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Showing content with the highest reputation on 09/12/2018 in Posts

  1. Eurmel’s harmony - a powerful new trickster spell which causes everyone in the area affected to talk over each other and assume everyone else agrees with whatever they are saying.
    5 points
  2. So I'm going to be running the new edition of RuneQuest at Furnace 2018 in early October. This introductory post is the first in a series where I post about my experiences, prepping and running the game. http://heartsinglorantha.d101games.com/2018/09/12/a-dry-run-in-prax/ Here's the flyer I've made to advertise the game to the convention attendees.
    4 points
  3. The Uz... though it is far from life-giving in their case. So, yeah, your point still stands. The Mostali might be a bit upset that it keeps rolling around instead of sitting atop the spike like it ought to. But given that the spike itself is still a looooong way from being repaired, a slightly over-mobile sun is not likely to be anywhere near the top of their must-fix list.
    2 points
  4. I imagine that's a spell or feat that would be tied to some legend of Eurmal screwing over Issaries that ends with him trading Eurmal himself away to some enemy of his as a slave (or convincing said enemy that he doesn't want them to take Eurmal to pull a reverse-psychology gambit where they run off with Eurmal instead of something valuable), thus killing two birds with one stone so that both Issaries worshipers and tricksters tell the story and take completely different lessons from it.
    2 points
  5. Considering playing a duck bagpiper who worships 'crushing noise'.
    2 points
  6. Eurmal is really Lanbril plotting to destroy the gods. Lanbril, being mortal, escaped the Covenant. Lanbril as Eurmal lied about his vow to the Covenant. He walks the world bringing disorder in order to one day destroy the gods. YGMV.
    2 points
  7. Best of all, fisticuffs, spitting, and biting! My Elurae Trickster character has a running grievance with Raven.
    2 points
  8. Make up your own description. Whatever you claim might be true - pinning down a unique description of the god of tricksters in a mythological landscape as fluid as Glorantha is a big ask. In fact, why don't you provide different information to different PCs - Eurmal would be immensely entertained by a heated theological dispute between PCs, especially if it led to them doing silly things to try to prove their position.
    2 points
  9. For me personally, I really enjoy the author's work. Plus he seems like a really nice guy and I wanted to support him so he'll make more. Rod
    2 points
  10. Am I the only one who finds the Wooing of Ernalda story (Glorantha Sourcebook, p. 115, but also in Heortling Mythology) incredibly creepy? Let's break this down. According to the myth, Orlanth goes to Ernalda and demands her earth from her. She agrees to a trade (earth for bullroarer), but when he goes back home, his brothers make fun of him. So he goes back to Ernalda and vehemently insults her for humiliating her (which she hasn't actually done). He threatens to attack her, so she calms him down by returning the bullroarer and having sex with him. He goes back to his brothers, who again m
    1 point
  11. Orlanth embodies both the best and sometimes the worst of Orlanthi masculinity. He is a god that constantly learns a better way. His wooing of Ernalda is wrong, and that's the point. He (later) learns a better way. Emulating the selfish young Orlanth is not a good idea particularly if you want someone to actually love you. I like this story better than the one you've described... http://www.glorantha.com/docs/how-orlanth-met-ernalda/ And this one: http://www.glorantha.com/docs/the-making-of-the-storm-tribe/ Ernalda and her female worshippers are thankfully at least partly equipp
    1 point
  12. Drugs. There have got to be herbs, mushroom, or other drugs that cut one off from the ability to focus on casting spirit magic or achieve a connection to the gods. I picture something like "forkroot" from the Wheel of Time series by Robert Jordan. It's by far the easiest approach as you can keep a larger populace disconnected from their magic than via expensive enchantments (e.g. slave bracelets/collars) or expensive unenchanted iron. Of course, there may also be magics/sorcery which can achieve such effects too and may be useful in initially capturing a slave. E.g. a sorcery spell mi
    1 point
  13. I’m aware that there’s at least a couple of threads on the front page discussing Elmal/Yelmalio but I’d like a bit of real-world context for this (perennial?) topic. Am I correct in saying that Elmal was introduced fairly late in the day, in the early 90s? More subjectively, is it fair to suggest this was done to inject some ambiguity into Gloranthan mythology? By knowingly creating a similar deity to the already established Yelmalio - with the polar opposite loyalties, politically speaking - does this force the audience to look outside of the God Learner mentality, with their neat, tidy
    1 point
  14. Not quite. The caster would know that his detection had been blocked by countermagic, as opposed to not detecting anything. It's like jamming someone's radar. They may not know who did it or where they are, but they know there is an enemy out there somewhere. That was what made Detection Blank useful.
    1 point
  15. One of Eurmal's mysteries is: "learn the wrong lesson"
    1 point
  16. You have inspired me, sir! Begin with a trollkin... who tries to Initiate into the Bloody Tusk, but fails; but he gains Riding and Animal-Handling (Tusker), and a warmount; and a lance! He has named his lance "The Tusk.". But he still plays the instrument he learned in the "mountains" (the Lead Hills) near the Shadow Plateau: an alpenhorn. And he has Initiated into the cult of Crushing Noise. Now he rides with a tall "pair of tusks" on the right and the left (he has named his horn The Other Tusk). Sometimes in melee, he forgets which is which, and couches his horn to a char
    1 point
  17. There would be all kinds of Lunars. Etyries merchants. Deezola priestess. Grantland farmers. An Irrippi Ontor initiate that worked at the missionary giving food to the poor, etc. There most likely would be no soldiers save a cowardly deserter.
    1 point
  18. That's not quite right. Orlanth Rex is a TRIBAL cult. The chief priest of the clan Orlanth temple serves as the chieftain of that clan (think village and its surroundings). The tribal Orlanth Rex is a special figure - he (or she) needs to be approved by all the tribal priests and that individual serves as the head (high priest) of the Orlanth cult (and binds all of the tribal Rune Masters to his Command Priests spell). The Orlanth Rex of a tribe is the tribal king. The systems are not exactly parallel.
    1 point
  19. It all boils down to this. It is not a matter of realism or game balance (no game is truly realistic or balanced), but whether you "feel" being your character or not (suspension of disbelief) or you feel engaged in something artificial. And the rules used do influence suspension of disbelief, although there is a lot of personal taste involved. PS the term "immersion" is ambiguous, as a non-trivial part of the roleplaying community uses it with a different meaning. Suspension of disbelief is non-ambiguous, more widely used as it is also used in reference to cinema and fiction, and means ex
    1 point
  20. You're not alone with that. The Elmal/Yelmalio issue has been problematic for a while, after all the cult was strong in two of the three human settings published for RQ2 (Pavis/Rubble, Griffin Mountain), and the example character from the rules belonged to this cult. All of that is true. The impact of that document (and the listing of Elmal in the gods of the Orlanthi) was exacerbated by the almost contemporary and highly accaimed release of Sun County for RQ3, which re-iterated all the Yelmalio history from the Pavis Box and expanded on it. Due to the lack of Sartar/Orlanthi scen
    1 point
  21. Before diving into the Making Gods essay, I want to make a few points that I think are relevant to discussing the essay in the context of the emerging mythology of Glorantha. These are things that seem important to me as a consumer of the Glorantha myths, primarily through RuneQuest, then Hero Wars, then HeroQuest, and now back to RuneQuest: Glorantha. I am by no means an expert and I have not had a hand behind the scenes as a contributor in the creation of these stories. I’m trying to explain why I’m confused by some of the choices made based upon my readings as a consumer of the Glorantha st
    1 point
  22. Also Brian Lumley's Necroscope would be a good choice for BRP. Vampires, ESP and the Cold War! Or generally playing international espionage and/or mercenaries might be neat.
    1 point
  23. The biggest controller of land and wealth in any Orlanthi settlement are the twinned temples of Ernalda and Orlanth. Remember these cults are usually synonymous with the clan - the chief priest is the chieftain. Individual farmers with the ability and resources to farm enough land/herd enough animals to support themselves without being the dependent of another are considered "free" - as are their immediate family. If the other free members of the clan accept their claims to land/livestock, then they enjoy the protection of the full clan and enjoy the status of a fully free clan member. If howe
    1 point
  24. When Eurmal is involved, being "Neutral" probably just means that you only beat the crap out of him when he actually does something rather than just doing it on principle.
    1 point
  25. To expand on what SKoH has to say: Of course, it's also frequently pointed out that it's not quite as simple and clean as all that. The very existence of a "half-carl" alone should attest to that. There's also the fact that craftsmen are technically cottars, since they are dependent on others to provide them food, but many of them have weregild assessed as that of a carl, especially craftsmen like redsmiths. Then there's the fact that not every clan assesses the most valuable means of providing for yourself to be. The "Eighteen Occupations" lists the "Four Providers:" farmers, her
    1 point
  26. From SKoH, the difference is whether you are of independent means (a Carl) or dependent on others (a Cottar). Like the distinction in our modern world between a farmer and a farmhand (or a tenant farmer). It is largely wealth (and wergild) based. If you've become wealthy enough to have a stead, a herd, and weapons, and dependents, you've risen to the level of a carl. SKoH p.16 notes: "Freemen, or Carls, are worth 25 cattle. Any one with a stead, a herd of 42 cattle, a full plow and plow team, and hands enough to harvest it, as long as he has weapons as well." Cottars are wort
    1 point
  27. In the monumental strife of the Hero Wars, there shall rise a feathered liberator ... Arquack.
    1 point
  28. RuneQuest is actually being not very realistic here -- someone who knows how to use a hafted weapon like a battle axe not only will be able to use it both 1H and 2H (unless say he's only got one arm), but the techniques that he has with the weapon will be directly transferable to all similar hafted weapons, such as maces or scythes (kopis). Pole arms, even a short spear that's light enough to be usable one-handed (with a shield for example), are 2H weapons. If you've skill with the spear, you know how to use it two-handed ; indeed, your normal spear-fighting stance outside of a phalanx
    1 point
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