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Showing content with the highest reputation on 03/05/2018 in all areas

  1. 2 points
    @g33k asked Saw the thread-tag... just had to add: ... and to keep it Gloranthan... does anyone know if figs are canon in Glorantha? And if so, do they have any special standing in any cult, sacred to a Goddess or important in a ritual, etc? Figs were of course a staple of the ancient mediterranean @Iskallor mentioned Fig Lane in his adari. i have figs growing around the Paps by the Oasis Folk. I think they grow the Natal Fig as it has fruit and can be harvested for barkcloth. This material is ideal for making patterns and designs in itself. Aldrya priestesses wear it. It’s made possible as this fig is supported by one of the old agricultural spirits at the Paps. I suspect a few oases grow them, with most have one or two. I suspect the fruit isn’t too tasty but herd animals love it.
  2. 2 points
    Here's a quick list method approach I threw together for an upcoming cross-setting mashup game. It pre-chooses some things and constrains in places so as to guide a player quickly through the process. How to Make a Character in Under Ten Minutes Write a pithy one-liner description of your species/culture/background. Assign it a rating of 15 Come up with two breakout abilities for details or specialties within it. Rate one at +1 and one at +2. Write a pithy one-liner description of your training/profession/experience. Assign it a rating of 17 Come up with three breakout abilities for details or specialties within it. Rate them at +1. +2, and +3. Describe three more abilities to represent other things not covered by the above, or things that are related but distinct enough to merit a seperate ability. These can represent special abilities or powers, connections, character/personality traits, special gear, followers, etc. - basically anything that might help you solve a problem. Rate two of them at 13, one at 15. Write a pithy one-liner description of a distinguishing characteristic, ability, or trait. Either make it it's own ability rated at 17, or a breakout under any of the above at +4 Do ten of the following, note the ability next to each one you choose. "Raise a stand-alone..." ability cannot be used on the same ability as "Add a new +1 breakout.." or "Raise a keyword..." Option Chosen Ability to which applied Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a stand-alone ability by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Raise a breakout ability by bonus by 1 Add a new stand-alone ability rated at 13 Add a new stand-alone ability rated at 13 Add a new stand-alone ability rated at 13 Add a new stand-alone ability rated at 13 Add a new +1 breakout to an existing ability Add a new +1 breakout to an existing ability Add a new +1 breakout to an existing ability Add a new +1 breakout to an existing ability Raise a keyword (ability that has breakouts) by 1 Raise a keyword (ability that has breakouts) by 1 Raise a keyword (ability that has breakouts) by 1 Describe 1-3 Flaws. The first has the same rating as your highest ability/keyword. A second gets the same rating as your second highest ability/keyword. A third gets the same rating as your lowest
  3. 1 point
    Hi, One of my players wants to recover the lost myths about Maran before she took Death. She thinks that her runes should be Change/Earth as the Active/Earth also she thinks that one of her roles should be the psychopomp for the Earth Tribe, guiding the souls thru the earth to reach the Halls of Ty Kora Tek. What do you think?
  4. 1 point
    Happy to see our family game KHAN OF KHANS is one of the top games in the Japanese Blue Cat's Nest 2017 Game of the Year awards (and the "card game played most often last year"). Also that they are excited a Japanese version is in the works! 蒼猫の巣ゲームオブザイヤー2017発表! http://horikenfc2.blog133.fc2.com/blog-entry-99.html
  5. 1 point
    Although these are not our miniatures, I just can't turn down 48 models for £20, These Victrix greeks make fine Lunars.
  6. 1 point
    Well, of course. Citadel broo figures were always great figures, and they even called them "broo". (Actually all of the old Citadel RQ figures were brilliant IMO.) Then GW made the decision to only make Warhammer figures and all those great broo ideas had to be called something else, and "magically" the Warhammer universe includes "chaos beast men" (or whatever they were officially called) and you're off to the races. Clearly the whole Warhammer thing worked splendidly for GW, but I miss the old Citadel figures line (their D&D miniatures were pretty good too), back when 25mm meant 25mm, not 30mm. Of course, I am an old fart.
  7. 1 point
    Sun Daughter? Is that why Light Sons are forbidden to disguise themselves as women?
  8. 1 point
    Some years back I started a seafaring campaign centered on Maslo, particularly the Elamle peninsula. Didn't get real far, but the recent thread on what folk in Maslo look like reminded me that I did put together some odds-and-ends of myths and ideas. Part of my vision for Elamle was around the concept of the Right Sacrifice. The Sacrifice is a communication & exchange with the world of the Spirits. The Sacrifice energizes the Spirit World and the Spirit World consequently infuses the Mundane World with Life and Energy/Magic. The superstitions of the Elamle folk are connected to making the Right Sacrifice to maintain the balance with the Spirit World. Without Sacrifice, the Spirit World is not renewed in the right way, making beings of the spirit plane hostile and malevolent, warping the fabric of the Mundane World. The following are more conceptions or fragments of Elamle myths based on the different types of Right Sacrifice. Elamle and the Eight Villages of Sacrifice In Bayahote, the Sacrifice is of a limb, which is regrown, but the Limb establishes a link of the person to the earth and the trees. The person will feel harm to the earth/forest. In Neimingu, the Sacrifice is associated with the statue of Elamle and meeting the 294 conditions of the Oath of Elamle (the sacrifice broken into many smaller parts, perhaps each corresponding to a body part?). In Olyn, the Sacrifice is that of movement where the Citizens become like trees. All goes to this ultimate sacrifice and the spiritual connection of the Citizen. In Wendo, the elves have a dock and are part of the town. Undoubtedly, there is some additional element of the Sacrifice here as well. There were four other villages, now hidden [or just not named], which marked the other Sacrifices. One is on the Edrenlin Isles. One is near the Alyss River. One rises in the heart of the peninsula--the dock of the Sky Boat. One may have been carried off to Kumanku? In Onlaks, there is no equivalent of the Sacrifice and as a consequence the Sacrifice is the ritual devouring of humans by the jungle. The Hero to unite the land must find the Path of Elamle. Dimalanta and the Sacrifice of the Vadeli In the days when the foul Vadeli travelled the world, they came to Thinobuto. Dimalanta sought to end this threat. Dimalanta went to Bulayaom and found the Feathered Serpent of the Fiery Breath hidden within the stalk of the Star Reeds [rainbow?]. There was a contest and the Hero [Dimalanta, though possibly Thakinda] Sacrificed in such a way that the foul Vadeli were withered by the Fiery Breath and consumed by the Hungry Spirits and destroyed. When the foul Vadeli returned, Hoom Jhys called up this myth again to destroy the Fleet of the Vadeli. It was not that the Fleet of Maslo was destroyed, but that they had to participate in the Sacrifice to complete the task. Hoom Jhys should have been the Hero who made the Sacrifice, but being of Onlaks, who do not Sacrifice of themselves, the Sacrifice came from all the combined support. So the Vadeli were destroyed but Hoom Jhys survived to return to Maslo. Caylaota and the Fall of Hinaduc (Light of the Sorrow or the 'Idea') When the God Learners came and fashioned Umbertal, a Hero of Olyn (Caylaota) Sacrificed following the Way of Dimalanta and called forth the Spirit of the Dragon Breath to consume the Flame of Vadel. The Dragon Breath has since guarded the site and has been warded by the Flaming Serpents. Caylaota travelled the Shimmering Path of the Reflecting Lights and the Simmering Trail of Unyielding Tears to find the Dragon Breath Spirit hidden amidst the Sundering Blade Swamp. Caylaota and the Defeat of DucDucDa The Story of Caylaota and the defeat of the evil DucDucDa who watched the Spirit World with an always burning Eye. He went on the Trail of Simmering Tears and returned with the Dragon Breath to blind the Eye. He Sacrificed his own Eye to pass the Rocks of Blinding Rays and complete his task. He immediately appeared in the Western Half of Olyn and taught all within the Secret of the Laughing Tear. The followers of Caylaota cleansed the Rocks of Blinding Rays with the Serpents of the Flame.
  9. 1 point
    This was one of the early stops in the campaign: the Lighthouse of Umbertal. I think I was still using HQ1 at the time, so various resistances, etc. reflect that. The Lighthouse of Umbertal In the second age, the God Learners built a lighthouse on a high point rising above the coast from modern Olyn. The Lighthouse was tended by a God Learner and his 'pet'. He was a student of the ancient land of Thinobutu and their myths when not tending to the Guiding Light, a container of pure burning water taken after the Battle of Tanian's Victory. The God Learner experimented with myths of Thinobutu, trying to relate deities of Vithela to spirits of Miirdek and Pamaltela. The Closing crashed a great Dragonship against the coast, parts of which soared into the air and destroyed the Lighthouse of Umberwal. The lighthouse tower broke and fell, so there is a line formed from the broken 'base' room which included kitchen and other items; the bedroom with the 'pet' [Beast Rune]; the study of the God Learner with old broken artifacts (which the Waertagi will not want as cursed); and the Burning Room where the globe of light fell and spilled. The 'pet' may be a fairly unintelligent but long-living Timinit (a Lucan), or it may be some other wizardly construct. The Waertagi Story An old Waertagi (of the green-skinned kind) is seeking ways to reactivate and repair the ruined dragonships near the port of Olyn. He contacts human sailors to help gather parts which the local ludoch cannot reach. He seeks items from Old Jrustela and God Learners that can break God Learner curses on the wrecked ships and seeks help getting a 'treasure' he cannot otherwise obtain. He cannot reach it because: It's on land It's protected by local idol (which the folk of Olyn try not to awaken) It's affected by a God Learner curse (burning water?) The treasure is draconic in nature - a part of a wrecked dragon ship. He does not know what part, but thinks it is most likely one or more scales. He is persistent trying to get help -- he is obsessed with this task - and will offer 100 sea-metal coins per treasured item brought back. Minor Victory in Bargain can add 100 sea-metal coins per person as well Major Victory in Bargain can add a Coral Trident and a Dagger that suffers no Attack penalties when used in water He will try to curse those who won't help him -- though he is wary of anyone with ties to local spirits which could plague him or drive him out. The Ruins of Umbertal The treasure that the Waertagi seeks lies in a ruin from at least the time of the Closing, but may in fact be older. The Hidden Vale: The ruin is warded by the Idol of the Serpent of the Flaming Tongue The idol was established by a shaman of Olyn who sought to protect the town from the danger (and keep the townsfolk and elves from bringing danger upon others). It's spirit nature is hostile to sorcery and theistic followers. The warding is doubly set with two idols, one facing in, one facing out. Each warding manifests as a Serpent Spirit Guardian. Within the warded vale is a fragment of the Closing: it's like a piece of fog torn off and trapped here and the Open Seas ritual is needed to penetrate it. Without the ritual, the characters may be: 01-07: turned around and back where they started 08-12: violently forced back 13-17: attacked by sea creature(s) 18-19: encounter sea monster 20: on some other island elsewhere in the world Passing through the Closing leads them to the actual ruin. However, there are Rubble Runners feeding in vale off those creatures trapped in this bubble of the Closing The Ruins of Umbertal: This is an old ruin, a God Learner lighthouse, and may have other God Learner protections, traps, or monsters which have been forgotten. The Basement - dark rubble Contains a giant pile of rotted wood -- the home of the Lucan (or other 'pet') A small group of Rubble Runners also nests in holes in the basement and forage in the surrounding areas The Kitchen / Bedroom - collapsed largely to the south of the Basement The stairs are smashed -- this is where the Dragon's Claw hit This area had minimal items in it -- kitchenware and utensils, pots and pans, a sleeping pallet The Lucan largely worked here and still does, performing his daily tasks of cleaning and guarding the stairs from passage (though easy enough to go around) The Lucan has cleaned the room, pushing a great pile of cinders (dried dragon's blood) into one corner Beneath the sleeping pallet, the God Learner kept three items: A Spirit-Resisting Crystal +10 AP when defending against spirit attack A Spell-Enhancing Crystal +3 AP when casting a spell A Camouflage Cloak - Hide in Cover 10W The Study - The whole room has collapsed largely to the south of the Kitchen/Bedroom This was the God Learner's work room -- there is a great jumble of books and bookshelves, a broken desk and chair, and the Book Press which is tumbled over but functional, though not necessarily easy to start Book Press - Start Machine has Resistance 16 The room has been windblown so most cinders are along one wall covering an array of books and flasks The Burning Room - visibly bright from blue flame The room is filled with water that burns which is either: A lingering effect from a God Learner curse against the Dragonship A lingering effect from a God Learner artifact that spilled and still burns In the center of the room is the artifact desired There may be other Waertagi artifacts associated with the main relic (e.g. armor, weapons) There may be other God Learner items which were in the room before it was broken Need magic to protect from Burning Water (Fire); Or find a way to drain the water from the room The Dragon Ship Artifacts It's draconic and it's nature is draconic/mystic/unknowable It's aspect determines the effects on those who come close to it, touch it, etc. These effects are not necessarily harmful but more likely to affect personality traits, etc. The actual parts are: An eye -- would be large round object in Burning Room has Shifting Visions of past, present, future The Fall of the Boat Planet A Dwarf Ship at Sea The White Bear destroying the City of Wonders Errinoru sailing the Black Sea The Flight of the Red Dragon in the Dragonkill The Burning Waters of Tanian The Rise of the Boat Planet A Fireberg Red corsairs attacking a ship Sailing of the Golden Fleet The Crimson Bat eating Runegate 'Watches' the characters Impatient-Patient (3) Optimist-Pessimist (4) One or several scales -- would be large plates scattered around Reflective of magic, weapons The 'shell' - protection, separate among many Suspicious-Trusting (2) Clever-Dull (4) Teeth -- would be giant fang and many tooth fragments also scattered around the Study and Burning Room Can awaken or command serpent warrior(s) of any type (spirit, daimon, essence) Penetration and command Leader-Follower (2) Constructive-Destructive (4) The Left Claw -- would be giant claw which broke the tower Striking, walking The touch upon land/body Left-handed action Aggressive-Passive (1) Innovative-Conservative (4) A fin - would be like giant fan Moving within the world Directing flow of water/air Energetic-Lazy (1) Nervous-Calm (2) Other Notes: The God Learner was a scholar of eastern Pamaltelan mythos and he gathered relics, idols, etc. through which he tried to unify ideas of Miirdek, the Aldryami, and the Vithelans. Most of these relics were in the Study and were smashed or broken when the Study collapsed. Most typical are various broken clay statues, but also reed idols (from Miirdek), masks (from parts of Laskal), carved stone images of plants emerging from the dead. The God Learner also had a hobby -- was a collector of orchid and Sprite specimens of eastern Pamaltela, a specialty at which he was considered an expert. He had books in which he described Sprites and their characteristics [ala Spiderwick Book], books with 'pressed' Sprites, pinned up collections of dead Sprites, small drawers all carefully labelled, books with the taxonomic descent of Aldryami and Sprites, books on the Care and Feeding of Sprites, and several general works of Glorantha flora and fauna including: Glorantha Bestiary and Anaxial's Addendum. He had various gear which he used to collect the specimens which are still present in the study: A Sprite-catching Net - Small 10, Net Attack +4 Scrying Lens - See Sprites 18 Wand of Slowing - Slow Target 15 (if AP reduced to 0 when using Wand it must be recharged) Dust of Lethargy - Sloth 12 5 Assorted Crystals of 1d10 - each crystal will add its value to AP once, then must be recharged, one is flawed and will cause a character to acquire the trait: Obsessed with Sprites 1d20 There were a large number of flower pots, close to the windows, all of which had metal cages overtopping them. In the Study is a 'Book Press' - has the power Press Living Creature into Page 1W - creature must have Small characteristic to succeed Requires use of the Right Runes, but if successful will seal the creature into the page of the Book Page - Resist Wear and Tear 18 Plants/Sprites fp^cmy Animals f'^cmy Creatures will be sealed into Book unless the Runes are torn, which the page will resist
  10. 1 point
    There is definitely a place for the Anti-Paladin in Classic Fantasy, as I have already written up the class for the Companion. It is based on the Dragon Magazine version, with the one exception being that I down-play the mustache twirling Snidely Whiplash feel in favor of a terrifying death knight. They lack all of the honor typical of the paladin, even so much as possessing the back stab abilities of the thief. They can control undead and even lead undead armies. They're nasty. Rod
  11. 1 point
    Seconded. Sorcery is the only magic system that wasn't in RQ2, the RQ3 version was "much reviled" by the powers that be, and we've seen only the vaguest hints about it. Very much looking forward to seeing the new implementation.
  12. 1 point
    I second this question, as character generation seems to have the most flux over the editions. Secondly I'd be interested in hearing about the magic systems, especially sorcery.
  13. 1 point
    As cool and desirable as they are (I've seen the actual prototypes), it is not necessary to own any of these - or other coins or tokens - to play RQG.
  14. 1 point
    Great minds... The only thing I do different is I DO allow the players Luck Points to refresh every session. Its just the NPCs that I limit to per adventure. This is just because as the Games Master, I feel I have an unfair advantage of already knowing the adventure. ;-) Rod
  15. 1 point
    A few followup things on the "Harandings", Helerites, and Handra. 1. In the Dawn Age the Harandings were Orlanth-worshiping folk who rode upon tuskers and served the elves of the Arstola Forest. They may even have had some connection with the Aramites of the Ivory Plinth. Harand was a Storm Age king who quarreled with Jarani, allied with Argan Argar and his trolls, and died after breaking his oath to Orlanth (this is the Haranding version of the story) - much like Hrolf Kraki lost his luck in war after he offended Odin. In the Second Age, the Haradlaro raised pigs but no longer rode upon them. They were within the orbit of the EWF, but likely maintained traditional worship of Orlanth, Ernalda, Mralota, Ketha, and Ezkankekko/Argan Argar. In the Third Age, the Haradlaro acknowledge the suzerainty of the Queendom of Esrolia (who is also queen of Nochet since around 1450 or so). 2. Lots of Manirians claims Heler as an ancestor. But keep in mind - a Third Age Manirian claiming Heler as an ancestor is a lot like an Ptolemaic Egyptian claiming Narmer as an ancestor. 3. Handra bears little resemblance to its Tradetalk writeup. Its founders were refugees from Ralios seeking to fulfill a prophecy and survivors from sunken Slontos. It was little more than a collection of fishing villages in the mouth of the Noshain until the Opening, when it rapidly transformed itself into a commercial frenemy of Nochet. I tend to think its cultural is largely purchased/copied from Esrolia, although sorcerers (especially sorcerers fleeing from Safelster or Nolos and Pithdarans) are much more common. The temple of Handra Liv, the city's patron goddess, sponsors many mercantile adventures.
  16. 1 point
    OK, the source for all canonical discussions is the Guide to Glorantha. YGMV, but it may also get contradicted in official publications. Blood Over Gold and Tradetalk are wildly non-canonical and not even recommended reading for writers. 1. The Esrolians call them the Western Barbarians (because although their language is Theyalan, it is not mutually intelligible with Esrolian - in RQ terms you can speak Western Barbarian tongues at 1/5th your Esrolian. In comparison, you can speak Heortling at 1/2 your Esrolian.). Lhankor Mhy types call the eastern tribes Wenelians, and the western tribes Manirians, or sometimes call them all Manirians. The Orlanthi pantheon of Orlanth, Ernalda, and Esrola are the primary gods, with the Esrolian Ernalda cult particularly influential. Issaries is also broadly worshiped, especially by the Trader Princes. Heler is an ancestor and fertility god. Veskarthan (Lodril) and his children are also worshiped by many of the tribes. The Solanthi and Ditali are pretty mainstream Orlanthi. Kero Fin is the home of Orlanth (although Arrowmound is their local sacred mountain (although the northern Solanthi also have an Orlanth cult centered on Ramor Mountain). Orlanth is less predominant among the Manirians, although in Nimistor, the Orlanth cult centered on Sylor Mountain is very important. The speculation on the Harandings in Blood Over Gold and Tradetalk is wildly unofficial. The Haradlaro worship Orlanth and Heler, but their king, Longsi, allied with the Grandmothers against the Hendrikings during Aranda's War and received the city of Kosh in return. The locals have a deserved reputation for being troublemakers and bandits. Their current (c 1627) rulers are Queen Nevaleen of Kosh and Velentru the Wild Man. The Haradlaro don't resemble the writeups given in Blood Over Gold or Tradetalk - and heck, they are in Esrolia, not Maniria or Wenelia. 2. Malkioni from the Silver Empire likely came to Ramalia circa 145 in the entourage of Veakmal and his sorceress wife. In 758, the city states of Slontos allied with the Middle Sea Alliance to expel the Loper People, which reached its culmination with the utter defeat of the Loper People by Emperor Svagad. Svagad incorporated Slontos into the Middle Sea Empire. 3. Ramor mountain is a sacred peak of Orlanth and the center of a local cult influential among the Solanthi. A pass through the Mislari mountains would enable direct communication between the Orlanthi kingdoms of East Ralios (settled in the First Age and still known in songs and stories) and Esrolia and Dragon Pass. In the Second Age, fliers used to connect East Ralios to the Kingdom of Dragon Pass and later EWF, but that magic is now lost.
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