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Showing content with the highest reputation on 12/14/2016 in all areas

  1. 5 points
    I have never come across this. What is your source please? Me and lots of background reading, that's how I'm presenting it in the Prax book. Looking at the devolution of the Animist's world in Cults of Terror, you can see that the Primal Plasma gave rise to the runes, which included the spirit rune, but there was no separation at this point - It's called the First World, the Ultimate in Arcane Lore. So discorporate beings have existed since creation, it wasn't until the use of death that other beings could have their spirit/soul part separated from the rest of their being. The world was then filled with the living, the living who had had their bodies separated into two parts - a corporate part and discorporate part, and the beings who had always been discorporate. The discorporated living wanted their bodies back and there was no way to do this (this is a common theme real world animism and shamanism). set this against the backdrop of the Gods war and the Great Darkness and you have a mess. Daka Fal established how to tell the dead from the living and as a result was made Judge of the Dead at the Dawn. He established that the dead spirits go to their respective land of the dead, clearing the world of the confusion. The separation of the Middle world and spirit world at the dawn established the barrier between corporate living and the discorporate beings who weren't dead. Hence my use of "Clear separation". I didn't say it, I think Greg was the author. You are in my Glorantha. YGMV. Everyone who goes there with their body or not is treated as though dead. Yes, Martin is correct here. the RQ resurrection spell only works on the spirit of the dead person that hangs around for seven days before going to the path of the dead. Look at Chalana Arroy's resurrection spell for more details. This is similar to the ideas in the Tibetan Book of the Dead, which is part of the basis I'm using for Daka Fal.
  2. 5 points
    Hi, I just stumbled on a full colour Furthest City Map that we were going to publish many years ago. I will clean it up, pops some labels on and PDF it if people are interested. Simon
  3. 4 points
    LOL I WAS the artist! It has sat on my computer for 14 years. I would prefer people to get a hold of this and have fun, that it be another piece of forgotten law. It carries my copyright, but I know as soon as it hits the internet it will fly and do its own thing. Hell versions of it have been seen Wesley Quadros used it way back when.
  4. 3 points
    The value of skills, relative to one another depends a lot of the style of play, and the type of adventures the GM runs. That holds true with attributes as well. One approach you could consider doing with information gathering skills (such as spot hidden) would be to have the die roll determine how long it takes for the characters to discover the information. In other words, eventually the characters will discover the grimore hidden under the loose floorboard in the attic. The die roll determines how long it takes them to do so. A GM could make some things time dependent. So the character might not be able to spend all day tearing the house apart, and could miss something becuase they had to stop searching. Another thing you might consider is having the background and professional bonuses affect the difficulty (i.e. easy/normal/hard) of the attribute rolls rather than adding a flat modifier. The benefits of doing so would be that you'd get simpler math (you'd never have to add anything, just work out the 1/2 and 2x percentages, which you could do in advance) and that it could be used to address those tasks that should require training. For example, surgery could be a difficult (or harder) skill, but normal for someone with the right medical background. You could even allow for a "master surgeon" reducing the difficulty two levels to easy. This would be a simple but elegant way to deal with skills without skill percentages. It could even be used for character advancement.
  5. 3 points
    Lol, planning a holiday are you? Definitely book in with Thurkan Clubfoot at the Lokarnos temple. For a small donation he can arrange Sun County Travel papers and even get you booked into accommodation at Eiskolli which is the closest "major" settlement near the Painted Wall. Shamans can also make their own travel arrangements through the intercession of the Larnste spirit subcult of Trivago Wheelpincher. Also remember how hard it is to get bookings at this time of year, and try to complete your arrangements in advance. I would definitely not consider a trip out there except in Sea Season. Fire Season is out of the question and may actually get dangerous, not to mention that Eiskolli's accommodation is booked solid around the Yelmalio high holy day, but you might be lucky if everyone has gone to the Sun Dome to celebrate. Merry Sacred Time.
  6. 2 points
    I have no idea what you are attempting to say. Book III is mostly about Livestock Farming... Orpheus features in Book IV, and your memory of the text isn't accurate.
  7. 2 points
    It's a variant spelling. English chases other languages up dark alleys and mugs them - the proceeds aren't always consistent. I don't believes the lizards can use bolas... 8-)
  8. 2 points
    I like the idea of magical 'radiation' in general for whatever arcane equipment a person might carry. I'm tempted to call it 'personality' though... so that, if stored together, my invisibility potion might alter my healing potion... but also that my magic sword might not get along well with my magic shield, setting up some sort of rivalry that comes out at inopportune moments. Serving as a check on loading your character down with too many magical widgets... or having to at least be careful in how you do it. Like, maybe fire spells are very competitive and boastful, and if stored together they have a tendency to 'show off' by exploding prematurely. Maybe invisibility potions are shy and get harder to find when they're around more brazen types.
  9. 2 points
    Flesh man was a grandchild of Grandfather Mortal. HeroQuest Glorantha page 157. Daka Fal was Grandfather Mortal. See The Fate of the Dead - An Orlanthi View, HeroQuest Glorantha page 69. The clear separation of body and spirit/soul only happened as a result of the compromise. Before they were mixed, likewise the spirit world and middle world were not separate until the compromise. You can go to the underworld with your body if you choose with a heroquest, you are then dead unless you can return. If you die, depending on the nature of the quest, your body may reappear in the ritual starting point of the quest or be gone forever. When you enter the spirit world, you leave your body behind - a shaman has a fetch to guard his/hers. Others need good friends to guard theirs. If you die in the spirit world, your spirit/soul goes to the path of the dead. Your dead body remains. You can HeroQuest into the spirit world with your body if you know how. It's dangerous even to shaman to do this as a body shouldn't be there, and spirit world reacts against this, trying to push you out, normally with dangerous encounters. This is most often done to enter another realm so the dangerous spirit world crossing is short. Praxians do this when going to the Green Age, the route being: Home Camp (Spirit World) -> The Great Herd (Spirit World) -> The Wide Plains (Spirit World) ->The Greener (Other World)-> Genert's Garden (Other World).
  10. 2 points
    Does the map include the extensive dungeon complex in the sewers and below?
  11. 2 points
    Maybe a "PWYW" with a "suggested" 1.99 price ... ? People who just want the freebie can get that, but those who like to support content creators have a natural & easy way to do so... Hey, you might get your next cuppa out of the dtrpg listing!
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  13. 2 points
    The marauding Bolo Lizard Folk are a stretch goal in the forthcoming Khan of Khans. Their description is as follows: The Bolo Lizard Folk The Bolo Lizard folk are nomadic hunters renowned for their spinning weapon, the bolas - useful in war and hunting. They ride nimble two-legged lizards, and attack in a swarm. The artwork is really nice. The lizard has some feathers.
  14. 2 points
    VERY interested. As you're the artist, I 100% support the idea of either (a) putting it up on the "Downloads" page here or (b) posting it on Drivethrurpg for a reasonable price. Either one. I'll still contact you, as requested.
  15. 2 points
    This is exactly how 13th Age works: you have your Characteristic Bonus à la D&D, and then your Previous Background Bonus (each character has three) ranging from +1 to +5. it can easily be ported to BRP with bonuses ranging from +10% to +50%. However, I would really not like a similar approach with characteristics as the base rolls, because characteristics (when rolled as percentiles) would become way more important than experience.
  16. 2 points
  17. 2 points
    pachristian - contact me, I have a copy of book for sale I believe (hell I am one of the owners of the publication lol). The map in the book is based directly off the map given to Mark Galeotti and myself by Greg Stafford, so it was pretty official at the time and approved by Greg,
  18. 1 point
    Shintiara is a very interesting RPG about a world torn between light and darkness. It uses percentile dice but is quite different from BRP. Still it has some very interesting ideas in it. And the graphics are reall stunning. The character sheet is among the best designed I have seen lately in its simplicity. Click here for the Kickstarter page. If anyone is interested in more info, I will try to summon the author on these boards.
  19. 1 point
    Claim in the Sun Newspaper that a vast city has been discovered frozen under the Antarctic ice - just like the city in HP Lovecraft's "At the Mountains of Madness". They think they've found Atlantis - but mythos fans know better...
  20. 1 point
    Then I will say that the party navigator and pilot on the tramp hauler between Titan and Ceres is going to run into trouble when the going gets tough and they have a couple of torpedoes closing on them. Just a note. Spot can also be used as a fallback skill, not as an active skill. In the above example it would probably be the guy with astronomy that would notice that there is an extra star on the visuals that isn't there on the maps, or the person with Anatomy or Medicine that will note that the "dead guy" with the hole through his heart still has a pulse and a distinctive something beating on the other side of his chest. In fact, you could get rid of Spot, and still have the ability to do so, though it would be more skill limited. The other possibility here is to simply note their skill level, and don't have them roll. Higher the skill level, the quicker they come across the item in question. IIRC, this is something that is in the new Delta Green book. SDLeary
  21. 1 point
    Sounds exactly like my life ... only that I obviously haven't gotten as far with my rpg projects. Still looking forward to Skaerune, anyway!
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  23. 1 point
    Traits and conflicts in Revolutions eliminate the majority of these issues, while being also similar to the Base+Bonus mechanics that Jux postulated. Being very good at some "key" skills (Communication [Persuade] for social, Perception [Vision] for spotting, Stealth [Hide/Sneak] for infiltration) is important, but it is not enough to ensure that you will succeed. In order to win a mental challenge, the players must exhibit experience in fields of knowledge related to the subject they are investigating. While the roll is still made on a "main" skill like Spot, the plethora of skills that you never use because the GM does not want to call a roll to avoid a disastrous failure are employed to give substantial bonuses and stimulate description. If players cooperate and have complementary skills, it is very rare to see them defeated because of bad luck. As stated above, it is not just how many entries you have on your sheet. How you use them in game is even more important.
  24. 1 point
    At least until Disney takes an interest in it...
  25. 1 point
    There is a historic problem with Spot Hidden When CoC was first launched it was still riding on the back of the nascent RPG fantasy trope (D&D, RuneQuest, The Fantsy Trip, etc.) and I don't think Chaosium, Sandy, early scenario authors or original play adopters quite realised the different play style CoC was to develop ( a more mystery-busting trope with monsters on the side ) than what it was first perceived as ( monster-busting with mysteries on the side ). As such, there wasn't really any thought or guidance given to new Keepers in the rulebooks about how mysteries were to be translated into in-game clues that the PCs could then get with skill checks. There was an especial lack of guidance about making sure bottlenecks didn't happen when clues were not found. Hence the problem with many, many, MANY scenarios from the 80s ( to even the 2000s ) of plenty of places for brick walls and bottlenecks in published scenarios. Keepers were left to realise by themselves that they MUST let players get some clues ( even with a failed skill check ) in order for the scenario to "work". Since the rulebooks didn't deal with this problem explicitly it was only with experience that a Keeper realised this problem (a) exists and (b) you have to bend the rules as written to fix it. It's only with the current v7 rulebook that this issue is now being tackled explicitly. Of course this problem can exist with any skill, not just Spot Hidden, but so many early published scenarios included the use of Spot Hidden to hide clues that were imperative for progression that Spot Hidden certainly flags up the idea that some skill checks should never be prone to total failure for the good of the game. ----------- Back to the point of the thread - the proposed idea is also a bit similar to the Castles and Crusades RPG mechanic ( which uses a d20 ).
  26. 1 point
    Sorry Darius, but for Greg and I (and a few others) the Mongoose era was RuneQuest's nadir. For pretty much everyone on the Glorantha and RuneQuest writing team, even mentioning a Mongoose publication is a good way to make sure you don't get read. And no, the Second Age was not "when Glorantha was ruled by munchkin." That's one of many things that Mongoose got spectacularly wrong. Now in Your Glorantha, you can do it however you want. But as far as any future publications go, my advice to writers is to not even read the Mongoose material.
  27. 1 point
    Why? Do you run with Search/Spot being an absolute? I would say that if they fail, the clue/data/whatever simply takes longer to find. Fumble? Perhaps they fall down and injure themselves, and then someone else in the party finds it and rubs their nose in it. If you feel that Search/Spot is more an inherent thing, pull it out and base it on a characteristic or two? There are any number of ways to handle things while not truly messing with the core of BRP. SDLeary
  28. 1 point
    I don't believe anyone doubts that Howard died more than 70 years ago, which is a sufficient requirement for it to become public domain.
  29. 1 point
    Warhammer Fantasy Roleplay probably explored this the best (Rolemaster also to an extent). You have a 'current' profession which allows you to improve certain skills or attributes. Or you can 'level up' by changing profession to something else, possibly related. Some professions are gateways to others, eg. Masters Student might be a gateway to PhD. But I agree this is not BRP.
  30. 1 point
    ...? Is there anyone who does *NOT* want this???!? But (as with many older items) I gotta ask: did the artist provide it as a wholly-contracted piece, giving up all rights?
  31. 1 point
    The idea is you just have one Profession or Occupation, not a skill-list. If the GM (or the table concensus) says that your profession is relevant to a given in-character task, then you get your Profession/Occupation bonus on the roll. I'm unclear as to why "level up" couldn't simply give the Profession a skill-ranking rather than a flat bonus; so (off the top of my head) someone with a Bachelor's in engineering gets a +20%, someone with a Masters' gets +30%. someone with a PhD gets +35%, and add +3% per career-year thereafter (so a PhD + 10-year career has +65%; and a BA+3yr is much like a Master's; etc). If I were doing this, I'd be inclined to have: background/origins/culture/upbringing/etc - up to +50% (Primary at full, Secondary at 1/2, Tertiary at 1/4 (round down) hobby/avocation - up to +20% (Primary at full, Secondary at 1/2 profession/occupation - Up to +30% (Primary at full, Secondary at 1/2, Tertiary at 1/4 (round down) Because a single "profession" descriptor just leads to a 1-dimensional character, literally: it's the one dimension for anything (other than stats/attributes, which I find the least-interesting part of any RPG character-sheet). === But honestly: NO. To me, the skills-centric nature of BRP (crit/normal/fumble on d%; skill-check/skill-advancement rules; fine-grained skills rather than amorphous blobs; etc) is the core of the game, and I don't think it'd BE a "BRP" game if you excised that part.
  32. 1 point
    One other thought building on other comments, you might have each Potion give off low level radiation that can affect other potions. So someone can carry a lot for a little bit of time or a few, but for longer. Another thought is that the magic points only last 24 to 48 hours and then the potion becomes inert. A permanent potion would require a point of POW. Those will last indefinitely.
  33. 1 point
    Simlasa thanks for noticing the weaving in and out of published material I've been using during the campaign. A Single Small Cut was used for the opening session when I realized I needed to get up at the ungodly hour of 6am and deliver a game cause it looked like people were going to show up. I can't believe this all started like a year ago and no I did not have a plan besides sleeping in and forgetting I committed to such a mad excercise. Since then I have been hacking Cakebread & Walton's Clockwork & Cthulhu supplement, Patrick Stuart's Deep Carbon Observatory, Zzarchov Kowolski's "Pale Lady" and Kelvin Green's "Forgive Us". I'm not worried about spoilers cause I use these materials as a jumping off place to drive my own sick imagination. What has really kept the campaign going is the PC's add so much to a good session during live play I am never short of fodder for new adventure situations. Truly no one at the table can say which way this all goes.
  34. 1 point
    +1 -- Classic Fantasy and done! Originally built for BRP (and probably still available in that version, but I presume you'd RATHER have the Mythras version, since you're asking in the Mythras forum!), it has been re-built in a shiny new Mythras edition, available in deadtree as well as PDF... It's very well reviewed & well-received, and the author is busily at work writing more material and soliciting authors to write even more more material... If you want to roll your own "similar but not quite the same" product, you probably STILL want to get CF, if only to mine for ideas; and probably, to join the YGroup that the author runs, and discuss things there...
  35. 1 point
    Just in time for the Holidays, a little throwback to the old Holiday: Glorantha articles! Holiday Glorantha: Hilltown Overview: Situated at the end of the Second Daughter's Road, the famous Singing Trail, and the King’s Road leading into the high mountains of Imther, the trade center of Hilltown is a stark, rough, and imposing citadel built around three striking hills below Mount Remse. Hilltown is home to the Kings of Imther, a position it’s held since the ancient times of Verenmars of Saird when Queen Aidea and King Imthus established their long-lived line. Over the years, the Kings have used their relationship with the local dwarves to become quite wealthy, and converting their wealth of 600+ years into formidable and magical dwarf-wrought defenses and complex palaces. The three hills that comprise Hilltown are known locally as: Winter’s Fang (or the Wind Dagger), King’s Hill (also called High Hill), and Nealda’s Garden (or the Last Garden). When Imthus and Aidea founded the kingdom, Imthus came down from Winter’s Fang, Aidea emerged from Nealda’s Garden, and they met and wed at the foot of King’s Hill. The two then walked together up the Master’s Stair to the crest of the High Hill where they summoned the dwarves from Underhill to serve them. The dwarfs came, marching up the Street of Bricks, to fulfill the ancient vows. Imthus and Aidea proved their lineage and called for the dwarves to build them a palace on the High Hill and a mighty wall for their citadel. More dwarves came forth and within a fortnight the citadel and palace of Hilltown emerged. In subsequent years, other kings have added to the palace complex including the Counting House and Great Storehouse, two towers, and the Inner Wall. The Outer Wall surrounds most of the three hills except for the highest point of Winter’s Fang, the ancient temple of the Winds. The Inner Wall protects the great palace of Hilltown standing on King’s Hill. When Hwarin finished her Daughter’s Road campaign, she built her second road only to the Outer Wall of Hilltown. But she was subsequently invited by King Memnon V Moonwind to extend the road, with dwarven aid, through the Outer Wall and right to the lip of King’s Hill. There the Singing Trail reached its eastern end and the famous temple to Hwarin, variously called Song’s End or Song of the New Dawn, was built atop the hill overlooking the city below. The courtyard between the Singing Trail and the Temple of Hwarin is noted for the immense statue of Hwarin Victorious looking back down the road to Jillaro and beyond as well as statues of Verenmars, Imthus and Aidea, Jannisor, and other heroic Kings and Queens of Imther. Key to the Map of Hilltown: 1. Daughter’s Road The Singing Trail reaches its end at Hilltown as it reaches the edge of the Glowline. The great, two-level road rises up a steady graded slope as it approaches the citadel, often substantially above the valley below as it bridges the nearby streams, until it reaches the Two Singers’ Gate. The road levels briefly as it passes along Aidea’s Vale between Winter’s Fang and Nealda’s Garden before its final rise to the King’s Hill and the Court of Victory (more commonly called the Dwarf Market). A rough-hewn mule trail called Khelmal’s Trace meanders beside the Singing Trail in its approach to the citadel gate and is used by local clans’ folk coming to market or the Clans’ Quarters. It also serves as a path for Khelmali in their initiation rites. The Two Singers’ Gate replaced the original Hounds Gate when Hwarin was welcomed into Hilltown. The singers are the carved figures of Hwarin and King Memnon, she on the north side, he on the south, both looking west and down the Daughter’s Road. The figure of Hwarin holds a lyre; that of Memnon holds a cithara. On nights of the Full Moon, a faint song can be heard by those standing beside it – Hwarin’s 7th Victory Ode. 2. Song’s End Temple to Hwarin 3. Central Market & Issaries Temple The Issaries temple of Hilltown runs both the central market and the dwarf market, though it has lost control of the tribute wagon train to the Etyries merchant Silenus. Those in Imther who seek a life of trade, whether following the path of Issaries or his daughter and wagon driver, Alakarma, come here to initiate, learn the merchant’s craft and the Tradetalk speech. A few lucky initiates find a position assisting a merchant of Hilltown. Most return to their clans and steads to serve as bargainers for their chiefs. Every Fireday, the Erenasaries, chief priest of Issaries opens the central market and one or more merchants of Alakarma ritually drive the first wagons up the road from Earthman Gate at dawn to call folk to come to market. The Alakarma merchants then set up the first tents and are ritually blessed by Issaries. When the market concludes, after all others have departed, the Alakarma merchant takes down her tent and heads off west, hands a copper coin each to two dog servants at the Two Singers’ Gate, and then passes out of the city. She may not return to or reenter Hilltown until the next Fireday. 4. Court of Victory & Dwarf Market The great status of Hwarin Victorious stands at the end of the Daughter’s Road. Statues of other famous and victorious heroes surround the courtyard including: Vingkot the Victorious, Khelmal holding the Spear of Hope, Perides wearing his famed helm, Verenmars with his massive war hound, Alakoring slaying the dragon, Imthus and Aidea bearing the Imtherian regalia, and Jannisor in the heroic imperial style. Residents of Hilltown often come here to leave votive statues and pray for blessings from the heroes usually climbing via the King’s Stairs which wind back and forth to the top of the hill beside the Daughter’s Road. On Wildday (the Full Moon) of each Stasisweek, the chief priest of Issaries opens and blesses the Dwarf Market within the confines of the Court of Victory. The King of Imther must come forth from the palace to oversee the market and ring the Five Brass Bells to summon the dwarves from Underhill. The Brass Gates then open and the dwarf procession advances led by the gold dwarf Targ the Trumpeter, announcing their arrival on his magical gold trumpet. He is followed by a line of iron dwarves who flank and guard the Street of Bricks. Finally, a small army of clay dwarfs push wagonloads of bronze up the Street of Bricks to the Court of Victory. This tribute is left for the King. Targ the Trumpeter then announces to all what goods he seeks. Erenasaries, priest of Issaries, declares the market open. Only the gold dwarf Targ will talk or bargain with humans during the market, his magic trumpet translating his words to ones the humans understand. And Targ will only trade while the King of Imther is present. At whatever point the King rises to depart, the priest of Issaries calls the market to close, and the dwarves file back down the Street of Bricks, pass through the Brass Gates, and close their doors until the next season. 5. Earth Temple & Serpent Road The Serpent Road winds up from Aidea’s Vale to the top of Nealda’s Garden, ending beside the old Earth Temple. Seasonal ceremonies and rites are held here, including the annual initiation of girls to become women of the clans. The Great Harvest Ceremony is the culmination of the year’s events and all clans of the Wilktar tribe as well as many mountain clans send representatives and offerings and receive blessings in return. Even during the Civil War, Electreis Earthmother ensured that the Harvest Ceremony continued and that the temple remained open to all clans. Two special ceremonies are of note. On Fireday, Deathweek, of Fireseason, is the Wedding of the Earth and Sun. Khelmali and Yelmalions arrive to compete for the hand of the Earth Queen. Competitions are held in Nealda’s Garden and include: archery, music, poetry, running, and the javelin. It is traditional for at least one Orlanthi to arrive unexpectedly by sneaking into the Garden. The Orlanthi must always prove he is worthy to compete for the Earth Queen’s hand. On Fireday, Illusionweek, of Darkseason, is the Quest of the Firebringer. A Khelmali must find his way into Hilltown and up to Nealda’s Garden while avoiding, escaping from, or defeating the Three Dark Foes. He must find his way into the Earth Temple to the place where Ernalda sleeps and bestow a kiss upon the goddess. The Khelmali must then find the Spark of Hope in the darkness and carry it out from the temple and deliver it to the King in the Court of Victory. 6. Urnfield 7. Earth Queen’s Palace 8. Mud & Blood Quarter 9. Clans Quarter 10. Crafters Quarter 11. Street of Bricks & the Brass Gates This is the dwarf road that leads to the Brass Gates and go beyond to Underhill, as the locals call the dwarf city. No human since Imthus and Aidea has passed beyond the Entryway into the dwarf city itself. The Brass Gates are etched with arcane dwarven symbols. Each day and night different symbols glow softly and most folk believe the doors represent some sort of magical calendar. 12. King’s Road [to Pilgrim’s Trail] 13. Wind Dagger Crag Sacred to the Storm Gods, the sharp and high crag has always been open to the wind and storm. In older days, those boys of Hilltown initiating to Orlanth would come up here through the Winter Gate. They would call the many winds to come and carry them up to Mount Remse and onto the spiral path to Giant Top Mountain and then to Karulinoran. Now it is largely abandoned, the gate closed off and guarded daily by decree of the King who wants no upstart Storm Lord challenging his rule. Yet there are persistent rumors of young clansmen coming here on Orlanth’s holy day, when the Dagger Winds of Plienal are strongest, daring to climb the crag and take the old secret path to Giant Top. 14. New Moon Hall 15. Old King’s Palace This old stone palace was built by the dwarves for King Imthus and Queen Aidea as part of their pact. Two great stone walls line lining the entryway detail many of the past Kings and Queens of Imther. The throne room sits squarely in the center with the Feasting Hall and old storerooms to the right and the King’s Privy Hall as well as the royal apartments to the left. Behind the throne room is the King’s Inner Hall where King Margor broods and plots. The palace is heavily warded by dwarf-wrought spells against many threats, wards that have accumulated over the centuries. 16. Daxus’ Tower 17. The Royal Counting House 18. The Great Storehouse 19. Rhynon’s Palace 20. King’s Hilltown Guard Barracks 21. Hervor’s Ovens 22. Dead King’s Palace Iron Torgaard the Dreaded commanded the dwarves to build this palace dedicated to the Gods of War. There is only one entrance, an iron door marked with the rune of Death and surrounded with other arcane symbols of war and conflict. Iron Torgaard killed both his aunt and his cousin and entombed them within the palace. When the clans rose against him, he led a muster of iron dwarves out of the palace and slaughtered all those who stood as foes including half the men of Hilltown. Only one other man ever entered and escaped from the Iron Palace: Torgaard’s own brother Torphaar who came back from Hell to slay Torgaard in hand-to-hand combat. Torphaar the Grey King subsequently sealed the Dead King’s Palace. 23. Mad Tower Through the lower gardens of the citadel sits the Mad Tower, the creation of King Daxus II’s successor, King Bodeval of the Starbeck, usually just referred to by his epithet. Starbeck was said to have been overcome by wonder for the Red Moon and caused this tower to be raised by the dwarves wherein the powers of Harmony and Illusion were balanced by the Moon. Inside the Mad Tower are doors that lead nowhere, rooms that cannot be reached, strange red mists that coalesce when the moon is full, and small scuttling and skittering creatures that can be heard but never seen. Two kings have notably disappeared within the tower, never to return. The first was King Karsor II who followed the words of the Whispering Wind along with his entire family to escape the horse lords. The second was King Harmachus who entered to find the Secret Book of King Starbeck. Recently, there have been reports by servants of a woman carrying a candle seen by the windows within the Mad Tower. Some think this may be Queen Abastis. 24. Firon’s Annex 25. Pilgrim’s Quarter 26. Dog’s Quarter This quarter, tucked between Inner and Outer Walls of the palace complex, is home to many of the dog servants and dogs of Hilltown. Most are thralls and serve the needs of the King and court. Almost all worship Jajagappa and godtalkers among them maintain a shrine to the god. There are various rumors through Hilltown and Imther that Jannisor was born amongst them or that a sacred relic of Jannisor’s is hidden there.
  36. 1 point
    As mentioned, lock-ins are fine. Gimpy's has lock-ins all the time. Also, some bars have tunnels that allow people to come and go unnoticed during the curfew. Many Old Pavis locations have tunnels allowing travel, from the Troll Occupation. What? Adventurers who obey the curfew! They should hand in their Adventuring Membership immediately.
  37. 1 point
    Canon changes, What was canon 30 years ago might not be canon today. What is canon today might not be canon in 30 years time. My approach is to read the sources, canonical or not, and take what I think is best and use that in my games. Glorantha is still very much a living world. People write about Glorantha all the time. Some is canon, some is not, but it can all be used. Some writings end up as canon eventually. When discussing Glorantha, some ideas are entrenched but are not canon. Some are canon but hardly ever used. It can be difficult when remembering something that isn't canon and using it in a discussion, but there are lots of people who would quickly point this out.
  38. 1 point
    Nobody really goes to the "old fanzines" for canon (except where the article was by one of a very few key authors), or expects a citation of "otherwise unknown fan from 1993, writing in a fanzine" to carry any weight in a discussion of what is/isn't canonical. The Mongoose stuff had the imprimatur of an "official" license, however; this gives it a prima facie "canonical" status. It is, so far as I know, the ONLY publisher whose stuff is now seen as so far-afield as to be judged entirely non-canonical. So when this particular source comes up in discussions of "canon," the ritual tugging-of-the-forelock and rending-of-the-garments must be performed, as must the ritual utterance of "it's not canonical of course, but..." YGWV and Hallelujah!
  39. 1 point
    Plus we've strayed immensely from the actual point of this thread.
  40. 1 point
    Very much so. It's simply that Aeon haven't had chance to print it yet. No Very unlikely. There's an entire campaign back being edited right now.
  41. 1 point
    Uh, it'd be nice to see a sculpt or two. Kind of hard to get excited about buying somebody a 3d printer without some sense of the output.
  42. 1 point
    In general since I am a one man team: new jobs, some career changes, and a 2.75 year old who is going through changes I had to put a lot of my creative projects on hold for a while, but it seemed old to keep coming back and saying "Uh... next week I swear!"
  43. 1 point
    Yes, very much so. And added into the mix are ancient heroes of Kareiston's Temple, whether part of its founding, it's resurrection in the 2nd Age, or it's restoration post-Dragonkill, whose names and epithets may be conflated with or distinguished from the temple's deity.
  44. 1 point
    Sadly James Polk, one of my collaborators on New Lolon Gospel and original participant in my Imther Campaign, passed away last week. In his honor, particularly with his love for music in mind, I thought I'd post one of the Imtherian songs he helped pen for NLG #1. The Song of Hypasia This sentimental (some say maudlin) song about the singer’s lost love, Hypasia, has become very popular around the hearth fires. It was supposedly brought to Imther fairly recently, but has spread rapidly since the civil war. The tune itself, according to bards of the Valusi clan, is far older. Verse: When I was but a wee lad I wandered far from home I saw those men a’fightin’ And thought that I would roam Chorus: But*, my sweet Hypasia I’ll never see you more. I’ve gone across the Empire, To fight a bloody war. Verse: I hear your name a’spoken In distant southern lands I wonder when I’ll have you Again in my worn hands. Chorus: <as above> Verse: I hear your voice a’speakin’ In wind-whipped battle cries But where you are my darling I cannot hope to ride. Chorus: <as above> Verse: I hear your name a’called In distant northern climes I cannot hope to see you Where metal cakes with rime. Chorus: <as above> Verse: With Jannisor beside me I never thought I’d fear But now I’m lost and lonely Without Hypasia dear. Chorus: <as above> Verse: Cross mountain peaks I ventured With cliff toads at my heels I stopped and prayed for mercy And bright Lokarma’s wheels. Chorus: <as above> Verse: Along the river valley I ride my tired steed But were I headed north again I’d ride with wond’rous speed. Chorus: <as above> Verse: I often sit in tavern halls They hold me in disdain But when I think of your brown eyes I drink up once again. ** Chorus: <as above> * The initial word in the chorus can also be ‘Oh’ or ‘So’. **This is the traditional last verse, sung when people are ready to end the song.
  45. 1 point
    For any Gloranthan topic we would be overjoyed to even have one author ask to write about it. Unfortunately, we have very very few authors asking to write Gloranthan material for us for either system. Many find the task too daunting for one reason or another. We have thought about doing "conversion" packs for HeroQuest books so they could be used for RuneQuest, and vice versa. We have no interest in doing dual stat books. These conversion packs would probably be a free or very inexpensive PDF that contained what you would need to use the book for the other system (mainly stat blocks). Those packs wouldn't be printed and sold as paper books by us, though. PDF only.
  46. 1 point
    Over on G+ thread, there was a little hint of an old map of Imther. I'm not including that here since it's out-of-date and non-canonical, but have included a couple maps showing the rough arrangement of the Laramite tribe in the south of Imther and the eastern wilds stretching to Balazar (where much of my old campaign occurred). Overlays done on top of relevant section of the Argan Argar Atlas.
  47. 1 point
    Some time ago, Hervé had privately asked me about any bits about Imther that weren't published in my short-lived New Lolon Gospel fanzine. This is one such bit that was originally planned for the never finished New Lolon Gospel 3, updated to align with the Guide and new thoughts and revelations about Imther. Aegisthus Sevenfinger - military commander of Amber Fort (mouth of the Gap River by the Elf Sea) Aegisthus is an Imtherian native who joined the Lunar Provincial Corps and is the first person new arrivals generally meet and he has put forth an effort to make all feel welcome and to provide work for all newcomers. He is practical and efficient, but seems to have a natural dislike towards merchants, particularly Bulverius Ambereye. Traits: Honest, Just, Valorous, Suspicious (of merchants). Passions: Loyalty (Lunar Empire), Honor. Interests: Military Engineering, Weapons. The Words of Aegisthus Sevenfinger to new arrivals at Amber Fort, 1617 ST. "Greetings! And welcome to Amber Fort, which, though far beyond the Glowline, still bathes in the light of the Red Moon and receives her blessings. I am Aegisthus Sevenfinger commander of Amber Fort until further notice per orders of Sir Petrusius, commander of Soldier’s Ferry and the Elf Sea March. As you are all new to Amber Fort, you undoubtedly have many questions about life here. I hope to answer these as best as I can, though for certain matters other individuals can instruct you better. Q: Where are we? A: Amber Fort is located a mile up the Gap River from the mouth where it empties into the Elf Sea, or Amber Sea. The primitive Balazarings, who you may encounter, call it the West River, rather a poor choice of names since it is the easternmost river of Imther. You’ll hear of a second site, Amber or Yellow Mouth, located at the mouth of the river itself. We are a good two days from the nearest fort at Soldier's Ferry if it hasn’t rained, and far beyond the aid of the Lunar Army or any other soldiers. Don’t count on any merchant to get you out of the storm’s path. We aim to be self-sufficient before the start of the next Darkseason, and all men and women will pull their weight or find themselves working as a dog for the local clans. Q: What’s at each site? A: The primary fortification is here at Amber Fort around Bare Hill. We have a solid defensive perimeter consisting of: outer earthworks, a ditch, and an inner wooden palisade. Beside the river is a boat work and launch site. Within the palisade is a stone storage building, a long house for the current patrol that Sir Petrusius sent down here, a long house for new arrivals like you, and a latrine. Others have built their own stead halls. Construction of a watch tower has commenced. My word is that we must continue to develop our defenses and structures if we are to survive. The site at Amber Mouth consists of the so-called “Trader's Quarters”, two long houses, and a statue to the Conquering Daughter. The merchant Bulverius dreams of a grand temple to Etyries, but they can’t even build a defensive perimeter because they’re in a swamp. My word is that if you encounter foes, you must retreat back to the fort. Q: Who lives at Amber Fort? A: Amber Fort now houses two squads of the Native Holay Corps, rotated through on a seasonal basis. After the fort completes its first season, it is hoped that resident warriors will handle all defensive matters. In addition, veterans of the Lunar army have come here to settle, as well as Imtherian refugees—former clansmen seeking a new home. The merchant at Amber Mouth is Bulverius Ambereye. There is also a godtalker of the Conquering Daughter there. My word is until matters are settled further, that I or my designate keeps peace and justice at the fort, and that Bulverius does likewise at Amber Mouth. Q: Who lives nearby? A: The Bearwalkers of the Haylfang clan are closest, and they are a mean and surly bunch. If you think spouting about the word of the King of Imther or Queen of Holay will get you somewhere with them, guess again. Best to stay on Alakarma’s Path if you should travel from Soldier’s Ferry to Cold Water Crossing – they’ll keep the rights of hospitality there, but if you step off the trail, they’ll hunt you down as like as not. And once you’re past them, you’re in the hunting ground of the Zith clan. Their new champion is devoted to Death itself – not one to mess around with. If you curse the Forfang, though, they may look favorably on you and let you pass. Once you get to the Heltver lands you’ll find friendlier folk who’ll offer water, blanket, and cheese to you. My word is that you keep to your own business and not going stirring up the storm. There are at least two clans of the native Balazarings who have visited the fort--those of the Summer Wind and those of the Greybelly Hare. The first has been generally friendly, while the latter has been more hostile. It has been rumored that a Turtle clan is also travelling here. Our proximity to a couple of their clan sites expose us far more to these spirit folk and their shamans than would be preferred. My word is that caution and suspicion should prevail in all dealings with these folk. Q: What dangers lurk upon the waters? A: We have encountered large water dragons along the shore of the Amber Sea. We have seen large worms far to sea. We have heard rumor of frog people who carry barbed spears. My word is that caution must be taken whenever travelling by boat. Q: What is there to do here? A: There is much work to be done. New long houses and hearths must be created. Food must be gathered from the land and the river to keep us fed. Land must be cleared and crops planted so that we may survive the dark seasons. Defensive works must be established. Vigils must be kept against the savage natives, their spirit-wielding shamans, and hostile demigods. Trade goods must be gained and prepared for their journey west. My word is that there is plenty of work for all. Q: What gods protect this fort? A: The Conquering Daughter has blessed this fort and has established a temple at the river mouth. The Scimitar of Yanafal Tarnils has bound this fort with oaths to protect it from our foes. The Imtherian deities Khelmal and Nealda seek the spirits of the land to aid and nurture us. My word is that the Red Goddess watches all our works and sends us comfort and protectors. Q: What gods oppose this fort? A: Valindum, demon lord of winter, has assailed us once already. We expect his return at the end of the year. The River Goddess, whom the natives call Espalende, has washed away and smashed three boats this Seaseason. She is said to be a fickle demigod. The Amber Sea, which some name Arkos or Azar, breeds the hostile sea serpents that can reach the Monsterstop. He often allies with the storm lords. We watch for signs of his work. My word is that we must be vigilant and strengthen our gods so that our foes are weakened. Q: Who can we see about other matters? A: For matters of law or work, you may see me. For matters of trade, you may see Bulverius. For matters of the spirit, you may seek out the priestess of the Conquering Daughter. My word is that answers to all questions can be found. I await your further questions."
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