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Showing content with the highest reputation on 11/02/2017 in all areas

  1. 2 points
    As much as fantasy gaming is my meat and potatoes, I have to applaud Design Mechanism for releasing now several non-fantasy adventures to show the versatility of Mythras. Outstanding!
  2. 2 points
    There needs to be a top-level, easy-to-find "(Free) Downloads" link on the Chaosium pages. Design Mechanism added one with their re-design and made it MUCH easier to navigate.
  3. 2 points
    Erm... Wealthy English minor nobleman Wealthy nobleman's Scottish valet-cum-ghillie Wealthy American occultist Wealthy occultist's English valet-cum-factotum (deceased, quite violently) French/Algerian occult-bookstore owner (institutionalised after committing a bloody murder and eating part of the body) French mechanical-engineering professor (left the group to try to get decent treatment for the bookstore-owner) Russian noble-born gentleman detective (institutionalised after dropping precipitously to 1 SAN) Bulgarian "antiquarian"/burglar Plus the even-wealthier wife of the wealthy nobleman, who's back in London as the person who'll hire the next bunch of investigators whenif the remainder of this bunch all die or go mad at once, aka the TPK Campaign Rescue Option™.
  4. 2 points
    I wonder if we can get Revolution d100 supplements translated to English? Rome: the End of the Republic sounds really interesting, but my Spanish is only good enough to get an overview, not to read in detail.
  5. 1 point
    The [House Rules] Yes, but... thread taught me a lesson. I put some work in my gaming aids and I should share them because they could be useful to someone else. Let's start by a summary of the character creation rules of HQ2 and HQG: HQ2G_Character_Creation_Summary.docx The basic contest rules: HQG_Basic_Contest_Rules.docx My three panel screen (from left to right): The first two files are for those that prefer separated Simple Contest Results and Extended Contest Resolution Points tables: HQG_SCREEN_01_CONTEST_TABLES.docx HQG_SCREEN_01_CONTEST_TABLES.pdf The two following files (V02) are for those that prefer a single table for Simple Contest Results and Extended Contest Resolution Points: HQG_SCREEN_01_CONTEST_TABLES_V02.docx HQG_SCREEN_01_CONTEST_TABLES_V02.pdf HQG_SCREEN_02_CONTEST_PROCEDURES_V04.docx HQG_SCREEN_02_CONTEST_PROCEDURES_V04.pdf HQG_SCREEN_03_OTHER_TABLES.docx HQG_SCREEN_03_OTHER_TABLES.pdf Next is what I call my gaming aid booklet. References that complement the screen and informations I like to have on hand (the last four files are the French and English versions of the same two files): HQG_REFBOOKLET_01_Spot_Rules_Summary_v06.docx HQG_REFBOOKLET_02_Magic_Abilities_V02.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits_English.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00_English.docx Note: the text in french in the "Spot_Rules_Summary" file (beginning of the first page) is the translation of "The HeroQuest game system doesn't simply tell you how well you succeeded at a particular task: it tells you whether or not you achieved your entire goal. What is the goal? What is the expected reward? Combat (conflict) is often the mean... not the goal!" My alternate contest results table coming from the [House Rules] Yes, but... thread: HQ2G_ALTERNATE_CONTEST_RESULTS_TABLE.docx A two in one gaming aid that is a smaller size "alternate contest results table" should I decide to use this option (it's very likely) and a cheat sheet for setting narrative difficulties should I need some kind of safety net. I fold the sheet in half so it can be put into a plastic sleeve. Thus, I can take it in my hand if needed or the gaming aid can lie against the screen so I can throw an eye at it from time to time. The cheat sheet is based on David Scott (the sample difficulties) and jajagappa (the middle and final climaxes) posts in the Setting Narrative Difficulty thread. Unfortunately, I don't remember whom the tension bit is coming from. Please, let me know and I will edit my post accordingly: HQ2G_ALT_CONTEST_RESULTS_TABLE_and_DIFF_IN_HQ2_English.docx Another gaming aid with difficulties and pregenerated rolls. When it is extended conflict time, especially with group extended conflicts, there can be a lot of rolls to make behind the screen. Rolling dice when I am running a game is not something I enjoy, it can be more of a distraction than anything else for me. Here is a gaming aid with pregenerated rolls and the difficulties and augment values that can be updated as the number of sessions grows. The D20 results can be copied and pasted before a session from a random dice generator. Each A5 side holds 350 rolls or so with the current font: HQ2G_DIFF_AND_PREGEN_ROLLS.docx Feel free to use and change those files as you see fit, they are here for that.
  6. 1 point
    While browsing my RPG collecion of books, I stumbled about the 'Deluxe Tunnels & Trolls' rule book. Distant memories came back to my mind and I thought I will have an other read. So I tried out some of the easily available Solo Adventures T&T sells on RPGnow.com, and was amazed how similar the game feels to RD100. It is lacking a bit in terms of character variety, but the rule system itself feels interestingly 'modern'. Then I thought: it is actually possible to use RD100 to play these games. Since Monsters in T&T have (mostly) just a Monster Rating to calculate Damage and their Ht Points, this is easy to translate. The rest of the system is relying on so called Saving Rolls, which is nothing more than an Attribute+Skill check. So, here we go, converting the Monster Rating (MR) to RD100: divide the MR by 2 to get the Resource Point Pool for Rd100. A Monsters Damage dice in T&T are multiplied by 10 to get the Monsters Skill rating (in %) for RD100. The actual Damage a Monster is doing in RD100 is a bit more complex: every odd die adds 1Might and every even Die adds 1d6 damage. This is just a fast rule, use it as a start. It might also even be better to have a look at a similar creature in RD100 to get better stats, but so far it was fun and I got the results I wanted/expected (read: lots of dead characters, died by the hands of creepy things in the dungeons). Here's an example: a Bandit with a MR of 28. In RD100 translation rules he will have a RPP of 14 (MR /2), with a skill of 30% (MR28 does 3d6 damage in T&T, so 3*10=30), dealing 1d6+2Might Damage (3d6 = 2odd dice (#1 & #3) and one even die (#2)). Although you might say the Skill rating is a bit low, the Bandit is still a considerable foe due to the high RPP and the decent amount of Damage he'll inflict (once he hits). In regards of Saving Rolls: simply use a Skill+Trait combination that works for the situation and if it has to be made against a different 'Level' in T&T, simply add a Penalty to your roll (e.g. a Lvl 2 SR will add one Penalty in RD100, a Lvl 3 SR will add two Penalties, etc.). This might seem tough, but T&T is a deadly game (yes, tunnel delvers die regularly from a failed Saving Roll. It's called a Saving Roll in that game for a reason). I hope this little guide enables you to play some really good choose-your-own Solo Adventure games , brings back some fond memories and most important: gives you something fun to do when your RPG party does not have the time but you still want to delve into amazing old-school adventures. Cheers, Rob.
  7. 1 point
    So, the question isn't so much the oft' repeated who IS Belintar, but what was he doing? I'd like to think that I'm relatively well-versed in Glorantha, but compared to some of the veterans around here my knowledge is only very newly gained and it's trying to wrap my head around things like this when it shows. One of the more odd things is that what the heck was Belintar doing - or trying to do - in the Holy Country? Thus I come to you for explanations, theories, conjecture, or what have you. I can see some hallmarks of what he was doing, but the gist of it escapes me. There's six "sixths", fitting with six elements, with Six Guardians, all doing something. Why was he a "patchwork god", yet why was he more than the sum of his parts, though? Something also tells me that the fact that the Only Old One was there (and why he had to be removed) is part of the equation. Perhaps the region itself seems special somehow. How do the governors fit in - do they have a magical role in this? So, lots of questions. I really got more into thinking about all this after the Prince of Sartar comic, but it didn't really make it all the much clearer to me. Then, of course, there is Belintar's nature itself. He is certainly using a serial immortality which is very similar to the Red Emperor. What exactly is the connection between Belintar's approach and the Red Goddess' aside from the fact that both seem to tap into the Moon rune? He seems to be striving for godhood, yes, but perhaps quite not as megalomaniacally. Oh, and what was that Larnsting doing there and why how come it pissed off the Sartarites? Is this why there have been no Larnstings of late? What was the Larnsting's role in the patchwork? This isn't really only to sate my idle curiosity. I find the high level adaptive meta-magic/philosophy that happens between some of bigger movers'n'shakers very interesting, but difficult to grasp in an actionable manner. And our gaming group tends to go for the high concept stuff, so I'd like to get my noodle wrapped around the concepts enough that I can toy with them. I mean, if all you wanna do is crawl in some ditch in rural Sartar, more power to you, but I think there's some room for higher power level gaming in Glorantha as well. I'd like to create Gods and Goddesses, do some experimental Heroquesting, and toy around with... well, whatever Belintar's doing, as well, but there doesn't seem to be as big of a toolbox for GMs or PCs for that kind of thing in the Gloranthan arsenal at the moment. Sorry for not offering much substance outside of a (huge) bunch of questions, but this topic is one that stumps me.
  8. 1 point
    Belintar is the only one who could see the hexes.
  9. 1 point
    We have very little understanding of the Holy Country prior to the arrival of the Seas. There's some sense of the division of Esrolia among various goddesses, but even their background is unclear. Somewhere I remember seeing it suggested that Belintar was recreating the Golden Age of Kethaela when all the elements were ordered and in Harmony. The chaining of the Larnsting (i.e. Movement) is part of the maintenance of Order (e.g. much like Yelm ruled the world with order). Whether this mythical Golden Age actually existed is unclear. But to at least achieve the manifestation of it, Belintar had to unite the elements under (or within) his God-soul. The Only Old One represented a different Truth of mythical Kethaela and had to be defeated for Belintar to reach his goal. The Pedestal raised by Belintar is very reminiscent of the Footstool of Yelm. The City of Wonders something like the Celestial City (including connections by magical roads).
  10. 1 point
    Malia began as a sweet person who was misunderstood. She found a form of life and tried to nurture it. If everyone joined with Malia and were granted immunity to her diseases, then her diseases wouldn't be harmful and could flourish. But she couldn't get anyone else outside of Subere to understand that. So the "chaos is nihilist" meme doesn't work here. There's more to it. Thed was raped and wants justice. In her bitterness, she sought revenge by bringing in Wakboth - probably by being manipulated by the insane Ragnaglar, her abuser. Her broo are twisted so they always have to rape as a part of her seeking the justice which was denied her by Orlanth. So again, the "chaos is nihilist" meme also doesn't work here. There's more to it. Ragnaglar was insane. He was driven insane when the Old Gods treacherously lured him into the Sex Pit. He's gone now so his motivations no longer apply, but "chaos is nihilist" also doesn't apply here. Wakboth, however, was one evil SOB.
  11. 1 point
    Sorry about hijacking this thread about Pamaltela resources on the web... maybe it has the potential to become one in itself. I was looking for any waterway leading around Somelz or its precedessors to what now is Fonrit, but I failed to find any. Churkenos went too far west before the rising of Somelz, and if you try to put Gendara etc. onto a map, Loral may be the only remaining dry part of it. Kimos is shown far inland and to the south. Of course we don't have reliable maximum shore lines for the Storm Age. I would think that the Flood Age map would aim to provide some sort of High Water mark, but that seems to be true mainly for Genertela. From remarks further down in your quotes it seems that you assume that the land south of the Spike would have been flooded significantly more than shown on the Flood Age mythical map, at one point or another. There is however a much limited flooding from the Torrential Wars, leaving places like Sharzu or Gendara the northern shore of Pamaltela, nowadays far outside in the Marthino Sea. I see a possibility that the Seas invasion went past Gendara, covering parts of the forest there all the way to Fonrit. From the Western maps, RM pp.8 and 11, it seems that Churkenos never experienced an eastward connection around the Spike, and that's corroborated by the Pamaltelan maps of pp.46, 48 and 51. Only the composite maps of the Guide report the Sevasbos invasion, and name it only for the second of the maps it appears on. For the eastern Pamaltelan coast, the RM maps of the East may be more informative than those of Pamaltela, but those maps too always show an intact landbridge and forest from the foot of the Spike to the Fense mountains north of Tarien, Jolar and Kothar. For that reason I looked for an overland settlement of Selvukko by the Veldang, and the cryptic Afati notes offered one possibility. Did they have a shore there, then? Or did Yeetai's cloud ships land on some inland body of water? What are your indications for placing these obscure places in Fonrit, other than to make this fit your theory? I read Coborandra as a planetary land, halfway between Earth or the Spike and the upper sky. The Soft Heart may as well be the hole now occupied by Pole Star which remained unfilled when Umath pushed the Sky up from its pivot on the Spike. The Zaranistangi connection to Mastakos/Uleria/Emilla makes a second planetary body likely. RM p.47: So, this suggests that there were other celestial bodies carrying life and even civilizations, and as far as I am concerned, the Zaranistangi are one of those from a different celestial body than Veldara. The Loper beasts are nowhere to be found in Fonrit, or any beasts like them. Somehow the Loper Riders appear to have been able to find nourishment for their beasts in the Wastes, suggesting that they have an acceptable origin. But then the Sable antelopes appear to be of not quite Storm Bull ancestry either. According to the Mythical Maps of the Breaking of the World and the Grey Age, there were no water bodies inland of the -guyas at the Dawn. The God Learners called Kanem Dar "Kebor Island", which indicates that the Poysida Strait already existed. Looking at the map of the Flood Age, Tishamto and Gendara form out of the Jungle, possibly cleared by the initial impact of the Sevasbos invasion into that forest. Interestingly, the forest surrounding the Spike's base (piercing through the Earth) now is the Greenwood rather than Yellow Elf jungle. Like I said, the coast lines needn't be exact, but I did not get the impression that the forest between Spike and Fense was drowned prior to the Great Torrent just before the Breaking of the World. Bredjeg is never mentioned anywhere else apart from this Veldang myth. The Sky Wars mentioned appear to have seen Tolat and Lorion on the same side, united against Bredjeg. Lorion's rise occurred after the birth of the stars, instigated by Umaths path of destruction through the eight planetary sons (and daughters) of Yelm. The only cognate in Genertelan myth would be Umath clashing with Tolat; Orlanth invading the sky, then going to Hell on the LBQ; or the invasion of Tyram the Sky Terror (which the Orlanthi claim Orlanth ended, rather than the Red Planet god). This creates a problem with the sequence of Godswar events, though - the Zaranistangi and Veldang are supposed to appear only after Orlanth's conquest of the Sky, and long after Umath's attack on the Eight Planetary Sons (all but one - who instead went into the Pit - of whom went to Hell, and only some came back). Still the maps show Oabil as south of the Fense mountains, and Chir north of it, and west of the Jungle. Poto and Chir are mentioned in the Vadeli chapter, while Oabil is the Pamaltelan term, so I would assume Poto to be identical with the Oabil in the maps. The absence of the floods is what makes Fonrit so difficult. The Sevasbos Sea is described as a host of sea gods led by Serelazam, but it shows no expansion between the Middle and the Late Storm Age, and only the Great Torrent preceding the Breaking of the World finally drowns the interim Thinobutan exodus lands. This does indeed conflict with the assumed long-lived empire of the Indigo Conqueror, but I thought that Afati might have intervened in a succession struggle after Jarkaru's demise, and temporarily have conquered Kungatu and Mondator before moving north. Not dissimilar from Sheng conquering Kralorela, then bringing lots of Kralori to continue his conquests of Peloria while remaining absent from the East for long times. (But then we don't have too many details of what either Sheng or the Lunars did in that war. Fortunate Succession is possibly our best source besides the Guide, and that's meagre in details compared to the place mentions in the Guide.) The Agimori of Laskal and Baruling, the parts of Fonrit without any Veldang population? I agree that this survives a shave with Occam's Razor. I would guess that Afati would be an inherited name rather than a presumed identity with the Storm Age immortal leader. I find it rather hard to imagine a non-drinker going diving. It still leaves the issue with the yellow elf forest stretching all the way from north of the Spike to Dinal. Pamalt's countermove against Vovisibor may have used the devastation left by Filth-Which-Walks, but otherwise those forests should have been impenetrable. Those Five Evil Ones get one mention, on RM p.51. P.66 states that Vovisibor had been called by Bolongo, who was killed by it. The Pamaltelans have no account of how the Sun Emperor died, only that he went down into the Underworld. Apparently that's the "*Bijiif" who fathered Chermata and Veldara on Enjata-Mo. Does Kendamalar have to get a different set of conspirators than Yelm? Mother Pujaleg and Tolat should be a sufficient Pamaltelan contribution. So what was he? Filth Which Walks could be a Vadeli, or a Vadeli creation. It doesn't have to be Vadel, although Vadel's journeys into Bamatela rhyme with the many encounters Pamalt had with Vovisibor before. Fonrit is the surviving part of Baraku, the Spike Lands. The magics that shaped Fonrit also plagued the rest of "Selvukko", the lands north of the Fense, and we know that Artmali and possibly Vadeli influence hurt the Thinobutans.
  12. 1 point
    Belintar was the bringer of a manifestation of the magical Otherworld (as mapped in the "Spiral Map" in Arcane Lore) in the populations and lands of Kethaela. It doesn't seem like this Otherworld ever was a Godtime representation of Kethaela, but rather an expression of the Godworld beyond the normal Heroplane (which basically is a visit in pre-Dawn myths more or less locatable on the map of the world). The Spiral Map of the Godworld might even be a "pre-collision of the worlds" expression, catering to an idea endemic in the Hero Wars/HeroQuest 1 era and in the books of the Stafford Library. Basically the missing northern, Theist component that would complete the other three Revealed Mythologies approaches from a Separate Worlds model, one never explored because on his explorations of the Lunar Empire Greg lost himself in Pelorian weirdness rather than providing a unified Genertelan approach. So, whatever roots of Creation the Lord of the Harshax has been reaching back to, it is Deep Heroquesting, different from the Green Age explorations that get hinted at in Entekosiad or shown in the Eleven Lights Quest, but as fundamental. And possibly a place Arkat never visited. Belintar fears the return of the Destroyer (as per Prince of Sartar webcomic), and we are made to think of Arkat. I rather think of Gbaji, the bi-directional mask between Arkat and Nysalor, and, since Arkat was pushing back the Bright Empire, carried before Arkat into the lands of Kethaela. Never mind that Nysalor's enveloping Bright Empire altered the magic of the land, too. Arkat's advance destroyed those alterations, and probably some of the underlying mythical strata altered by the Bright Empire was destroyed, too. IMO the Sixths reflect the radiants of the Spiral Map, with five elemental sections and one mystical or empty (Meldek? although I hate that term) section (corresponding to God Forgot). Moon is not an elemental radiant on that map, but manifest in the inner part of that map as three mountains (white, red and blue) and a missing black mountain that would be in the gap. That means that a Lunar component is immanent in all the other elemental radiants (even Storm) in that magical Otherworld of the Holy Country. Basically, Belintar re-created this magical structure by acquiring powers from each of the six hitherto un-united populations of the Holy Country. The Kingdom of Night did not really include the Rightarm or Leftarm archipelagos, and the God Learners never managed to conquer the Shadow Plateau. I am convinced that Jar-eel, coming from the Pelorian traditions as outlined in Entekosiad and Glorious ReAscent of Yelm, would have been rather ignorant of this special magical Otherworld which contributed the part of Belintar that she wouldn't perceive, and neither Harrek, not in 1616 and not in 1624 when plundering the City of Wonders. Part of Belintar, and a good portion of his capital, underwent some partial form of utuma through Jar-eel's interference, trapping the essence of Belintar not composed of those Sixths in that Otherworld, along with the previous winners of the Tournament of the Masters of Luck and Death resident there. Belintar wasn't able to force the Only Old One and the Storm Sixth into his scheme without much reducing them. At some time the theory went that Belintar placed an Iron Sword in the Only Old One, preventing his Healing, and the webcomic has Belintar chaining the spirit of Freedom (and Change) in order to control at least part of the Storm worshipping Heortlanders, much reducing the magic of the Larnsti. The governors do have a magical role in this - their ritual obligations maintain the five elemental and the non-elemental Guardians of the Sixths. The Red Emperor Takenegi was a manifestation of the Egi on the Red Moon. Until Shen Seleris destroyed the original Takenegi's ability to return in his original shape/mask, this immortality was more of an obnoxious reappearance of the same entity regardless how often you squashed and exterminated it. The different masks of Moonson are a much more recent development, and one might accuse the first of these masks to have imitated Belintar's established method. The details of Sheng's wars against the Lunars haven't been published, and I doubt that they are hidden in the extremely limited collections of Greg's Vault that went to maybe two dozen top supporters of the Guide kickstarter. Good question. That Larnsting (in the meaning of an expression of the Celestial Court entity Larnste) is an expression of the freedom virtue of the Orlanthi which is also tied to Orlanth's ability to Create. Then there are the Larnsti, holy people among the Hendriki tribe who embody these virtues of Orlanth and Larnste and who used to wield considerable magical power. History of the Heortling Peoples names several powerful Larnsti for the end of the Gbaji Wars and the early Imperial Age, several of them becoming kings of the Hendriki and the adjoined Foreigner Folk (Kerofinelan exiles, Esrolian exiles, Pelaskites and Esvulari). At one time it was stated that the Sheriffs of Heortland wielded some Larnsti powers through Belintar (and presumably that chained entity). In all that time, only one free Larnsti emerged, and he manifested his powers outside of the Hendriking lands, in Dragon Pass. That individual was Sartar. So, in this light, you will want to explore that Magical Version of the Holy Country, a heroquesting realm of highest stakes that may eat up the questers, cripple their magic or at least aspects thereof, and at the same time may open other magical powers to them. Whenever Belintar's latest body died, dozens of individuals in the Holy Country would be transported into that realm, struggling to reinforce their personal powers and to acquire relevant powers they did not bring into the Tournament, wrestling them from other contestants or picking them up from challenges the magical environment poses. I always thought it would be a waste if all (or almost all) of the participants would emerge burnt out of all of their powers, so I thought long and hard how to bring back questers changed. IMO one of the first "victims" of questing in that magical version of the Holy Country was Andrin, the Hendriki King "slain" by Belintar, and returned a year after his death, significantly altered - missing a significant part of his soul (perhaps that Larnsting chained to Belintar, bestowed on him through his coronation as King of the Hendriki?), but magically and physically as powerful as before, only now a true follower of the Godking. Orlanthi Taliban/Fox Trumpeteers have maligned the returned King Andrin as "Zombie King". IMO this has been read in a wrong way - Andrin emerged as much alive as any other Kethaelan. His Kingship was crippled, though, a most significant part chained to Belintar, and rather than bestowed to the King channeled in trickles through his deputies, the Sheriffs. But Andrin gained significantly during this experience, too, compensating the loss of that Freedom spirit of his kingship. He would have gained a deep insight into the greater magic of Belintar's Holy Country, and manifesting that multipart-made-into-more--than-its-sum ability. I think that participants of the Tournament of the Masters of Luck and Death all gain some of this magic, which might make up for the loss of a specific (and self-defining) ability they lose to the "There Can Be Only One" (Highlander) concept of the Tournament where questers eliminate one another from the Tournament. In other words, you cannot leave the Tournament without losing some of your original and acquired power, as the remaining candidates accumulate the sum of magical properties that make up Belintar. When the winner's body has become compatible to the sum of what makes up Belintar, he is released to an Otherworld/Godworld existance retaining his Will (his ability to effect Change there) while Belintar takes along that which ties together the Sixths plus the six major and countless minor manifestations of the Holy Country into the City of Wonders, giving the next body of the Godking, for a while. The "losers" of the Tournament - those who return from it with powers - would IMO make a cadre of Holy Country agents and facilitators supporting Belintar's rule in some way, a hero band which rarely if ever assembles completely but quite constantly on detached duty. After Jar-eel removed the Lunar power manifesting the center of the magical Otherworld of the Holy Country, that power could no longer be obtained by a participant in the 1616/17 tournament, resulting in no quester returning hale or sound, and more significantly failing to produce a new body for the Godking. Somehow, the six governors - often given the chance to participate in the Tournament when initiating the ritual that starts it - did not participate, or if they did, they didn't survive. I used to think that the Governor of Heortland would have participated, but History of the Heortling Peoples and the Guide tell a different story. Hendira certainly remained around after 1617, so she probably sent in some other high priestess of Ernalda. It should be possible to enter that magical version of the Holy Country outside of a Tournament. Entering it through the Tournament rites will most likely result in death or spiritual dismemberment without much if any gain in compensation. Bypassing the Tournament through similar rites may put questers in a weaker or harsher starting position, may still sear of some of their selves (in game terms expressed through runes from their initiation), or alter existing runes in their expression, as it did with King Andrin's Storm and Mastery, and replacing his Mobility/Change with something else. (Possibly Moon...) Gaining a knowledge of the Tournament grounds through preparatory questing there might open the way for a return of the Lord of the Harshax, if your players are inclined to go that way. If you know some French, check out Philippe Sigaud's group's experience on their (non-canonical, time-line-ignoring and therefore glorious) campaign to bring back the Godking. Some of the material on http://kethaela.free.fr/ is available in English, too. All of the above is my personal speculation, extremely likely to be contested by other regulars, but I think this offers a way of approaching what makes up Belintar while providing questing material. There is hardly any information on the features of that magical Holy Country, the map in Arcane Lore has more or less colorful place (i.e. encounter) names which you would have to flesh out in creative ways, and possibly in different ways for each visit there. I said above that this might be territory without much if any Arkati presence, so maybe Arkati training (whether in Ralios, Arkat's Hold in the Esrolian North March, or through other sources) might be a game changer when questing there. I feel that the God Learners did damage the interface to Kethaela a lot during their stranglehold on parts of Kethaela, but they never penetrated Kethaela's deepest roots, at best creating a secondary access like the Caladra and Aurelion cult at the Low Temple. There are sealed-off or haunted remnants of God Learner activity in Kethaela. It isn't clear how much Belintar used these scars in the magical landscape to punch through to the special Otherworld, and how much the God Learner activities there may have required the Lord of the Harshax to become this re-possessing, fast-aging semi-immortal. Researching Delecti (who does a similar, much less palatable returning game using corpses) might be a good side-activity for curious questers. Lots of potential there. Have fun with it!
  13. 1 point
    He was trying to fill in a place on a map where Greg randomly wrote "The Holy Country" because he thought it sounded cool.
  14. 1 point
    I think there was a separate landing of the Artmali in north Pamaltela by Yeetai who founded Rew' Melod (RM p47). I interpret the fragmentary material on p49 as follows. The Artmali had some sort of civilization which included the Zaranistangi in Fonrit in the Flood era. Known landmarks include the Hard Rock (now the isle of Kanem Dar) and the Soft Heart (what is know the Inland Sea which I think was land-locked until the Closing Guide p553). Tishamto and Gendara don't rise until the middle Storm Age. The Artmali move against Tishamto. The Artmali go to war against Gendara/Genjara. This may have included the wars of the Zaranistangi against Bredjeg (RM p47). The Zaranistangi left and the Empire fell apart. The Artmali then have a conflict of some time with Oabil. Sor (Guide p572) on the isle of Kanem Dar was probably founded at this time. Other parts of Fonrit remained under Artmali control but they were unable to expel the Vadeli conquerors from Kanem Dar. The Vadeli have been here since the flood so this conflict will occur early in the middle Storm Age. Afati's conquest then begins. Afati is said to be from decadent Tishamto which is said to be after its conquest by Kungatu (RM p65). So this is some time after its founding. Now the key puzzle here is that Afati conquers the southern part of the Artmali Empire with the gloss that Southern means that it was south of the wall mountains. At first sight, the wall mountains refers to the Fense (Mari, Tarmo and Palarki). But that refers to Kungatu which can't be right (Kungatu just conquered Tishamto which in turn in conquering the northern portion of Kungatu?!?). Then it struck me. The Wall Mountains being referred to is the mountain range that runs from the Tarmo in the southwest to Kareeshtu in the northeast. Afati is hence conquering the region south of this mountain range being the Baruling Valley, Tarahorn and Laskal! Support for this comes from the name of Afati-Tal (Guide p568) a recent and deceased foe of the Pulajeg Empire. So the original Fonritans are Agimori from Tishamto who moved northwards in the middle Storm Age to avoid continued rule by Kungatu. This also resolves the vexed issue of Mondator being a name for Fonrit (Guide p561) yet is placed wouth of the Fense in the mythic maps (Guide p688). The God Learners knew the name and that it lay south of the mountains. But they got confused by the mountains being referred to and so put Mondator in the wrong place. The last section supposedly refers to the Oabil and the Genjeran remants ganging up on the Fonritans. Afati's people could be described as the New Artmali (in that they were forced to take up Artmali customs) but I think the usage odd. In any case it doesn't really matter as five wicked shamans/sorcerors/whatever killed Kendalamar to create Vovisibor. I'm assuming that one is Vadeli, one is Artmali, one is Genjeran, one is Afatite/proto-Fonritan/Tishamto and the last could be a yellow elf. Vovisibor wasn't really an invader as he came from Fonrit.
  15. 1 point
    who'll hire the next bunch of investigators whenif the remainder of this bunch all die or go mad at once, aka the TPK Campaign Rescue Option™. Ha, I love that part of the post!
  16. 1 point
    If you're a fan of Fritz Leiber and Lankhmar, you'll really like this mini-campaign. It's good stuff.
  17. 1 point
    For Blackwater Creek, Students: a debutante, and her boyfriend jock fraternity brother. A foreign exchange student. A son of a crime family somewhat related to the ones running whiskey. Weapons skills with these were interesting, but they wove them into their backgrounds. A bartender/retired wwi vet. Added skills for botany for growing up in the area at a farm. Writer: seen too much already and looking for information on the next a book. Sketchy background which lead him to be good with a gun. I asked them all to provide family back stories and at least one phobia related to the outdoors.
  18. 1 point
    This sounds like a work for Gianni. He is the T&T expert of the team. He even managed to make us play T&T once or twice.
  19. 1 point
    I love it when Chaosium and its products is so hot that the stock runs out! Happy days! (and suck on that D&Ders).
  20. 1 point
    Easier doesn't mean it's only important 'on the fly'. It means it's easier. So if I'm populating an adventure with 50 different humanoid creatures of varying size/toughness, knowing their arms are all 0.25 their hp and legs, abdomen, head are 0.33 their hp, etc is going to make that (let's be honest) painful monster-generation process a *tiny* bit simpler. That's a bad goal? RQ2 resulted in too few body HP, and too many limb HP on large creatures. I don't believe it's absurd to think that a 7 ton giant should be a TPK machine to people dumb enough to melee him. RQ2: 28 hp total, chest 11, arms 9, everything else 10. RQ3 (IIRC): 42 hp, chest 17, arms 10-11, everything else 14. Bigclub is THREE STORIES TALL (9m) He's SIZ 69. On a human proportions (yes, setting aside physics) he's 15,000 lbs. Firstly, the idea that he's got body hp (28) double that of a decent adventurer is...well, sorry it's silly. The only reason he's tough in SPH is because he (conveniently) has +10 AP skin. Without it? A single good special arrowshot to the head kills him. Secondly, (and more importantly) because the RQ2 location hp mechanics go up linearly after a point, the damage proportions between limbs/core get all whacky making limbs intuitively too tough relatively. For a normal 10-12hp human, chest is 5, legs/abd are 80% of that (4), and arms are 60%. For a Bigclub, his legs are 90%, arms are 80%...and he's not even that big of a giant. But what that does mean in RQ2 he can be nearly dead from one completely-mangled limb, where in RQ3 he'd be at about half...like a human. And sorry, the "well there are magic dragons so why bother about realism?" response is ...weak. Why do we have bigger weapons do more damage than smaller? Why is a STR 18 toon able to lift more than a STR 6? Why is there gravity at all since characters can fly?
  21. 1 point



    The official Basic RolePlaying QuickStart - free to download, with permission from Chaosium.