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Showing content with the highest reputation on 05/12/2018 in all areas

  1. 5 points

    Version 1.0.0


    All the resources you need for a stunning samurai campaign with Revolution D100.
  2. 3 points
    A couple of oddly familiar business letters preserved in cuneiform. https://www.forbes.com/sites/kristinakillgrove/2018/05/11/meet-the-worst-businessman-of-the-18th-century/#63a053b32d5d I have seen similar extracts from one a little too enterprising Hanseatic merchant from Luebeck, too. Trade context may have changed a bit, but certain problems are older than money.
  3. 3 points
    Here comes the first package: Sengoku Jidai. Grab your tachi, don your do-maru and pray to the Buddhas, because the age of the warring states has come to Japan.
  4. 3 points
    Sartar: Kingdom of Heroes notes that most of the lesser runes are subsets of Core Runes, and that the game simulates them as just placing restrictions on the deity's runes to show their usage. (Page 72) I think, conversely, you can also use the lesser runes in play to as a reminder of the limitations of a character's rune affinity usage. For example, Yelmalio is frequently given the Light Rune, a specialized form of the Fire rune, showing he has lost the heat and warmth of the original rune. This can help as a reminder that Yelmalians can't make arrows burst into flame, and that they may need to find another way to defeat gorp and other similar creatures. Likewise, you can use the Horse, Yinkin, or Bear runes as subsets of the beast rune (often combined with an element). Acting as a reminder that an Odaylan isn't likely to be able to use their rune to calm down a herd of cattle (It might even act as a flaw!) Or a Babeester Gori could have the Malign Earth to remind the player that they can't use the more life-supporting aspect of the earth. And Helerans use the Rain rune to show their god's power of Water-in-Air, while Pamalt's shamans can use the Power rune to do... whatever it is that makes the Power rune different from the Mastery rune.
  5. 3 points
    WOW, I just found this thread and man I am impressed. Totally psyched up and ready for RQG now !!!
  6. 3 points
    In our latest Kickstarter update, backers of our MU board game are getting a sneak peek at some of Victor Leza's amazing new art for the forthcoming Masks of Nyarlathotep:
  7. 2 points
    So I took a few notes from the Chaosium seminar at Chimeriades convention in the beautiful South of France countryside. There was some discussion on Runequest core book- which they hope to open pre-orders later this month- which is as detailed a date they were willing to commit to; with the aim of a Gen Con launch. A black and white print out of the laid out book was circulated at the con and it does look beautiful and evocative. The core book will have a conversion guide as an annex for previous edition adventures to be adapted and run under the new rules. Jeff believes that the RQG core book looks more beautiful than the Guide, and that there were more artists available with a feel for Glorantha. The art is designed to reflect and enhance the uniqueness of Glorantha. The Bestiary is entering layout- it is a simpler layout than the core book, so it will go to production at a faster pace. One challenge is making stat blocks more interesting The Bestiary will allow you to play a number of different Gloranthan races including Trolls, elves, Telemori, and the most noble of all Gloranthan races- the ducks. (Hoorah!) Some 150 different RQ creatures are covered including dinosaurs & mega-fauna Next up is the GM pack- which is really a setting pack- a Colymar sandbox setting with 3 adventures which can be linked or play separately. Some 100 pages with lots of stated NPCs which can give GMs template for what a Clan Chief may look like stat wise. An impressive map of Clearwine by Oliver Sanfilippo was circulated to help GMs and players visualise locations. Boldhome appears in Dragon Pass campaign pack. No rolled maps will be produced by Chaosium- shipping costs to blame Apple Lane will be a default base for players for post 1625 setting, reflecting the power vacuums following Dragonrise. Apple Lane buildings have housing maps to help give the feel of a base for players. 12 books in advanced production to support RQG- reflecting the work of the past 2 years. The new edition will be well supported to help time pressed GMs to run adventures for groups. Source books are likely to be statted for RQ, as it will be easier for Heroquest Glorantha GMs to adapt than the other way round. GM book magic items, treasures guidance- Heroquest & hero rules Gods of Glorantha will feature 50 gods with 8-12 page write ups of each cult. Orlanth will be expanded in coverage. The Red Goddess will be featured, with new Lunar magic. It will be a very God Learner book and designed for GM to use. Issaries is a god/ cult which will see little expansion. The invisible God will be covered in a separate project. More regional gods will be covered in regional sourcebooks- such as Pavis- Jeff ran a Big Rubble scenario at the convention. Art is being ordered for the book. Jeff explains that he goes back to the oldest Greg sources & then work out what to keep & reject. Keen for returning players feel comfortable with Glorantha. Chaos gods are not PC gods so not in the upcoming book - A separate gods of chaos pack with scenarios being worked upon. Therefore GM only. Default 1625 early 1626 setting for the line Sarah Newton is at the advanced draft stage for Barbarian Town - Wild West themed bronze age- opens up mixed group of PCs.. Another project by Sarah will be announced when it is further along. Steve Perrin is writing old school feel scenarios to contrast with Sarah’s more modern approac And finally on RQG, Jeff opened up a little on the heroquest rules- Getting the feel.. River of Cradles campaign is a Heroquest- they are looking to get a toolkit of myth structure/ special effects to reflect hero-questing REWARD- Guidance how to handle that hq gifts & Levels wider than a cult... needs a Mythic restriction power with obligations. The hero should be embarrassed to use the power outside of the key needs. (Ken Rolston was animated on this point) Building package of rules after Heroquesting & becomes Hero with capital H. The Hero not super skilled not always effective- eg various Greek myths. Developing immortal self- 2 different things. Hero & shaman archtypes. Two different stat blocks. Fetches are always on hero plane. Gifts & powers come from that. Depletable resource- that be recovered through GM tasks & they have to develop cult to be worshiped. Develop a community eg Harrek is worshipped by communities who don’t want a visit from the Beserker(!) Switch of perspective Dragonewts don’t want the obligations.... Finally, Q-Workshop will be producing official Runequest dice- which look both stylish and legible- even on the mobile phone pictures I saw.
  8. 2 points
    Something I've been working on for the past 18 months or so. Non-canonical, non-official, just using publically available sources, augmented by my knowledge of Bronze/Early Iron Age warfare.
  9. 2 points
    The Clearwine style of architecture is pretty common in Dragon Pass (especially the areas settled from Esrolia and Hendrikiland). It is modelled on the hill villages of Southern France, Italy or the Balkans (the artist actually lives in a hill village of about 1000 people) - and actually is appropriate for a city with about 1500 residents, that is also a significant religious/political center.
  10. 1 point
    Let us introduce one of the innovations we wish to adopt to enhance the forthcoming Revolution D100 product lines, and to encourage the community of players to share their own worlds: rule packages. Here you can find the template to create your own package. A package is a series of rules configurations which adapt the core rules of Revolution D100 to the game you wish to run by removing unsuitable options and making generic skills, traits and powers more suited to the genre or setting. You can use the template either as a checklist of things to do before starting a game in your own setting, or as a guideline to creating your own game world. Revolution D100 is OGL, so if you have created a package you can either share it freely as open game content, or even sell it as a commercial product. We encourage you to do the former, but the latter is indeed possible, with ot without the involvement of Alephtar Games. A good setting relies more on a fascinating description of the fictional or historical world it is about than on the rules, but sometimes having the rules interspersed with the narrative can be confusing. If your setting is already well described in a novel, a comic book, a movie, a TV show or a series of historical essays - in other words, if you are already envisioning the world you wish to roleplay in - then a package that tailors the game rules to your imagination is all you need to start playing. And this does not prevent the author from adding more narrative at a later time and growing the package into a full fledged game supplement. In the forthcoming months we will release free downloads of packages for game settings that are already published or about to be published, as well as packages for old products, for instance Crusaders of the Amber Coast, that we do not wish to republish using Revolution D100. Anyone can make and share their own packages, as long as they do not violate copyright and do not contain questionable contents.
  11. 1 point
    So I woke up this morning imagining that we were going to get a new ruleset in the next iteration of Mythras Imperative, such that every character gains a Social Combat Style to go with the Combat Styles they learn. So somebody could learn Domination by Insinuation (Influence, Oratory) and someone else could practice Pillow Talk (Influence, Seduction) while yet another goes for Charismatically Creative (Sing, Dance, Oratory). Imagine the Special Effects of Social Combat - Compel Surrender, Make Good First Impression, Build Anticipation, Entice, Hypnotise, Terrify, Browbeat. Mic Drop. Wow The Crowds. Wrap Around Your Little Finger. I haven't dreamed of designing a game in ages.
  12. 1 point
    Whilst it may no longer be canonical, the Dragon Pass - A Gazetteer of Kerofinela mentions Saruvan's Hills, quarried to build many royal projects, including the walls of Wilmskirk, Boldhome, and many royal roads. Some guy called Joerg was involved in the book. From another source, paraphrased: Clearwine lies within ancient walls built by a God Time demigod, so like many settlements in Dragon Pass it is ancient with many eras of construction, destruction, and rebuilding.
  13. 1 point
  14. 1 point
    Perhaps you see what you want to see... Personally, I can quite clearly see the resemblance to Bronze Age fortified citadels/cities. From Osprey and Peter Connolly, including the building of Mycenae... ;-)
  15. 1 point
    The Anaxial's Roster compiler also claims the donkey originated in Pent before donkey people "populated Peloria," so there are mysteries waiting to be explored there -- possibly an archaic migration that left few traces in the record because it was generally peaceful. (No donkey god appears on the Wall except possibly as the figure now called "Rakenveg," another long-eared trickster.) The Pent origin suggests to me that breeding mules is original to the garzeens who were geographically situated to bring donkey back from the northern steppe and may be the closest thing we get now to a specialized "donkey tribe." This in itself points to the theology around mules in esoteric Issaries circles: the hybrid is the ultimate reward for novel transaction and also the Issaries priest him/herself living among non-initiates. It is also the soul. Unbelievers, of course, smear the cult donkey as a perverse animal, but let them say what they like. Mockery is free until they get the bill.
  16. 1 point
    The donkey breeders of Glorantha remain anonymous. Anaxial's roster has a mythlet about offspring of Lodril gifted with donkey and onager, with the onager humans failing to survive the Gods War, but no indication where the donkey folk may have persisted. Somewhere on Genertela within the Bright Empire of Nysalor and/or Genert's Garden, but that excepts only Akem and Old Seshnela in the west and Kralorela and Teshnos in the east. I haven't read anything about crossing non-domestic donkeys or onagers with horses, and whether such hybrid offspring could be domesticated as beast of burden. There is a distinct possibility that there are herds of wild donkeys somewhere on the Pentan grasslands, probably hunted by the horse nomads rather than domesticated, a welcome source of additional meat. Another good place for wild donkeys would be northwest of Griffin Mountain, explaining how the griffins there survive when not receiving the mounts of adventurers. Mule breeders might have bred special donkey races like the poitou-donkeys (a nowadays almost extinct race of donkeys bred for the purpose of breeding big and sturdy mules which happens to be one of the iconic beasts of the Arche Warder zoo for ancient domestic beast races near my hometown, a genetic preservation initiative). Some pictures (and a bit of information in German language) here: https://www.arche-warder.de/tiere/poitou-esel/ Given the availability (and apparent popularity) of Praxian beasts in Dragon Pass, it looks like the donkey breeders would be found further from Dragon Pass, both in Maniria and in Peloria (and further west) since the Issaries cult continued to breed mules both north and south of the pass during the Inhuman Occupation. Donkey and mule breeding would be a sedentary task of either the Spare Grain or the Garzeen subcults, since the Goldentongue merchants who are best known to using the mules usually don't have either horses or donkeys in their caravans. Mule breeders might be viewed with some distaste by horse breeders...
  17. 1 point
    My thinking is that, rather than acting as a restriction, the 'derived' rune qualifies the way in which the core rune is known. Using your Yelmalian example, I would see the Light rune indicating an intrusion into Darkness rather than the fiery destruction one might expect of Elmal or Yelm. His fertility aspect is active in the period of ripening, rather than in the drying of fields. I do like your image of an Odaylan calming frightened cattle. It could, of course, be on the level of "They thought the Sakkar was scary? Wait till they get a load of me!"
  18. 1 point
    Hmm, quite Mycenaean/Near East Bronze Age. It's good to see some defensive gateways at last, with dedicated kill boxes.
  19. 1 point
    When Sheng Seleris tried to make his sons Emperors of Darra Happa, the Red Emperor dressed in fish scales and entered the Ritual, clearly as Basko the Dark Sun, allowing him to kill the sons of Sheng Seleris. So, the Lunars knew of Basko and were able to use him in HeroQuests. If they knew of the Black Sun, they may well have k nown of the Blood Sun, unless they only knew of the "Basko soiling himself in front of Yelm" myth.
  20. 1 point
    Sounds like an interesting campaign. I might use some of the ideas as fuel for my current campaign. Chaos HeroQuests tend not to be written up, as mostly PCs are the enemies of Chaos and so you just see the bits where Chaos meets and is defeated by the PCs. Generally, what I do when writing a HeroQuest is to start from the Myth, what is the intended result of the HeroQuest and what the participants want to get from the HeroQuest. For Myths, have a look at Cults of Prax and Cults of Terror, or the Cult Compendium as that combines both. Gods of Glorantha should have long-form cults but does not include Chaos Cults, so you'd have to wait for the companion supplement. Even non-Chaotic cults have some Myths that describe what happened when their deities met/fought/interacted with Chaos and some HeroQuests can be eked out. King of Sartar has a lot of myths including Chaos. So, looking at Cults of Compendium, we have: Primal Chaos - No Myths, so probably just the entering of Chaos into the world and the corruption of the world, not very useful Mallia - Gaining of Death (Feeding on the blood of the fallen, gaining Death, Lightning Plagues, Festering Disease), Mistress of Ragnaglar (Why, how, partnership with Broos), Propitiation (People worship Mallia to stop her afflicting them with disease, creeping Chaos, corruption of the innocent), Spreading Disease (Mallians can infect wells etc with disease, why not have this as a HeroQuest), Unholy Trinity (Killing Rashoran, Birth of Devil) Bagog - Gaining of Chaos (Escaping Darkness, Joining the Devil), Mother of Many (Eating victims, laying eggs, birthing new versions) Thed - Mother of Broos (Wife of Ragnaglar, mother of broos). Unholy Trinity (Killing Rashoran, Embodying Chaos, Mother of the Devil, Distorted in childbirth), Kyger Litor (Killed, skilled and became discorporate), Chaos Void (Thed grants the Chaos Spawn spell that summons a wailing chaos void, where did she get this), Rebirth (Thed has the Ritual of Rebirth spell, was she ritually reborn of Chaos, this becomes a HeroQuest in itself) also from elsewhere Rape (Raped by Ragnaglar, Orlanth's Justice, Goddess of Rape, Wife of Ragnaglar) Vivamort - Story of Death (Guardian of Secrets, Eurmal's Trick, Theft of Death, Grandfather Mortal, Burnign Sun), Surface World (Flee from Yelm, Yelm's Curse, Mallia, Secrets of Death), The Devil (Wounded by the Devil, Terrible Wound, Pact with Chaos, First Vampire), Rampage (Attacking gods, Could not kill Arroin, Curse of the Sun, Curse of the Earth, Curse of the Waters, Create Basilisk/Zombie/Ghoul), from Plunder, Mazoo's Challenge (Second Vampire, Challenge, Destroyed) Thanatar - General (Servant of the Devil, Victorious, Killed Genert, Outwitted by Lhankor Mhy), Lhankor Mhy (Outwitted and defeated, Search for Revenge, Dreadful Trap, Knowledge Drain, Outwitted Again), Victory (Stalked the Greater Darkness, Followed the Devil, Beheaded the Mistress of Light and Knowledge), Descent to Hell (Pursued by Hrothmir, Fleeing into Hell, Dazzled by the Sun, Beheaded, Mistress of Light and Knowledge Freed, Beheading of Hrothmir, Final Victory), Divided (Headhunter, Living Skull, Cast into the Ocean, Reunion), Doom Seeker (Initiation HeroQuest, Beheading of an Enemy, Setting fire to a building, Throwing the head into the fire) Crimson Bat - Mutation (Mutated by Chaos, Immense Appetite), First Age (Banished by Arkat), Moon (Befriended by Red Goddess, Steed of the Red Goddess) Krarsht - Lesser Darkness (Entered the World, Feeding on many, Battle with Larnste), Storm Bull (Many Battles and Defeats, Stole Storm Bull's Powers, Banished from the surface world) Nysalor/Gbaji - Rashoran (Secret Knowledge, Stregthened Gods and Goddesses, Taught and Slain by Unholy Trinity), Nysalor (Rebirth, Bright Empire), Gbaji (Curse of Kin, Enslavement of Dragonewts, Battles with Arkat, Destruction), Red Goddess (Reawakened, Allowed her to seek deeper and retuirn with Crimson Bat) Cacodemon - Son of the Devil (Born from Corpse, Master of the Ogres, Ruler of Great Lands, Driven Out by Trolls)
  21. 1 point
    That artwork of Clearwine is amazing! *faints* *wakes up* Shut up and take my money, Chaosium!
  22. 1 point
  23. 1 point
  24. 1 point
    Interiors/exteriors of many of the iconic places in Pavis and the Big Rubble and their inhabitants.
  25. 1 point
    Play by forum/post games are an easy way to find other folks to play, they pop up on rpgnet.com, rpggeek.com and rpol.net every now and again.
  26. 1 point
    I also saw that! I've been following them on twitter for updates.
  27. 1 point
    I suspect a lot of Chaos heroquesting consists of charging into other people’s heroquests and messing things up. In particular, chaos heroquesters are often the subject of the Summons of Evil. What that experience is like from the other side may be the core of chaos heroquesting.
  28. 1 point
    I could not resist trying for a better view of the Clearwine panorama, it is just too awesome...
  29. 1 point
    YGWV. As someone who has been refereeing in Chern Durel for about one year and who is more interested in gameable stuff than in theological discourse, I can offer the following: - The Black Sun is the main god of Chern Durel (the former Kingdom of Ignorance), worshipped by both humans and trollkin. He is simultaneously a part of the Yelm pantheon and a Darkness deity. - The Chaos vs Anti-Chaos antagonism is not as important in Eastern Genertela as elsewhere [the main antagonisms in Eastern Genertela are: Ignorance vs Splendour, and Waking World vs Nightmare], but the Black Sun is definitely NOT Chaotic, and the Uz who formerly lived in Ignorance (and who now live in the neighbouring lands) are definitely anti-Chaos since they are also subject to the Curse of Kin. - The relationship between the Black Sun and the Blood Sun is not very clear. By reading the text on p286 of the Guide, my understanding is that the Black Sun and the Blood Sun are two different interpretations of the "Suns to Come" prophecy by different people (the Uz for the Black Sun, and Jorazzi Redhands for the Blood Sun). The Black Sun is the majority cult (p287) but in my Glorantha the Blood Sun has been making progress thanks to the maize connection with the Lunar Empire.
  30. 1 point
    Well, this is a great time to get into Glorantha. With a new Runequest edition coming up, with a slew of supporting products, things are looking good. We should be getting a PDF for it relatively soon-ish, with the books and maybe more to come later this year. Meanwhile, the Glorantha Sourcebook - a systemless book - just came out on PDF and is a great further intro into the world.
  31. 1 point
    It's like you guys have never tried that world-wide web thing: Oliver Sanfilippo (general, not Glorantha) work: http://shosuroakae.wixsite.com/sanfilippo/a-propos2 Link to dimbyd's tweet: Both are well worth a visit.
  32. 1 point
    It certainly is, and much appreciated, but we won't be sliding social conflict rules into either of the core rules sets (Mythras or Imperative). Our most likely route will be to release it as a short, concise supplement, ala Ships & Shield Walls or a free PDF download. More likely the former than the latter, because there are a couple of other subjects that we've been toying with that would make for a nice Companion volume. Let me sum a few things up... Social conflict rules are a good idea; we've been thinking about them for a while They need to be properly framed and appropriate advice needs to be given for their use They're not for everyone, so they should remain optional They can follow the conventions of traditional combat, with obvious adjustments Anything we release for Mythras will be in a separate volume of its own, rather than being baked into the core rules And on this note, let's close the topic.
  33. 1 point
    We already have it under consideration. There's plenty of work to do on it yet, along with rigorous play testing, but these ideas have already been kicking around in our heads for a while.
  34. 1 point
    Windstop is an unfortunate name on retrospect. Thematically, the events of 1621-1622 and 1624 involve: The Death of the Old Gods. Orlanth and Ernalda are finally killed and cast down into the Underworld by the Red Goddess. The return of the Old Gods to a new world. Orlanth and Ernalda return from the Underworld. The revival of Orlanth as an Old God turned New. Orlanth appears at the Battle of Pennel, clearly changed. He has 11 stars not 8. He has heroes that are able/willing to fight the Red Goddess more effectively - using some of her secrets against her. Old gods eventually ossify, stagnate, and fail to provide meaning. They are cast down so that new gods can replace them - that's part of the teaching of the Red Goddess. But as a result of the Windstop, Orlanth and Ernalda are cast down BUT return, able to provide new meaning, new order, and new vitality. It's a very interesting mythic moment that pretty much is the opening of the Hero Wars. The rest of the Hero Wars could very well be described as "what is the meaning of the return of Orlanth and Ernalda."
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