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  1. 7 points
    You can by visiting this website: https://www.cartographersguild.com/showthread.php?t=42478
  2. 4 points
    This kinda has me thinking about the Dark Crystal for some reason.... What if, like in the movie, you could sacrifice others....drain their spirit (POW). Siphon that energy to fuel the POW costs of the undead? That would give you the needed corpses and the needed POW yet still require time and sacrifice. How long before the local villagers suspect their missing loved ones were taken to the black tower and raise torches & pitchforks? Maybe you could supplement the cost of POW by requiring an equivalent value in gems or some such. Say 100% more coin per skeleton than a hireling might cost.
  3. 4 points
    Non-canonical suggestions. Rune Effects Darkness Sight: black shadows. Sensation: cold, apprehension and fear. Sound: echoing, unsettling subsonic effects. Smell: rot. Physical: shifting shadows, light fades to twilight, frost, ice. Water Sight: rippling blue light. Sensation: dampness. Sound: water dripping or running. Smell: wetness. Physical: fog; rain, water welling up from the earth, disturbances in bodies of water. Earth Sight: glowing green light. Sensation: vibration. Sound: rumbling in the earth. Smell: moist soil. Physical: plants grow, flowers bud and open, earth tremors. Dark Earth magic causes fissures and cracks to appear. Fire/Sky Sight: yellow or golden light. Sensation: warmth, heat, thirst. Sound: crackling of flames. Smell: burning, smoke. Physical: warmth, spontaneous combustion, sunlight brightens. Air Sight: blue or orange light. Sensation: breeze or wind. Sound: thunder. Smell: ozone. Physical: electrical discharges, clouds, thunder, lightning, haze. Moon Red Moon: Sight: roiling red light, sometimes silver at night; strobing red and black when the Red Moon is not Full; completely black when the moon is Dying or Black. Sensation: calm/unease; rarely psychosis. Sound: faint ringing. Smell: exotic perfume/repellant aroma. Physical: sunlight reddens. Blue Moon: Sight: shimmering faint blue light. Sensation: nausea, phantom presence, psychosis. Sound: faint whispering. Smell: unidentifiable scent. Physical: brief tidal tugging. Chaos Sight: eerie glowing lights, shifting in color and brightness. Sensation: dread, panic, mass insanity. Sound: uncanny sounds, howling, screaming, silence. Smell: peculiar sweet-sour stench. Physical: unnatural changes in the environment, crackling or wailing holes open leading to the Void. Magical Effects
  4. 3 points
    It's a boy! one of the six possible genders of Orlanthi!
  5. 3 points
    Okay, so I thought this would be fun and also a great resource for gamemasters. Let's stick to a simple format: Name of Myth. What you can gain from the myth. The myth itself. I'll start off. Lanbril steals from Yinkin What is to be gained: The spell Catseye or to create a criminal enterprise. The Myth: In the Storm Age, during the Lesser Darkness, Lanbril arranged a meeting with King Rat. "We should form a business arrangement." Lanbril said, "We would make good partners in crime." King Rat was not interested. "I have no concern for your crime. I seek only my next meal." Lanbril nodded wisely, "If you don't end up becoming a meal yourself." the Dark One replied, "You can go places through ways that even I may not enter. Your eyes and ears see and hear things where I cannot. But there is one who can follow you even into your dark, secret places." "The Cat." King Rat hissed. "Yes," Lanbril nodded. "Yinkin can see you and follow where ever you go." King Rat shivered. "The damnable creature toys with my people. He is cruel and heartless." Lanbril nodded again. "I can rid you of this menace. All I ask is that in the future you share with me what you see and hear in the places you go that I cannot reach." King Rat was only a minor God, but he was cunning. He eyed Lanbril, sizing him up. "You are always the clever one. The Cat is as much a bane to you as he is to me. It seems you would be doing yourself a favor by ridding us of him. Why should I reward you for doing what you have a mind to do anyways even if I don't?" So Lanbril made King Rat a deal. He'd give food to the Rat in exchange for knowledge should the Rat find something of interest to the Thief. Both acknowledged that the Cat must be dealt with first. So it was that King Rat returned to find Lanbril with news of Yinkin's whereabouts. "He was toying with one of my kind." King Rat shuddered. Lanbril set off immediately to find him. Lanbril found Yinkin exactly where King Rat said he would be. The feline was slurping up a tail just as the thief arrived. "I can see you skulking there in the shadows." Yinkin purred, licking his lips. "And I see you've already had dinner." Lanbril observed. Yinkin eyed Lanbril suspiciously for the thiefs penchant for trouble was already well known. "I might still have room for dessert." Yinkin extended a single claw and casually drew it across the ground. "Well I certainly could not escape you for you have the second best eyes in all of Glorantha." Lanbril replied. Yinkin was startled by this." Second best? My eyes can see where none others can. Even Hawk cannot see what hides in the dark places. Who is this god that can see more keenly than I?" Now all of Yinkins claws came out and he rose to his feet. Lanbril merely stood there, a smug look on his face. "Why my eyes can see better than yours." he answered, "I can see into a anothers soul." Yinkin turned up his nose at this. "What good is it to see into one's soul?" "It lets me know what you are going to do before you do it. When you look at me do you see why I am here? Why would I come to you and possibly end up as your next meal, for I am not immortal as you well know. There is more going on here than your eyes can see." "Catnip!" growled Yinkin, preparing to pounce "It will matter little after I've made you my tasty snack! Besides, I do not believe you. Your are well known for your many lies." "Ahhh, but I can prove it to you. I will give you my eyes so that you can see through them yourself. If you could look into your brothers souls what would you learn?" Yinkin considered the offer. Perhaps to get a glimpse of Orlanth it might be worth it. But still the Cat knew not to trust the thief. "What's in it for you?" the cat growled. "All I ask is that while you borrow my eyes you let me look through yours. Perhaps then I might see a place where I can hide from you." Now it was Yinkins turn to smile smugly. "There is no place, you may look but you will find nothing." And so Yinkin traded eyes with Lanbril. Yinkin roared in rage. "I cannot see into your soul with these eyes, I cannot see you at all!" And it was true for Lanbril was now hiding in the shadows. Then Yinkin knew he'd been deceived and let loose a horrible yowl. "You came here to deceive me and take my eyes!" A voice whispered softly out of the shadows. "Only now, with my eyes, do you see." Later, King Rat tried to betray Lanbril, as the Thief knew he would, but when the god arrived with his pack of rats he saw the same terrible glowing eyes staring out of the darkness that haunted his dreams and he begged for mercy. Lanbril then changed the terms of their deal. Now, should the rats fail to find him something of interest, they would be his next meal. King Rat had no choice but to agree to these terms.
  6. 2 points
    Spoilers, obviously. If you want to wait until the game comes out on your medium of choice to play it, you should probably stay away from this thread until then. I'm still essentially a Glorantha neophyte, so I don't really know how much of where the Six Ages lore adds to or contradicts/changes any of the stuff that is already known about the setting, something I'm nonetheless very interested in and would like to know what people more well-versed in this stuff (or who just have a cool idea) take away from the lore and mythology of the game. Since not everyone has had a chance to get it yet (I know a lot of people are waiting until it comes out for their medium of choice), so I thought that, as someone who does have the game and has played the crap out of it, I might make myself useful. To start with, I'd like to talk about the chief god of the Hyalorings and my personal favorite ever since I first played King of Dragon Pass, Elmal. As their chief god, they have a lot more legends and sayings and such about him than the Orlanthi later will in Dragon's Pass, so I think it'd be cool to talk about, starting with his Heroquest (or rather, "Ritual"), "Elmal Guards the Sunpath. Little Yelm is probably Yelmalio prior to losing his Fire (there's more evidence of this elsewhere, especially in "Nyalda's Bride Price"), and JonL suggested in the "Elmal Yelmalio thing" thread that Yonesh is Yavor, the warrior of the Fire Tribe who snuffed himself out to survive a battle with Umath (and made lightning darts from Umath's brains after he was killed), was torn apart by Orlanth so his bones could be made into weapons, and whose head was kept by him. I think the interesting thing here is that Elmal is depicted as an archetypal "Reluctant King," the good, virtuous man who dons the mantle of a ruler not because it is his birthright or the spoils of conquest, but because he must. It fits the Hyalorings, who take a very dim view of kings and kingship (to the extent that they don't have kings themselves) but nonetheless love Elmal as the king of gods. Elmal's kingship is justified by his reluctance, which is what sets him apart from the Pretender Suns who try to take the mantle of the sun out of greed and constantly try to equate Elmal with themselves by accusing him of believing he is the sun like they do. Elmal has a lot more of a family among the Hyalorings (and presumably the Samnali, i.e. the "Wheels" to the Hyalorings' "Riders"). After the death of Yelm, he eventually earns the hand of Nyalda (i.e. Ernalda) in "Nyalda's Bride Price," because he offers what none of the other suitors are willing to offer her (Freedom) and proves his strength by beating said suitors into line. Nyalda here is a former concubine of Yelm, BTW. Prior to Nyalda, though, Elmal is married to the goddess Nivorah, who is of course the goddess of the city of Nivorah that the Hyalorings and Samnali both come from. Presumably, that's who most of his children were mothered by. The named children who are probably Elmal's children with Nivorah include Osara (basically an Elmali version of Vinga), Verlaro, and Samnal. The one who is definitely Elmal's son with Nivorah is... Reladivus. Yeah, in "Taming the River," it is outright stated that Reladivus (whom the Dara Happans now consider a son of Yelm) is the son of Elmal and Nivorah. How did they eventually confuse Yelm's grandson with his son? My guess is that the answer is found in "Hyalor Tablet-Maker": I guess Manarlavus might actually have been as good as his word, at least as far as his subjects were concerned. And to fill the genealogical gap that removing Elmal as the emperor's son created, they simply replaced him with Reladivus. Unless this is just more of that thing where Vinga is considered both an aspect of Orlanth and his daughter by people and neither of these is incorrect.
  7. 2 points
    We had a pyromancer in our old RQ3 campaign. Sparky Jack was an Oakfed Shaman who steadily became more and more deranged, as he embraced the Wildfire more and more. In the end, he had a couple of Agimori Shamans as apprentices and had a burning skull instead of his normal head. He could summon up a mean oakfed though, I think it was an XXXXL Salamander.
  8. 2 points
    According to Elder Secrets, all pure elemental metals have that effect, not just iron. If the metal doesn't have the effect it is not pure and must have been alloyed. In the case of jewelery, that would be normal (only 24 carat gold is pure for example), and so too in the case of sling bullets and copper coins. It is also possible that the process of minting clacks enchants them in some fashion, but that isn't stated anywhere. As copper and lead are cheap, it would seem sensible to get pure material as a way of controlling slave magic, or else your overseer is going to get befuddled and all your slaves will escape. That would mean that slavery was immensely impractical and unprofitable, when we know that is not the case in Glorantha. Well I would argue that in a world where accessing your gods is accessing their power to change the world that only a very foolish slave owner would allow such a thing. Consider; the Lunars ruthlessly shut down temples to Orlanth, but allowed Sartarite men to worship Barntar. I am sure that slave owners won't mind their slaves worshiping comparatively peaceful deities, but they aren't going to let you start holding ceremonies to Barbeester Gor, Humakt, Orlanth, Urox etc. at the edge of the plantation. As for creating a sanctified space, initiates can sacrifice for that spell in RQ3, but only at a large temple of their deity, not at some little shrine. We must not confuse RW examples with how Glorantha would work. Slave owning is and intrinsically cruel and profit driven activity, and curtailing religious practice is immensely practical if you don't want a mass escape on your hands.
  9. 2 points
    We'll start on this some time next year, after the core books are out in print. That's exactly what the Miskatonic Repository is for Call of Cthulhu, and we'll be doing something similar for RuneQuest/Glorantha (name TBD).
  10. 2 points
    Metropolis is a fantastic movie. I haven’t seen it in many years but I have very fond memories of it. In Odd Soot, I have gone for a realistic rocket-powered exploration of the solar system. Humanity managed - with the help of difference engines - to reach Earth orbit by the mid 19th century. Years later, human space explorers discovered two alien probes (orbiting Mars and Venus) and successfully extracted their Unfolding Devices - FTL engines utilising folded-up dimensions to travel without moving. In the 1920s, humanity has travel to the nearby stars for about 40 years, met five intelligent species and settled on several exoplanets.
  11. 2 points
    I am not sure if the Orlanthi canonically practice this kind of ancestor worship (they do interact with their ancestors as a collective and part of their theistic pantheon and sacrifice to them but I don't know any evidence of orlanthi "Daka Fal" shamans) But they do acknowledge him under the name of Darhudan so using the Daka Fal RQ:G cult would probably be completely fine. That Yinkini ancestor sounds more like a specific ancestor than a source of ancestor worship shamanism (again if practiced among Orlanthi probably Daka Fal too), so probably the focus of the player tradition but without a need to repurpose the cult to a specific ancestor. If limited to only one ancestor then I think the ancestor spirit would be a more standard spirit cult providing magic related to what the ancestor was famous for rather than a cult about summoning any of your ancestors like the Daka Fal cult. Lot of very minor cults are like that and tend to have shamans instead of priests. So a question to ask to your player is if he wants a cult to be like his ancestor or a cult to summon ancestors.
  12. 2 points
    Yes, people should really listen to Jeff & Jason interview (RQG part from 35th minute): Jason is very happy to share things about RQ repository & living campaigns...
  13. 1 point
    The boffins at MIT have built an artificially intelligent "Nightmare Machine", which generates horror imagery using deep learning algorithms. And they need you to help teach it what is terrifying... #nightmarefuel http://nightmare.mit.edu/
  14. 1 point
    I love Vasanas Saga, as much i loved Ruriks story in RQ, and Biturian Varoshs story in Cults of Prax. But Vasanas Saga is illustrated! In RQG there are 17 Vasans Sage texts (besides the ones in the character creation chapter), and almost all of them come with an illustration somewhere in the book (most of the time nearby, in two cases somewhere entirely else in the book): text / picture (title) 138 / 136 (Battle of the Queens) 140 / 240 (Kallyrs pyre in Boldhome) 166 / 162 (meeting Biturian Varosh) 196 / 190 (The Block) 228 / 226 (The Paps) 235 / 232 (meeting Argrath in New Pavis) 238 / ? (meeting Sorala) 245 / 242? (Orlanth ceremonie) 255 / 252 (meeeting the shaman) 270 / 312 (Snakepipe Hollow) 352 / 350 (Spirits) 367 / 376 (Fighting in the Spirit World) 371 / 364 (Spiritworld) 372 / 373 (Lunar Snakes in the Spirit World) 383 / 380 (meeting the sorcerer) 407 / 402 (Gundas hostage) 419 / 414 (arming for westfaring) A few questions arise: Does my connection between the text on page 245 and the picture on page 242 seems to be correct? Have i missed a picture that belongs to the text on page 238? Will there be additional "Vasanas Saga" texts for: - the cover (that features Vasana, Yanioth, Harmast, Vishi, Vostor and Sorala) - the picture on page 4 (troll ambush in ruins; featuring Vasana, Yanioth, Harmast and Sorala) - the picture on page 98 (caravan; featuring Vasana, Yanioth, Harmast, Vishi, Vostor and Sorala) - the picture on page 268 (pig sacrifice at Ernalda Temple; featuring Vasana and Yanioth) And when in Vasanas Saga do you thing they take place? The cover of the "Gamemaster Screen Pack" also features Vasana, Harmast, and Sorala. When and where is that?
  15. 1 point
    I think that both the Hound and the Dioskos horse-shaped demons are a result of Ethilrist's personal heroism as a Man-of-All rather than the result of sorcery. The Atroxic Church that graced the Hero Wars rules and sort of persisted into HeroQuest1 does have a number of command and similar magics that allow limited control over the hell creatures Ethilrist brought to the Surface World, and it has lots of spells to enforce morale and oathkeeping among his human followers, even if their elite all too often ends up as slaves of their steeds. I have no idea whether Ethilrist's sorcerers were especially effective while in the Underworld, or whether it really was their great leader's inspiration (sadly lacking in is literature endeavors) and charisma which held the troop together. Ethilrist's answer wouldn't be surprising, but may not necessarily be that factual.
  16. 1 point
    What about the Black Horse Troop?
  17. 1 point
    I would love to know more about these alternative crops and how they are prepared into meals. What is known about them and where may I learn more?
  18. 1 point
    The Roman Empire had an agrarian society capable of metalwork, but I see your point all the same. Also, I doubt any GM would be so generous as to make Firshala a "pet deity." The interpretation of what Firshala and her cult are like should really be done based on what seems interesting and appropriate, not on what's most convenient to the players. That said, I'd be interested in hearing what other people's interpretations of Firshala are, having just read Griffin's Mountain myself recently. Though admittedly, what is established about Firshala is that her nature is Fire, which means her worship might mean salvation to the Balazarings who find themselves within the Windstop as she might at least prevent them from freezing to death before they can find new hunting grounds and hearths, if not providing help in more esoteric ways appropriate to however you'd interpret her powers with Fire. It could certainly be a quick way to grow the cult's membership and power at the least.
  19. 1 point
    The Monomyth is a good representation of what happened in God Time. Other things happened in God Time that aren't part of the Monomyth. Some things happened that contradict the Monomyth, maybe because the Monomyth is incomplete, the Myths are inconsistent or have been interpreted differently. Where the God Learners didn;t make much of an impact, the deities and their Myths are far less organised, but would probably intersect the Monomyth fairly often. In my opinion, the biggest contributors to what we know as the Monomyth were the First Council. They did the Yelm=Evil Emperor identification, gathered together myth fragments and stitched them together into complete myths rather than fragments of partially forgotten myths.
  20. 1 point
    Firstly, I would be interested in hearing if anyone thought that the Votanki and their swine might relate to First Age hero Aram Yar Udram and his defeat of Gouger who is only a Wyrms High Pass away. I would imagine as everything became increasingly psychotic around the Ivory Plinth, many refugees may have fled into Balazaar. Secondly, Balazaar is poor. Very poor even. I imagine that they can trade hides into the Lunar Empire, but that is about all. This means that the region is not of much interest to the Lunars. On the other hand, that also means that potentially the region could become a major place for Sartarite refugees. Certainly there is potential for more Sartarites to come there than there presently are. On the other hand, they won't be from southern Sartar, but are likely to be Vantaros, Princeros and Tovtaros who don't like the present circumstances. The Tovtaros in particular are in many ways quite close to the Votanki, given that they are both poor hunter societies. Whatever issues might arise about Yinkin vs Brother Dog could probably be smoothed over via their shared belief in whatever they call Yelmalio these days. Third. The Elder Wilds are potentially very important to the Lunar Empire, as if the population survey maps are to be believed, there are loads of Elves and Trolls there, and probably Dwarves as well. While the Lunars have a lot to worry about on the Pentan frontier, they would be wise to maintain some sort of watch on the Elder Wilds, and certainly a lot more intelligence gathering than a couple of initiates in Elkoi could manage. There would be room for mercantile and diplomatic missions into the region. For a bit of fun, you might like to provide hints for reviving the worship of the god Balazar himself worshiped, namely Tharkantus (not Yelmalio again?). BEWARE ! SPOILER TIME: There are some pretty major game changing items to be found in the Elder Wilds, and I'm not even talking about the fabled Wind sword. Firstly there is that adamantium spike in a rock on the island with the huge crabs. That thing is worth a king's ransom. 100,000L or something absurd like that. Potentially, that sum of money is a game changer that has major political ramifications for a miserably poor region like Balazaar. Then there is that arm band that lets you control giants. Apparently it was used to build the three citadels, and ultimately caused the giants to attack Dykene. Well, suppose you had that arm band and 100,000L? It is probably worth pointing out the value of Firshala's Prison too. Potentially the players can start their own religion, and who knows what would happen if they figured out how to free Firshala? How powerful is she really? Now consider what that means all together... a free citadel, a pet deity, and 100,000L, and all in an area that is at best an afterthought in Lunar plans. I think the Roman Empire had more humble origins than that. Can you say "License to Riot"?
  21. 1 point
    Say, isn't it odd how the god Pavis settled his city with a major chaos nest right in the very middle of it? He never stopped robbing the giant cradles either. Plus he actually wrote a whole series of books on sorcery, and good orlanthi don't dabble in sorcery. Apparently those ogres on Ogre Island were Jrusteli and already settled there when Pavis arrived and he didn't even kick them out for being chaos worshipers, let alone doing the honorable thing and going crazy ape bonkers with a great axe all over them. Then there is all the weirdness to do with Pavis and the Man rune. Hmm... aren't ogres sort of chaos with a man rune? And ogres are very charismatic too, able to talk people into things, like setting up a huge city in the middle of a desert full of homicidal antelope f***ers. Now I'm not suggesting Pavis was an ogre, no never, for a start he wasn't very tall, and all ogres are tall... but then Pavis was related to elves, and elves are short. Nobody has ever accused Pavis of eating anyone either, but he was an initiate in Draconic magic too, and they do know how to transform their heads into dragon heads and bite people with them, which isn't the same as cannibalism, but it shares some similarities. Then there is the whole Puzzle Canal thing, and how it seems to tie into illumination and Pavis used it to travel into the Underworld to get free food for his city. What sort of food do you find in the Land of the Dead? And why was Pavis offering major architectural projects to illuminates? And how come there are so many vampires in the Big Rubble these days? A pretty odd thing for a vampire to do really. Weren't Pavis and Delecti both big hero types at the end of the Second Age together? Both allies of the EWF before the dragons ate everyone? Nobody is saying that Pavis managed to trick thousands of people into wandering into the desert to set up a city to create the infrastructure for a new major chaos heroquest that would bring the Devil back into the world to destroy all the gods, but then, how did KoDP end again?
  22. 1 point
    Given the other discussion on Humakti *ahem* in the other thread, I'd be almost afraid to ask for your reaction.
  23. 1 point
    Is it? I would have described Tantra as fitting into what HQ describes as "asceticism". I mean, while the practice isn't one of self denial like other forms of asceticism, the aim is basically a form of spiritual enlightenment, given that its origins are in Hinduism and Buddhism. The difference being that the tradition isn't one of refutation, but of integration. It seems to me that sorcery in Glorantha is what happens when mathematics meets magic, and it is all intrinsically about grimoires and scripture i.e.: Hmm... I seem to recall that even in the East Isles there are sorcerous traditions that emerged without any obvious reference to Zzabur, and the same goes for the sorcerous traditions of Kralorela. While we all know the God Learners went there, I am inclined to think that those traditions pre-date the God Learner invasions. Also, why break the 4 world theory when the presented example fits so neatly within it? That's a really good point. I almost slipped into an exegesis on the infiltration of Zeus/Jupiter into Judeo-Christian worship. Good point. I think volcanoes are pretty visible. So too is the moon. As for "invisible earth", well we have the various deities of under the earth and they aren't invisible. Now in terms of the transcendent quality immanent in matter, that is spirit, and that means shamanism in Gloranthan terms, not sorcery, though admittedly all the traditions (except for asceticism) traffic in elementals. Just to clarify, clearly the Red Moon has sorcerous traditions available, while the rest of the Solar Pantheon do not, but the Red Moon has access to the gamut of the 4 worlds, not just sorcery. As to sorcerous Earth traditions, well, given what a large and urbanized society that Esrolia has, it probably should have a sorcerous tradition, but I am not aware of one in the literature. Now Lodril on the other hand is a bad match for sorcery imo. Clearly Mostal died, and that is why the mostali society turned to sorcery; it was logical.
  24. 1 point
    Just a quick note that I’ve launched the Odd Soot website where you can see more of the game and the setting. There’s also sample artwork of the aliens, starships and characters. I hope you'll enjoy it. www.frostbytebooks.com/odd-soot And while you’re there, don’t miss the newish M-SPACE page. M-SPACE continues to be a popular alternative for sci-fi gaming. And the positive comments keep coming in. Like this, from Åsa Roos, RPG writer: 'One of the best uses of modular rules that I’ve seen.' Or this, from Stephanie McAlea, Stygian Fox: 'It's a fantastic book and exactly the bridge I needed between good sci-fi and BRP/D100 systems.' Regarding the rules, Odd Soot uses Mythras Imperative, just like M-SPACE. But as Odd Soot grew, I realised it needed to stand on its own. Which means M-SPACE is not required to run Odd Soot. And just as in M-SPACE, there are modular parts to handle the setting and nudge gameplay in the right direction. More about that later.
  25. 1 point
    This is a new subject for game masters. I tend to be a low risk, low reward game master. This is a thing I did that really annoyed the players, but certainly was not dangerous. When the gaming genre started over 40 years ago (I remember the time), most of the scenarios were in underground settings, and the maps were drawn using graph paper. I still do this to an extent. One of the most infuriating things that I did (but fun for the game master) was to lay out a dungeon using polar graph paper, and describe it as regular rectangular co-ordinates. The players got really annoyed when the map they were creating did not work out-in that there were rooms in places where there should not have been a place for these rooms. I really had fun playing this out. And there was no cheating, such as placing teleport areas, and the like.
  26. 1 point
    SPOILER WARNING One of the adventures in the book.
  27. 1 point
    A new puppy meant Max Writer missed Free RPG Day this year. But our 2018 offering, Lynne Hardy's SCRITCH SCRATCH, is available POD. So Max ordered it, and filmed this unboxing video. —If you want to order it yourself, here's the link: http://bit.ly/2NKNWV3 —or download free Scritch Scratch PDF here: http://bit.ly/2tNtnvb
  28. 1 point
    Speaking of dog-headed people, who are the dog-heads who were carried on the back of Worcha Rage? (In the RW, perhaps they are like the dog-heads who fought King Arthur or Saint Christopher's species, but in Glorantha...?) Also, I'm much in favor of Nick Brooke's Hippogriff's Avenging Daughter: http://etyries.albionsoft.com/etyries.com/folktale/hippo.html
  29. 1 point
    Rune tattoos are common, as foci & other spell linkages, or just as a loud&proud statement of allegiance. I would presume that when casting they would glow, shimmer, float off the body, seem to be (or reallly be) the origin of the magic, etc etc etc. Not that any of this would make a difference to the spell-effect, or have any game-mechanical impact (other than the "oh shit" moment when the ENTIRE group of foes suddenly pegs ONE caster as a bigger threat than the rest of the party ... ) Dragonwing tattoos might we'll have a similar occurrence for a character with Draconic links/affiliations/aspirations/etc.
  30. 1 point
    Good point about the anti-gravity. Science in the 1920's in many ways contradicts much of what we know now. Even today we still have conflicting theories of Gravity. Dark Matter vs. MOND vs. (Tesla) Dynamic Theory of Gravity vs. Ether (Rene Descartes: The World and Other Writings). Of the 4 of them only Descartes theory was available prior to 1930.
  31. 1 point
    Yeah, blood magic seems like a good fit for those sorts of evil sorcerers/necromancers... or even for 'good guys' who are really desperate. Legend has a (somewhat truncated) book on it.
  32. 1 point
    Don’t neglect the adventures of Anthony “Buck” Rogers (novels and newspaper strip) in the 25th Century. It began as a post-apocalyptic war saga with ancient Han invaders living forever in a few domed cities while defeated Americans skulked in a North America returned to primeval forest. Only after a second invasion by the Tiger Men of Mars (!) did it gradually morph into an outer space story. Both Edgar Rice Burroughs’ “Beyond Thirty” and H.G. Wells’ “Things to Come” had the Great War dragging on for decades and civilization restored by airmen bringing law and order back to a post-apocalyptic society. “Things” featured a moon rocket but “Buck Rgers” and “Beyond Thirty” and “The Skylark of Space” and other novels assumed you’d need some sort of antigravity technology to escape Earth’s gravity well. Rocketry was in its infancy and few people imagined yet that you could shove a payload into space by brute force. Burroughs and Buck Rogers had rockets to push their ships around in an atmosphere because it was cool, not because they thought it could get their heroes off planet. Rocketships for interplanetary travel become a thing in thr Thirties.
  33. 1 point
    Zorak Zoran famously mocks Humakt for holding his death rune backwards... (perhaps adding onanism to necromancy and disobedience on his list of sins against the Great Mother?) ((and... that's as far in that direction as I care to speculate))
  34. 1 point
    A little bit. Its approach is to present several full samples of vintage science fiction in a given sub-genre (usually short stories) and extrapolate rules and campaign guidelines from there. So far there are eleven sub-genres fleshed out. It is all HTML, so no physical book, just electronic pages to download or print out as best you can.
  35. 1 point
    There's just something about an rpg in a box...
  36. 1 point
    Pavis (the big rubble) also has sewers, the dwarfs built from the Faceless Statue's bowelstones. They also made them into plumbing, and sewers. The dwarfs also built the Great Drain under new Pavis for Dorosar. See Pavis GTA.
  37. 1 point
    I've just had a good search through my Glorantha collection. Hippos are pretty much missing from Glorantha except as the hippo hsunchen Pamaltela and the golden age foes. The two major Gloranthan Bestiaries are lacking them (although they do appear in the Gateway Bestiary). No encounter tables have them either. Greg's notes lack them as well. Celestial River Hippo is pretty much unique and will clearly be the subject of a great HeroQuest returning them back to Genertela for the Hero Wars. I can see Waha's brother who was turned into a dog leading the quest to create the Hippo tribe in Prax, a sanctuary for canine misfits who long for their own sturdy mount (other mad hippo rider art is available). https://gillieandmarc.com/shop/paintings/he-opened-his-eyes-and-it-was-a-starry-starry-night/ in case you want a copy (later he meets rabbit woman, the goddess of praxian rabbits who thinks he's really cool on his hippo and they marry. https://gillieandmarc.com/shop/public-sculpture/hippo-wild-ride/)
  38. 1 point
    Bad Player, bad! No biscuit for you!
  39. 1 point
    The box proofs for the new Call of Cthulhu Starter Set just arrived at Chaosium HQ - fits in beautifully on the shelf with other Chaosium classics. The Call of Cthulhu Starter Set will be out in about six weeks!
  40. 1 point
    Maybe the humakti sword rune should point upward?
  41. 1 point
  42. 1 point
    You mean that 30 Skeletons, plus the Necromancer's other NPCs couldn't take on the minor lord and his guard? Considering how fantasy is written, the Necromancer probably IS a minor lord. So he has other retainers of his own. I mean, come on, in order to practice necromancy, you HAVE to have a fairly defensible position, and those to defend against it, while you actually do the work to raise the army! SDLeary
  43. 1 point
    My point, not really expressed in the previous post, is that all _permanent_ effects in MW have a POW cost, and I'd be wary of changing that in the player facing rules (but as previously indicated, for shaping a compelling villain, all bets are off). One could certainly look at tweaking the individual spells to more closely resemble Demon summoning: so to call up a skeleton / revenant /ghoul etc to serve the Necromancer for a limited service (say POW hours / a day and a night) only costs Magic points, but to make the summoning permanent (Like binding a demon) requires a permanent point of POW as well. TBH, it's a while since I looked at the rules and that is how I _thought_ they worked. Fairly sure I'd make it possible for a Necromancer to repair a Revenant too or making the decay slow if it's "bound"; mind I am re-reading the Malazan Book of the Fallen so my thinking about Undead is rather tainted by ideas about the T'Lann Imass... Cheers, Nick
  44. 1 point
    I don't think so. Yinkin is not a subcult of Orlanth, so you have a separate rune pool that you can use for any Yinkin spells, including Shield which Yinkin gets from Orlanth. Think of the separate initiations and rune pools as if they were separate characters, you can do whatever an initiate with only that rune pool could do.
  45. 1 point
    To be clear, I presume that if I am in Orlanth Adventurous and later join Orlanth Thunderous, I use my Orlanth rune pool for both subcults. Later, when I become a Priest, I join Yinkin as an associated cult. I am now in addition to being a Rune Priest of Orlanth (who is in the Thunderous and Adventurous subcults), I am also a God-Talker of Yinkin. I can use my single Rune Point pool for all the spells I learn from all these cults. However, for my Yinkin magic, I may only use the spells that I sacrifice for which are available to Associate Priests. Is this right? My cousin Torvald, on the other hand, is an Initiate of Humakt. He also initiates into Elmal. While the two cults are not at odds (and indeed, have a certain degree of admiration for each other), Torvald must develop separate Rune Point pools for each of these deities. However, he also has access to the entire array of rune magic which is available to Initiates of these respective cults. This is different from being an Associate Priest, who enters the new cult by way of their original deity's presence in the new cult's myths. In a way, being an Initiate is a deeper commitment than being an Associate Priest. Eventually, Torvald will have to decide which cult he will commit his life too when he becomes a full Priest or Rune Lord. He may even have to leave the other cult if the time or social requirements become too overwhelming, and may receive a visit from the cult Spirits of Retribution of the forsworn cult if his other cult doesn't include the other deity as an Associate Priest. I'd personally allow an Initiate to transfer to Associate Priest status when they become full Priests of their home cult. So, say if I started as a dual initiate (Orlanth Adventurous and Yinkin), when I become a Storm Voice I'd also be an Associate Priest of Yinkin, presuming I kept up my time and worship commitments if they wanted. But a choice would need to be made because they'd lose spells not available to Associate Priests. This would be the price to pay for the merging and easier restoration of the rune pools. I'd also let a full Priest keep their separate initiate status, but then they'd have to juggle holy days and separate rune pool restoration.
  46. 1 point
    Flipping the argument here reminds me that Malkion is half storm god and so all his children who participate in that nature -- all the "wareran" peoples -- are already air people. That's usually the runic and cultural base that the exile faith had to work with when it first arrived on Genertan shores. This makes a certain type of regression (almost typed regregssion) more prevalent as either latent storm traits are fitted back into the complex or the strict monotheistic overlay erodes. Also unlike many of the other ancestral gods of the colonized nations, some form of "Orlanth" is often alive and available nearby to inspire those who need a more robust response to the religious status quo. Would not be surprised to discover that "Mostal" is actually an ancient form of "Invisible Lodril" that occasionally throws off heresies. Otherwise history makes things complicated, as for example "Invisible Sun" is "Moon" and is probably venerated as such in places like the Arrolian belt. "Invisible Earth" -- the transcendent quality immanent in matter -- in the modern West is suppressed to the point that we just say "Earth." Invisible Lodril has a somewhat easier time of it, especially IMG up north.
  47. 1 point
    Well I guess it just goes to show that there are lots of different subcultures out there with very different standards of what is acceptable and what is not. I guess you won’t be preordering my illustrated work on Arkati tantric Illumination rites then?
  48. 1 point
    Yeah, makes me not believe a word from this poster. As I said before, this guy is trolling all of you.
  49. 1 point
    I ran a Balazaring campaign for many years, eventually under HQ. The players were Votanki, eventually joining Balazar and becoming The Hawklords. It ended just before the windstop. Elkoi Themes: Citadel in flux, old ways replaced by new ways that never could fully take hold even after 100 years. Civilised verus hunter gatherers Aging, disassociate monachy Yelmalio versus Seven Mothers Balazar verus Invaders Queen Jocestis becomes a priestess under Elecora Kindtongue as the Lunars slowly depopulated this frontier outpost. Elecora dies about 1620 and Jocestis becomes then acting High Priestess. Marusa and Halcyion are reassigned and there is little to do here. Into this void, Taklong begins actively reestablishing Yelmalio amongst the clans, looking for a successor to the ageing King in the guise of Balazar reborn. He has support from the other priests at the other citadels (he is the High Priest) and Blueface. Joh Mith expands his market to Elkoi. Trilus Themes: Standard citadel, Yarling is the ideal leader, keeps the old ways alive. Hunter gatherers vesus civilised Young monarchy Foundchild dominates Lightbringers embed. Dushi Sone, Bluebird, Joh Mith, Pay Surney. Around 1616 Torath Manover leaves with the Windsword, his followers and Some of Pay's. They head south to free Sartar. Pay becomes the defacto head of the Lightbringers at Trilus. She marries Cirtan, Ravena's brother, they have a small holding outside the walls (Cirtan's first wife and family were killed by the Lunars). Euclia becomes a (native) rune lord Vingan, she takes over Pay's adventuring role while he settles down and has children. Pay never recovers from not finding the Windsword and everyone leaving. Dykene Themes: Rise of the Yelmalio Hawklords (Guardians of Balazar) The rise of Balazar Increased chaos and murder. change of hunting styles Hawks versus Horse Hawking versus dogs Around 1619, Karazar is kidnapped and never found around. In the ensuing repercussions, Praxena Kills the King and escapes. She is caught by Euclia now a Vingan who returns her. Starnia has her tied to a stake outside the citadel (never let pcs advise a future king) and has Sunrider peck her eyes out. It takes a few days for her to die. Starnia Stormrender becomes King. Calamene marries Bodoni Boldface. Chana Greeneyes has a child by Silvanthi Brighteyes who subsequently vanishes (becomes Blueface's apprentice). There is no overt lunar backlash against Praxina's death, however there are many more broo attacks in the Dykene clan regions. Granny Keeneye is much more active against the Yelmalions (as she's subverted by Jakakeel). That's all I can remember at the moment.
  50. 1 point
    Peloria clearly had white queens in Naveria's days before Brighteye usurped rulership and instituted a strict patriarchy. The Jonstown Compendium in RQ Companion mentions Molandro as Yelm's second opponent on becoming Emperor, IMO the previous Earth King of Peloria. All of this makes it rather clear to me that the Golden Age of Yelm started with rebellion and strife, and wasn't all that harmonious as the God Learner maps or Dara Happan texts on the Godtime want us make believe, and neither was what went on before all "Green Age". Entekosiad is full of chthonic ancient humans - descended from trees, made by deities, descended from deities (goddesses), etc. If you look at the earliest God Learner maps, the "four tribes of Mountain People" migrating into the cardinal directions may all be regarded as Earth people. Take for instance the Malkioni tribes. While the forefathers of the Malkioni tribes trace their descent to the Citadel of Logic, most of them (with the exception of Waertag, who turned to the Sea aka Sramak's River) took goddesses of the land or of Fertility as wives to propagate their peoples. So did Malkion when he fathered the five castes. Likewise, the Vadeli as aboriginal people of Brithos are an Earth- or at least Land-descended people. Early Ralios was quite similar to Genert's Garden, though without a strong presence of Genert. Instead, Flamal at Hrelar Amali towered over the land. The Likiti are the autochthonic people of Sesnhela. The Pendali are the hybrid descendants of the Basmoli and the Likiti, IMO, with Likiti providing the majority of the urban population of Seshnela in the Gray Age, under Pendali protection against the lingering after-effects of the Greater Darkness. We don't have much information on the earlier population of Seshnela. It may have been on the southern outskirts of the Kachisti-and-autochthonic culture of western Genertela prior to the Nidan orogenesis and the Vadeli rebellion. While not the city builders of Danmalastan, the Kachisti probably communicated the concept of cities, and together with old chthonic groups may have been instrumental in the formation of all those (Serpent Brotherhood) Beast Folk temple cities dotting the Greatwood of Ralios and adjacent territories. Ernaldela was the name for the lands north of the Spike. The Solkathi flood drowned much of it, but when it dried away, the sea bottom became land again. Orlanth's Downland Migration may have been only the latest to pass through if you look at all those beast herd invasions in the early Vingkotling Age. The Durevings are a combination of Spike humans following Orlanth and autochthonic (woman)folk already present in the region, and apparently also already in contact with Veskarthan and his lowfire offspring. Thunder Rebels names oodles of Ernalda's handmaidens, all of them with lowfire husbands, who were brought into the Storm Tribe, too, along with Mahome. Elmal established the uxorilocal outsider marriage, and was the first non-Storm kin to marry into the Storm Tribe. Prior to Orlanth liberating Ernalda from servitude with the Bad Emperor, lots of outsiders married into the earth tribe of Ernaldela.
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