Jump to content


Popular Content

Showing content with the highest reputation on 01/03/2019 in all areas

  1. 6 points
    I can find no reference to Elmal being called "the Cold Sun" prior to this comment. All references to "the Cold Sun" in the Guide are explicitly to Yelmalio or Sun Domers, while the Storm Pantheon entry lists "Elmal: Sun God". The term "Cold Sun" appears in SKoH only in the Sun Domer entry, starting with, "We are the warriors of the Cold Sun." followed by "What the Sartarites think: The Sun Domers are a strange cult who betrayed Elmal for the Cold Sun." The phrase is completely absent from TGRoY, Sartar Companion, The Book of Heortling Mythology, Arcane Lore, and King of Sartar. Having the keys to the kingdom, you're certainly within your rights to change things as you judge best, even things you wrote, even after saying that The Guide would be the foundation for official published works going forward. I gotta ask though, what's the upshot to this? What value do you see in this change that you find to be worth going back on all the above, having published Gloranthas contradict among current game lines, degrading the usefulness of existing reference materials, and so on? How do you see this revision leading to Maximum Game Fun to an extent that justifies the downsides?
  2. 5 points
    While there is clearly a Little Sun archetype that these beings all embody, to say that they are thus the same entity creates a great many more contradictions than it resolves. It's a very God Learner perspective, in that while it does reflect a deeper truth, it is also incomplete in application. If embodying the same archetype means that deities are in fact the same being, the Goddess Swap would have worked. This new assertion that all Little Suns must also have Light rather than Fire is also at odds with tons of existing sources, not just Elmal's HQ writeup. The Little Suns are all missing something compared to the Great Ruling Sun, but they have not all lost the same thing. Truth replaces Stasis among the Little Suns. In the broken world in which they arise, the perfection of the Great Ruling Sun is lost. They can only strive for it by inspiring Truth/Justice/Righteousness. Antirius is referenced in The Glorious Re-Ascent of Yelm again and again as being not only bright and just, but also fiery. His warmth sustains the people beneath the Roof beneath the glacier, he melts the frozen rivers to bring fresh water. Even upon his deathbed, having been mortally wounded in his second expedition to the Hill of Gold, his body self-ignites as his spirit departs. When the prophet Avivath incarnates Antirius, his enemies are repeatedly burned. What Antirius does seem to lose as he is wounded by various miscarriages of his Justice is his brightness. TGRoY describes him as becoming dimmer and lower in the sky with each injustice. By the time of the Roof, the Orb of the Eye was no longer above his head (held instead by the Cruel God upon the Hill of Gold). He lacks Yelm the Rider's closeness with horses, but is connected to birds. What he embodies that Elmal, Yelmalio, and Kargzant do not is his father's Mastery. Antirius embodies and blesses the correct emperors with righteous sovereignty. He prevailed against the rival Little Suns in the Suns Swirl, and overcame Sedenya's challenge. When the people of Nivorah chose to embrace their horse-loving Little Suns rather than join Manarlavus and Antirius beneath the Roof, they were driven from the Rich Land, and while Kargzant's followers would later rule, most emperors enthroned by the Jenarong/Kargzant rites were not righteous and could not maintain order. Kargzant references also have no indication of being Fire-less. Kargzant in particular gathers together the remaining bits of fire & starlight scattered around the broken world, and Jenarong's funeral pyre inflamed the Wandering Sun so as to be seen throughout the Empire. His connection to horses is obvious, but he despises birds. What Kargzant lacks are Stasis/Truth and Mastery. He wanders wildly through the sky and his followers are nomads. The seize power through force, and even after completion of the Ten Tests, their rule is seldom a blessed one. Elmal shares Fire and horse-affinity with Kargzant (though the latter to a lesser degree) but maintains Truth. What Elmal lost is Mastery. Despite being chief of the Hyaloring Gods during the Gods War, he eventually becomes the Loyal Thane. Thus do his people find lands and homes of their own rather than being forever nomads like Kargzant's.
  3. 2 points
    I'm reeeeealy picky about dead tree purchases at this point in my life. My shelf space is mostly spoken for. Adding things probably means getting rid of something else. I bought both Red Cow volumes in hardback.
  4. 2 points
    Whenever this thread title pops up, it put me in mind of an art house fantasy remake of Guns of Navarrone. Nice Bolo Lizard
  5. 2 points
    Our dear friend Fabian, organiser of The Kraken convention, has shared this with the permission of Greg's wife Suzanne. They said, "We are both convinced that the many friends and fans of Greg will find some healing in it" #WeAreAllUs
  6. 2 points
    Now 'completed' the set of Praxian beasts. This doesn't appear in the book, but uses the beasts before I add riders. [Note: contrast and gamma not unified between the sketches; am told that the dinosaurs the bolo-lizard is based on had feathers, but decided to be 'old-fashioned' - also based the hands on those shown in the illustration above...]
  7. 2 points
  8. 1 point
    One of the things about HQ is that it's all but statless for NPCs and opposition. So while you don't get any RQ stats, at least it's not wasting any space with stats you won't be using either.
  9. 1 point
    Yes, but there are many cases when a tie is just as good as a success. If you're hiding from someone, for instance, you're happy if nothing happens.
  10. 1 point
    For the simple reason that creating a multiplicity of personal runes creates a massive barrier to accessibility. In addition, I view them as mechanically unnecessary. Lanbril's powers are entirely within the ambit of Disorder and Illusion. No need to add an additional rune (or 50+ personal runes) to that mix.
  11. 1 point
    For RQ purposes I would be VERY reluctant to mechanise the personal runes of deities. Better to just use the Disorder Rune when you try to do selfish things contrary to the harmony of a well-run community. Which is pretty much everything Lanbril does.
  12. 1 point
    BTW, that film looks remarkably good on Blu Ray for a 40+ year old film shot on a shoestring budget. Back on topic, my original point was that pygmies riders wouldn't be impossible (or impossibly bad) as Ostrich riders. That and the fact that it's not like the Ostrich people would have much say in the matter. If the are pygmies there's not much they can do to change it, outside of some serious heroquesting.
  13. 1 point
    Shannon Appelcline's Designers and Dragons 'Year in Review' for 2018 includes an In Memoriam for Chaosium founder Greg Stafford: "...Greg may have been even more important for his reimagination of the roleplaying form. He brought RPGs out of the dungeons, imagining games centered around our religions, our families, and everything else that makes us human." https://www.rpg.net/columns/advanced-designers-and-dragons/advanced-designers-and-dragons24.phtml
  14. 1 point
    Anything that contradicts previous canon is a retcon. It has always happened in Glorantha, since the very early days. If you read some of the early Wyrms Footnotes articles, you see that the names of Deities have been changed and what they do has been changed, even parentage has been changed. Does it matter? Yes and No. Yes, because people buy into a particular version of events and don't like it when it changes. No, because that is the kind of thing that fires up religious debate in the real world, so could well do the same in Glorantha. For me, these retcons are the same as a Glorantha Hero going on a HeroQuest and coming back with a new insight into a deity. His followers are going to believe that and follow him, other people won't care or will stick to their previous ways and think of the Hero as a heretic or just plain wrong. In a Polytheistic setting, there is a lot of differences in how a certain Deity is worshipped. So, just treat them as a different way of looking at the Deities concerned and stick to your preferred way if that's what you like.
  15. 1 point
    Did I say that Jeff said that? I don’t believe that I did. Perhaps you can show me where I asserted that? It certainly isn’t in the quote by me that you were responding to. I said that we’re told in several sources (Guide to Glorantha, Glorantha Sourcebook, Heortling Myths, and Sartar: Kingdom of Heroes, for examples) that the Orlanthi call the Sun Disk Elmal. Glorantha Sourcebook, pg. 100: According to Jeff: Now, there are several other places on these forums and on Facebook where Jeff has stated that previously published materials about Elmal are wrong and made it very clear that the new materials are changing much of the material about Elmal and the Orlanthi’s views on Yelmalio. So I don’t really think there’s any room to say that there isn’t a retcon going on. I’m trying very hard not to rehash those discussions though. Jeff is in charge of RuneQuest and Glorantha and can choose to alter whatever he likes. I find his choices on Elmal vs Yelmalio very disappointing though. I’m sure there are plenty of people that were disappointed when Elmal was retconned into Glorantha’s mythology more than a quarter of a century ago at the expense of Yelmalio, but now it’s those of us that find Elmal to be an important and interesting part of Orlanthi culture that have cause to be disappointed.
  16. 1 point
    Thank you. And we are working on that. I even had a conversation with @Jeff about some material for the Sky Ship before that in the pub before Dragonmeet. I have photos of the notes we made in his book 🙂
  17. 1 point
    I've based it on one description of the Aepycamelus, on which I believe the high llama is broadly based, which makes them this tall, but chatting with a paleontologist, the more common description makes them a bit smaller - about eight feet at the shoulder (I'd assumed ten)... So have some rework to do tomorrow. Fortunately, the rider is drawn separately to the animal, so there's just a need to rescale... Regarding mounting one of these beasts - would assume that they are trained to kneel on command, which makes it easier, though still not a simple action, even using toe loops/stirrups attached to the saddle.
  18. 1 point
    Whilst perusing various old documents I stumbled across this awesome RQ2 skill: GREG: There have been occasions when I have been reffing an expedition and, in explaining events, appearances, etc. have dropped all the clues I thought necessary for the players to have gotten the message. Sometimes they don't, and I am occasionally aware that it is a situation which the characters would recognize, but the players don't. What to do short of telling them? I have them roll their SPOT OBVIOUS skill. SPOT OBVIOUS: (perception skill) If a successful role is made the characters which did so receive the information first and act on it. ("Hey you guys, that's not a statue!) To find your ability, use this formula: (20 minus INT)X5 as a percentile die roll. Yes, that's right. The dumber you are the more likely you will spot the obvious. Oh yea, this cannot be trained, but can only go up with experience. I will also agree that you should probably get your natural perception bonus, too.
  19. 1 point
    How important is having an iconic adventure to your enjoyment of a setting? We know there are some great adventures for the settings in the line of Magic World, but would the settings be less successful without the adventures? Do you need some kind of example of play to grok a setting or would you rather not have that? Just curious what people think. I personally feel an iconic adventure sets the tone, but my experience might be different than others.
  20. 1 point
    I literally just pointed out the in the line above that the reason they are old is because it takes years to master a spell. We clearly are not longer meaningfully arguing if we are just ignoring arguments that don't support our thesis. Indeed, but the point is it rapidly fails to scale, and requires years of preparation to do well (you can't just decide you want a specific spell specialist, if you want them to able to cast the spell without days of preparation, it takes them at least a season). And you need a lot of them just to replicate the level of flexibility your rune magic users get just from common rune magic. If the other magicians learn to get similarly organised (which is precisely what the Sartar Magical Union is), sorcerers are in trouble. You are imagining a version of sorcery that is supported neither by any version of Gloranthan society we've ever known, or by the rules. As your putative soldiers have not mastered their runes, casting at max Free INT (so 12 for the average soldier, presuming they know one single spell) takes twice as many magic points as they have, and is wildly unreliable, and if they cast at a duration of hours or more reduces it to a level of potency that is about on a par with normal spirit magic levels. If they cast at short time, higher level, they are vulnerable to magic and all the enemy commander has to do is delay. And it is highly unreliable to cast (to boost it being reliable would require your opponents letting you wait around). Your average Orlanthi can just cast a little spirit magic before battle for the same effect as a long duration spell. And has far more flexibility. And it flat our contradicts what we've been told about Western society in multiple places. I don't really want to argue about alternate Gloranthas in which the Malkioni reorganise their society around the optimisation of details of the RQG sorcery rules. Besides, we've already been there - there was a period when the Malkioni understood the Runequest rules and reorganised themselves accordingly, and they ultimately chose to Learn about the Gods. 😁 Battle covers tactics and leadership, not strategy. And sure, it helps. But so does having the magical advantage. Sorcerers don't have multispell any more - if you are talking about a strength 12 Boon of Kargan Tor, you aren't able to cast it on many people, you probably have a tiny number of sorcerers able to reliably cast it in your army, and those sorcerers are quite limited in the number of people they can cast it on. It really IS about one to one, because the number of people you will be able to buff like that will be a comparable percentage of your army to the number of rune levels (maybe) on the other side, and that is probably if you have spent literally decades training war wizards. My strong impression is that, society vs society, almost every zzaburi war wizard makes the same arguments you are making - and many a talar discovers, to his regret, that he just can't seem to ever have enough of the right kind of sorcerer when they need it. Sorcerers are a very limited resource, incredibly slow and expensive to 'make', and very inflexible. And next thing you know, the talar is hiring foreign mercenaries or making alliances, discreetly enquiring with the War societies about their secret magic (if Rokari), falling into some heresy or another, or desperately heroquesting. Or, if they are Brithini, acknowledging sorrowfully that an embarrasing military defeat every few centuries is a small price to pay for immortality 🤣 Well, briefly. It takes a very long time to organise, at minimum many years. It requires a very significant domination of your sorcerers, so you are able to get many of them to spent many years and many points of power becoming specialist war wizards. It requires a degree of centralised control that is alien to the bronze age societies we discuss. And probably just requires too many sorcerers to cover too many bases to work. The flexibility provided by common rune spells and the ability of shamans to teach/cast any spirit magic is significant. For example, you'll need a number of specialist spirit defence sorcerers to not be very vulnerable to spirit attacks - while almost every Rune magic user already has Spirit Block. And it ends up being (especially if you rely on Neutralise Rune as your magical defence) being kind of an extended game of Rock, Paper Scissors in which you have to invest several years effort to change option - your system is sufficiently inflexible that one attack you don't have the means to defend against, and that is smart enough to target your sorcerers, effectively destroys you as a power. A horde of ghosts, or an earthquake that destroys the castle you are in, or a bunch of werewolves when you don't have enough magic weapons. Sorcery based states that rely only on sorcery are historically brittle. The Brithini either fall into henotheism (dawn age seshnela) or get beaten despite being master sorcerers (Arolanit falls to God Learners, First age defeat by Nysalorans). The Rokari claim purity, but ignore that their Horali caste flagrantly prefer their War Societies non-sorcerous magic. The Loskalmi were not notably martially powerful pre-Ban (being conquered by the God Learners, White Bear Empire, Black Hralf the Weasel, etc and was losing to Nysalors armies until they got Lightbringer and Hsunchen aid), and their fine wizard knights will probably get chopped into mincemeat by the Kingdom of War. The God Learners, of course, got so much of their success by NOT being purist sorcery users. In general, sorcery using cultures (other than the Brithini) either seem to not be that effective militarily, end up not that purist after all, or hope a hero saves them with a great magical act. I think that this is pretty much what the rules will support as well - pure sorcery users can be very effective with preparation and near perfect organisation and execution, but it is very easy for their lack of flexibility to be their downfall. Or for them to have to rely on big magical effects to save them when their military falters. (The Vadeli and Mostali are special cases, because I don't believe either qualifies as relying on standard sorcery. The ancient Vadeli relied heavily on demonology, the modern Vadeli on deceit. The Mostali have many magical techniques that go beyond the limits of standard sorcery, especially jolanti and other constructed beings, and alchemy including gunpowder.) And you know, this whole argument is why I hate the 'spells and spreadsheets' effect of Duration. It immediately leads to long explanation of how sorcery 'obviously' works based on a bunch of back of the envelope calculations that have nothing to do with Gloranthan flavour, and are the opposite of fun, and don't stand up in practice.
  21. 1 point
    Yeah, Mymidorn conjures up images of hoplites, ants, and the Trojan War. Before Iron conjures up images of vitamin supplements.
  22. 1 point
    Being old and wizened (and knowing spells to a high level so you can cast them with ritual preparation, and having a large number of power points in Inscriptions) IS being a master sorcerer. Yeah, you think you are arguing against me while arguing my point for me. Yes, a platoon or company of troopers who are able to fill up your magic point stores - versus a big crowd of initiates who are individually able to cast good magic. The point being the sorcerers are able to cast a small number of powerful spells - while an equivalent group of theists is likely to have individually weaker magic, but a LOT more of it. Orlanthi culture does though. Imagine spending 5 years learning how to cast Neutralise Air at a decent level because you want to take on those Orlanthi over the hill, and then dying in 5 minutes to the priestesses Earth Elemental. So you go back, get another sorcerer to spend years learning Neutralise Earth to a decent level as well, and the clan Champion Sever Spirits you. So.... you learn Neutralise Death as well and then... get ambushed by trolls. Neutralise <Rune> is an excellent example of why the inflexibility of sorcery goes too far for my taste. I actually have no problem with sorcerers being inflexible in the short term, and powerful in the long term, but the problem for me is they are also inflexible and by far the least interesting in the long term. Almost everyone who is saying sorcerers are powerful in the long term are accepting that sorcerers will essentially be powergame obsessive who focus on being incredibly good at a small number of spells, spending all their time in training and all their POW in Inscriptions to be good at a very small number of spells. How incredibly dull. FWIW, I think there are probably shaman-sorcerers in Glorantha. But they are almost inevitably Illuminates of some kind, and maybe have to learn from other Illuminated weirdoes. And even then damn unusual. Its heretical to the Malkioni, and unthinkable to most shamans, and weird as hell. But we are only incidentally talking about shamans, the question is spirit magic. So the issue is more like 'why would some Lhankor Mhy think the most common magic taught by Lhankor Mhy is irrational'. Or 'why would the magical experts of the Malkioni have far less access to day to day useful magic than those around them. Of course, Magic-User clerics have been in D&D for roughly three decades (and the Mystic Theurge class, that lets you advance as both at once, for close to two decades.). Its one of those arguments that doesn't really work the way you think it does.
  23. 1 point
    Ah! Thank you! Of course what you can do with a bound spirit is only written once, and nowhere near the place where it describes how to create bindings... Edit: The language used there, though, reminds me of a lack of clarity I noticed a while back, but pushed to the back of my mind: who is "the binder"? And does the p366 reference mean that only they can use the spirit magic and magic points of the spirit, while anyone else would be limited to controlling the spirit and releasing it to do its thang? The terms of reference seem to wobble about a bit in the Magic Chapter, and the section about Crystals in the GM Screen Pack.
  24. 1 point
    1. Yes. With updated production values. NO date scheduled. As noted, current edition of GPC is POD on DTRPG. 2. Yes, it is part of the acquisition. Progress on Paladin below. 3. Yes. Please don't ask what and when. 4. Time will tell. We have an interest in seeing Stormbringer and ElfQuest return home, and we still own the rights to Worlds of Wonder. It's early days, so please do not ask for the timing of NEW products related to this. First priority is fulfilling all remaining Kickstarter obligations. Paladin and Paladin Adventures are about to go to the printers. I reviewed print quotes for them just today. David Larkins will continue as the Pendragon Line Editor.
  25. 1 point
    Bijiif is also Bijib, Trickster God of the Starlight Ancestors and Lenshi..: "At first, in the earliest times, both humans and deities walked in this world together. But it could not stay so easily. It was human beings – our own ancestors – who made it bad first. Bijib did it, damn him. We liked Bijib before he was anyone. Then one day he told the ancestors that they should be separate from animals, because all the animals were like humans sometimes. But people couldn’t do it alone, and so Bijib gave fire to the human beings, and none of the animals could use it. Because of this the animals went away from the peoples’ camps, angry and unwilling to help any more. As a result, afterwards people had to hunt and to work for food, instead of being fed. But Bijib wasn’t done yet. He went among the gods and made them think that they wanted to be separate too, even though they didn’t know how to do it. So Bijib gave them Ourphaz, and people could not use it. They thought that this would make the people into their food." (http://www.glorantha.com/docs/ancestors-of-the-lenshi-kings/)