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  1. 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).
  2. 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.
  3. 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.
  4. 15 points
    Some notes on Heortland: Heortland This plateau occupies most of the eastern part of the land around the Mirrorsea Bay. There is a narrow coastal strip which quickly gives way to thousand foot high cliffs ending at the plateau. Five rivers have cut gorges from the plateau top to the sea and these fjords form the only access from shore to the upland farms. Only in the northern part, around the Marzeel River, does the land sink into Volsaxiland. Little remains of the once great woodlands that once covered most of this plateau in the First and Second Ages. East of the farmlands rise low wooded hills, then a steep, snow-covered mountain range called the Storm Mountains, inhabited by Wind Children and other beings of the Air. Most prominent among them is Stormwalk, where Storm Bull resides at times. The rugged nature of the land prevents easy passage between Heortland and Prax, which lies on the far side of the Storm Mountains. Short History When Belintar defeated the king of the Hendrikings in 1317, he broke that ancient tribe and bound its spirit to his service. As long as the God-King ruled, the Hendriking tribe did not exist. Instead, the God-King appointed a governor to rule the Heortland region. The clans loyal to the God-King were called the Vandari ("loyalists"); in the north of Heortland, the Volsaxi tribe of the lands between the Shadow Plateau and the Marzeel River (the heart of the old Hendriking tribal lands) refused to acknowledge the authority of the God-King. In the 15th century, as the southern third of Heortland came under the domination of Aeolings, that region became known as Esvular. In Vandarland, the threat of Chaos from the Footprint resulted in a peculiar institution. Bands of chariot-riding (and sometimes horse-riding) armoured warriors are supported by nobles who are in turn chosen from within certain families and approved by all free members of the community. As a result, central Heortland become known as Gardufar ("People of the Watch"). In Esvular (also called Bandori after the Aeoling tribe), the Aeolians are divided into three hereditary castes: free, noble, and wizard. These castes are hereditary and endogamous: the free and noble castes use Rune and spirit magic; the wizard caste uses sorcery. For nearly three hundred years, the God-King kept peace in Heortland, broken only by the occasional rebellion among the northern hill tribes and the rarer Chaotic eruptions from the Footprint. When the God-King disappeared in 1616 and did not return, the land quickly fell into disorder.In the north, an Orlanthi holy man proclaimed himself the High King and resurrected the long-dead Hendriking tribe. In Vandarland, a Western adventurer seized power with the support of his Esvular allies, calling himself the King of Malkonwal. In 1619, the Lunar Empire invaded Heortland, capturing Karse. The following year, they conquered Malkonwal, while the Hendrikings held out at Whitewall, defeating everything the Lunars threw at it, including the Crimson Bat. Whitewall finally fell in 1621, at a terrible cost, but the Lunar triumph was short-lived. In 1622, Broyan reappeared with a new army and raised the hill clans in rebellion. He defeated the Lunar army at the Battle of Auroch Hills. Scorpion Men erupted from the Footprint, forming the Queendom of Jab in Gardufar. After forcing the Scorpion Men back into the Footprint, in 1623 Broyan left for Nochet with a small army. The High King returned to Whitewall late the following year with a new army of adventurers, mercenaries, pirates, and devotees, preparing to invade Dragon Pass, but in 1625 the High King was assassinated by Lunar sorcery. Heortland is now in turmoil. Although much of Broyan's army has drifted away, the core of it is still there, dominating the local temples, claiming land and herds. Without Broyan, they have no single established leader. Some look to Kallyr, some to Harrek, others to Argrath, and still others think about making themselves kings or warlords in their own right. Meanwhile, Scorpion Men reemerge from the Footprint, raiding ever deeper into the former Vandarland and Bandori. Stereotype Bronze-armored clans of Orlanth-worshipers, herders famous for their quarrels and feuds. Men are emotional, often violently passionate, with swiftly shifting opinions and feelings. Women are cunning, practical and vengeful. The Vandari are mostly loyal to the God-King, while the Volsaxi are inveterate rebels. In comparison to the Vandari and Volsaxi, the Esvular are seen as comparatively prudent and less adventurous. They all hate Chaos. Common Attitudes Heortlanders are loyal to their clan above all, and are devoted to their gods. They are open to foreigners and foreign ideas, particular from Esrolia, whom they have much contact with through cult, trade, and marriage. Religion They worship the Lightbringer gods and Esrolian goddesses. Storm Bull is an important war god, and the bull god resides atop Stormwalk Mountain. The Invisible God is revered as the Creator by the Aeolians of Esvular. Climate Heortland is wetter than either Esrolia or the Shadow Plateau and is the only part of the Holy Country that regular gets snowfalls in winter. Durengard Temperature and Precipitation Season Temp (low/high) Rainfall (cm/days) Prevailing Winds Snow (cm) Sea-Early 6/22 15/20 Southwesterly — Sea-Late 11/23 15/18 Southwesterly — Fire-Early 16/26 8/8 Southwesterly — Fire-Late 22/32 5/6 Southwesterly — Earth-Early 13/26 2/3 Southwesterly — Earth-Late 9/19 3/4 Southwesterly — Dark-Early 2/13 6/6 Northerly — Dark-Late –4/6 12/11 Northerly 40 Storm-Early -3/7 15/18 Northerly 45 Storm-Late -2/13 7/18 Northerly 1 Sacred Time 3/22 6/9 Southwesterly — Total Precipitation: 94 cm rain, with 86 cm snow. REGIONS Esvular Culture/Religion: Esvularing/Aeolian Bandori: This Esvularing tribe has an ancient alliance with the sorcerers who rule the city of Refuge. The Lunar conquest of Heortland did not extend to the Bandori, who maintain a tenuous independence from the Empire. Duchamp (small city): This city, surrounded by fertile countryside, sits along the main road down from the Heortland Plateau. It is governed by a council of guilds and temples. Duchamp is the location of the Jelenkev School, famous for its copying of manuscripts from all over Glorantha. Mount Passant (large city):The largest settlement of the Esvularing people was built with the aid of Belintar after the old capital, Bensval, was razed. It has the largest Aeolian temple in the Holy Country. The actual name of the city is Demthal, but everyone calls it Mount Passant after the hill that stride forward to defend this area in the God Time. Vizel (small city): This city is squeezed between the Vizel Inlet and the high cliffs of the Heortland Plateau. The inhabitants are mostly Aeolian fishermen, who nonetheless offer sacrifices to Pelaskos and Choralinthor, and a surprising number of scholars and sages have been attracted to the city by its protection of Free Inquiry. Gardufar Culture/Religion: Heortling/Orlanthi Backford (small city):This fortified city is the safest crossing of the cursed Syphon River. Backford was the center of the God-King’s cult in Heortland, and was connected to the City of Wonders by a magical bridge. The magical Fish Road still stops here on its run from Deeper up the Syphon River. Durengard (large city): This was once the tribal center of the Hurlant tribe, and later the capital of the Sixth of Heortland. Located on the Bullflood River, Durengard is the main port for Heortland and its political center. The massive fortress-palace was built in the Nochet style by Belintar for the rulers of the Sixth of Heortland after the Volsaxi rebellion. Jab Hills: These wooded hills are currently infested with scorpion men from the Footprint. The Chaos Queen claims this area as part of her “Queendom of Jab”. Jansholm (large city): This fortified river island was the tribal center for the Jondalaring tribe and is now the capital of Karhend Province. The Lunar army took this city by treachery in 1620; it was reclaimed by rebels in 1622. Karse (small city):Karse is the most important port for offloading goods destined for Sartar, or through Sartar to Prax and Tarsh. The locals are expert boat makers. Temples to Diros, Pelaskos, Poverri, and Choralinthor stand near the harbor. Despite its strong fortifications, the city fell to the Lunars in 1619 after a dramatic assault by land and sea. Since the collapse of Lunar rule, the city now alternates between Esrolian and Wolf Pirate rule. Larnste’s Footprint: This large, unnatural, Chaos-tainted valley is surrounded by steep cliffs. The unnatural Syphon River flows up backwards into the Footprint. Larnste the Changer once saw the squirming thing Krarsht and sought to eliminate that Chaos evil from the world. When Larnste tried to step on the foulness, Krarsht sprang to bite the god. Where Larnste bled, there rose up a foul and evil forest, a perfect nesting place for all things chaotic. A forest made entirely of stone trees grows at the edge of the Foulblood Woods and halts the spread of the Chaos within. Leskos (small city): This seaside city lies at the mouth of a steep ravine leading up to the Heortland Plateau and is surrounded by thousand foot high cliffs. It is defended by an ancient fortification; most of the inhabitants are Esvularing. It serves as the port for Durengard and is ruled by a ring of local merchants. Lylket (ruin): These are the ruins of a port city founded by the God Learners near the mouth of the Marzeel River. It grew rich off trade between the Middle Sea Empire and Dragon Pass, and contained a major Lhankor Mhy Temple, famed for its troll lore. The city was destroyed when trolls entered in by secret tunnels known only to them. Malkonwal, Kingdom of: The southern half of the Heortland Plateau is divided by several fast-moving rivers that flow down from the snow-capped Storm Mountains. It is a hilly land of farms and woods. The farmers are mostly Orlanthi, but the southernmost area is Esvularing, as are most of the city folk. When the governor of Heortland died in 1617, the Western adventurer Rikard the Tiger-Hearted seized power in Gardufar and Esvular as the “King of Malkonwal”. However, he was defeated by the Lunar Empire in 1620. Stonewood: A forest made entirely of stone trees “grows” in the Footprint, halting the spread of Chaos from the Foulblood Woods. Everything here is made of living stone, even the animals (which move incredibly slowly). Sklar (small city): This city is squeezed between the mouth of the Solthi River and the cliffs of the Heortland Plateau. The people are fishermen and boatwrights, best known for their colorful houses. The city boasts shrines to Orlanth, Pelaskos, and Poverri. Storm Mountains:These formidable crags rise abruptly from the Heortland Plateau, separating it from Prax. Forests cover their upper slopes. Several clans of Wind Children live in aeries which cluster about the steep peaks and cliff faces of these mountains. Stormwalk Mountain:The largest peak of the Storm Mountains, Stormwalk is one of the Great Sacred Mountains of the Orlanthi. Urox the Storm Bull took a mountain god and twisted its head off, and the mountain is the body. It has a discernable spiral pathway rising around its sides, seven times around to reach the ice-covered top. Some say that the temple there can call winds which lead upward to the inner temple of Orlanth and beyond, to other celestial realms. Like many geographic features of the Holy Country it is colossal: some 10,000 feet in height. Herds of sky bulls can always be found nearby. Syphon River: This evil river flows backward from Choralinthor Bay some 80 miles uphill into Larnste’s Footprint, and then down a deep hole into the Underworld. The Syphon River has always flowed into this hole, for it alone of all the waters of the world refused the call of Magasta. Volsaxar Culture/Religion: Heortling/Orlanthi Tribes: Volsaxi, Kultain, Sylangi, Bacofi Derensev: This Great Library of Lhankor Mhy is located in the tribal lands of the Kultain, who are sworn to defend it. The sages are famed for their oratorical prowess. Hendrikiland:This rugged land between the Storm Mountains and the Shadow Plateau is the ancient homeland of the Hendriking tribe. Whitewall is its capital. It is populated largely by herders and their livestock of cattle and sheep. The Hendrikings were famed as fierce bandits and magicians, and that reputation continues with their Volsaxing heirs. Ancient tombs of kings and heroes litter the landscape. Marzeel River: This river flows 140 miles from its headwaters in the Storm Mountains to Choralinthor Bay. Its upper reaches are fierce and rushing, but the lower river is wide and slow near its mouth. The Marzeel used to join the Creek-Stream River before Belintar diverted that great river’s course. Sen Senrenen: This is the ancient homeland of the Hendrikings, a rugged land of hills and valleys populated by herders of sheep and cattle. The locals have a reputation as fierce bandits and powerful magicians. The tombs of ancient kings litter the landscape. Smithstone (small city): This city is wealthy from its abundant bronze and from its many redsmiths, considered the finest in the Holy Country. The Redsmith Guild dominates the city’s affairs. The city was built around the anvil stone of the smithing god Gustbran. Volsaxiland: This rich valley is home to a stubbornly proud people who harvest barley and raise dairy cattle. Bronze is very common here. The Volsaxi successfully rebelled against Belintar in 1340 and established an independent kingdom here that on occasion ruled most of Heortland. After over a century of rebellion, Belintar aided the Kitori to defeat the Volsaxi and they imposed a harsh tribute on the tribe. In 1550, Tarkalor of the Royal House of Sartar defeated the Kitori with his Yelmalio allies and forced the half-trolls back to the Troll Woods. In 1617, King Broyan of the Volsaxi magically resurrected the Hendriking kingdom and proved himself heir to the demigod Vingkot who once ruled all of Dragon Pass and Kethaela. Whitewall (small city):Capital city of the Volsaxi and ancient religious center for the Hendrikings. An impregnable fortress built atop solid rock, it is surrounded by high gleaming white stone walls some 50 feet high and 30 feet thick, and the city is well-provided with granaries and wells. Within the walls are temples to Orlanth and Ernalda, and their pantheon. A star god has defended the city since the Darkness.
  5. 15 points
    @Jason Durall's design notes are excellent and leads us through the complex array of historical design and current thinking. I look forward to the complete cover as currently this has the feeling of watching someone choosing a hat to wear. You'd look better in that old hat, new hat, a different hat, a hat my mother had, a different material, it looks like this hat, you don't want a hat you want a scarf, my hat is nicer than your hat, etc. The complete outfit is what I want (at some point). It will undoubtedly be eye catching, have a name badge identifying the authors and a Chaosium brooch and most will buy it anyway even if it had a unicorn hat. (apologies for not using the new logo, it didn't fit in with my unicorn theme and I couldn't find a pink Chaosium logo)
  6. 15 points
    We just posted the full finished pic in the latest update over on the 13th Age in Glorantha Kickstarter, so here are the Monkey Ruins in all their glory:
  7. 14 points
    Belgath's girls back for more awesome RQG cosplay at Gen Con this year:
  8. 13 points
    Since the last list was posted I've added a dozen or so cults, including Ygg, Voria, Yelorna, Horned Man, Barntar, and others.
  9. 13 points
    Put this in my Argan Argar thread, but figured it might be worth its own entry. SUNGLASSES Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Sunglasses also negate any Spot penalty from glare and make the wearer immune to automatic Demoralize effects from sunlight, but halves the wearer Spot and Search if worn in the dark (NOTE: Darksense is not penalized, sunglasses may be pushed up onto the wearer's forehead as part of the Spot or Search action to avoid penalty). Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After receiving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  10. 13 points
    Please remember that additional cult related books are bound to come out after this initial big burst of cults. If you want every possible cult in a single initial "Gods of Glorantha" offering you would have to wait many years for that. It's far better to get LOTS of cults sooner, rather than ALL the cults much later.
  11. 13 points
    I always find a great way to create an immersive world when GM'ing is to mention things by origin. To say it is a Lorthensket built ship is better than just a ship, or to know the difference between a Loskalm Destrier from a Jillaroan Race Horse is far more evocative than a big horse or a fast horse, Fortunately the Guide provides a rich resource but as it is not easily referenced for this sort of data I created a table of Gloranthan Trade Goods and Places of Interest. Hardly complete but serves as a ready reckoner for adding a touch of the exotic or realism to you games. For the most part if the Guide said xyz Is famous for abc I added it to the list. Here is a PDF arranged by item with locale, region and Guide page number for reference, and my original exel sheet for those who want to edit etc. I've also uploaded them to the Downloads. Enjoy Gloranthan_Trade_Goods.pdf Gloranthan_Trade_Goods.xlsx
  12. 13 points
    Clearly this is all a dwarf plot. For the World Machine to become complete, they needed to recreate the Man Rune unsullied by the elements or by Death. Pavis was their tool, and thought he was gaining great access to magical powers and ultimately Godhood. Instead, the Mostali have trapped him in a Stasis crystal for that point when the Celestial Court is reassembled and the pure Form rune can be unveiled again. Pavis realizes he is trapped, held and bound by the dwarfs. But he cannot directly communicate this to his followers as the dwarfs carefully monitor interaction with him. He must find a way to indirectly lead his followers (perhaps the incarnation or wielder of Balastor's Axe) to Kill Pavis. And that act will free Pavis again to follow the path of Grandfather Mortal and truly embody the Man Rune.
  13. 12 points
    Somehow I knew this thread was going to turn into another Many Suns discussion. "Thread: Is rye bread common in Sartar" 15 pages later: "Yeah, but what about the Hill of Gold and Sunspear though? HUH? CHECKMATE ATHEISTS."
  14. 12 points
    I've updated my character creation and ongoing management spreadsheet! I created this a while back based on an in-development version of the rules (Working draft 2.1). Since then the category mods have become multiples of 5, the skill list has changed quite a bit. The RQG Wiki has detailed instructions. Aussi en français. Pick your Race, Culture, Occupation, and Cult in the drop-downs in Column A. Click the "Fill" button (dotted down-arrow) in column F to set up the dice to roll. Click the D6 icon to roll a set of stats. Click the "Fill" buttons in columns AW (Skill Detail), BD (Culture), BE (Occupation) & BF (Cult), (wait for each one to finish before clicking the next!) to populate all the character creation skills. The AW column button is for race skills, typically just Insight, but also Darksense, Earthsense, Elfsense. To translate, currently into Spanish or French, select the language in Column A and click the Translate button to translate everything. The Perception skill Special () is for Elfsense, or any other race-specific sense skill that might arise. Darksense etc. Scan and Search are handled as specializations, e.g. Search (Darksense), Search (Earthsense), etc. Everyone else gets N/A in these. The CharGen sheet can track up to 10 melee skills and 5 ranged skills, and you can pick which ones show up on the CharSheet with drop-downs. I have added "Agimori" and "Morokanth" cultures, which gives them the basic Praxian skills that all the others get e.g. Spirit Combat, Survival. These links are READ ONLY: they are links to my master copy, you will need to make your own copy of the sheet in order to use it. File➔Make a copy... v1.9.5: https://docs.google.com/spreadsheets/d/12RHsYJeJw8NtSubDE--MENwd6rhfZVe-9WgFeG52cwM/edit?usp=sharing Corrections to French translation based on the quickstart (thanks again @sireRage) Beginning of German translation based on the quickstart (thanks @Joerg and @Oracle) Only the core game terms are translated to German so far, the instruction text, family background, cultures, occupations, weapons, and spell names are not done yet Known bugs: Running a script for the first time sometimes gives a "Server error", just reload the page and try again. If it persists, try Tools->Script Editor, and click the Save button, and close the tab. Sometimes the arrows on the CharGen sheet move around, and occasionally a rune on the CharSheet will move. This is a visual glitch in Google Sheets, just reload the page. If a non-Troll joins Kyger Litor, and already has a Speak Own other than Darktongue, they will not get the skill bonus. Add it manually as a Speak ( ) language. If a Troll joins Argan Argar, they will get Speak (Darktongue) as a secondary language even though their main language is Darktongue. Just move the bonus to the main language and remove the secondary. Copy and paste another empty Skill Detail entry if you want the ( ) spaces to be filled in correctly. Skills can go negative due to category modifiers, this should be capped at zero. I am not entirely clear on when this capping happens, before or after previous experience. More features on the backlog: Sorting skills into alphabetical order for translated sheets - the trick here is to move the tick box with the skill. There's no macro to add a check box but I could use copy/paste, that would lose skill ticks unless I store them before the sort. Automatic rolling of skill checks? Not sure if people would want this feature.
  15. 12 points
    Ok, I've been reading the PDF since I ordered the book 8 days ago, and I just got the book delivered. I knew it was a gorgeous book from the PDF, but really, I'm just blown away actually holding this in my hands. I've accumulated a lot of game materials in the past 35 years, but this is clearly the most gorgeous book in my collection. Well done Chaosium! It's a fitting tribute to Greg Stafford. Thank you.
  16. 12 points
    My interpretation of the Paps. The inset is to provide a sense of scale. The Paps are known as the Deep Womb of the Goddess, sacred to the goddess Eiritha and her son, Waha, as it was here that Eiritha hid herself from Death by going underneath the earth. The Paps are an enormous underground earth temple, a vestige of the Golden Age. As an ancient and major Earth temple, the facade is very large. Originally a limestone processional way led up to the entrance, but the ramp was destroyed or demolished during the Gods War. The pillars depict each of the original ten Herd Mothers, damaged to a greater or lesser degree, with some portraying creatures now extinct. Between the pillars are reliefs of life in Prax before Time, severely eroded. These panels show animals and peoples now unknown to the inhabitants of Prax, from when it was part of Genert's Garden.
  17. 11 points
    Thanks everyone for the suggestions, ideas, and so forth. In the end, here's what I came up with as a long-form write-up for use in my campaign. It probably still requires a lot of tweaking, particularly the powers table, so worth treating very much as a "Work-in-Progress." RQG PLUNDER – TRUE DRAGON'S BLOOD Description: The blood of a True Dragon has two different states: molten and solidified. Each state has its own set of powers. When shed the blood appears in substance to be like a thick liquid, glowing and radiating heat—similar to the pouring of smelted bronze. Despite this intense heat, spilt True Dragon's blood lights no fires. Rather, it causes the world around to become mutable, melting as if made of candle wax. No substance save truestone resists this entirely, although older things endure it better than younger. The more fixed into its shape a thing is, the better it will endure a True Dragon's essence. Deprived of the irreality—or perhaps hyperreality—of the True Dragon, the shed blood slowly cools over the course of a season. The process can be accelerated by mundane methods of dousing heat. Once the True Dragon's life leaves it, the hardened blood is smooth and glassy, typically affixed to another substance. It is brittle like obsidian, but of many iridescent colors rather than black. Often, extant pieces have been cut and shaped into jewelry by those who don't know their true value. Cults: Associated – Dragonewts; Friendly – Kralorelan mystics; Knowledge: Cult Secret; Few; History: The blood of a True Dragon is rare. While many of the gods fought against and alongside dragons in the God Time, it is more difficult to find their blood in the Middle World than to find the blood of gods. Further, the cooled substance is often mistaken for colored glass or an unusual rock, rather than the rarity it is (though it does detect as magic to appropriate spells). The substance's fragility (when compared with magic crystals) further adds to its scarcity. The largest known piece of True Dragon's blood was about the size of a big man's head, and shimmered ivory and aquamarine in daylight. It was kept in the treasury of Orlanth's temple in Whitewall, and said to be the blood of Aroka. This treasure disappeared after the city's fall in 1621. Procedure: Make a True Dragon bleed, or more realistically find a chunk of the cooled blood from some forgotten age. It may be possible to bring back molten True Dragon's blood from an appropriate God Plane heroquest (like Orlanth Slays Aroka) as a boon. Powers: Like a magic crystal, a True Dragon's blood has a variety of potential effects. The POW of the blood varies, depending on the size of the sample. Using the blood typically requires attunement, which is done in the same fashion as for magic crystals. It can also be used for alchemical purposes, as described following. An adventurer can only be attuned to one piece of True Dragon's blood at a time, and cannot be attuned to both True Dragon's blood and a typical magic crystal. Dragons are anathema to the gods and elements, creatures which see the Glorantha for the illusion it truly is. They are dispassionate and unattached to the Middle World. Any adventurer who attunes to a True Dragon's blood is consequently affected by this alien mindset. In addition to other consequences described below, any adventurer attuned to True Dragon's blood has a constant penalty to their Passions equal to the attuned piece's POWx5%. This penalty lasts for a full day after attunement ends. Table: Size and POW of True Dragon's Blood: Size: POW roll: Average POW: ENC: Tiny (the size of a coin) D6 3-4 0 Small (the size of one's palm) 2D6 7 (2) Large (the size of one's fist) 4D6 14 1 Enormous (Anything larger) 6D6+ 21+ 3+ Whether or not the adventurer succeeds at attuning the piece of True Dragon's blood, they lose 1D10% from their highest Elemental Rune as a result of magically tampering with draconic powers. While they remain attuned, their Elemental Runes cannot rise higher than 100 minus the blood's POW; if a Rune is already above, it remains locked at that value. In attuning hardened True Dragon's blood, an adventurer is borrowing a fragment of draconic power for him- or herself. Typically, this takes the form of providing the adventurer with a draconic effect. To randomly determine a fragment's ability, roll D100 and consult the table below depending on the piece's POW. Ability descriptions are following. This should not be treated as an exhaustive list of the powers of True Dragon's blood, but rather a collection of “most typical” abilities. Table: True Dragon's Blood Powers: Ability: // POW: 1-5: 6-10: 11-15: 16-20: 21-25: 26-30: Molten: Draconic Passion 01-20 01-15 01-10 01-05 01 ---- ---- Understand Auld Wyrmish 21-50 16-35 11-20 06-20 ---- 01-30 ---- Dragon Claw 51-65 36-45 21-30 21-30 02-15 ---- 01-05 Growth 66-75 46-55 31-40 31-35 ---- 31-35 ---- Shimmering Hide 76-80 56-65 41-50 36-40 ---- ---- 06-15 Draconic Blood 81-85 66-70 51-55 41-50 16-30 36-40 16-30 Rough Scales 86-90 71-80 56-65 51-55 ---- ---- 31-35 Dragonewt Roads 91-98 81-90 66-80 56-60 31-40 41-45 ---- Dragon Armor 99-00 91-97 81-85 61-65 41-50 46-60 36-40 Firebreath ---- 98 86-95 66-70 51-70 61-70 ---- Soul-blast ---- 99 96-99 71-80 71-85 71-80 41-55 Sprout Wings ---- ---- ---- 81-95 86-90 81-85 56-60 Call Dream Dragon ---- ---- ---- 96-99 91-98 86-95 61-70 Draconic Consciousness ---- ---- ---- ---- 99 96-99 71-00 Roll Twice ---- 00 00 00 00 00 ---- For pieces of True Dragon's blood which exceed 30 POW, roll once for a POW 30 portion, and then a second time for the remaining POW. The piece has all rolled abilities. Always re-roll duplicated abilities, whether for extremely high-POW pieces or for results of Roll Twice. Attuning a portion of still-molten True Dragon's blood is somewhat more complex. In attuning to this substance, the adventurer changes the substance of their being, becoming a little draconic. First, add an additional D6 to the rolled POW based on the portion's size. Then, have the adventurer roll to attune to the molten blood. If they overcome the blood's POW, they feel a strong compulsion to sacrifice POW equal to the blood's POW, which will bond the adventurer to it. In any case, the blood rapidly cools into a hardened state. If the adventurer sacrificed their POW to it, the piece's appearance is different to normal cooled True Dragon's blood; it shimmers and glitters, slowly changing colors; life is preserved within it. If the adventurer did not sacrifice, determine the piece's ability as usual for it's POW. For attuned pieces of molten True Dragon's blood, roll both on the appropriate POW column in the Powers table, and then again on the Molten column. Re-roll any duplicates; the piece has all rolled powers. The adventurer also permanently gains Draconic Passion. While they are attuned to the piece of blood, they gain access to all of its abilities. Any other person who attunes the piece will not gain access to the Molten ability. In addition, so long as the adventurer does not unattune the piece, it will act as a POW Yielding crystal, storing MP up to its own POW and generating that amount as if a living creature. If the adventurer ever unattunes the piece (whether by choice or involuntarily through death, etc) the piece “dies”. Reattuning can give the adventurer renewed access to the Molten ability, but the piece won't continue to yield MP. True Dragon's Blood Powers: Call Dream Dragon: The adventurer spends fifteen minutes focusing on the blood, and must succeed on a Meditate skill roll. If they do, a dream dragon is called from the surrounding area within the next hour, similar to the dragonewt effect. This does not, however, give the adventurer the supernatural ability to command the dragon. Call Dream Dragon does not cost magic points. Draconic Blood: While attuned to this piece of True Dragon's blood, the adventurer adds its POW to their own when resisting spells. However, they automatically resist all spells—including spells the adventurer casts on him- or herself. Additionally, the adventurer's blood changes color, typically to purple or green. Draconic Consciousness: In the process of attempting to attune the blood, the adventurer's mind is forcibly opened to the infinity which is OUROBOROS. The adventurer must succeed at a POWx1% roll, or else become insane. Roll on the Insanity table for the Madness Rune spell (RQG p.334) to determine the exact effects. If they succeed and manage to attune the blood, the adventurer has survived some form of Illumination. The exact effects are best determined by the GM of each individual campaign. Some examples might include: Losing 1D6% from the Beast and Man Runes, and gaining the Dragonewt Rune at the lost percentage. If the adventurer's Dragonewt Rune becomes dominant among the three (all adding to 100%), they transform into a beaked dragonewt. Gain the Charismatic Wisdom skill from RQ3 Gods of Glorantha and the ability to sacrifice POW for points in the Path of Immanent Wisdom's draconic magic. Realize Glorantha is but the dream of cosmic Ouroboros, and learn to sacrifice POW to shape it, per the magic of the cult of Godunya in RQ3 Gods of Glorantha. In any case, this effect is permanent. The adventurer may attempt other attunements as usual and behave as expected for their culture, but they know that the nature of reality is otherwise. The draconic attunement penalty to their Elemental Runes and Passions remains permanent, even while they are not attuned to a piece of True Dragon's blood. Draconic Passion: The adventurer gains a draconic Passion at the blood's POWx10%, feeling a proportionally strong compulsion to behave that way. These might include pervasive attitudes like Suspicion, Optimism, or Laziness. Consult the dragonewt entries in the Glorantha Bestiary p.39-41 for ideas. This passion remains so long as they are attuned, and for 24 hours afterward. It can increase and decrease as usual. If the Passion decreases to zero while the adventurer is still attuned, they immediately gain one POW and a new draconic Passion—usually one in some way opposed to the previous. The penalty to an adventurer's Passions while attuned to True Dragon's blood does not apply to this special Passion. Subject to GM's discretion, the adventurer could spend time researching this Passion as though it were a skill to reduce it, instead of increasing it. This process would involve meditation and focusing on the adventurer's emotions, with the goal of developing self-control and the ability to focus on Right Action. Dragon Armor: Invoking this ability costs the adventurer 1D10% from one of their Elemental Runes. Their skin changes slightly, being covered in shimmering, nearly-transparent scales. While this effect is active, damage is absorbed at a cost of magic points, at a rate of 1MP per point of damage. This happens after reduction from armor, protective spells, etc, and even mitigates damage from critical hits. The most damage this ability can absorb from a single blow is the piece of blood's POW. The magic points can be pulled from any source. Dragon Armor ends when the adventurer dismisses it, deattunes from the blood, or if they take a blow and do not have enough magic points to absorb it. All MP will be spent reducing the damage as far as possible, and then the effect ends. Dragon Claw: This ability can be invoked at the cost of 1D10% from one of the adventurer's Elemental Runes. It transforms their left hand into a dragon's claw, which has base damage of 2D6 + Damage Bonus, and a base skill of DEXx5% when used in combat. A successful parry blocks as if it had AP equal to the blood's POW. It can hold weapons and shields made by dragonewts, but handles other objects clumsily, reducing the adventurer's skill to half. Dragon Claw lasts until dismissed. It ends immediately if the adventurer unattunes. Dragonewt Roads: The adventurer can detect the nearest dragonewt road by concentrating on the piece of blood for a minute. It doesn't tell them the distance. They can enter a dragonewt road at suitable locations and travel it, bringing along a number of companions equal to the piece's POW. Entering the dragonewt road requires a successful POWx5 roll, and costs each traveler 1MP per hour on the road. Each hour on the road covers the distance of a day's travel by mundane means. Firebreath: Activating this ability costs the adventurer 1D10% from their highest Elemental Rune. They immediately spit a glob of fire at a target within the blood's POW in meters. This deals damage to each hit location of the target equal to the percentiles lost from the adventurer's Rune. Armor and magic protect as usual. Growth: Acting like a spell matrix this ability can be activated on POWx5 and costs MP, up to a maximum of the piece's POW. Each MP spent on Growth increases the adventurer's SIZ by one, and changes their HP, Damage Bonus, category modifiers, and so on accordingly. Growth lasts for minutes equal to the blood's POW. Rough Scales: This ability is activated on the adventurer's POWx5. It gives changes the adventurer's skin, making it rough and scaly. This provides one AP per MP spent on the effect, up to a max of the piece's POW. It lasts for minutes equal to the blood's POW. Shimmering Hide: This ability causes the adventurer to take on a mirage-like appearance. It is activated on POWx5. Each MP spent on this ability reduces chances to hit the adventurer by 5%, and adds 5% to the adventurer's Stealth skills, to a max of the piece's POW. Shimmering Hide lasts for minutes equal to the piece's POW. Soul-blast: Using this ability costs 4 MP, and requires a successful POWx5 to activate. If the adventurer overcomes the target's POW with their own, the target loses 2D6 MP. Soul-blast has a range equal to the blood's POW. Sprout Wings: Invoking this ability costs the adventurer 1D10% from one of their Elemental Runes. They sprout wings, which last until the effect is dismissed. The adventurer can use them with a Fly skill of DEXx5 and a MOV equal to the average of STR and the blood's POW. If the adventurer attempts to use this ability while wearing solid armor, they immediately take 1D6 damage to the chest and the ability fails. Understand Auld Wyrmish: The adventurer understands Auld Wyrmish at the blood's POWx5%. This does not give them the ability to speak it (although it certainly should accelerate the process if they can find a native speaker willing to teach). This does not let the adventurer learn to speak the language above 25% per RQG Core p.174-175. Alchemical Properties of True Dragon's Blood: Ground-up, hardened True Dragon's blood can be used in potions which restore magical essence. Due to the scarcity of this material, no cult teaches the recipe; an alchemist must discover it for him- or herself either through experimentation or by the Library Use skill in a library which might have the relevant documents. Properly prepared, a Tiny portion of True Dragon's blood can make one potion, which restores a D6 Magic Points per point of the piece's POW. This restoration happens at the end of the melee round the potion is drunk. The drinker takes a penalty to their Passions equal to the MP restored for the next 24 hours; this penalty is cumulative if multiple potions are drunk. Larger chunks of True Dragon's blood can be broken down into the powder needed for potions, making potential doses as noted on the table following. Each time a Tiny portion is broken off, roll that portion's POW, and reduce the larger chunk's POW by a full six (there is always some magic lost in the processing). Further, roll the initial piece's POWx5; only on a failure does the smaller fragment retain its magical potency. Table: Blood to Doses Conversion: Piece Size: Doses Possible: Small D3 Large D6 Enormous D10 Some adventurers may attempt to imbibe molten True Dragon's blood or bathe in it, and so on. This is generally suicidal. Making the attempt requires at least a full melee round. Coming into direct contact deals 1D6 to the relevant location. If the adventurer continues their foolhardy attempt, they must resist the blood's POW with their own, or take that POW in general Hit Point damage as it melts their very existence into a waxy puddle. Should the adventurer survive, that is their reward. Value: Molten True Dragon's blood is functionally priceless, if it could be transported or preserved in that state. Hardened blood's value varies depending on what power the piece bestows. At the very least, it should have a value of POWx100 Lunars, if the adventurers could possibly find someone with both the coin and the inclination to purchase.
  18. 11 points
    That is indeed what the Quickstart said. I have qualified that prior with the statement that the QS represents a compressed version of the rules that both tried to hit the "normal" level of crunchiness for the system, but also was playable in a short session with new players. It also represents the state of the rules in (IIRC) early February when it was written. At that time, we were tweaking some existing rules. The feedback then was very pro- weapon/shield damage. People liked the inevitable wear and tear on weapons and their gear, and the playtests were very enthusiastic about things like shields being cloven, etc. Here's the text from the current iteration of the rules dealing with just these issues: Summary of Combat Actions Attack A regular success does normal rolled damage plus damage modifier. A special success does special damage (impaling, slashing, crushing) plus damage modifier. A critical success ignores armor and does special damage plus damage modifier. Dodge A successful Dodge roll avoids any damage. A special success with a Dodge roll is required to avoid a special success attack, and a critical success Dodge roll is required to avoid a critical success attack. Parry A successful parry always blocks an attack, whether the attack is a regular, special, or critical success. In each case, the attacker rolls damage. If the damage is below the parrying weapon/shield’s hit points, no damage is done. If damage exceeds parrying weapon/shield’s hit points, excess damage always goes to an adjacent hit location on the defender (see page @@) and the parrying weapon/shield loses 1 hit point. When parrying an attack that rolled a special success, the excess damage above the parrying weapon/shield goes to an adjacent hit location on the defender (see page @@) and the parrying weapon/shield loses the same amount of hit points. A parry vs. an impaling attack might mean the attacker’s weapon is stuck into the shield (see page @@). When parrying a critical success, rolled damage is applied directly to the parrying weapon/shield’s hit points. If it exceeds the hit points, the parrying weapon/shield is destroyed. Any excess damage goes to an adjacent location on the defender, and armor is not subtracted. A special parry vs. a normal attack allows the defender to roll the parrying weapon/shield’s damage and compare it to the attacking weapon’s hit points. If the damage done from the parry exceeds the attacking weapon’s hit points, it takes 1 hit point of damage. A critical parry versus a normal or special attack will apply the parrying weapon/shield’s damage directly to the attacker’s weapon. A critical parry vs. a critical attack avoids all damage altogether. Each subsequent parry after the first is reduced by –20%, cumulatively. A weapon or shield cannot be used to attack and/or parry in the same strike rank, nor can one be used to attack and/or parry more than once in the same strike rank.
  19. 11 points
    Here's a sneak peek inside the RQ Quickstart Rules, which will be released on Free RPG Day 2017 (Jun 17) and available at Chaosium.com from July 1st. The 48 page Quickstart Rules feature everything you need to start playing, and includes a new adventure "The Broken Tower" and five pre-gen characters. http://www.freerpgday.com
  20. 11 points
    My (non-canonical) interpretation of a Lunar temple to Hon-eel (exterior based upon an illustration by Kalin Kadiev) and interior floor plans.
  21. 11 points
    We have lots of news on that coming up. Just watch for the next RQ Design Note....
  22. 10 points
    Thank you, Aonstream, that's very kind! I'm currently working on a fan-created project that is less a traditional 'ducks book' (i.e. it won't function like a typical splatbook with culturally inflected character options and background and the like) than an adventure pack set in Duck Point. I'm writing and illustrating everything myself, so I'm afraid it's a terribly slow process! So, nothing immediately on the radar, but will hopefully have something ready next year.
  23. 10 points
    We have an official thread for errata. At some point, once the Eleven Lights is done, I'll try to collate both. I don't know about the availability of people to re-issue the PDF with corrections right now. Also remember errata means: corrections that affect gameplay (i.e. the errors in the sample characters) not typos or grammatical 'errors' (some of which are open to dispute and may not be a productive use of time). On the Eleven Lights, @Rick Meints and I are working our way through the art issue. We'll fix an soon as we can. I am VERY keen to get this book finished and into your hands. It's been a long labour for me, and I want to see my child birthed.
  24. 10 points
    http://www.chaosium.com/blog/sacred-time-greetings-and-happy-new-year-from-all-the-team-at-chaosium illustration by Kalin Kadiev
  25. 10 points
    This is an isometric style map I did of the settlement that is home for the PCs in my campaign based in the River of Cradles. It is rough (m yfirst such map) but gives you the idea, and some ways is better than a typical overhead-style map, at showing some of the character of the place. Brightwater was begun by the player characters at the start of the campaign. They were recruited by a number of high-ranking Lightbringers to create, grow, maintain and protect a settlement in the River of Cradles, somewhere near the territory recently claimed by the Lunar Administration in Pavis. I am using the Borderlands box set for the background of the campaign, but with some alterations. For example, the heroes were such that they really would not countenance working for Duke Raus. So they were hired by the competition - the Lightbringers. I liked the site that Raus chose for his fort in the boxed set, so I decided that Rause established his fortress further south, closer to Corflu, in the Bilos Gap. Thus the heroes were able to establish themselvesat the mouth of the Weis Cut, where Rausfort would normally be on the map. Although I have not put in numbers for various locations in Brightwater, below is the "Nickel Tour" of the settlement in its current state. If you are interested in the original post, or my other Runequest Thursday content, go here: http://d-infinity.net/search/node/runequest Thursday Brightwater is a young settlement of roughly 150 folk, just a little over four seasons old, so a lot of what is on the map is the natural look of the region, and some wooden and cloth structures. The foreground of the map is the easternmost point, overlooking the River of Cradles and the Great Bog [both of which are off-camera, as it were]. The waterway in the lower right is the mouth of the Viilinar River, which extends for a dozen miles up the increasingly rugged Vilinar Valley to the Weis Cut and a seasonally impressive waterfall from the Plains of Prax. At the top of the map are the cliffs that rise several hundred feet to points on those same plains much closer to the settlement. The only way off the plains nearby is either a long and dangerous descent down the sandstone cliffs or flight. Brightwater is situated on a 'Y'-shaped headland of a lower set of cliffs branching off the ones that lead up to Prax. The heights vary between thirty and seventy feet above the Great bog and the River of Cradles. The highest points are the easternmost point with the observation tower, and some hilly areas in the right-hand [Northern] arm of the Y. There is little in the way of trees on the headland, but some tough brush and scrub oak cling to the lee of various rock faces, or in small sheltered valleys, These woods are rapidly being reduced as the need for firewood and building material grows. As you can see most of the building has gone on in the foreground area. The aforementioned Observation Tower has a small siege machine christened 'The Manticore' [essentially a Roman 'scorpion' bolt thrower that can hurl 2 pound bolts about 400 yards. Built by local labor directed by Theudulf the Learned, it has a fine view of the riparian approach from the south. Work has begun on one or two more manticores for placement elsewhere. Next to the Manticore tower is the Great Hall, built in the Sartarite style and still rough hewn, smelling very much of cut-wood and pine tar. It was only completed a week or so ago, but provided shelter [under tent roofs] for sometime before. This is also quickly becoming the social hub of Brightwater, replacing the more central Great Tent as the gathering place [except in good weather, when it is the choice for crafts and similar]. The three halls just above the Great Hall are lesser halls in the same style. In truth, at present, they are little more than flattened earth and growing piles of logs poled down from the Upper Vilinar, but I wanted to put them there to show the Players what they have to look forward to. The tiny building just above the halls is a latrine. There is another across the settlement, just below the fence to the Pasture. Continuing from the Jakes, one would reach the Archers' Stand, a mound of packed hearth about 10 feet high, protected by a waist high wooden wall on three sides. The Archers' Stand [which can shelter six archers with room to shoot] overlooks the Wall and Ditch that protects the only ready access to the Headland and Brightwater. The Wall is rough mortared field stone over a bank of raised earth from the ditch. The stone extends higher in front of the mounded earth, providing some cover for those standing behind. I did not show this in the map, but the rampart for walking is elevated by about 4 feet, and the wall facing west is about 4 feet higher than that. Invisible from this angle is the Ditch immediately outside the wall. The ditch is about 5 feet deep and the same wide. The Wall and Ditch together present a formidable barrier to assault, being effectively a 13 feet high barrier to anyone outside. Currently, sharpened posts angling away from the wall are being erected before the ditch to discourage charges. Directly before the gap in the wall there is another charge breaker, A wall much the same as the one just described but only about 30 feet long, in front of, and across the opening. This is a feature that is used often by settlers in the Big Rubble to stop Rhino RIders or other powerful cavalry smashing in gates. In the image I forgot to add a gate, but there is a pair of wooden gates. Typically these are open during the day, given the view the guards on the Archers' Stand have of the Approach. The only way up onto the Headland is the Approach, which now has something of a road [treacherous and running with muck in Sea Season, but good for the rest of the year]. You can see that the road descends a scree slope into the Paddock, which is fenced and used as grazing for extra animals or those of visitors. The Little Valley is surrounded by 40 foot high vertical sandstone walls. In the nearest part, you can see another fence, in which young or other animals to be segregated are kept. The high ground outslde the Wall Is grazing, sometimes granted to friends of Brightwater. Wahakhan Barsun Spiritlance and his clan of friendly Rhino Riders often camp here with their beasts and wagons, as do the Sabre Lizard nomads of Aghu Wahakhan. Much of the Paddock can be seen from the Archers' Stand, as can the road and access to, and from,the Vilinar Valley. This has proven advantageous on a number of occasions, giving the Brightwaters time to mobilize in defense. Moving North along the wall, we overlook the Paddock, and arrive at a cluster of tents used primarily by the Weisfolk who abandoned their village upriver to settle in Brightwater. These are slightly less desirable than the tents further north because of their location between the Smithy and corral, and the Great Tent, mostly because of noise. Across the way are the original tents belonging to the settlers that the Brightwater Company recruited from Pavis and environs. Many are Pavisites, others are Sartarite emigres from beyond Prax, fleeing the Lunar Occupation, or the children of Sartarites who left a generation ago. Some are other river folk, who share a language and culture with the Weis folk but lived elsewhere. West of the Tents, at the top of the page is the Pasture. a fenced enclosure for herd animals and horses. Sun Elk, captured Sables, cattle, sheep and Aurochs, as well as cavalry horses for some of the players characters, are kept here under watch of pasture guards. The Fence was built where it was because of loose ground and dangerous slipways, which nearly caused a tragedy during the first week. Now fences ward both sides of the two slipways, keep animals and children safer. Finally, strolling down the open area before the Great Tent we come to the Shrines of the Settlement. There is a shrine to the River Horse, one to Humakt, and one to Orlanth that can be camouflaged as a shrine to other Lightbringers if the Lunars show up. In addition, the Well, just left of the Shrines, is a shrine and home to a River Maiden, a daughter of Zola Fel, convinced by a player character shaman to live there in exchange for regular offerings of power. She keeps the drinking water of Brightwater sweet. The area within the flagposts is laid out for the eventual erection of stone fortifications on the site - a castle. At present, it is the parade and drill area for the militia, and the practice area for any who work with weapons. The last item on the map, in the lee of the Manticore Tower, is the Lift. A set of pulleys, worked by an Aurochs or a pair of Zebra, can lift several hundreds of pounds of rocks, earth, fish or even passengers if they don't mind riding up in a rather dirty , smelly rope net. Directly below the Lift, on the valley floor, there are seasonal smoking fires and drying racks for fish or game.
  26. 9 points
    Just entering layout: PDF release Q2 this year!
  27. 9 points
    I was originally pushing for the tent to be fully illustrated and I even did a test, including this very event. (it ended up being too much work, so we focused on finishing the actual scene art instead.)
  28. 9 points
    Here two of them are. This also illustrates a problem: started drawing again six months ago after a gap of several decades... Latest, and one three months ago.
  29. 9 points
    Arthritis still a pain (feel like one of the undead for much of the day, having upped the painkillers) but still working... Progress so far, from rough to latest (not yet finished). Need to finish the shading and then join up with the unicorn. Realised that as unicorns are smaller than horses, her other foot might show, so prepared for this.
  30. 9 points
    Jon Hodgson's award-winning work will already be familiar to Glorantha fans, and we're now delighted to have him working with us on art direction for the new RuneQuest! https://handiwork.games/runequest-art-direction.html
  31. 9 points
    We upgraded our rock lizard for the new RQ Quickstart cover!
  32. 9 points
    I'd be interested to hear from folks as to why they like Heroquest (no agenda). For me it is: Single Mechanic: I don't have time to learn different rules for different situations, one mechanic, easily internalized that can handle all situations. [As an aside I think there is a lot of cross-over here between this and the OSR dictum of Rulings, not Rules, where OSR GMs speak about focusing on the story and not looking up rules in play as that breaks the story flow] One-roll (with options): I like the fact that I can resolve in one-roll, but drill if I want to allow players to express themselves more with augments or an extended contest. Concept based Character Creation: I am a [Distinguishing Characteristic] [Occupation] Stolen by games such as Monte Cook's Numenera this idea of building on a 'concept' is powerful for helping folks create a character quickly. The runes also really help here in Glorantha. No skills: No constraints from skill systems at design, or in play. Could a warrior do that? Then so can you. I hate the way skills systems turn into 'hunt the skill' or 'wow, I am poor at that, better do something else' as they stifle my creativity with regard to action No NPC stats, just resistance: This is a prep godsend. Hell under HW I prepped stats, only to have to fudge numbers half the time for my feel of the game. This is just easier. Genre Packs: A little forgotten post HQ:G but I think this chapter of HQ2 is well worth reviewing if you want to use HQ2 for your own games. But one key point is the sense of creative freedom as a GM. I loved the fact that I could just describe the world, without worrying about how it should be explained systematically. With Greg's cries of "Gloranthans don't know the numbers," and "Your Glorantha may vary" ringing in my ears, I loved the idea that I could just make stuff up that seemed appropriate without having to worry about whether that was 'in the rules.' So I no longer had to worry whether an Orlanthi magician could produce that effect, if it fitted the runes and the mythology, then just describe it happening. Magic seemed magical again. I felt my table owned the Glorantha we were playing with. I also loved the way that in both HQ and HW Greg seemed to encourage to indulge creativity in play (without necessarily deciding it was part of canon Glorantha). So in the example game we get 'origami magic'. Is this something a future genre pack for Genertela will detail? Perhaps, probably not. It doesn't matter, what Greg was trying to show, IMO, was that you could add to Glorantha in play, make it yours groups at the table, because people wanted to introduce that element to their game. This is OSR to an extent again, the slightly 'wacky' desires of players at the table. Greg seemed happy to encourage people to 'play' in all senses of that word in Glorantha, as opposed to simulating what Glorantha was exactly like. That spoke to me. Are Puma People canon any more? Probably not, but there are an example that you can add details like that to your Glorantha in play, if it suits your tables needs. Heroquest told me to go out and tell stories, and that brought me back to playing in Glorantha and with Glorantha in a way that had not happened for years. What is your story? (PS If you don't like HQ/HW fair enough, but this is not the thread for that whining. I want to hear from folks who love it, about why).
  33. 9 points
    I think the other key factor in the essential realism of RQ combat is its inherent fog of war. In D&D, characters have levels. A 5th level character is, pretty consistently, tougher than a 3rd level character regardless of class. A 5th level character should be able to handily beat a 3HD (3rd "lvl" monster: current D&D uses Challenge ratings), no matter whether that creature is a giant snake or a humanoid swinging a bec-de-corbin. Even more, creatures are predictable: a tiger is CR1: ie an easy challenge for a party of 4 lvl 1 toons. RQ denies players that clarity, and that's far more realistic (and terrifiying - we all fear uncertainty at some level) than other RPG systems. That scorpion man could be ANYTHING - from a 25% attack feeble bungler to a 140% attack Chaos hero - very little will reveal the difference until you're fighting him. One of the reasons I truly love RQ.
  34. 8 points
    For a while, I've been wanting a version of the Marriage Contest between Heler and Elmal. It's an important myth, especially if you're playing with the Red Cows, since they and the Dolutha are naturally reproducing that conflict. But I want a version that is quest able from all three sides of the story, both because I think we need more quests for goddesses and because I don't like the 'passive earth goddess' thing that can creep into Storm Tribe myths. So I've written three versions of the myth, one from each of the three sides. I'm looking for feedback, especially ways to give them a bit more of the strange myth-logic a good Gloranthan myth needs. The Esrola version owes a debt to Edan Woods, who offered a version of it on the Google+ group a while ago. I've revised it but a good chunk of his structure and wording remains. Thanks, Edan! So here's the Esrola version. This side of the myth focuses on Esrola's journey to learn what she needs to know to solve her problem. Esrola’s Search (with thanks to Edan Jones) Long ago, in the Time before Time, in the time before Death, in the time before Orlanth had come, even before the time when the Bright Emperor ruled everything, there was the Earth, and it was great and fertile. Esrola the Bounteous covered the ground with Life, providing for all so that no one was ever hungry and nothing was ever wanting. But one day, things changed. Esrola’s fields were turning empty and Lifeless. Life became hard for everyone, and there was too much wanting and not enough of anything good. The radiant goddess did not understand, for she was young and beautiful and had never seen such a thing happen. So she set out for her mother’s hall, Great Ezel, because her mother Asrelia knew many things that she did not. There she asked her mother what she might do to fix this problem. The wisdom-goddess gazed deeply at her daughter, and wept. Her daughter was Life itself, and so could not see the dark things that were coming. Asrelia knew that Esrola could not solve this problem until she could see it clearly. "Life is all important, but it is not enough," she instructed, and told Esrola that she would need to learn to see what threatened the land. The Life-bringing goddess must learn for herself what the problem was, because until she knew the problem, she could not knew the solution. Esrola listened to her mother’s wisdom, and so she walked down into the earth, seeking to understand what could possibly threaten Life. She found the Labyrinth of Caves, where dark and terrible things lurked. She saw the Gnawer of Roots, which seeks to destroy from underneath. It sought to undermine her, but she showed it that her roots ran far deeper than it could ever understand. She saw the Pestilent Cold, which wraps itself around its foe like a blanket and drains it of warmth. It tried to smother her, but it could not chill her and fled from her instead. She saw the Withering Rot, which dries out that which lives and scorches it. It attempted to burn her vitality away, but her Life was inexhaustible and it could not overcome her. But then she saw the thing that was beyond her, the thing that had been placed deep underneath to keep it away from the living, the thing that was what Life was not and could not be. And at last she understood. She saw clearly and learned how to see the things that could threaten her. And from that, she understood that she needed someone to combat these things for her. Having walked the deep places of the earth, she returned to the world above and prepared herself. She put her golden hair into the Maiden Braids, with a jeweled comb to hold it in place, and put on her dress of Life. She put the Necklace of Desire about her throat and walked the land. When she did so, the entire world stopped to watch. A thousand gods offered themselves to the radiant goddess as her husband and protector, but only two of them were worthy to help her in this matter, the clouds who had turned to follow in the goddess' path, and the sun who had descended to offer his warmth to her. Both gods were worthy, but they were too opposed to each other. The sun sought to dry up the clouds, and the clouds sought to cover up the sun. Esrola thought that she would need to choose one of them to protect her, and so it was necessary to test them. The Life-goddess led Heler and Elmal to her fields, and showed them how they had lain fallow. She asked each god to provide and protect, to show her who was most worthy. Heler went to the fields and offered himself to them. He rained down on the withered crops, nourishing them and covering the field with his wool. He gifted Esrola with a mighty herd of sheep, and his son Voriof to herd them. Elmal went to the fields, and offered himself to them. He shone down upon the frozen crops, warming them and ripening them with his light. He gifted Esrola with many hives of bees, and his son Minlister to protect them. The Life-goddess was happy that each had given provision and protection, but each was as worthy and as loyal as the other, and she was unsure which she should choose. Plagued by her problem, she sought out her mother once again. The crone of secrets laughed at her daughter's complaint. "It is no problem at all to have many worthy protectors. Although the men will insist you must choose one of them, in truth there is always another way. You do not need to pick between them. Instead, each one may serve you in turn, as the sun follows the rain, as your needs declare." Esrola thanked the wisdom-goddess for her insight. She returned to her suitors, and told them of her decision. At first they were angry, and jealous; but the radiant goddess simply smiled, and showed them to her fields, letting them understand that she was the source of Life, and they were merely her protectors. Convinced by this, each god settled down, and loved Esrola in turn, glad for the opportunity to serve and love Life.
  35. 8 points
    Our friends at TYPE 40 have forged a sword - a RuneQuest sword, inspired by the weapon being wielded on the cover of the RuneQuest Quickstart. We hope to have this wonderful weapon on display at Gen Con.
  36. 8 points
    KoDP was heavily over-reliant on Anglo-Saxon England and Iron Age Scandinavia art references. I don't see the Heortlings like that at all - their cultural orientation and origin is the Holy Country, not Northern Europe. Think Thrace not Iceland. That doesn't mean you won't see wattle-and-daub used but it is more likely to look like: There is a much broader architectural world to draw on than just northern Europe.
  37. 8 points
    Well technically an man like creature with an octopus like head. My son spent quite some time modelling it then get it 3D printed.
  38. 8 points
    The new RuneQuest books will not be dual-statted. Neither Robin or I think anything needs to be dual-statted for HQ, as we both are of the opinion that if you understand the HQ rules, you can run any scenario designed for another rule system. And as a general rule, I dislike dual-statted books on principle. Jeff
  39. 8 points
    I'm becoming increasingly aware that what seems pretty clear to Jeff and I is not so clear to players, and the rules text on two-weapon fighting should be corrected and revised for clarity. Here are the guidelines put as clearly as I can make them, in the form of a Q&A: ++++++++++++++++++++++++++++++ Can I wield two weapons? Yes. Can I attack twice in a round? Yes, if the combination of SRs for both weapons allows it (12 or lower). You can attack once per weapon, not twice with the same weapon. What if I have 100%+ with one or both weapons? You can split those attacks, as normal, within the limits of SRs. Can I parry with either weapon? More than once per round? Yes, with a cumulative -20% per subsequent parry after the first. Doesn't matter which weapon or hand you do it with. Can I use Dodge along with my parries vs. melee weapons? Yes. Dodge attempts vs. melee should be counted along with parries, with the same cumulative modifiers. What about Dodge vs. missile weapons? If you are using Dodge against missile fire, it takes your entire action and you can do nothing but Dodge. You take the same penalties to subsequent Dodges as per parries. Why would anyone use a shield? You can't parry missile weapons with a hand weapon, though your GM may decide to let you try at some astronomically low chance of success. (Maybe a Martial Arts roll?) Shields are also more durable than most weapons, and offer passive defense, even when slung. You can also do mass combat formations with shields. If you choose to attempt a knockback attack with your shield, you attack on SR 12 and can't parry with it that round. Why would anyone use a two-handed weapon vs two weapons? Two-handed weapons do more damage on average, have low SRs, have more HP, and are much more likely to penetrate armor. ++++++++++++++++++++++++++++ I hope that clarifies everything. For those who want more grit in the system, you can blame me. The subdivision of weapon skills into attack/parry and RH/LH is, to me, a overly crunchy level of detail that adds nothing to the facilitation of gameplay. By all means, if those are desired details, add them right back in. Your RuneQuest will vary. 👍
  40. 8 points
    If I'd proclaimed "Here are four features that make RQG unique among other roleplaying games" you might have had a point. But I didn't. I said "Here are four features that help make RuneQuest distinct among other roleplaying games." I stand by everything in that post. At least in this thread you haven't gratuitously called me "dishonest" and "deceptive" like you did over on G+ (assuming ThornPlutonis = +JohnLuther). That was unnecessarily rude, and I'm thankful some posters there called you out on it, as well as making the same points as the posters above here.
  41. 8 points
    I really hated how Chaosium released Cults of Prax and then we had to wait for cults of terror. It really ruined Runequest for me and now Jeff’s going to do it again. I’m deeply disappointed that Chaosium are wasting their art budget when they should be trying to clone Jeff. We might as well give up on all of it now.
  42. 8 points
    I'm holding out for either a Kish tablet style set of the new rules - hopefully only 3-4000 tablets (boxed), with a slate etched GM screen and stone polyhedral dice. Or preferably a Phaistos Disc style set with bronze cast dice and a stretched goat skin GM screen. Both versions should come with clay to produce fire yourself character sheets and bronze styli for the players and GM.
  43. 8 points
  44. 8 points
    Black Horse At the start of the Third Age, Seshnela sank, and the Red Moon was born, which doomed the Carmanian Empire. The worship of the Invisible God in Peloria was left in the hands of mercenary captains who acted as Priests and Knights for their troops. One of these mercenary captains was Sir Ethilrist. Sir Ethilrist was a mercenary captain from Ralios, a descendant of the Hero Arkat. After a series of defeats, he led his Troop across the great mountains, through the Syndics Ban, and into the Lunar Empire. To avoid the Ban, he led his troop through Hell. When they left Ralios they were the White Horse Troop. When they emerged on the western borders of the empire they were the Black Horse Troop, and Ethilrist was a Hero. The Black Horses of the Black Horse Troop were taken from the herds started when the Sun was a resident of Hell. The conditions of Hell made for a very different breed of horse, to the extent that they are carnivorous and capable of fighting with bite and claw like a cat. They are also heavily armored naturally and can see in the dark like Trolls. A new Black Horse is not foaled until one has died, for only a set number of Black Horse spirits, 2600 to be exact, were taken from Hell. The Black Horses are pitch black in color, and instead of hooves, they have fierce claws like a cat. Their teeth are sharp. They are found only in Black Horse County or with the Black Horse Troop. The characteristics of the Black Horses are as follows: Black Horse Characteristics Average STR 3D6+24 33-36 Move 12 CON 1D6+12 15-16 Hit Points 20-21 SIZ 2D6+24 31 Magic Points 15-16 POW 3D6+6 15-16 Base SR 2 INT 3D6 10–11 DEX 4D6 14 CHA 3D6 10-11 Location D20 Armor/HP Right Hind Leg 01–02 5/6 Left Hind Leg 03–04 5/6 Hindquarter 05–07 5/8 Forequarter 08–10 5/8 Right Fore Leg 11–13 5/6 Left Fore Leg 14–16 5/6 Head 17–20 5/7 Weapon % Damage SR Pts Bite 75 3D6 6 Claw 60 1D6+3D6 6 – Rear & Plunge 60 2D6+3D6 6 – Note: A Black Horse may attack with its Bite and Claw simultaneously, or may make a Rear & Plunge attack. Armor: 5 points of shadowy hide. Spells: A black horse usually has spirit magic spells equal to its CHA.
  45. 8 points
    This makes me think I should get on doing a Mythras series for YouTube demonstrating a variety of aspects of it. Talked about doing it with a couple folks on various boards
  46. 8 points
    We are "resetting" the default starting date for RuneQuest to be post-Dragonrise. I think after 40 years of it playing under the Lunar Occupation, it is ok to skip ahead.
  47. 8 points
    If a Morokanth eats meat in the forest and Greg doesn't see it, does that still make him a vegetarian?
  48. 8 points
    Since this is pretty big news, and was originally posted in the middle of a thread discussing the latest RuneQuest design note, I thought it was worthy of a repost over here. Rick Meints said: ... and ... Great news, eh?
  49. 8 points
    Metamorphosis Alpha was indeed the first RPG I actually played (as opposed to OD&D which my friends and I simply could not figure out "where the game was" - in OD&D's defense, we were maybe 9 years old at the time). I have two "go to" rules systems - HeroQuest (2nd edition or HQG) and the BRP family of games (RQ2/RQ3/RQ4, CoC, Pendragon, Ringworld, Stormbringer/Elric, Nephilim, etc.). I find that HQ is easier with newbies or with experienced players/gms who are confident in their ability to game "freeform". RQ is easier for players who have come to RPGs through traditional RPGs or through computer games - there are mechanical rules that define the parameters of what characters can (and possibly more important) cannot do. Both operate from radically different sets of assumptions, and are as different as Cataan is from Empires at Arms. RuneQuest models the "environment" in which the characters operate - what is the likelihood that their sword hits something, what is the likelihood that they would be inspired by their devotion to their god or by their connection to a Rune, etc. It is "objective" and "materialist," and requires a tremendous amount of thought about how the setting interacts with characters. HQ models story logic, not environment. It really doesn't matter "objectively" how likely it is that an experienced soldier will be able to get a knife into the dinosaur's vitals - what matters is how does Conan overcome the threat of a dinosaur *in this dramatic scene, in this story, right now." All that matters is that the GM and players know the tropes of the type of story they are weaving together. Is this Game of Throne, Star Wars, or the Maltese Falcon?
  50. 8 points
    Polaris' Jewel Description: A fist-sized white jewel that looks like a polished diamond shaped like an eight-pointed star if you look at it from above, or like a lotus if you look at it from the side. It twinkles with inner light. It weighs 4 ENC. Cults: Polaris, Yelorna, Pole Star. Friendly: Yelmalio, Yelm. Enemy: Xentha, Argan Argar. Knowledge: Cult secret (Few). History: Some of this jewels are centuries old and are usually passed from one Star Lady to her successor. They represent the alliance bewteen Yelorna and the Star Captains, mainly Polaris/Pole Star. Some of them were gifted to friendly cults such as Yelmalio. And some of them ended in the treasure vaults of Yelorna's enemies, mainly trolls. Procedure: This jewel can only be obtained through a Yelornan heroquest. The initiate follows the mythic path of Yelorna as she fought the children of Xentha and Argan Argar, and then travelled to the upper sky to fetch the help of the Star Captains and bring them to the surface to aid in the fight, although she had to receive Dayzatar's blessing first. Alternatively, a shaman following the path of Pole Star could also bring one of these back from the spiritual plane. Powers: The Jewel provides 4 points of Polaris rune magic to any initiate of Yelorna or Polaris. A Praxian shaman can contact Pole Star through the Jewel. The jewel sheds a permanent dim light that lights the surroundings like a torch, although its light can always be seen from a 1000 km radius and it is specially visible at night. Shades will avoid getting less than 10 m close to the jewel, and trollkins are demoralized if they get closer to it than that. Value: 10,000 silver coins, although it is invaluable to any Polaris or Yelorna cultists.
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