fell in love with the world that has given me so much pleasure down the years. Pleasure that sometimes came from playing, sometimes from chatting about it with friends, sometimes from reading and musing. What a wonderful creation it is and how grateful I am that people worked so hard over so many years to show it to us. And one of the best things about this current game is, these players are new to Glorantha. I get to see it be new again through their eyes, like it was for me all those years ago. There are rumours of trouble at the Rainbow Mounds. I can't wait to see the PCs go there.
  3. 29 points
    Hey all, it's Ellie, your friendly neighborhood Chaosium convention coordinator. At conventions a lot of my job is talking to new people about Glorantha and introducing them into the world. Helping new people fall in love with Glorantha is a passion of mine but it wasn't that long ago that I knew next to nothing about the setting either. Glorantha has a massive learning curve. The amount of material available is daunting and that means being a newbie to Glorantha is a tough gig. I know first hand! Not only do you have to navigate all the massive amount of both current and out of date setting information you also have to learn how the Glorantha community aka the Tribe works. We are all here because we love Glorantha but sometimes we love it a little too hard. Sometimes the way the setting gets talked about is pretty unwelcoming to new members. We at Chaosium want to make sure Glorantha is accessible to everyone and hope you want to see it grow and thrive as well. What helps new people? Keep it RQG focused. Ask yourself if a new player actually needs to know this to play before hitting post. If it’s not in the main RQG book the answer is almost always no. (Or HeroQuest book given the circumstances.) The old stuff might have been great, but new players don’t have it, so it’s not helpful to tell them about it. Don’t argue semantics. If it is not a direct answer to something they asked, it probably is not helpful to post. Keep deep lore out of newbie threads. If you can’t say it in one paragraph it’s not appropriate for a new user post. Deep lore threads are awesome places to learn, but only when you are ready for them. Help new members by linking to existing deep lore posts with “Here is some more information if you are interested.” Have more in depth info to add? Make a new thread and link to it. Remind your fellow experienced members to continue the conversation there. Keep it upbeat. This is a game and should be fun. General negativity brings the whole Tribe down. Say hi! Being the new kid can be lonely and everyone wants to feel welcome. ____ The biggest take away here is to keep your answers simple. If you have more to say put it in its own dedicated deep lore thread. The big essay responses really drive new members away. I personally found them overwhelming and they made me not want to participate in the forum. It’s the responsibility of all Tribe members to make sure this is an inviting place. Let’s work together to keep Glorantha around for another 40+ years by helping new people fall in love with it just like we did.
  4. 28 points
    So I am wrapping up the text of this book, while making sure that it all ties into both the new Heroquesting chapters in the GM Sourcebook and into the Hero Wars Campaign. It is increasingly looking like this will be a two-volume book, as it includes the long form of more than 70 cults. It is perhaps easier to say what the book does not have: The Invisible God of the West. This needs its own book, as my notes keep expanding. Additionally, the Invisible God needs to provide a materialist and humanist interpretation of the Gods and Goddess book - and serve as the Sorcery Book. So this one gets pushed into its own book. Godunya and the East. Same deal. Pamalt and the South. Same deal - I toyed around with including Pamalt in this book, even wrote up his cult. BUT I've concluded that it would make far more sense to include Pamalt and his version of the pantheon in a Pamaltela facing book. Minor gods of purely local importance, such as Pavis, Lanbril, Flintnail, other city gods, etc. These are better placed in their settings. Deities that can be better handled as masks or variant names of other deities, e.g., Elmal, Buserian, etc. So what is left? Well the book is more than 50% bigger than what was previewed at GenCon and has been pretty intensively revised. Here's the current list of cults that are definitely in it: Kyger Litor Annilla Argan Argar Gorakiki Xiola Umbar Zorak Zoran Magasta Choralinthor Dormal Engizi Oslira Ernalda Aldrya Asrelia Babeester Gor Caladra & Aurelion Donandar Eiritha Flamal The Grain Goddesses Hykim & Mikyh (includes Telmor and Basmol) Maran Gor Mostal Ty Kora Tek Uleria Yelm Dayzatar Dendara Gorgorma Lodril Lokarnos Lowfires Polaris Shargash Yelmalio Orlanth Chalana Arroy Eurmal Issaries Lhankor Mhy Daka Fal Foundchild Heler Humakt Mastakos Odayla Storm Bull Valind Waha Yinkin Seven Mothers Danfive Xaron Deezola Etyries Hon-eel Hwarin Dalthippa Irrippi Ontor Jakaleel Nysalor Red Goddess Yanafal Tarnils Primal Chaos Bagog Cacodemon Crimson Bat Krarsht Krjalk Mallia Pocharngo Thanatar Thed Vivamort I am still debating about whether to add Horned Man, Triolina, Subere, Wachaza, and Voria to the list. For me this has been comparable to writing the Guide - especially realising how these various groupings of gods overlap, intersect, and form a magical whole. Even in the West, South, and East, these are the deities that form the cosmic foundation (although often with different names and different stories).
  5. 26 points
    Whilst perusing various old documents I stumbled across this awesome RQ2 skill: GREG: There have been occasions when I have been reffing an expedition and, in explaining events, appearances, etc. have dropped all the clues I thought necessary for the players to have gotten the message. Sometimes they don't, and I am occasionally aware that it is a situation which the characters would recognize, but the players don't. What to do short of telling them? I have them roll their SPOT OBVIOUS skill. SPOT OBVIOUS: (perception skill) If a successful role is made the characters which did so receive the information first and act on it. ("Hey you guys, that's not a statue!) To find your ability, use this formula: (20 minus INT)X5 as a percentile die roll. Yes, that's right. The dumber you are the more likely you will spot the obvious. Oh yea, this cannot be trained, but can only go up with experience. I will also agree that you should probably get your natural perception bonus, too.
  6. 26 points
    I thought I'd post some working notes from some work we've been doing on cities in Dragon Pass (this ultimately is not going to be part of any book, but rather informs our art direction and map making). -------- Many of the cities in Dragon Pass are built atop the remnants of God Time settlements of the Vingkotlings. Now most of these ruins are some 5,000 years old, making them the equivalent of Neolithic ruins as seen by Alexander's Greeks. BTW, that's how I tend to try to understand Glorantha's history - I position myself at the time of Alexander the Greek and look backwards. Present year 162710 years ago - Lunar Empire invades Hendrikiland25 years ago - Boldhome falls to the Lunar Empire50 years ago - Battle of Grizzly Peak100 years ago - Apotheosis of Sartar300 years ago - Belintar unites Holy Country500 years ago - the Dragonkill War (1120)1000 years ago- the Kingdom of Dragon Pass. After this came the EWF.1500 years ago - the Second Council. The Theyalans dominate Genertela and war with the Pelorian horse people.2000 years ago - I Fought, We Won, and the Unity Battle. After this, came the Heortling kingdom, which lasted about 800 years (until Gbaji destroyed it).2500 years ago - The Chaos Age, which lasted until the Unity Battle.3000 years ago - the Ice Age5000 years ago - the Vingkotlings10,000 years ago - Orlanth kills YelmCompare this to a Greek at the time of Alexander (330 BC)10 years ago - Philip founds Philippopolis 25 years ago - the Sacred War50 years ago - Battle of Leuctra (371 BC)100 years ago - start of the Peloponnesian War300 years ago - fall of the Neo-Assyrian Empire500 years ago - the neo-Assyrian Empire1000 years ago - the Trojan War1500 years ago - height of Babylon2000 years ago - Sargon and the Akkadian Empire2500 years ago - Gilgamesh is king of Uruk3000 years ago - Menes units Egypt (first dynasty)5000 years ago - Neolithic cities like Catal Huyuk and Jericho10,000 years ago - beginning of Neolithic age The Vingkotling settlements had great walls of stone or earth and the more important were built with something of a spiral shape. The Vingkotlings enslaved dwarfs or used great magics to build these settlements. They ranged in size from 2 or 3 hectares to nearly 500 hectares (Nochet was the capital of the Vingkotlings). Most were between 2 and 40 hectares. As the God Time became more and more destructive, these settlements tended to be rebuild as smaller and more fortified. Many of these Vingkotling citadels survived the Great Darkness. During the Great Darkness, the surviving peoples of Dragon Pass eked out an existence in a few of these citadels, and after I Fought We Won they became the centers of the new Theyalan civilization. Old ruins were the first to be resettled. Broken walls were cannibalized to build new walls. In the early First Age, the Theyalans were allied with the dwarfs of Greatway (in the Rockwood Mountains), and some later settlements (such as the City of Miracles in Dorastor) were architectural wonders. This civilization was destroyed in the Gbaji Wars that ended the age. In the later Second Age, Dragon Pass was again the center of an urbane empire, best known as the EWF. The EWF ruled much of the continent and could command masons and builders from far and wide, particularly from Dara Happa, but also from dwarf allies and subjects. Population levels recovered and many of the old cities were rebuilt, sometimes to realign with mystic experiments of the ruling EWF. The EWF collapsed in the 12th century and then all human life in Dragon Pass was exterminated overnight in 1120 with the Dragonkill War. For two centuries Dragon Pass was largely abandoned by humans. Some of the ruins were occupied by the dominant trolls as strongholds and bases, but most were just left empty. Dragon Pass was resettled by humans after 1300 or so.The old ruins were often the first to be resettled. So places like Clearwine, Bagnot, Dunstop, Jonstown, Two Ridge, and so on, all incorporate citadel walls built by older, richer civilizations. Until Sartar's arrival, these settlers were dramatically inferior builders to those who came before, but thanks to Sartar's friendship with the dwarves, his cities tend to be as impressive as anything from the previous ages. Saronil taught the dwarf secrets to his followers; although this ended the dwarf friendship, it began a tradition of impressive stonemasonry among the Sartarites. So in lots of these cities, there is going to be a "citadel" (or "acropolis") that is maybe 2 to 10 hectares in size built within the old Vingkotling citadel. Then a later city that incorporates earlier and later defensive walls, and then later rebuilds them. The previous names and history are generally lost (the settlers weren't scholars!), although places of obvious power became cult centers. What might have been a Second Age temple to the Diamond Storm Dragon gets rebuilt as a temple to Orlanth Adventurous. The tombs of Theyalan kings became shrines of Orlanth Thunderous or Ernalda. And so on. The city of Furthest is something of an exception. The Lunars laid out a planned city, built along the lines they developed in the Fifth Wane to resettle their own Heartlands, which had been destroyed by the nomadic hordes of Sheng Seleris. Furthest is built on a grid, and was built largely by and for foreigners.
  7. 25 points
    I've been running games since the late eighties, and I can't remember the last time I felt so excited about my biweekly session. From stone woman to a trip to Greydog lands to return the corpses before the seven days are up, to today's session where the party has committed to go with Vostor (the one player who decided to use a pregen) on a Humakt pilgrimage to break his bonds to the Seven Mothers. The Battle of the Queens looms on the horizon. 2 players are new to RPGs, the other four have varying degrees of experience. Every single session has been a joy for everyone involved. I'm not sure why I'm gushing long form here, but I guess I might as well post before the game high passes.
  8. 25 points
    I feel the same sick punch in the gut that I felt the night I heard that Roger Zelazny had died. Greg was the man I most respected in Gaming. Greg and I mostly went our separate ways, but I like to think we were friends, and it always hurts to lose a friend. It's just like you, Greg, to slip off on a new adventure of your own without telling anybody you were going. Fare thee well, Greg on your latest journey.
  9. 25 points
    As author of a fair chunk of GtSA books, here's a little history and background from me. Canon was definitely ignored in the earliest releases. The writers at the time weren't familiar with either RQ or Glorantha and suddenly found they had to become very familiar with decades-worth of information even to get a rudimentary grip on the subject matter. It was easier for some more than others. Given the overwhelming amount of information one needed to absorb, even just on the Second Age and events leading up to it, one was faced with a truly daunting task. Couple that with a book-in-a-month timetable (standard for Mongoose at the time), and it was a fraught exercise. I was brought on because I had a reasonable grasp of Glorantha and exercised that from the start. My second book for Mongoose was the Dragonewt book, and so I went to the two authorities on Gloranthan lore that I knew well; Greg and Jeff. This continued with each Glorantha book I tackled, with both being consulted widely and deeply before I set pen to paper. 'Dara Happa Stirs' saw me spending a weekend with Jeff brainstorming and immersing ourselves in the Pergammon Museum's incredible exhibition on Babylon, the two of us formulating the Karvanyar campaign arc, understanding the Ten Tests and ensuring that texts such as Glorious ReAscent of Yelm were adhered to as precisely as possible. Despite the brutal deadline, which I managed to get extended to 6 weeks, it was a fun book to write and one that I remain proud of. Every Glorantha book thereafter I was involved in followed a similar pattern. Unfortunately, 'Pavis Rises' was handed to an author utterly unfamiliar with the canon who didn't liaise with Jeff despite my insistence that he do so. The original draft of 'Pavis Rises' (I still have the manuscript) is.... well, best I not say too much. I therefore rewrote it, from scratch, with Pete, Jeff and Greg's help, in about three weeks. That was the level of challenge I had working at Mongoose, and I'm still staggered I managed to write to the standard I did. There were a couple of misses for me, Glorantha-wise: I wasn't happy with Fronela, again due to the massive amount of information that needed to be conveyed; and there are elements of 'The Abiding Book' that I simply had to rush to meet the deadline. But 'Dragonewts', 'Mostali' and 'Darra Happa Stirs' I'm proud of and enjoyed. Even some parts of 'Pavis Rises' I really like - the Giant scenario was fun. I think Mongoose tried its best. I really do. The problem, aside from the deadlines and post-writing processes, was that it's production approach simply didn't mesh with the deep complexity of the subject, and was compounded by having writers unfamiliar with the canon having to rapidly assimilate it. I actually don't think Matthew (Sprange) was prepared for the huge amount of lore that surrounds Glorantha, and the vast wealth of understanding its fans have. Consequently, Glorantha was treated as a property with a relatively straightforward canon and background, like some of the other tittles Mongoose had, when it needed a very different approach from the start. And, irrespective of one's feelings for MRQ1, Mongoose did bring RuneQuest back to a wider gaming awareness after spending about a decade as a moribund, half-forgotten system. They got a lot wrong, but they also got quite a bit right, and so while criticism is justified, there are some things that do have merit.
  10. 24 points
    So let's talk about Yelm and whence he comes from. This conversation is about Greg's King of Sartar and Stafford Library material, so its deep in textual argument and probably pulls from sources that are no longer of ‘clear’ authority. So be it. It is a brain dump and probably riddled with errors, but let’s talk about it. It's not, for now, mostly, about Yelmalio. He can come later. First we need to talk about Yelm. I'll give you the proposition first, then talk about where it comes from: Yelm is not the god of the sun at the Dawn for Dara Happa, or anywhere else. The major cultures central Genertela all have their own god of the sun at the Dawn. Yelm is a synthesis whose consequence is Nysalorian illumination and the Sunstop. Although he predates the God Learners, you can think of Yelm as a monomyth creation (although it's really Nysalorian illumination at the root of all this, including God Learnerism). Anyway, at the dawn, in central Genertela, the sun is Elmal, and Antirius, and Kargzant, (and others, all cultures have a sun god, even Ehilim in the west). Orlanth kills the Emperor, not Yelm. Rebellus Terminus is the enemy of the Dara Happan gods, not Orlanth. Orlanth goes on the Lifebringer's Quest to bring back Ernalda, not the Lightbriner's Quest to bring back the sun. The Red Goddess was not the first divinity to be created inside Time in Peloria. That crown goes to Yelm. In many ways the birth of the Red Goddess is an echo of the birth of Yelm. So how do I get to this conclusion? First off, when Greg wrote King of Sartar (KoS), he looked in detail at Orlanthi culture. One aspect of that was to look at their religion. Up to this point we had tended to think about their being a single Gloranthan religion oriented around the monomyth. More than that, the cultures all worshipped an elemental pantheon. The Sartarites worshiped the Storm Gods, the Dara Happans the Sky Gods etc. This changed with King of Sartar. Greg started to think about the Orlanthi as worshiping a pantheon of deities instead. The cultures of the Dawn were isolated and complete. The Heortlings knew of the sun, they could see it in the sky, but they called it Elmal, not Yelm. To be a complete pantheon, there had to be a native god of the sun, among others, that had previously been only represented as foreign gods. But no foreign gods were known at the Dawn. Thus Greg's introduction of Elmal, a sun god for the Orlanthi. "This time I looked at things anew, as always. Importantly, while wandering throughout the Stormtime and Nowtime, I looked up and wondered, for the first time, “Who is the Orlanthi sun god?” I realized that the place of the Sun in Orlanthi myth, as revealed so far, was that of the enemy and foe, the Emperor. Nonetheless, there was the Sun of Life which anyone can see and feel when they go out on a sunny day. Without that then the Dark Tribe would rule again. The Orlanthi knew it and surely acknowledged the Friendly Sun. I knew that, but even as Storyteller I did not know where this might be." - The Birth of Elmal, Greg Stafford. KoS acknowledged that the religion of the Heortlings at the Dawn included sun gods, darkness gods, water gods etc. Any real reasoning about this had already needed to break the elemental correspondence anyway, the Heortlings had an earth goddess already in Ernalda, so they were never pure storm. Elmal was the name of the Orlanthi sun god. It was new to KoS, many of the names there were new to us. And it caused controversy because it changed how we thought about Glorantha, from one world pantheon, to multiple pantheons, originating in a different Dawn Age culture. Inspired by this revelation, Greg went on to write Glorious Reascent of Yelm (GRoY) to examine Dara Happan religion, the Entekosiad to look at Pelandan religion etc. Gone was the vision of 'one Gloranthan religion' with different regions favoring different elements that had graced the Gods and Goddesses of Glorantha articles in Wyrm's Footnotes. Now we had many religions that met, and tried to reconcile their different perspectives of the Godtime, sometimes peacefully, sometimes violently. "Third, my new status has freed me to explore other aspects of Glorantha which had previously been prohibited by the rules and laws of the RuneQuest tribe. As a result I have been delving deeply into the Solar Way (thanks to the entryway provided by the Many Lesser Suns) and, as a natural consequence, the Lunar Way." The Birth of Elmal, Greg Stafford For Greg the touch point of this conflict was the identity of the sun. He refers to this in both KoS, GRoY, and Fortunate Succession (FS) as the conflict of the Many and the One. Consider, that when two cultures meet, we can rationalize most differences between our pantheons by creating regional earth, river, city or storm deities. "Esrola is your land goddess down there, and Pela is our land goddess up here," folks say. "Orlanth is the great storm that blows down in Dragon Pass, but Entekos is the calm air of our region." The two cultures can share stories and agree that their gods are the gods of their region. Sometimes they share stories and tales, and people wonder: "Is your goddess also our goddess?" And when people meet in peace, as they did in the Unity council, this can create a synthesis that is greater than the sum of the parts. But there is only one sun. So how can we reconcile competing sun gods? Now, if you hear Greg speak at cons it is clear that Glorantha is a platonic universe. The 'All' of the 'Green Age' is unknowable except to the mystic and likely to drive anyone who experiences it mad without preparation. Most religions see the 'shadows on the wall of the cave' of that reality, a projection of their culture over the fundamental truths of the runes to create something approachable for worship. It is a 'soft' polytheism not a 'hard' one. "In the Beginning, before there were people, before there was a sky, an earth or an ocean, before there were gods, before there was a Before, was Vezkarvez. Vezkarvez is not something which can be thought about, remembered, felt, or even imagined. Do not bother to try, for to try to do so is only to fall into the trap of the Other. Vezkarvez, pure and undivided, can be touched only by the highest gods who know secrets which you can never know." GRoY, p.6 Now someone might object to soft polytheism: "But in Glorantha you can heroquest and check the details!" But it is clear that heroquesting is still a projection of the mortal mind onto the cosmic "all", you can heroquest to cement your version of the truth and if enough people agree to it, then that is a truth for them. Harmast learns this and does this. But so does the Red Goddess, and (spoilers) so does Yelmgatha. So, as we stated earlier, there is just one sun in the sky, so rationalizing that becomes a little trickier. Here is the problem of the Many and the One. We can't pull the region trick. How can the sun be your sun god, and my sun god? We have some options, which mostly boil down to: they are both names for the same god or you are wrong. Synthesis or conflict. The sun becomes the touch point for the conflict of the Many vs. the One. Either we accept that we don't have truth, just a "shadow on the walls of the cave" or we declare you a heretic. IMO Greg was pretty clear what the scenario was at the Dawn in KoS and GRoY. The Heortlings have a sun god called Elmal, the Dara Happans have one called Antirius and the Horse Nomads have one called Kargzant. "Elmal is the Orlanthi god of the Sun, a trusted thane of the Chief God who is charged with defending the homestead when Orlanth and his companions depart upon the Lightbringers’ Quest. His priests participate in the great festivals and important Sacred Time annual rituals, and have parts in many of the most widely known stories. ... The deity gave its initiates blessings upon the earth, good barley crops, healthy horses, and winter protection" King of Sartar, p.188 Now, as KoS instructs us, the horse nomads were driven off, and so the Heortlings and Pentans never exchanged their mythologies in a peaceful fashion. But the Dara Happans and the Heortlings did. And they wrestled with the problem? How can your sun god and our sun god both be the sun. Either we are hard or soft polytheists. "During the Dawn Age there was a clash of cultures as the Elmal magic impacted with the fierce Sun God who was worshipped by the nomads of Peloria. The beliefs of the two cultures in their own Sun Gods [Elmal and Kargzant] were challenged for the first time. Each held true, but the fierce nomads were weaker and unable to withstand the shock. The war ended with their defeat, and they retreated to places where no people had ever lived before. The withdrawal of the nomads revealed a greater threat: the native Dara Happan Solar religion which covered all the regions previously occupied by the nomads. The impact upon the Theyalans is recorded, but the crushing splendor of the great golden towers of the Dara Happan Sun God was especially strong upon the Elmali. The Theyalans recognized that Yelm, the Dara Happan Great God, was the manifestation of their own Emperor, an enemy of Orlanth. The Orlanthi also realized that Yelm was also the Sun God." King of Sartar, p.188 and then later in GRoY "Eventually these two cultures fused into a single entity called the Golden Empire of Nysalor, but that did not begin until the reign of Emperor Khorzanelm (c. 111,368 to 111,405), a century and a half after the era covered in this book. During the friendly century of this era occurred a fusion of the two mythologies of Dara Happan Yelm and Theyalan Orlanth. For instance, the part of Rebellus Terminus was taken by Orlanth, and he was associated with the Disruptor constellation by other peoples. Likewise, it was an easy step for the Orlanthi Emperor to become the god Yelm. The harmonious duality of Nature was thereby shown, especially in a myth of their competition for the hand of Ernalda, a Sairdite manifestation of the earth goddess. " From GRoY, 'Where is Orlanth' p.73 Fortunate Succession tells us more about this merging, which GRoY refers to as 'after this book' which occurs at the Sunstop: "Khorzanelm was the emperor who supported, blessed, sanctioned, and oversaw the incorporation of the World Council of Friends within Dara Happa. With imperial support, the project was prepared with the best of everything. It was located in the south, because everyone wished to heal that direction first because it harmed everyone the most and was itself the most damaged. In 111,375 Khorzanelm assembled all the best people of the Empire, and they spoke the Prayer to Yelm, and this time were answered by the appearance of the One God Himself. It was not just Antirius, the ever-reliable bright Disk, but instead this time was truly Yelm Overlord who rose. Yelm wished to honor and praise the mighty Emperor who had tamed the world and provided the security for him to rise. Thus Yelm stood motionless in the sky and the Heavenly Choir rained praise upon all the faithful whose lives were enriched until their deaths as wise elders. Such a unique opportunity was possible only because Nysalor had been born, the incarnation of the Many, born among mortals to bring the divine light to us." Fortunate Succession, p.32, emphasis mine FS later moves events so that Yelm appears prior to the Sunstop, the result of debates about who the sun is, but gives birth to Nysalorian illumination because recognition that both Elmal and Antirius are the sun requires such insight. "The time spent for Yelm to re-manifest the world was from 110,666 until 111,111 when he became manifest as the Real Sun. Yelm's insight into the secrets of the cosmos was originally the province of only himself and, perhaps, a few of the other immortals. But in 111,375 Illumination was delivered to mortals as well. This occurred when Nysalor was born. The burden of bearing the Impossible was beyond the power of even the One. Yelm paused in the sky, and he separated the Illumination from himself, and placed One among us mortals to keep our awareness of the First Being alive. Thereafter it was possible for the Many to be the One as well. A further benefit was that Yelm was purified. The Sun had purged itself completely from the Many when he gave this great gift to humankind. Thereafter, too, Yelm was less of a god and more of a Sun." Fortunate Succession, p. 74 Nysalor is the 'incarnation of the Many' and also 'seperated the Illumination from himself, and placed One among us." What does that mean? IMO it means that Nysalor is 'soft polytheism' the idea that many gods could be associated with a phenomena because they are all 'shadows on the wall of the cave' not the all. If the sun is not Elmal, or Antirius, but something essential which we project these ideas onto, a Fire Rune perhaps, then we can create a new projection, synthesized from existing ideas: Yelm. Greg reiterated this a number of times. From the WoG list: "The unification of the Orlanthi and the Solar religions, under the council that created Nysalor, was a fusion of two different religions under a mystically oriented demigod. A truly unique event for the times. And one that did not last under its own internal pressure." https://groups.yahoo.com/neo/groups/WorldofGlorantha/conversations/messages/2130 and discussing the emergence of illumination in the First Age: “In Dorastor, the Amalgam Deities were imported and incorporated. It is probably the origin of the Monomyth, in which Yelm and Orlanth play such significant parts in each others' myths. After this period the Dara Happan role of Rebellus Terminus is permanently grafted to Orlanth, while the Orlanthi role of Emperor is immutably assigned to Yelm.” Fortunate Succession, p.72 Wait, you may say, GRoY has Yelm in its mythic history. Of course, because it is a document that post-dates this syncretic deity. But Greg left a lot of hints as to the ‘puzzle’ he was creating for us. GRoY itself reveals the contemporary debates about Yelm. The most significant is the absence of Antirius on the God’s Wall. Why is Antirius absent? “The Plentonic Debates began within a century after the author first circulated copies of his document. Debate started with worshippers of Doburdun, the Darsenite Thunderer, who pointed out that figure I-18 was precisely their deity, icono-graphically. They did not know Antirius, who was not associated with Doburdun at all. Attributes, powers, and myths were all different. Apparently many learned people had also been quietly wondering what I-18 had to do with Antirius. The priests’ questions thus began debates about the nature of the Plentonic Truth which, in turn, led to debates about the nature of Truth.” The ‘problem’ of Antirius is only a problem if he is not the figure on the wall now identified as Yelm. Replace Yelm with Antirius on the wall, and recognise Yelm as a deity created in time, and he can take his rightful place on the wall again, as can Doburdun the Darsenite thunder god. The ‘Plentonic Debates’ on ‘Truth’ are ultimately a debate about the identity of the sun and the revelation of Yelm inside time — Antirius is only absent because we must have one sun that takes aspects of Antirius, Elmal, Kargzant, the Emperor etc. That is why the sun becomes ‘the one’ split of from the many for the Nysalorians. Because we feel the need for their to be ‘one sun’ we divorce the ‘sun’ from the many deities that can represent him It seems that the early Yelm cult, like the modern lunar cult, is a state religion whose purpose is worship of the Emperor and the organisation of the Empire. It seems little worshipped outside of this role: “Emperor Khordavu, as well as his household and certain office holders, were considered to be divinities. They were a part in the natural hierarchy of life, along with spirits, demigods, and other deities.” Fortunate Succession, p.65 Parallels with the lunar cult of the Red Emperor seem reasonable, at this stage the Yelm cult is essentially worship of the divine emperor over the sun. So that is how we can say: “ Thereafter it was possible for the Many to be the One as well. A further benefit was that Yelm was purified. The Sun had purged itself completely from the Many when he gave this great gift to humankind. Thereafter, too, Yelm was less of a god and more of a Sun” Yelm is the sun, separate from the cults of the sun, Antirius, Elmal, Kargzant et al. but also from the cult of the divine emperor that bears his name. But what happens after the break up of the Bright Empire? "When the Nysalorite Empire broke apart and the barbarians invaded, the unified belief continued, although unified religion was broken. Differences were encouraged by politics taking a turn for the worse, and the natural differences between deities being emphasized. Working harmony was gone again, leaving only the Ideal." From GRoY, 'Where is Orlanth' p.73 In other words though the belief in Yem vs Orlanth continued, the imperial cult was no longer the sun cult worshipped by both Heortlings and Dara Happans after that event. But of course this creates a difficult moment. Who is the sun for Heortlings now? Yelm or Elmal? I suspect that the answer is 'both' but that this is problematic, because it contains within it traces of Nysalorian thinking, the acceptance of the One and the Many. Yelm is the sun god, Elmal is the sun cult. Our only real evidence about what folks may believe in this age is compounded by the dominance in subsequent ages of the EWF in Orlanthi areas. However, it is clear that in Dara Happa, at least, the cult of Yelm runs into trouble post-Nysalor. "After Nysalor, the commoners' backlash resulted in extensive anti-Yelm feeling and activity. The anti-Yelmic passions were increased when the occupiers offered their own seasonal rituals to their storm gods, and many commoners joined. This, of course, is the way of the Many." Fortunate Succession, p.66 I believe by ’storm gods’ we should imply ‘Elmal’. Re-read this as: “After Nysalor, the commoners' backlash resulted in extensive anti-Yelm feeling and activity. The anti-Yelmic passions were increased when the occupiers offered their own seasonal rituals to [Elmal], and many commoners joined. This, of course, is the way of the Many." Of course this is likely the cult of the divine emperors, who intercede with the sun, over the sun himself. The implication is that identification does not collapse. It seems likely then that whilst the unified mythology was known to the Heortlings, worship of Elmal predominated among the Heortlings after the collapse of the Bright Empire, due to the association of the cult of Yelm with Nysalor and the divine emperors of Dara Happa. Yelm might be the sun, certainly, but Elmal was their sun cult. Indeed, it’s unclear if Yelm’s cult really spread to the Orlanthi much outside Dorastor and Saird: “Incorporation of Yelmic Rites into Dorastan Rites: avidly welcomed, and incorporated. Nysaloran Rites (especially in Saird) combine multiple cultures. These combined ceremonies are well-attended in Dorastor and Saird, but much less elsewhere, and poorly through most of Dara Happa. The popularity in Saird and Darani must be modified by remembering that both were thinly populated.” Fortunate Succession, p.71 So it is in Saird that the most-significant ‘mixing’ occurred. but it seems not to have spread. Saird lacked the population to spread its support for the Bright Empire's celestial beliefs. There is no implication of spread or persistence of these ideas in Ralios or the Shadowlands. So if Orlanthi were worshipping Yelm, it seems to have been in Saird. But what were they worshipping, if Yelm was a cult of the divine emperor? Under the Ordanestyan Reforms in Dara Happa there was an attempt to re-assert the Imperial cult and thus the divine emperors, but shorn of Nysalorian mystery. Worship instead seems to have focused on the twenty celestial deities. At this point, Anitirus is no longer one of the twenty (or wider eighty) but a part of the cult of Yelm Imperator, that is he is not distinguished from the sun. The ‘mystery’ of the Many and the One cannot withstand the lack of Nysalorian insight, it must be reconciled by eliminating Antirius. So it is possible the Sairdites were worshipping deities from amongst the twenty (or eighty), which makes more sense than the cult of the divine emperor. So it is the spread of solar cults, over the cult of the divine emperor I suspect. But even this cult waxes and wanes and seems unlikely to have impacted areas outside Saird. Why? Well, look at what happens next. The cult of Yelm disappears under the pressure of first to the Golden Dragon and later to the Carmanians. Fortunate Succession is clear on this, there really is no Yelm cult during these periods. The cult, because it is really the cult of the divine emperor of Dara Happa is underground when foreigners rule Dara Happa. An ‘underground' Imperial cult is an unlikely point of gravitation for second of third age Elmali. Why gravitate to an imperial cult in hiding? In fact, it seems likely that the Yelm known to the Orlanthi, is unrelated to the Dara Happen cult, existing mostly as ‘the Emperor’ the enemy god, over a genuine understanding of the Imperial cult of earlier ages. If the Yelm cult itself was constantly shifting, being driven underground, how could the Heortlings look to it for their solar identity? Indeed, the alternative for the Heortlings is draconic mysticism or Carmanian dualism. So at this point the Heortlings have two, almost irreconcilable notions of the sun: Yelm whom they have projected the characteristics of the Emperor on to, as befitting an imperial cult, and Elmal the loyal thane. But the implications of the Yelm cult's association with divine emperors leads me to suspect that Yelm remains the Emperor for most Heortlings at this point, his identity as the sun a 'mystery'. Now this mystery is difficult, for it implies the Many and the One. And it must be a source of questions for the priests of the cult, much as the textual legacies of the Caananite religion provide interesting questions in the Christian bible. But I suspect they continue to worship Elmal as the sun cult, with Yelm both celestial Emperor and sun. After all, the cult they have encountered up to now is an imperial cult, whose purpose is to empower the divine emperors. Not one they would gravitate to. In fact, the cult of Yelm does not really resurface in Dara Happa until Yelmgatha, who uses the return of Nysalorian thinking and heroquesting to bring back a ‘fogotten' Yelm cult, centred around Dara Happen sovereignty following centuries of EWF and Carmanian rule: “The suppression and destruction of the ancient Yelmic religion drove worship underground… Yelmgatha was a minor nobleman with a short temper who drove the Carmanians out of his land. When they sent armies to destroy him, the leader went to the Red Goddess nearby to ask for help. Thus Yelmgatha became one of the first Dara Happan Heroquesters. Heroquesting differed from previous forms of worship in being experimental and conscious. In fact, it was a return to Nysalorism in many ways, and openly acknowledged as such. Yelmgatha went several times into the Other Side, and emerged with the tools and powers1 he needed to complete the Ten Tests to make himself Emperor, which he did in 112,235. Then he cast out the Carmanians, and Yelmgatha became the new Emperor of Dara Happa. The event was called the Sunburst... During this whole time he was friends with the Red Goddess, who was performing similar quests. Their tasks were often intertwined, and strengthened each thereby. Sun and Moon became a pair of travelers in the Hero Plane.” In other words, the cult of Yelm returns with the spiritual liberation of the Red Goddess. And the parallels between the two ‘created’ gods, synthesised from older religions via ‘Nysalorian illumination’ is drawn clearly here. These gods are made! I believe Greg was trying to draw direct parallels between the First Age emergence of Yelm, synthesised from existing sun cults and the Sunstop, and the emergence of the Red Moon, synthesised from existing lunar deities and the Sunburst. We associate Yelm with older religion in Dara Happa, but it seems that it co-exists in modern form with the Empire. Remember, it is the cult of the divine emperor! Now that emperor is the Red Emperor. In many ways the cult of Yelm and the cult of the Red Emperor are one and the same. The association of Yelm with the Red Goddess of course makes it any influence of the cult on modern part of the missionary work of the Lunar Empire. The promotion of “Yelm” as the sun and the elimination of Elmal, as Antirius was once eliminated, is in essence a Lunar project, driven by heroquesters. So, when we learn that in Saronil’s reign "Once the Eyetooth Clan brought in the antesmia statue. They did it because they were rebelling against their king, and they wanted to be able to bring a Sunspear down from their god, and were willing to pay eternal worship and tribute to a foreign deity in order to succeed.”, King of Sartar, p. 169 it is the missionary work of the Lunar Empire, that is also a renewed Bright Empire that is at the heart of this struggle IMO. This is worship of the imperial cult, and by implication worship of the Red Emperor, not just ‘Yelm’ the sun as opposed to Elmal. But this sweeping change must be dated to the emergence of the Lunar Empire, not earlier, because the Yelm cult was underground before that. The implication of this is that Elmal is the sun during the reign of Tarkalor for the Sartarites, not Yelm, otherwise this act of rebellion means nothing. We have to see this in the context of Lunar celestial theology overwhelming the Heortlings in a way that could not have happened under the EWF or Carmania. There was no dominant solar cult to export post Nysalor and prior to Yelmgatha. But what is true for the Sartarites would seem to be true of everyone, for until the Lunar Empire, after the Bright Empire, there is no Yelm cult to gravitate to, and the sun cult remains Elmal (or Kargzant). Now, we risk getting into Yelmalio territory — remember his temples are in Saird and they seem to revitalise alongside the Empire, but let’s park where that leads us for now. But Monro’s vision is surely one of illumination. His talk of the Many Suns echoes talk of the Many and the One. What Monro sees is one sun, many sun cults. His vision is not an objection to Elmal, but a reinforcement of the Bright Empire doctrine that there is one sun, and many sun cults (and we may well call that sun Yelm, because the cult worships the Emperor). But no sun cult is more ‘true’ than the others. But of course the implication is that Yelmalio is the sun too. Another sun cult. One amidst the Many. But it is a dangerous vision, for it is a vision of the Nysalorians and their Bright Empire. All those priests in their retirement towers contemplating the sun. Sure sounds like a journey into illumination. But it is clear that there is no cult of Yelm at the Dawn. Yelm is the name given to sun in the Nysalorian insight that there is one sun and many sun cults. It is also the name of the source of power for the cult of divine emperors that ruled during the Bright Empire, and now rule again in the Lunar Empire.
  11. 23 points
    I said someone will take a chance on a Magic World license, turns out that someone is me. https://reigndragonpress.weebly.com/news/sean-hillman-of-reign-dragon-press-signs-limited-license-to-publish-a-setting-for-use-with-chaosiums-magic-world-rpg I am happy and nervous as heck. I realize I did not specify in the announcement, but it is a single setting book for use with MW.
  12. 23 points
    As I sit in my office cluttered with notes, sketches, and fragments of stories that I am trying to arrange, edit, and complete so that they can be published, I happily acknowledge that Greg Stafford has influenced by professional and personal life more than anyone else. Greg was my mentor, my teacher, and such a profound influence on me that I can't even imagine how to delineate where Greg ends and I begin. Greg introduced me to my wife (even gave us the key to a castle eyrie before we knew we'd need it); he was my business partner, writing partner, and friend. Greg entrusted me with his world - a world made up of fragments of his dreams, fantasies, nightmares, anxieties, hopes, and fears. With just 24 magical symbols (two fewer than the Latin script, two more than the Major Arcana), Greg assembled an entire cosmos, large enough to contain multitudes. Greg's cosmos was deeply personal but also reflected universal human themes. Themes that embraced both our best and our worst aspects - hope and hubris, humanity's desire for unity combined with our drive for division and destruction, the need for each new generation to overthrow the last. The cycle of birth, new hopes, old fears, death, and rebirth. Greg did the monomyth better than Campbell, the Matter of Britain better than Mallory. Greg's mythology is both new and as familiar as half-forgotten dream. Greg Stafford is now part of the God Time. The God Time, for those unfamiliar with Greg's mythology, is that part of the cosmos that is endless and eternal. In the mundane world we are ephemeral - we all will die and disappear from the earth; but in the God Time we endure as part of the fundament of the cosmos. So although Greg the Mortal is no longer with us in Time, Greg the Immortal exists eternally, because Greg helped make our universe. Maybe that is all just a metaphor for Greg's boundless creativity. Greg's works, his love, his thoughts, his dreams - they continue to inspire. Not just the stuff he's rightly celebrated for - Glorantha, RuneQuest, Pendragon, Nephilim, a lifetime of game design, and so much more - but all of it. Greg's thoughts on shamanism and the invisible world, discussions pre-Clovis habitation in North America, interpretation of Huichol art, thoughts on life and love, and so much more. All of that is still with us - part of the God Time. Greg once told me shamans and heroes exist simultaneously in our ephemeral world of Time and in the immortal God Time. Like so many of the things Greg has told me over the years, even when I have been able intellectually grasp the concept, it takes experiences to truly understand it. In this case, it takes Greg's passing for me to truly understand the difference between Time and God Time. Greg's mortal self - that part of him confined by Time - is gone, but his immortal self is with us always in the God Time.
  13. 21 points
    A young Vingan runelord has stopped to ask the way from a settler of Sartarian heritage from Zola Fel valley.
  14. 20 points
    Greg was a mentor, visionary, and evangelist. I followed him meekly, first into fandom, then into geekdom... then into craft and authorship, and finally into reverent service. Personally, I recall his charm. I am honored to have been the butt of some of his most elaborate jokes. For example, I will always remember him for his moment of triumph here: http://www.staffordcodex.com/truetales/2015/12/16/why-i-love-bad-medicine-for-doctor-drugs Publicly, I acknowledge his gift for creating institutions and traditions, and for bringing so many treasured friends and acquaintances together. His work is classic and eternal, but I most honor the communion of artists, friends, and fans he has brought together through his labors, his inspirations, and his sparkling personality. We will meet... but we will miss him. There will be a vacant chair. Let us linger to remember him. He has left so much for us to remember him by.
  15. 20 points
    I know I've been pushing hard against the text of the new book. I know I've been asking a lot of questions. I know sometimes my own frustration has made me phrase things in ways that don't make me happy -- and those phrasings can't be sugar whispers to the ears of everyone who worked on this new book and this new line of an RPG classic. So I wanted to make something clear: I know how hard you guys have worked on this game. I know how hard you worked on this book. I know how hard it is to write RPG text. (Like, really, I know.) You have produced a new version of a game that has existed since the start of the hobby. And has gone through a half-dozen variations over those four decades. You've obviously put a lot of work and love into the book and the plans for the line. If there is frustration in my posts on occasion (and I suspect this might be true for others as well) it is because I sense there is a lot lot joy and wonder in these pages and there is a lot of work on my part to pull it out. I want to make sure to get what everyone else is talking about, and has been talking about for years. I want to get all the terrific details and magic and culture resting in the book and waiting for me to bring them to my friends. And if I have desire to do this it is only because the game system is rich, the setting is rich, and you have built a book that brings both of these things closer together than they ever have in any previous edition of RuneQuest. So, I want you to know I appreciate all the work. I appreciate all the effort you are making now to get the game released in print, to answer our question, to ponder our questions, and work diligently to make the best game and game line you can. Wanted to say that. Thanks.
  16. 20 points

    Version 1.1.0


    Big Damn Book of Monsters A conversion of most of the critters from an old school Monster Manual I, Monster Manual II, and Fiend Folio to be playable in my favorite Roleplaying System. I did use characteristics (that I agreed with) from current sources as well, to try to maintain some consistency, but this was not always agreeable. These are not meant to replace creatures presented in the Magic World book, but as supplements and additions. While it did take some long and tedious work, it is my love for the system that brings me to share the work. I hope it makes your next adventure creations session or your spontaneous encounter easier, smoother, and more enjoyable. My ultimate goal is to make it easier to run fantasy games using the BRP/MW/CF systems, which means more people play, which means more people BUY products associated with such a great system. I recommend this book over my other monster manual conversions! While I did incorporate many spells from CF and Psychic powers from BGB, this work has been used with my own MW campaign using CF for spells alone. What this means is that the Chronicler may need to do very light editing to some entries if only using MW spells. 80.2 Mb. 448 pages.
  17. 20 points
  18. 19 points
    Chaosium is pleased to announce award-winning RPG designer Chris Spivey will be developing a new BRP-based science fiction line to add to the company's suite of roleplaying game brands. Last year Spivey's Darker Hue Studios produced the licensed Call of Cthulhu/Trail of Cthulhu supplement Harlem Unboundwhich has received critical acclaim for its groundbreaking treatment of issues of race and the Lovecraft Mythos, and is a nominee for the 2018 Diana Jones Award. "I am excited and honored to be brought on by Chaosium. I grew up playing Call of Cthulhu, Stormbringer, Nephilim and more. Now the chance to fully manage a science fiction line that only previously existed in my own mind has left me speechless, but let's hope not wordless.”—Diana Jones Award nominee Chris Spivey https://www.chaosium.com/blogchris-spivey-to-develop-scifi-rpg-game-setting-for-chaosium
  19. 19 points
    This just arrived this week. These are photos of the final printed items that will go into the GM Screen Pack. These are getting collated, and will be headed to the warehouse soon. This is an advance copy of the ACTUAL FINAL items.
  20. 19 points
    My Journey with Greg Stafford In the golden age of gaming in the late 1970s I played a lot of Dungeons & Dragons and dabbled in many other RPGs and wargames. My favorite game sessions though were over at the Webster house, where brothers Tim and Tom would alternate being GM for a series of Chaosium’s finest 2 inch big boxed games, first with RuneQuest, then eventually Call of Cthulhu, and finally Stormbringer. That’s when I fell in love with The Chaosium. During our RuneQuest sessions I devoured every word of Cults of Prax, especially focusing on the Travels of Biturian Varosh. Those little snippets of life in Glorantha as told by a wandering merchant captivated me, and I discovered my affinity with the Trade Rune. I only played an Issaries merchant, eventually becoming a Rune Priest, and never looked back. At the back of the RuneQuest rulebook sits a wonderful list of other RQ projects in the works, along with a bibliography of inspirational books. They pointed me towards new books to read, games to play, and Chaosium publications to seek out. Cults of Prax, coupled with my enjoyment of the Griffin Mountain campaign we played was when I fell in love with Glorantha and RuneQuest. When I went to College I took a break from RPGs. That abruptly changed when I found a small, almost hidden game shop on the edge of campus. I’m not sure how it stayed in business, but it held treasures I quickly devoted all of my spending money to purchasing and in turn reading every page. As a player, I never purchased a lot of scenario material, but as an RPG reader I no longer held back. I acquired TrollPak, Pavis, Questworld, Borderlands, and the Big Rubble boxed sets, along with Cults of Terror and a few other RuneQuest supplements. That’s when I fell in love with collecting Chaosium games. In those pre-internet days I relied on RPG magazines like The Dragon and White Dwarf to find nearby game conventions (with auctions and trade halls) or learn about newly released books to buy. As I purchased the Avalon Hill RuneQuest material I noticed an immediate difference between its publications and Chaosium’s. If something had Greg Stafford’s name on it, it tended to be something I read a lot, and if it didn’t I usually only skimmed it. That was definitely true with a little Chaosium boxed set I picked up called Pendragon. It showed me Greg invested his energy and talents in a wide variety of areas, including Arthurian lore. Somewhere between Glorantha and Pendragon is when I fell in love with the works of Greg Stafford. In the early 1990s I took a big leap and decided to attend RuneQuest Con I in Baltimore. I had started reading Tales of the Reaching Moon magazine (found thanks to those ads for it in the back of many Avalon Hill RQ supplements) and discovered a community of other like-minded people who were into Greg’s work and all things Gloranthan as much as me. Of course Greg Stafford being the main Guest of Honor enticed me the most. It was one of the best decisions I made in my young adult life. After unknowingly insulting Jack Dott in the trade area (Suzanne would love that) I managed to corner Greg and he patiently listened as I geeked out by showing him my big box of RQ items I was hoping he would do me the honor of autographing. As he pulled each one out and skimmed through it before signing it we chatted about each of them (his colorful stories always trumping my comments). At the end of our time he suggested I become a RuneQuest historian, and all I could say was yes as he shook my hand. The rest of the weekend was spent listening to him at seminars, making new acquaintances, and enjoying the whole atmosphere. That’s when I fell in love with what became known as the “Gloranthan Tribe”. Shortly thereafter I moved to the UK and started regularly seeing Greg at conventions. Between Convulsion, Continuum, Tentacles, Eternal Con and a string of RuneQuest and Glorantha Cons our friendship slowly grew. Many of Greg’s Gloranthan friends, like Nick Brooke, David Hall, Michael O’Brien, Neil Robinson, Jeff Richard, Sandy Petersen, Lawrence Whitaker, David Scott, Fabian Kuechler, Dan Barker, Simon Bray, and many more too numerous to list became my friends as well. Friends that grieve with me now as the man who brought us all together has passed away. As my role in RPG publishing grew Greg always provided extra support. When I gifted him with a copy of the only book I have ever written, my Index to all things RuneQuest and Glorantha, he grinned as he quipped “I finally get to have you autograph something for me for a change”. And my life continued to change thanks to Greg. Moon Design reprinted the Gloranthan Classics which helped provide Greg with the financial means to figure out what his next journey would be, while also helping me understand the business of Gloranthan publishing. We began to trust each other more and more as I became a game merchant, and he continued to explore his life, his passions, and his way forward. Fortunately, it was never all business with Greg and I. We shared many other interests, although his interests spanned twenty times the scope of mine. We often chatted about Carl Barks and Uncle Scrooge, the original inspiration for Ducks in Glorantha. Greg helped sort out our family fish tank (he had worked in an aquarium shop for a while) and he always enjoyed chatting with my kids about what they were up to. They were saddened when they found out uncle Greg wouldn’t be staying in our guest bedroom again, now called the Stafford Suite. Greg and I talked of our mutual love of the outdoors and his regret for falling just short of earning his Eagle Scout when he was a Boy Scout. Now it only seems like we talked far too little, and shared too little, regardless of the time he enjoyed spending with me and my family. I think back to that day in June a few years ago when Greg drove me to the San Francisco airport, shook my hand, and offered me the job of President of Chaosium. He described it as the best and the worst job to have. Forty years after he founded Chaosium, he decided it was time for a new generation to continue down the trail he had started and I would get to be a part of it. Greg had returned to save Chaosium, yet he knew it was the task of other members of his hero band to continue his legacy and work. He had shown us the way, inspired us to build upon it, and had more confidence in us than we had in ourselves. He became our Chairman of the Board, wise counsel, and shaman. These last three years have flown by in a blink. Chaosium stands poised to grow and prosper, all thanks to its founder. Greg built something that we love, cherish, and defend. He built our tribe, led the way, and made it all fun. That’s the best thing about Greg. He challenged us to find ourselves and our place in the world, explore life’s great mysteries, and have a lot of laughs while doing so. He was the biggest kid showing us all it's ok to be big kids too. This last August we drove to Gen Con together, chatting the entire time. We had five glorious days together in the Chaosium booth, signing books, speaking with our tribe, and generally enjoying each other’s company as all of us on the team were The Chaosium. One of the highlights was hearing Greg’s acceptance speech for the Silver eNnie for Fan Favorite Publisher. He made it not about himself, nor about Chaosium, and instead he made it all about our gaming community and how wonderful it was to be a part of it. After the con I drove him to the airport for his long flight home back to Arcata. We said our usual goodbyes, hugged deeply, and went our separate ways with no thought to it being our last moment together. We spoke a few times on the phone after that, emailed each other about many things, and then last Thursday I woke to the news that he was gone. In the dark of the night in his sweat lodge he had departed on his next journey. He had died as he lived, on one last quest for spiritual enlightenment. As I grieved the loss over this last week, I somehow know that Greg and I will see each other again. Until that day my task is to honor him, his legacy, and his example, having fun all along the way. Ave atque vale Greg. I already miss you too much.
  21. 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.
  22. 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
  23. 18 points
    The rumours provided here are spurs to adventure. The Game master should take care to present the rumours in an interesting manner, often with the intent of provoking actions by the players. Each rumour is prefaced by a single letter code dealing with the veracity of that rumour – but, ultimately, any rumour can used in whatever manner that best suits the campaign! Rumor Indicators: (T) Indicates that the rumour is true. (F) Indicates that the rumour is false. (M) Indicates that the rumour is meaningless. (R) Indicates that the rumour may or may not be true at the GM’s discretion. (B) Indicates that the rumour is generally true but it also has a substantial false component. (A) Indicates that the rumour is too awful to contemplate. The rules of Casino Town are simple: No Killing, No Cheating, Everyone Makes a Wager. (T) There's a metallic statue in a special niche at the town gate. Who it originally was is uncertain – perhaps Zzabur himself – but over many centuries the punters have worn its features so smooth it has taken on the generic appearance of a woman. It is now colloquially known as “Lady Luck”. (T) Touching “Lady Luck” is like a Tap spell, only in reverse! (F) Everyone residing within the walls of Casino Town pays a weekly vigourish. To ensure the Great House receives what it is due, each year the Talar appoints the Synod of Visitors. This is a committee of Ingareen citizens from Refuge, selected for their highest moral probity. (B) Argil Arcry, the current head of the Synod of Visitors, is said to have a “wide stance”. (M) Brithini age if they lose at gambling. (T) Despite the Brithini prohibition, the Ingareens' obsession with abstract numbers has led them to be inveterate and superstitious gamblers — "It’s not gambling if you always end up ahead", is one rationalization they often use, though on the whole Ingareen punters appear to be no luckier than others. (T — certainly there are few Ingareen professional gamblers of advanced age.) Talar Barat and the Brithini appear relatively indifferent as to who controls the different gambling concerns in Casino Town, provided the weekly vigourish is remitted in full. (T — even the Vadeli have recently been allowed to set up an establishment.) The new Vadeli establishment, known as the Vadotto, has a secret basement, where all manner of depraved and forbidden pleasures may be indulged. (B – the Vadotto doesn’t have a basement; such activities actually take place on the building’s exclusive top floor.) All the casinos and gaming parlours in Casino Town set their own table limits (what minimum and maximum bets permitted). They also set a house edge (a factored-in mathematical advantage) on all games, which varies from establishment to establishment. (T) The Faro Wheel itself has no table limit. (B — this is qualified by the fact Belintar the Stranger did actually “break the bank” when the Talar finally blinked after the house lost a 60x or nothing bet.) The odds offered by the Vadotto are subtly different to those offered elsewhere in Casino Town. (T — the Vadeli claim it is their practice to pay on odds “for”, rather than “to”. For example, on a successful bet at 5 silvers for 1 on a roulette table at the Vadotto, the winner receives 5 silvers but the Vadotto keeps the initial silver piece. At establishments offering “to” odds, the winner would also receive back the original 1 silver wagered. The Vadeli do not make this distinction clear to new patrons.) Longstanding Light and Illusion spells make many of the buildings on Casino Town's Main Strip look more impressive than they really are, especially at night. (T) 'Hangers' on the Main Strip is part of the famous Esrolian restaurant chain catering to the elite. It can often get very rowdy. A key attraction is the cock-fighting pit (T — although this has nothing to do with poultry.) Dayzatar’s Casino & Revue is the premier show venue in Casino Town (though some headline acts have recently defected to The Vadotto). A stalwart of the stage here is the seemingly ageless entertainer Unkle Shine, “the hardest-working horal in show business”. (B) Red’s Globster offers an all-new “Vormaino sushi” platter, but it is advisable to at least stun each piece before attempting to swallow, or preferably use the Disrupt spell. (R) The Lupenar is Casino Town’s largest and most notorious bawdyhouse, said to be able to cater to any carnal desire. As vividly remembered in a series of erotic wall friezes, Harrek singlehandedly engaged the Lupenar’s entire company during his 1618 visit; such was his amatory enthusiasm, the building had to be completely rebuilt afterwards. (T — fortunately he left a tremendous tip.) Tombolar’s Bingo Hall is a rather drab establishment, but is very popular among the Ingareens (T — they use various arcane theological justifications from Zzabur’s Abiding Book to rationalize why Bingo should not be considered gambling.) The blue-skinned perfumer who operates The House of Hemrehana is from distant Garguna. (F — he is actually from equally distant Polostan, the fragrant city of a thousand delights in Fonrit.) Silvermane the Shaman’s game with betting sticks enables you to wager against the living and the dead. (T) Gorp-wrestling is much harder than it looks. (B) The only thing Basmoli have to lose when they gamble is their pride. (M) Talar Barat actually died decades ago but the Brithini maintain the pretense their leader is still alive. (F) Talar Barat’s beard turned gray that day Belintar "broke the bank" on the Faro Wheel. (B) The Faro Wheel literally fuels the Brithinis’ ongoing way of life here, but a curious side effect is its ability to produce random combinations determined by Luck and Fate. (T) Because wagers on the Faro Wheel can be made with intangible concepts (runic affinities, mana, life-force, perception etc), Ingareen statisticians have long disputed what the Great House’s house edge actually is – hotly argued estimates range from 2.70% – 5.26%, but the mathematics remain elusive. (M) The Tournament of Luck and Death is about to start again – this time for sure the God-King Belintar will return to save us all! (R) The Talar stopped paying back Belintar’s massive Faro winnings after he disappeared. (F) The circular outer walls of Casino Town are actually the foundations of a much larger Faro Wheel, but Belintar’s massive jackpot put an end to Talar Barat’s grand plan. (F — the outer walls were raised after Belintar broke the bank.) On the fall of the Clanking City the Talar stole away the machine god Zistor. To this day it lies chained up under the Faro Wheel! (F) The glow of the Faro Wheel can be seen for great distances and serves as a helpful navigational beacon, drawing in ships through the Troll Straits and from across the Mirrorsea Bay. (T) Although he won (and lost) big on the Faro Wheel during his soujourn in Casino Town, Harrek's favourite sport was the crude but entertaining betting game from the Shadow Plateau, “Pull my Finger”. This is offered every evening at the troll eatery Thunderbreath Gobbleguts. (R) The only reliable source of fresh water in Casino Town is a well at the Talar’s Great House, which is generously piped to the nearby Pool Hall (T —about the only thing in the city that’s free, some people joke.) The so-called put-put barges used by the Ingareens are foul Zistorite abominations. (M) Don Duras is actually Duke Raus of Rone, an exiled Lunar nobleman. (R) Jammy the Beak's off-sider Bluster is the only Wind Child in the world with a five o’clock shadow. (M) Mock Wing notably has several other keets working for him as collectors and enforcers, including Big Bill (a pelican keet) and the voracious Bluefoot Brothers (booby keets). (T) Grand Master Shamat claims to be the greatest ouranekki player in the world. An émigré from the Lunar Empire, he confides to anyone that he lives in constant fear of Yolanela the Taloned Countess of Spol, who he long ago once offended. (R) Professor Artingale is a fallen Ingareen who styles himself “the Wizard of Odds”. He can be found at the Pool Hall, where he claims he knows various “foolproof” systems for winning, which he’ll share for a price. (F — The Professor’s “surefire” strategies are dressed up with all sorts of complicated mathematical flim-flam, but essentially center around increasing bets after each loss in the hopes that an eventual win will recover all previous losses.) Despite dressing like an archetypal Western wizard, Professor Artingale actually comes from the dronar caste. (T) The Lounge Lizard is a very unusual crested dragonewt that has resided in different gaming establishments for well over a century, and is fondly considered a sort of mascot. Rubbing its scales is said to give good luck. (M) Leonardo the Scientist regularly infiltrates the Clanking Ruins. (T) Leonardo the Scientist and Talar Barat are one in the same person. (F) Leonardo the Scientist belongs to the zzaburi caste. (F) A fire breathing metallic turtle keeps the curious away from Leonardo the Scientist’s island hideaway at Crab Key. (T) Woe betides anyone mistreating the fisherfolk of Fishertown, for they are under the protection of the Ludoch. (B — technically, their protection comes from the High Admiral of the Boats.) A Trollball match is planned for the Squeaky Sands – the bookies are looking for a human side to go up against the Uz! (R) Small groups of Wolf Pirates have been seen in various establishments around the city, but they say they are just on “shore leave”. (R) Talar Barat has concluded a secret deal with the Wolf Pirates for them to stay away from God Forgot, but who’s going to pay for it? – the punters of course! (R) Beware - the Lunars are preparing to invade God Forgot by land and sea! (R) Why did the God King have his magic bridge terminate at the Clanking Ruins instead of Talar Hold or Casino Town? (M) It’s said there’s a tunnel under the Troll Strait, connecting the old God Learner fortresses at the tips of the Rightarm and Leftarm Islands. Could this be a way to get into the Iron Fort, which has been sealed since the Second Age? (R) A secret passage leads into the Machine Ruins from the deserted Jrusteli fort at the southern tip of Kostern Island. (B) At low tide it is possible to walk across from Thoxos Island to Tosk Island, and thence even to Refuge on the mainland, if one knows the way and can avoid the giant cranes, swarming were-crabs, and other perils. (T) The Machine Ruins are guarded by fiendish traps and curses, but these are designed to keep the mechanical horrors locked inside from escaping, rather than preventing anyone getting in. (B) Foreigners are forbidden from visiting Talar Hold because the inhabitants there still brazenly use forbidden Zistorite technology! Abominations include staircases that move, machines that dispense hot cooked food, and tiny boxes that play music as if there is an orchestra trapped inside. (B — true enough, but Talar Barat has other reasons why outsiders are not welcome at his capital…) Because the traditionally ordained agricultural practices of the Brithini are better suited to humid Old Brithos than rain-sodden Heortland, the Bandori who come to God Forgot to work on the Talar's farms keep one field for show, and do things their own way on the rest. Just before harvest-time, they will surreptitiously "dress" the show field with the finest produce from the back fields. (T) Porthomekan cigars clear the mind and aid concentration. (R) Attempting to skip town without settling the gate wager invokes swift retribution. Swarming metallic creatures nicknamed One-Armed Bandits hunt deadbeats down and drag them to the Clanking Ruins, never to be seen again. The superstitious say they are Our Lady of Credit’s spirits of reprisal. (B — defaulters must face and defeat one, then seven, then fifteen, then thirty and finally sixty of the One Armed Bandits before their debt is written off. The other option is to return to Casino Town and pay up!) The tables at [choose any gaming establishment] are rigged. (M) The tables at [choose any gaming establishment] are running hot! (M) The tables at [choose any gaming establishment] are cold. (M) The tables at [choose any gaming establishment] are easy etc. (M) While it might seem incompatible with the Brithini law that utterly forbids gambling, the Talar’s view is "he doesn’t gamble, he invests". (R — though Talar Barat's enduring immortality and the success of Casino Town seems to prove the case.) Red’s Globster on the Main Strip is a cheap and popular “all you can eat” buffet (provided you’re happy eating endless portions of vaguely fish-like material cut into various shapes then deep-fried or boiled). The proprietor “Red” hearkens from the Lunar Empire, and keeps a live walktapus out the back. Pieces are continuously hacked off for the pot. His first walktapus apparently escaped in the confusion during Harrek’s visit, and he’s only recently been able to import a replacement. Just what was Red serving up in the intervening time? (A)
  24. 18 points
    Finally managed to get myself signed up; thought I had an account, but apparently not. So ... very VERY sad to hear of Greg's departure to the Spirit Plane. I started corresponding with him in 1979, having been put onto White Bear and Red Moon by a fellow lover of complex board games, and quickly got into RuneQuest. I encountered him quite a number of times, at the Leicester cons and elsewhere, and always found him great company. As a long-time fan of fantasy, I have to say that Greg's world of Glorantha is a world-beater when it comes to complexity and originality, and I feel privileged to have been able to contribute to it a little with the Griselda stories. He lives on in this and his other creations, and it has been a richly rewarding experience to know him. Ave atque vale, Greg.
  25. 18 points
    So I took a few notes from the Chaosium seminar at Chimeriades convention in the beautiful South of France countryside. There was some discussion on Runequest core book- which they hope to open pre-orders later this month- which is as detailed a date they were willing to commit to; with the aim of a Gen Con launch. A black and white print out of the laid out book was circulated at the con and it does look beautiful and evocative. The core book will have a conversion guide as an annex for previous edition adventures to be adapted and run under the new rules. Jeff believes that the RQG core book looks more beautiful than the Guide, and that there were more artists available with a feel for Glorantha. The art is designed to reflect and enhance the uniqueness of Glorantha. The Bestiary is entering layout- it is a simpler layout than the core book, so it will go to production at a faster pace. One challenge is making stat blocks more interesting The Bestiary will allow you to play a number of different Gloranthan races including Trolls, elves, Telemori, and the most noble of all Gloranthan races- the ducks. (Hoorah!) Some 150 different RQ creatures are covered including dinosaurs & mega-fauna Next up is the GM pack- which is really a setting pack- a Colymar sandbox setting with 3 adventures which can be linked or play separately. Some 100 pages with lots of stated NPCs which can give GMs template for what a Clan Chief may look like stat wise. An impressive map of Clearwine by Oliver Sanfilippo was circulated to help GMs and players visualise locations. Boldhome appears in Dragon Pass campaign pack. No rolled maps will be produced by Chaosium- shipping costs to blame Apple Lane will be a default base for players for post 1625 setting, reflecting the power vacuums following Dragonrise. Apple Lane buildings have housing maps to help give the feel of a base for players. 12 books in advanced production to support RQG- reflecting the work of the past 2 years. The new edition will be well supported to help time pressed GMs to run adventures for groups. Source books are likely to be statted for RQ, as it will be easier for Heroquest Glorantha GMs to adapt than the other way round. GM book magic items, treasures guidance- Heroquest & hero rules Gods of Glorantha will feature 50 gods with 8-12 page write ups of each cult. Orlanth will be expanded in coverage. The Red Goddess will be featured, with new Lunar magic. It will be a very God Learner book and designed for GM to use. Issaries is a god/ cult which will see little expansion. The invisible God will be covered in a separate project. More regional gods will be covered in regional sourcebooks- such as Pavis- Jeff ran a Big Rubble scenario at the convention. Art is being ordered for the book. Jeff explains that he goes back to the oldest Greg sources & then work out what to keep & reject. Keen for returning players feel comfortable with Glorantha. Chaos gods are not PC gods so not in the upcoming book - A separate gods of chaos pack with scenarios being worked upon. Therefore GM only. Default 1625 early 1626 setting for the line Sarah Newton is at the advanced draft stage for Barbarian Town - Wild West themed bronze age- opens up mixed group of PCs.. Another project by Sarah will be announced when it is further along. Steve Perrin is writing old school feel scenarios to contrast with Sarah’s more modern approac And finally on RQG, Jeff opened up a little on the heroquest rules- Getting the feel.. River of Cradles campaign is a Heroquest- they are looking to get a toolkit of myth structure/ special effects to reflect hero-questing REWARD- Guidance how to handle that hq gifts & Levels wider than a cult... needs a Mythic restriction power with obligations. The hero should be embarrassed to use the power outside of the key needs. (Ken Rolston was animated on this point) Building package of rules after Heroquesting & becomes Hero with capital H. The Hero not super skilled not always effective- eg various Greek myths. Developing immortal self- 2 different things. Hero & shaman archtypes. Two different stat blocks. Fetches are always on hero plane. Gifts & powers come from that. Depletable resource- that be recovered through GM tasks & they have to develop cult to be worshiped. Develop a community eg Harrek is worshipped by communities who don’t want a visit from the Beserker(!) Switch of perspective Dragonewts don’t want the obligations.... Finally, Q-Workshop will be producing official Runequest dice- which look both stylish and legible- even on the mobile phone pictures I saw.
  26. 18 points
    I didn't get to the Chaosium panel due to exhaustion, but did attend the Runequest one immediately prior to it. Some of this info would be familiar to people reading this forum and following the developer blogs, but I will do a recap from my notes (any errors are mine, I just got back to New Zealand this morning and have only had about three hours sleep over the last two days). The PDF of Runequest is expected around November 2017, the print version in early 2018. No kickstarter for RQ, but there will be one for Gloranthan coins from Campaign Coins in February 2018. There will be an RQ colouring book, like the recent Cthulhu one.The first wave of books will include the core rule book, a bestiary, and a GM pack that includes a Return to Apple Lane scenario. The Bestiary has about 12 playable races. Broo are not a playable race, but Ducks are. Setting wise its not 1621 anymore, the Braveheart era is over and the Lunars are no longer an occupying power - mixed Lunar/Lightbringer parties could be the norm, not the exception. Power level is for extraordinary characters. Time scale is expected to be one scenario per season. Cult Books will have stories like Cults of Prax.The second wave of books will include The Heroes Book to provide support for heroquesting, Trollpack, a second quickstart, Cults of Dragon Pass (the first of several cult focused books) and a Glorantha quickstart (short setting introduction). A good game getting better: core rules are the same, good backwards compatibility weapons damaged more often additions to improve immersion, rune associations and passions that provide augmentations spirit combat overhauled so that it didn't split the party so much sorcery a logical process, not a superpower, less maths requirred avoiding the initiate trap of sacrificing POW for rune spells, rules to support progression to rune level, not to provide barriers. Heroquesting: some discussion about how this is a narrative problem, not a power problem stations approach in HQ was too formulaic, railroady, required too much upfront knowledge, too many deus ex machine HQs based on obscure lore Greg - have fun with mythic narrative, rules provide framework to extrapolate from, don't bother with canon if it gets in the way of fun. Greg also said something like "Two hearts for all the GMs out there". I enjoyed the demo game I played, and it was my partner's first ever tabletop roleplaying game. She was happily telling people about delivering the killing blow to the giant statue for hours afterwards.
  27. 18 points
    After going through the rules closely, and with the help of Lawrence and Pete created a simplified version of the combat rules, I have decided to use Mythras Imperative as the core ruleset for BRP Space. Or rather, what used to be BRP Space. The new title is M-SPACE. M as in Mythras, mythic (no, not the solo RPG engine) and modular. See the newish cover below. I think this will be a very good engine for running sci-fi scenarios and campaigns. It's a quick, flexible and creative ruleset, and with the additions brought with the book, I'm very happy with the result. And I am, as always, very grateful for the input I have gotten from all of you here on the forums. Thank you. I've already started adding the Mythras Imperative rules to the book, and I believe it will be a quite smooth process. I don't have an ETA yet though. Changing the core will result in a few rewrites throughout the book, and I'm not certain yet how extensive these will be (not breaking any compatibilties with other BRP engines though). I will keep you updated on my progress!
  28. 18 points
    Mythras is the new name for RuneQuest 6th Edition, the acclaimed roleplaying system developed by The Design Mechanism. From July 2016, the name Mythras takes over from the previous trademark, but the same great rules continue, bringing you d100-based roleplaying adventure centred on logical, consistent, straightforward mechanics, coupled with innovative approaches to character creation, combat, magic and monsters. The name may have changed, but the song remains the same. Why did we choose Mythras as a name?First of all, the game has always been about adventuring in mythic landscapes, with characters shaping their own stories, creating their legends and forging their own myths. It comes from the authors’ deep love of real world myths and ancient stories and so is the natural starting point for a new name. Next comes Mithra or Mithras, a deity found in Persian, Greek, Roman, and Celtic mythologies. Mithras is a god of warriors, a divine protector of oaths and covenants, a protector of cattle and of waters. In the Zoroastrian Avestas, he is described as Mithra of Wide Pastures, of the Thousand Ears, and of the Myriad Eyes. Bringing these two sources together gives us Mythras, a game concerned with myths, protectors, oaths, great deeds and wonderful stories: the perfect name for our game system.
  29. 18 points
    Hello All Yes, MAR and I met several times at conventions. We got along famously. I once challenged him to a miniatures battle, the Lunar Army versus whatever Tekumel army he wished. All in good fun of course. Alas, he never took me up on it. I did once have a friend who would spend every summer in an ashram. He looked at Tekumel for three minutes or so and said, "Oh, this is SE Asian mythology." I used to think it was strange that someone would have gone to India and come home a muslim, but have since learned that India is the third largest muslim countries in the world, coming in right after Indonesia and Pakistan. I've spoken to many people who played in his campaign, and they all said he was one of the greatest gamemaster they had ever gamed with.
  30. 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.
  31. 17 points
    The [House Rules] Yes, but... thread taught me a lesson. I put some work in my gaming aids and I should share them because they could be useful to someone else. Let's start by a summary of the character creation rules of HQ2 and HQG: HQ2G_Character_Creation_Summary.docx The basic contest rules: HQG_Basic_Contest_Rules.docx My three panel screen (from left to right): The first two files are for those that prefer separated Simple Contest Results and Extended Contest Resolution Points tables: HQG_SCREEN_01_CONTEST_TABLES.docx HQG_SCREEN_01_CONTEST_TABLES.pdf The two following files (V02) are for those that prefer a single table for Simple Contest Results and Extended Contest Resolution Points: HQG_SCREEN_01_CONTEST_TABLES_V02.docx HQG_SCREEN_01_CONTEST_TABLES_V02.pdf HQG_SCREEN_02_CONTEST_PROCEDURES_V04.docx HQG_SCREEN_02_CONTEST_PROCEDURES_V04.pdf HQG_SCREEN_03_OTHER_TABLES.docx HQG_SCREEN_03_OTHER_TABLES.pdf Next is what I call my gaming aid booklet. References that complement the screen and informations I like to have on hand (the last four files are the French and English versions of the same two files): HQG_REFBOOKLET_01_Spot_Rules_Summary_v06.docx HQG_REFBOOKLET_02_Magic_Abilities_V02.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits_English.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00_English.docx Note: the text in french in the "Spot_Rules_Summary" file (beginning of the first page) is the translation of "The HeroQuest game system doesn't simply tell you how well you succeeded at a particular task: it tells you whether or not you achieved your entire goal. What is the goal? What is the expected reward? Combat (conflict) is often the mean... not the goal!" My alternate contest results table coming from the [House Rules] Yes, but... thread: HQ2G_ALTERNATE_CONTEST_RESULTS_TABLE.docx A two in one gaming aid that is a smaller size "alternate contest results table" should I decide to use this option (it's very likely) and a cheat sheet for setting narrative difficulties should I need some kind of safety net. I fold the sheet in half so it can be put into a plastic sleeve. Thus, I can take it in my hand if needed or the gaming aid can lie against the screen so I can throw an eye at it from time to time. The cheat sheet is based on David Scott (the sample difficulties) and jajagappa (the middle and final climaxes) posts in the Setting Narrative Difficulty thread. Unfortunately, I don't remember whom the tension bit is coming from. Please, let me know and I will edit my post accordingly: HQ2G_ALT_CONTEST_RESULTS_TABLE_and_DIFF_IN_HQ2_English.docx Another gaming aid with difficulties and pregenerated rolls. When it is extended conflict time, especially with group extended conflicts, there can be a lot of rolls to make behind the screen. Rolling dice when I am running a game is not something I enjoy, it can be more of a distraction than anything else for me. Here is a gaming aid with pregenerated rolls and the difficulties and augment values that can be updated as the number of sessions grows. The D20 results can be copied and pasted before a session from a random dice generator. Each A5 side holds 350 rolls or so with the current font: HQ2G_DIFF_AND_PREGEN_ROLLS.docx Feel free to use and change those files as you see fit, they are here for that.
  32. 17 points
    As an avid Call of Cthulhu Keeper, I've come to appreciate what a well-constructed scenario looks like. Whether sandbox, branching, or linear, there are a lot of potentially great elements that give players and GMs options to tell fun stories. That said, CoC is a game of avoiding combat. Heck, a lot of the rewards for scenarios are based upon preventing a group of people from being harmed or simply getting out alive in retreat. And I love that. But every game is different and it just strikes me as prudent for Chaosium to have IPs that complement each other so well. So, I'm coming to Runequest with a largely DND-focused martial perspective. I'll be the first to admit that I saved scenario reading in my slipcase until now simply because I made the poor assumption that it would be "here is the list of things to fight and where they are." Sweet Orlanth, was I fool. Reading Defending Apple Lane is teaching me how combat might look very different in Runequest from what I am used to. And I like what I'm reading. If you are a reader of DND supplements, you know the drill: "There is a monster here. It attacks the PCs." Absolutely riveting. <<< (That's sarcasm.) Defending Apple Lane is breathing life into the enemies, their goals, and their plans of action. These enemies, in an intro adventure, hold back reserves, have contingency plans, have perspectives for taking and ransoming prisoners, have retreat conditions, and future plans if they do retreat. I'm not saying these things don't exist in DND supplements. They just read as afterthoughts in those supplements, or are tactics/strategies that are "reserved for boss monster entries." And there is indeed an optional boss monster here - Redeye the Boar. But you better take "optional" very seriously before choosing to fight it. You gonna get wrecked. I've always appreciated martial games where things outside your skill set can exist anywhere your characters may be. And anyone assuming that they're going to take out Redeye where he is presented, without a detailed plan, is in for a shock. But I'm not done. I'm also noticing how the reward structure for this scenario plays into the themes of the wider world as a whole. Will you become Thane of Apple Lane? Sounds great. It comes with extensive responsibilities. Head to Clearwine, get recognized, defend the village, watch out for the common good, you have five households under your jurisdiction. The scenario can get the group the classic "home base," but deeply rooted in the culture of the world. That is modeling how Glorantha works at it's finest. It's truly a teaching scenario. As a professional educator, I appreciate sound modeling that invites new players joyfully to the hobby. If you look at the recent Call of Cthulhu Starter Set, that is a case study in game introduction for new players. The revamped writing of those three classic scenarios is coming from the perspective of easing players into how Call of Cthulhu "works." The same thing is happening with Defending Apple Lane. Am I the only one that thinks that Chaosium is just leading the HOBBY right now with writing and production values? I know I'm fan-gushing a bit here, but if not here, where?
  33. 17 points
    Below is what I found whilst comparing the first printing of RQG and the latest files sent to the printer, as of 10/17/2018. NOTE: Not all of these changes are in the latest PDF you can currently download from Chaosium.com after purchase. We are updating the download file and will release a new version shortly. Also, this is not a log of every change made to correct a simple typo, errant comma, capitalization, or similar. Those types of corrections have been made as we have found them or have had them reported. I am humble compiler of what has changed and decided what to include in this "change log". Please do not debate any of these revisions here. There are other threads for doing that, if you feel so inclined. This list will get reviewed, possibly tweaked for phrasing or consistency, and ultimately made available in a number of formats like a PDF, etc. When I looked at these 2 pages of changes I felt a twinge of nostalgia, fondly remembering the two page sheet of SECOND EDITION RUNEQUEST "Clarifications, Corrections, and Additions" that was included in many a box of RQ2 and widely distributed. Page 44: Year 1625 Events table "11-17" result changed to "11-16". Page 47: Info for Foundchild: Hunting God added. Death rune Death 295 Harmony rune Harmony. Page 57: 2nd to last paragraph "bonus" is changed to "modifier". Page 74: 2nd column Common Rune Magic first bullet Spells About the Cult has "Summon Cult Spirit" added, along with "Summon Cult Spirit 1-3 points" added after Spirit Block on Common Rune Magic SPELLS table. Page 80: Vasana's Saga third bullet point has Farm 30% changed to 35%, and fifth bullet has Javelin 20% changed to 25%. Page 83: Family Heirlooms table result 18 reworded to "An ingot of iron or other pure Rune metal weighing 1D3 ENC which can be forged into a weapon, piece of armor, or other object. An unenchanted iron item has half again the number of hit or armor points. Each point of ENC reduces the user's chance of casting magic spells by -5%, with the same chance that magic spells cast on them will have no effect. Enchanted items act as normal." Page 89: Harmast Attacks Table updated so Javelin line of info is replaced with 2 Javelin weapons of "Javelin, One-handed 45 1D8+1D4 5 7" and "Javelin, Thrown 45 1D10 1 -". Page 144: 1st column, 2nd bullet "but roll the same number" removed. Page 164: Skill Descriptions topic second paragraph, "(Elder Race) Lore or (Homeland) Lore" replaced with "Elder Race Lore (Type) or Homeland Lore (Area)". Later is same paragraph "(Elder Race) Lore" is replaced with "Elder Race Lore (Type)". Page 183: first column last paragraph "visible spirits" changed to "invisible spirits". Page 198: Special Parries topic, first bullet added ", with no armor protection." at the end. Second bullet removed ", with no armor protection." from the end. Page 206: 1st column, Critical Hit topic, last sentence of first paragraph changed to "A critical hit ignores the effects of armor or any other protection, and usually does maximum impaling, slashing, or crushing damage (depending on weapon type), as described above." Page 206: 2nd column, Example second paragraph, replaced last three sentences with "The damage is maximum damage plus rolled damage for an impaling attack, with the rolled damage modifier added. In this case, the roll is an exceptionally good one, with the result of 7 (max of 1D6+1), 4 (1D6+1) and 4 (1D4). The broo's attack does 15 points of total damage." In the next paragraph both instances of "17" are replaced with "15". Page 215: Armor Table, Cuirass Leather armor for the Chest has its ENC changed from 0 to 1. Hauberk Leather for Abdomen & Chest has its ENC changed from 0 to (2). Skirts Leather for Abdomen has its ENC changed from 0 to (2). Pants/Trews Leather for Abdomen & Legs has its ENC changed from 0 to (2). Greaves Leather for Legs has its ENC changed from 0 to (2). Page 224: Two Weapon Use topic, first bullet changed to "...may use them for two attacks or attacking with one and parrying with the other, as desired." Page 254: 2nd column, Spell Strike Rank topic, first paragraph, first sentence changed from "...magic points of the spell, plus any boosting magic points." to ...magic points of the spell (minus the first), plus any boosting magic points." Formula for at end of page changed to "DEX STRIKE RANK + ADDITIONAL MAGIC POINTS OF SPELL..." Page 262: Fireblade spell, added sentence at the end of second paragraph "Though it is an active spell, the caster can still move and attack normally." Page 267: Vigor spell, first sentence changed to "This spell adds 3 points to the CON of the target." Page 275: Common Rune Magic boxed text, first bullet changed to "...Divination, Sanctify, and Summon Cult Spirit." Page 277: Further Training and Experience topic, 2nd paragraph, last paragraph changed to "...occupational skills (see Experience Between Adventures, page 416)." Page 281: Improved resistance to Magic topic, first sentence replaced with "A Rune Lord always resists magic with their species maximum POW and not their current POW." Page 283: Cult Rune Spell use boxed text, Example, second sentence changed to "She has gained the Summon Air Elemental special Rune spell directly from Orlanth." third sentence changed to "...from that subcult, and gained Increase/Decrease Wind as a member of the Orlanth Thunderous subcult." Page 318: Alter Creature spell, third paragraph, first sentence changed to "A beast that becomes a human gains 2D6+6 INT and 3D6 CHA." Page 319: Bear's Strength spell, last sentence changed to "...Rune Masters of Odayla or an associated cult." Page 327: Earth Power spell, first paragraph, second sentence changed to "... enables them to draw either 1 point of POW or 1D8 magic points...". 2nd to last sentence changed to "...the Earthpower spell returns an additional 1 POW or 1D8 magic points. The POW disappears at the end of the spell's duration. Any magic points in excess..." Page 333: Lock Spell, Second sentence changed to "... magic points used in the spell multiplied by 10." Page 346: Suppress Lodril spell, “Summon Shadow” changed to “Create Shadow”. Page 346: Swallow Spell changed from “Instant” to “Instant/Temporal”. Last sentence changed to “…items are recoverable and their condition once they have been swallowed.” Page 357: Discorporation topic, 2ndparagraph, delete the sentence “Every additional magic point spent during the ritual increases the time that the shaman can remain discorporate by one hour.” Page 374: Regions of the Spirit World topic, last paragraph rewritten/replaced with “Moving deeper into the Spirit World imposes a modifier to Spirit Travel. Each step away from the Inner Region reduces the shaman’s Spirit Travel skill by -10% per step. Returning has the opposite modifier. It is always easier to return in the direction of the Inner World.” Page 385: Limits to Manipulating Intensity topic, Example paragraph last two sentences changed to “He has an INT of 17, 3 points of spirit magic, and 8 points of sorcery already known. As a result he can add up to 6 levels of intensity, divided amongst strength, range, and duration.” Page 386: Spell Cost topic, second Example changed to “Damastol also knows the Logical Clarity spell (Truth + Dispel) at 42%. He knows the Truth rune, but because he only knows Dispel as an insight of Summons, it costs him 3 magic points to cast, plus 2 magic points for each additional level of intensity.” Page 415: Making an Experience Roll topic, third paragraph, second sentence modified to “A modified roll of 100 or more is always a success…” Page 420: CHA Increase and Decrease topic, second bullet point changed to “Becoming a Rune Master, or shaman in the course of play or…” (reference to God-talker deleted)
  34. 17 points
    Greg was one of the greats in the roleplaying community. His Glorantha is a wholly innovative fantasy setting, unlike anything else in the gaming community: a world of myths and legends that has depth far beyond the surface of its modern-day. But Greg was more than that because he saw and embraced the creative vision in others as well. He worked with creators such as Steve Perrin and Robin Laws to design game systems for his magnificent world and he also helped to bring to life other totally disparate settings, such as Ken St. Andre's Stormbringer and Sandy Petersen's Call of Cthulhu. To be able to fulfill one's own creative vision is great, but to empower others, that goes far beyond. I will personally remember Greg as the wise sage who supported me when I began to write about the Aldryami in the early '90s, who welcomed me into Chaosium with a smile at how little they could pay, and who would sit in his office at 950-A 56th Street, pontificating on his world, but at the same time carefully listening to the ideas of others. I am shocked by his passing and offer my greatest condolences to Suzanne and the rest of his family.
  35. 17 points
    The depiction of women in this book is in celebration of the divine feminine. The breasts aren't there for the sexual excitement of men. They are there in celebration and acceptance of womanhood. Glorantha has no shame and no guilt about woman's bodies or in the varied ways, women can be women. Heck the book puts the sisters Vasana and Yanioth front and center showing women in both very feminine and very unfeminine rolls and depicts both as something to be celebrated. With RQ:G you don't have to play a generic fighter or a priest that just happens to be female you can play fully fleshed out female characters that are unapologetic in their femaleness. That is why I love Glorantha. I have made that exact pitch to women more than once in a busy convention hall, and shown them this art (yes topless ones) and sold them this book based on how it treats women. I can't think of any women I know that would be scandalized and upset by this art (we know what breasts look like), and frankly, I don't think I would get on well with them in any game, RQ or otherwise. I am right there with Jeff Jerwin. While my daughter is still too young to understand the art (2.5) she has seen it and will absolutely be allowed to see it as she grows up. Because there is nothing wrong or shameful about breasts and they don't need to be hidden. Not everything is the right fit for every workplace. So be it. Painted nails and dyed hair aren't ok in every workplace either. But I want a gaming experience that celebrates women as women and doesn't act like a woman's body are something to be ashamed of. I want my daughter to grow up with those experiences too. If the book isn't a good fit for work, don't bring it to work but please also recognize that Glorantha is very important to many people for many different reasons. I would find such a removal of the celebration of womanhood to be tragic.
  36. 16 points
    Wotcher, warblers! I've been posting these to the Glorantha Google+ page so far, but while that format is brilliant for quickly displaying visual things like these, it isn't that great for keeping stuff collated. As I'm working on a few more at the moment, I thought I'd start a thread here, with all the links 'n' stuff. Attached at the bottom of this post (at least, I bloody hope so) are the first four in the series. Below is a list of all current entries, with links to high-quality PDFs. ***** Famous Ducks of the Hero Wars 1. Runk Squallheart, Basmoli Duck Gladiator 2. Rudepebble the Streamlord, Rune Lord of the River Gods 3. Buy-one-get-one-free Bronzebill, Rune Priest of Issaries/Etyries 4. Sir Montgomery Quackholy, Duck of (Not Quite) All 5. Mildred Keenwarble, Vingan Adventurer 6. Sungobble, Ptyrant of the Sorns 7. Esmerelda Wildwarble, Torch Singer 8. Snipbeak, Duck Bandit Bonus Deviance a. In the Duck Corners of the Earth b. Elf-finger c. An Illustrated Duckopedia of Durulz Helmets d. The Sord Sage e. Holiday Glorantha: Stormwalk Mountain f. The Parade of the Bloomers
  37. 16 points
    It should probably be all random. Adjacent might be a carryover from shield parrying. I'll take a look and see if the matrix/table needs to be corrected. Again, this might be a carryover. These charts had a lot of editing and back-and-forth and could have used more. That's a legacy rule. Ignore it as you see fit. I intend to remove it from any future editions. You may not believe this, but our playtest GMs asked us to be quite explicit about whether an attack hits or not for every entry. It's the most basic question... "Did the attack hit?" and for various reasons people thought it wasn't always evident, even when the results discussed damage.
  38. 16 points
    We still have HQG books in the works. The game is thriving. At most UK cons up to a third of the Glorantha tables are HQG games. At some small cons HQG is the only Gloranthan game on offer. I suspect we have a far higher player to reader ratio than the RQ line which seems to have more armchair enthusiasts. Indeed, many of the most enthusiastic RQG GMs I see at cons are also enthusiastic HQG GMs. My Twitter feed is full of gamers playing the 11L with HQG. It has active and enthusiastic fans, despite lower sales numbers. Some folks come for RQG, but stay for HQG. The existing plan is to continue to focus on the 1625- period for HQG, as opposed to the 1626+ period which is RQG. We will probably put out HQG how-to's for some of the RQG material, to cover of items that are missing. We also still plan to open up the setting to other areas. The Dragonrise book is still forthcoming. This is also primarily pragmatic, it is too hard to co-ordinate across the two lines with regards to plots, characters etc. We do have less people and lower budgets. As @Rick Meints points out we are more likely to target sales around 1K than 5K with resulting impact on budget. As a result our art budgets etc are going to be lower. We will likely re-use more art etc. Some of you have complained about this in the past, but we don't have choices here. Our throughput will be lower, as we no longer have Jeff beavering away at HQG full-time. We also see the new generic version of the game as a way to up the overall numbers of players. If we can think of selling 2-3K of the new generic core book, then many of those players may come to HQG. The two lines may well have slightly differing interpretations over time of Glorantha, much as say KoDP and HQG already do. That becomes inevitable when HQG has twenty years of existing material to work with, but RQG is pretty much a clean slate. The **best** thing that you can do to support the line is get out there and play. On-line, in clubs, and at conventions. The more we push HQG games, the more noise there is on social media or forums like RPG.NET about them, the more others will play. Talk about it on podcasts. Create actual plays on YouTube. I don't have time to do everything, so a strong fan community promoting the game is invaluable. When HW as young, I and some others, promoted HW a lot of various games forums. It helped lift the game and awareness of it. Many say that HW kick-started the whole indie games movement, inspiring long-term fan Ron Edwards to write Sorcerer and help start The Forge. It's influence has led to games like Apocalypse World. It's time to put it back where it belongs, in the top of the tree.
  39. 16 points
    LEXICON Hero Plane: This plane exists simultaneously in the temporal Middle World and the eternal Gods World (and sometimes the Underworld). There live legendary beings, including worshiped heroes or traditional enemies. Incarnations of the gods manifest easily here and interact with beings and things. There are landscapes, peoples and individuals, and the usual physical laws of the Middle World mostly hold true, thus people can walk about, eat, talk, and otherwise physically interact with the world. However, both Time and the God Time interact here, as a result an adventurer in the Hero Plane may simultaneously interact with gods (or at least their incarnations) and with purely mundane things. God Time: In the God Time, there was no division between the worlds of men and gods, between Life and Death, or body and spirit. The events and deeds of the God Time made the cosmos and established its patterns. The Gods War introduced the power of Death, which separated all with violence, death, and entropy. Reality was fractured. The eternal gods would have ceased to exist but for the Cosmic Compromise, whereby the gods voluntarily abdicated their free will within the temporal world rather than lose all into the maws of nonexistence. The gods remained eternal at the cost of being limited to their God Time patterns. Gods World: The realm of eternity. Every god and goddess who performed great immortal deeds is found here. Within this world of extremes lie the heavens and hells of the cults, where initiates and devotees go after death. Here, too, lie the great pools of creative material from which were made the primal oceans, ancient mountains, and first skies of the mundane world. Middle World: This is the world of mortal beings, bound by Time. This is the physical world, of Life and Death. This is the world of your RuneQuest adventurers. Spirit World: This world is made up of non-physical (discorporate) entities and things. It has a correlation with the Middle World in that many spirits maintain their relative spatial positions in the Middle World and the Spirit World. It is a place of sublime beauty and life, but also where lost spirits wander, where broken dreams coalesce, and where nightmares feast. The Spirit World can be visualized as a place without gravity or an exterior light source, but which is instead filled with various shapes of color. Real perception is limited, and depends on both the power of the viewer and the viewed. The Spirit World is made of many smaller parts that are distinct but connected to other locations through spiritual pathways. Underworld: The Underworld is the irrational ancestress of known Glorantha. It precedes all that can be known, and thus cannot be truly known. It houses mystery, spawns mystery and is a mystery itself. Many Gloranthans think that all the worlds of Glorantha spawned from the Underworld. Hidden deep underneath the center of the bottom of the lowest Underworld is the Chaosium, the Fount of Chaos, which spews forth both monstrosities and raw unformed “stuff” into the world. What no sane Gloranthan really understands is that, without this Chaos entering the world, everything would be locked into Stasis.
  40. 16 points
    Even if he sadly wasn't here for the announcement, rest assured Greg knew all about this project and was delighted that it was happening. The last time Jeff and I were with Greg was at Gen Con last year, and he knew we were going directly from there to Dublin to initiate the computer game partnership with Black Shamrock. Greg was also aware that some of the people we're working closely with on the computer game are hard core RQ/Glorantha fans with a deep understanding and love of the setting.
  41. 16 points
    Projects closer to completion of writing and art, aka not in layout yet: Scenario book, at least 128 pages RQ Starter box set Gods of Glorantha, at least 2 books of about 200+ pages each GM Sourcebook, at least 192 pages. If you ask me when, I will not reply. 🙂
  42. 16 points
    12th February 2019 The Design Mechanism (TDM) is thrilled to announce that Ken St.Andre, one of the Founding Fathers of the Fantasy Roleplaying Game hobby, will be writing a Mythic Aztecs supplement for TDM’s popular and acclaimed Mythras roleplaying system. Ken is the legendary creator of Tunnels & Trolls, the second roleplaying game ever published, and is a pioneer of the hobby, bringing solo play at a time when roleplaying games were in their infancy. Among many gaming achievements, Ken also wrote the first ever Science Fiction RPG, Starfaring, and the superb Stormbringer game for Chaosium. In 2018, he was inducted into The Academy of Adventure Gaming Arts & Design Hall of Fame, and just this year, has published his latest game, Fours (https://www.drivethrurpg.com/product/265645/Fours-2d-Augmented-Printing?), which presents a simple, innovative game system described in just four pages. A prolific designer and writer, the Mesoamerican period is of great interest to Ken, and the Mythic Aztecs project is one that he has harboured for a long time. TDM Director Lawrence Whitaker has a special reason for welcoming Ken to the Mythras team: “Stormbringer was my favourite game for many years, and writing for it brought me into the professional side of the industry. As I’ve told Ken several times, this is all His Fault. It is, of course, an honour and privilege to have the Trollgodfather write a supplement for Mythras – and one that we know will be very popular with fans of mythic history and historical fantasy. We are looking forward to working closely with Ken on this exciting project.” Mythic Aztecs is planned to follow a similar style to TDM’s other critically acclaimed Mythics supplements: Mythic Britain, Mythic Rome, and Mythic Constantinople. Other planned releases for the Mythics range include Mythic Babylon and Mythic Polynesia. Mythic Aztecs is anticipated to be a 2020/21 release.
  43. 16 points
    Here is a map of the Troll Break that I drew. If there is an extant map, I have not seen it. This one, obviously, is not canon, but follows the published lore in Pavis and the Big Rubble. It is also linked to a bunch of other troll-stuff I have written of late, including trollish tradegoods and some possible inhabitants of the Market. Included in this post is a smaller copy of the map, but you can click through to get a larger one in pdf. https://d-infinity.net/game-content/runequest-thursday-205-troll-break-market-map-and-legend
  44. 16 points
    Greg has had a great influence in my life. He was a friend of are family. Had given me my first copy of RuneQuest back in 1981when I was 10 years old. That started me on many RPG adventures and forever ruined D&D for me. My kids got to know him a bit from the GenCons and my storys, they where always excited to see him. He was always happy and energetic, Greg helped Ignite my kids Imagination. He will be greatly mist.
  45. 16 points
    The Guide entry Dwarf Knoll and the Copper Caves tells us it was a former Dwarf city in the God time full of Mostali Ghosts. It's not marked as an oasis (but YGMV). Flintnail met Pavis there and there may still be Dwarves within. Otherwise its a 5 mile wide rise on the plains of Prax. Looking at my master Prax map reveals one oddity about the place: This map overlays the water demesnes (yes spelled wrong on the map!) of Prax on to the grazings. The water demesnes are the hidden extent of various water spirits in Prax (we'd call them catchments). Every water demesne in Prax but one has an associated oasis or serpent. There are four grazing colours on the map. Light green (The Long Dry & East Zola Fel) these provide Grazing 1 in 2 Years, Green (Eiritha Hills) Best grazing all year round, Darker Green (Prax) and Brown (Dead Place, Zola Fel Bogs) None or Poor Grazing. The Dwarf Knoll demesne is the only one that has no oasis or serpent. Also the land above is drier - The Long Dry! an anomaly in Prax. So where does the water go? It's my belief that the Copper Caves being an old Mostali Mine drain the water into some unnatural fracture in the land below. Countless shifts of dwarves have perished trying to patch the problem. Their deaths in this unnatural situation cause their ghosts to populate the complex rather than enter the recycling phase. The crack likely originates in the Great Darkness and could go to an Underworld or the Chaos Void. It's deep enough that it's Dwarves fight alone. Although a normal water demesne in Prax isn't a large amount of water, once you get deep enough, you are on the otherside. The flood is a huge Maelstrom whirling into a giant sinkhole. Dwarves in specialist equipment hang from the ceiling in iron roped rigs lowering enchanted structures into the void to form the basis for a plug. Every so often a monster rises up from the sinkhole and smashes the work. Exterminator crews scramble to save the structure, diving in with specialist underwater combat gear. Many never return from this endless battle. (Think Das Boot, A Perfect Storm, meets Pacific Rim). They are so deep underground that no one can hear them scream.
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  47. 16 points
    Here are some other recent doodles.
  48. 15 points
    Just want to mention, Greg would have been 71 tomorrow. Walk proudly in the Spirit World Greg.
  49. 15 points
    The photographer was a jack-o-bear.
  50. 15 points
    "Hill Country" by Andrey Fetisov. New art for the new RuneQuest.
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