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Showing content with the highest reputation on 02/06/2019 in all areas

  1. 4 points
    "The Great Fatted Bull". It's a great story from a great writer who has waited 4,000 years to be published. And it's wonderful #Gloranthafuel H/T Kalin Kadiev
  2. 4 points
    The Devil in the First Age was Gbaji. Manifesting as Nysalor. The Devil in the Second Age was Gbaji. Manifesting as Malkioneran. The Devil in the Third Age will be Gbaji. Manifesting as ? (the Red Goddess is the obvious target) I don't think the Abiding Book was false. The Abiding Book contains a bit more truth (including inherent contradictions) than the more orthodox are comfortable with (hence the expurgated Sharp Abiding Book later), but the practice of using the whole Abiding Book as a grimoire is something that happened long after its first appearance, in the early 800s. And as they begin using it as a grimoire, they begin editing and reducing it - the 753 Compilations is something like the Abiding Book for Dummies, a guide to using the book as a source of cool magic for heroquesting and pagan blasting, with the most awkward (mysterious, contradictory, focusing on deeper morality and ethics, etc) parts ignored or explained away. The later Abiding Grimoire and Unencumbered Lights of Reason take this further, and just actually remove the tricky bits entirely. It is not the Abiding Book itself that is the problem, or its use by the mainstream of the God Learners (the orthodox Hadmalists always believed that the moral instruction, etc parts of the Abiding Book was key to understanding). It was the Malkioneranists who took the book, stripped it of anything that wasn't of direct magical value, and turned it into little but the basis for a magical armory that, IMO, let the devil in. Of course, we know that the foundations of Malkioneranism come, ultimately, from their exposure to Illuminated thought, their Nysaloran artifact Impossible Landscapes leading them to techniques we would now recognise as a form of Illumination. They then began doing what Illuminates always seem to do when they gather - some might seek deeper magical liberation, but some take the new magic they have found and use it apparently without humility or conscience to loot the otherworld for personal power. The Devil is essentially Gbaji made manifest, IMO.
  3. 4 points
    HOLD UP If the Abiding Book's appearance in 635 was a manifestation of the Devil then that would put the next Devil birth at 1235 or so... which is suspiciously close to the birth of the Red Goddess!
  4. 4 points
    I'm not sure is anyone needs, wants, or is interested but I created some Printable Rune Affinity Tokens. Nothing fancy, just seven different colored sets for players, and one expanded set for the gamemaster, white with black outline, if wanted. They are ready to print with crop marks for cutting them up.
  5. 3 points
    Arthritis still a pain (feel like one of the undead for much of the day, having upped the painkillers) but still working... Progress so far, from rough to latest (not yet finished). Need to finish the shading and then join up with the unicorn. Realised that as unicorns are smaller than horses, her other foot might show, so prepared for this.
  6. 3 points
    In RQ3, there were different spirits each with an individual capability. Intellect Spirits: You can store spells in them and cast the spell yourself. POW Spirits: You can use their MPs to power your spells. Spell Spirits: They can cast their one spell for you. Magic Spirits: Can know and cast several spells for you, some might even know divine or sorcery. RQG Bound Spirits seem to have the capabilities of all of these in one.
  7. 3 points
    Quite. They'd be rare, which is why not every Shaman knows where to find a spirit with such a high mag single spell for you to attempt to beat in spirit combat. Of course. Absolutely. So the spirit you transfer your Bladesharp 10 to will need CHA 10, but that's not too much of a stretch. The eventual limit will be that you can have 6 or 7 spirits bound (as your CHA starts to get close to hu-Max), so you can theoretically have about 7 or 8 'big' Spirit Magic spells available. If I'm (as is entirely likely) wrong about being able to transfer knowledge of spells, there's a further consequence: since you have to actually have the spirit bound in order to have access to its spell, knowledge of the Big Spell will be further restricted, since the Spirit won't be available for the Shaman that found it for you to summon in order for someone else to learn the spell off it. Aye. IMG, the Big Spirit Spell would be 'suboptimal', and largely unavailable anyway until the party's fairly well-established at Runemaster level, and would need to be actively sought out. I'd say Bladesharp 10 is quite a bit better than Bladesharp 5, as damage is a threshold game, and while you might expect a couple of points of the 5 to actually end up 'cleaving flesh', you'd expect against the same target that 7 would. I also started with RQ2, and I'd disagree that everyone 'just learns the capped value'. They may, eventually, gravitate towards knowing the variables they do know at their capped value, but they start off with lesser variants. And when there aren't any caps, they go past as far as the resources available to them in the world permit and they think their chosen role requires (which latter consideration makes the comments about Healing true whether there are caps or not, with the 'modern' exception, perhaps, of everyone having access to Heal Wound). For me, having natural "story-based" limitations works way better than fixed limits.
  8. 3 points
    This makes sense to me. This is what Greg wrote in The Middle Sea Empire, p.42: "They used the Abiding Book as a source, a “cosmic grimoire,” and cast great magic that did bad things. They did not know it but the entity that had led them there was Gbaji, the Deceiver. It led many, including some of the greatest and most powerful people among them, to do evil and to worship Malkioneran, revealed later to be the Devil."
  9. 3 points
    I like the 7th-edition Call of Cthulhu movement-rate rules; everyone starts with base MOV 8 (sound familiar?), and you get +1 if your SIZ is the lowest of STR/SIZ/DEX or –1 if it's the highest of the three. And you also lose 1 MOV for each full decade above 30 (so –1 at 40–49, –2 at 50–59, etc.). It's not super-crunchy, but it does mean that different investigators have different movement rates… which is a big thing in a game where you often just need to outrun your fellow PCs. :-) I'd probably use the same +1/–1 adjustments in RuneQuest, at least as a starting point.
  10. 2 points
    Really Monrogh, the best way for you to help Tarkalor is to convert as many Loyal Thanes as possible into Sun Dome Templars, with you as their prophet. Don't worry about the ones who like their current lives and communities, they'll see the Light thanks to your leadership. The mercenary angle is a challenge, but replacing their loyalty to Chief & Clan with loyalty to you personally is the only way for this to work. Besides, you trust yourself to be a friend and ally to Tarkalor, right? Surely your successors will follow your righteous example, no matter how much gold an outside power might offer.
  11. 2 points
    In my games, Shield only protects your body, and nothing else, if you cast it on yourself. You can also cast it on your shield or on your sword, if you want to.
  12. 2 points
    Gbaji is the evil that tells you that your ends justify your means because you are the best and only judge of what and who are important. Gbaji says not to worry where the road you are paving with your good intentions leads, you can surely handle it. Gbaji does not deceive others, Gbaji helps you deceive yourself to justify ruinous acts. Gbaji says, "Whatever problems freeing Sheng-Seleris might cause are worth it for the harm he'll do to the Lunars, and you can handle him in any case. You're the Liberator, you've got this." Gbaji is hubris.
  13. 2 points
    I'm not sure I want the added complication of a cap -- let alone a varying cap! -- but part of me REALLY like the Cult-Level vs CHA/x mechanic... Lay members can learn Spirit Magic spells up to a level of CHA/4 Initiates can learn up to a level of CHA/3 Rune Levels can learn up to CHA/2 Going higher than CHA/2 needs a Heroquest or the like: you are exceeding normal/mortal bounds, and need a Special Ability only available from HQ'ing.
  14. 2 points
    Give it a name and the standard starting value of 13, It could be listed as a flaw. It can be bought off with experience to reduce it or at the GMs whim. Eg. Corruption 13 -- Alternatively breakout the corruption from the magic keyword, so that the corruption increases as magical power does as well as with it's own bonus. This is harder traduce as is linked directly to the magic. Magic 1M corruption +1 -- To avoid mutating roll every (time interval) perhaps season and fail. For increasing it, decide on the mechanism, add point every, use, and/or time interval.
  15. 2 points

    From the album: Postcard Paintings from Glorantha

    © This work is licensed under a Creative Commons Attribution 4.0 International License.

  16. 2 points
    I've been biding my time, collecting the coupons for my PDF purchases. Soon, it will be nigh!
  17. 1 point
    Perhaps semi-related: "Peloria" is actually the name of a process through which normally irregular flowers become regular through repetition of the special irregularity. https://en.wiktionary.org/wiki/peloria I wonder if Greg and later authors had this in mind when designing the land. To me, it seems perfect as an allusion to the idea of all these unique cultures gradually being absorbed into a larger classification.
  18. 1 point
    IMG, Shield protects you, or whatever you cast it on. Having it protect your weapon and or shield for all those extra (parrying) AP as well as your own tender bodily particles would be too much of a freebie, IMO. And if the sword isn't protected by the AP, it's not protected by the Countermagic strength either. You can cast it on your weapon and/or shield, but that's extra Rune Points, and you might've preferred to stack those on yourself. Still, Shield can't distinguish between friendly and unfriendly spells, so it would protect the target from buffs such as Strength, Charisma or Catseye, as well as, importantly, Healing spells. If you want to stack Protection, you'd better cast that first, or boost it so it can beat the Countermagic strength of your Shield, and Countermagic pretty much has to be cast second if you're looking to stack that with Shield, and at high enough magnitude or with boosting MP to get past the Shield spell's Countermagic element; if you try and cast Shield on yourself after Countermagic, either the Shield doesn't work, or the Countermagic is blown down, or, worst of all, both of these things occur. But your mount and equipment need protecting separately for all of these spells.
  19. 1 point
    I view it a bit like a protective personal aura. It is around and enveloping you - but only you (so no, not your horse).
  20. 1 point
    Regarding the premise of this thread, I guess Six Ages lore is pretty much at odds with it. Of course, we're not at Time yet there (and thus we could be in a re-jiggered Godtime), but I don't think there's not going to be a Yelm by the Dawn rolls around. I guess we could still be surprised, though.
  21. 1 point
    You-said-he-said-but-nobody-cares. Picking away at posts in detail is not a great idea. I came close to that trap with Kloster at the top of this page, I hope I didn't come across as overly nitpicky and if so I apologise.
  22. 1 point
    1. Yep - so the OP stated, which matches my experience and (conveniently) reality. But the OP was asking for opinions about restoring the cap, so I was sharing my experiences with the cap: ie, everyone just learned the spells at the capped value, so the point of being variable was rarely significant. Once acquired at the cap, it was never cast at less then the cap (exception: Heal); the only reason to learn cast less than the cap was usually “new character syndrome”, and was corrected as soon as resources allowed and was never relevant again; the mechanical process of progressing to the capped value was, in general, just book keeping and not interesting from a story or character perspective. 2. I did mention mention that Heal broke the cap rule 3. Most definitely not. “No hard limits on variable spells” was one of my favorite changes form 2nd to 3rd. I was making the suggestion to the OP, that if you dislike having no cap, it would be more efficient to just remove “variable” as a battle magic spell type, and make all of the variable spells fixed. That was my concluding suggestion to the OP, based on my reasoning as outlined in my post, and repeated in #1, above. I prefer variable spells as they are, but if I were to consider a limit, I would just make them fixed point spells. That would make them easier to use and describe, and would speed up play without Changing the play experience significantly. “What does Bladesharp do? - It adds +20% to hit and +4 damage” done. I will try to be more clear
  23. 1 point
    I prefer something fairly similar. A character can move X and attack, or 2X and not. Maybe 3X with a running roll. But my displease with the new move rates isn't with the method, but with the rate. 24m per round for a running person is very slow, and give missile troops much more time to pepper opponents with arrows.
  24. 1 point
    Perhaps the difference is that the Theyalans all cooperated to contribute, whereas the Pelorians are ruled from above to better contribute, or... The Theyalan way brought an exchange of ideas and concepts, and created more of a shared identity, whereas the shared identity in Peloria is having the same overlord.
  25. 1 point
    That's where Countermagic steps in, protecting all the weaker spells cast before. And each dispel of a Countermagic can of course be countered by having a supporter cast another one. Unless you use coordinated teams of spell strippers, a single magic supporter can frustrate your efforts at spell stripping.
  26. 1 point
    And Arkat. Or as the separation between the two. Ho hum. I am not convinced yet. As with Nysalor, it wasn't the entity that caused the evil, but misguided followers. If Malkioneran had a champion against him, it might have been Halwal. But then, Halwal's main opponent was a Makanist like himself, Yomili. Red Goddess and Sheng come as a pair, much like Arkat and Nysalor, but Sheng gets disposed of early. Jar-eel is Argrath's Other, I suppose. Following this list, Gbaji is the Devil, within Time. In a way, he may also have been Kazkurtum, whose demise starts the pre-Time that gives us the first 600 year cycle from the Greater Darkness. But it was the expurgated versions which were circulated by the fringe splinter groups. The initial error probably lay in declaring portions of the book as ballast. The Makanist Hrestoli majority in the Empire was as much at fault with this. The early great successes of the God Learners were founded on the unabridged book - burning down most of Vralos, calling down Tanian. As I am not agreeing with your equation of the Devil with Gbaji (see below), I don't think this is the case. But what it definitely did was weaken the fabric of the world (aka Arachne Solara's web which holds it all together). That's their difference to what the Arkati did (and keep doing, either ones from the original era suspended in timeless questing, or their heirs unwittingly using half-understood fragments of secrets. At least some of them, others fail greatly and provide the opposite effect.) Interesting. I viewed it not so much as a guide to Illumination than as a guide to entering the world of myth through stories, something the old Hrestoli questing apparently did not do. Hrestol's quest (and other quests begun in the Hrestol's Saga collection of fragments) appears to be more a stumbling into the myths by confronting or more often being confronted by guardians of the magical places/the Otherworld. Almost always some confrontation with a (or the) deceiver. I didn't think that Impossible Landscapes was Nysaloran in origin, either - I placed it in the Arkati camp, as a basic tool for their heroquesting to guard the Otherworld. (Which doesn't make it any less prone to conveying some mystical insights.) Despite you making excellent points here, I think I disagree. Gbaji is the Deceiver, the twister of Truth (rather than the bringer of illusion). As such he is instrumental in paving the way for the real bad things, and I am firmly convinced that e.g. all the Ompalam stuff that rules/ruins Fonrit is based on Gbaji, and much of the orthodox Yelmic doctrine is, too (beginning with the rise of Brightface before the so-called Golden Age).(Umath and Orlanth are bumbling efforts to express their disagreement with that, perhaps more destructive than anything Gbaji creates himself, but naive in their raging.) There might even be a case for equating Antirius or Metsyla or Govmeranen with Gbaji - the immortal part of Yelm. The Devil on the other hand is something released by Orlanth, if unwittingly and unintentionally. Release Orlanth into the world, and the Devil will follow, and it is a lot worse than anything Gbaji produces. Sure, it was Ragnaglar's misdeeds that set up the creation of the Devil, but it was Orlanth's (and Ernalda's) mismanagement of the situation that brought about the vengeful acts of the Unholy Trio. Orlanth stepping forth, showing his power to right a situation, and achieving the opposite.
  27. 1 point
    After reading the responses, I'm beginning to narrow in on what my issue is. Basically, it appears to me to be a mainly representational and textual/narrative issue: most of the other cultures in Glorantha are issued a fairly easy to follow set of signifiers, either in terms of ways of living, mythology, aesthetics or what have you. Whether this is accurate on a deeper, more detailed and microscopic level isn't necessarily the issue here. Pelorians, in my impression, are not really given such signifiers, which in my opinion, makes the *so-called* Pelorian culture group appear mostly as a hodge-podge of unrelated cultures and societies whose main claim to relatedness is political authority more than anything else, and which makes "mentally" navigating the various regions and cultures there feel a bit like a game of cultural mad libs.
  28. 1 point
    Argan Argar might be a good choice. His darkness magic would be very handy, although the cult skills probably aren't relevant.
  29. 1 point
    So does that mean the Abiding Book is false?
  30. 1 point

    From the album: Postcard Paintings from Glorantha

    © This work is licensed under a Creative Commons Attribution 4.0 International License.

  31. 1 point

    From the album: Postcard Paintings from Glorantha

    © This work is licensed under a Creative Commons Attribution 4.0 International License.

  32. 1 point

    From the album: Postcard Paintings from Glorantha

    © This work is licensed under a Creative Commons Attribution 4.0 International License.

  33. 1 point
    "...every childless widow in Sartar died her hair red." I think that they don't drop Earth for Storm, they drop Life for Death. Note how much Death there is going on in the Storm Tribe Vinga write-up. I like Vinga with Air, Movement, and Death. Her followers can of course perform Making the Storm Tribe as Orlanth if they feel called to Mastery. (This is one of the reasons I prefer Vinga as distinct from Orlanth rather than "just" Orlanth incarnate.)
  34. 1 point
    It popped into my head yesterday that the Sandals of Darkness subcult of Orlanth would be a very good fit.
  35. 1 point
    I actually did just that waaaay back in RQ3. A character who was going to face a dragon went on a quest to get a powerful sword that had a Bladesharp 10 matrix. He retrieved the sword, faced the dragon, activated the spell, and proceeded to bounce off the dragon's 25 point scales.The look on the player's face was priceless. He eventually scored a critical and disabled the thing, although it stayed up for awhile, making CON rolls, and knocking said PC about like a pinball. The only reason why the player survived was because he was both heavily armored and made all his parries, and he still lost an arm in the process.
  36. 1 point
    It's what we do and it generally works and is tactically fun, but then again we do most of our important combats on a hexmap where each hex =1m. Roll your init; add your Dex mod (we've inverted the SR system, so higher is better). GM counts down through the round, when it's your action, you move 1 hex per SR, refacings are free.* Moves are all simultaneous; if both NPCs and PCs are moving in a SR, the PCs can choose if they move first or last each SR. *run for 2x movement, but if running you have to move 1 hex forward and can only face-change by 1 per hex. It's rough, it's not perfect, but it's fast and tactical.
  37. 1 point
    I guess I like the idea that the cycle repeats as a ticking clock for campaigns set near the close of each age and a way to add truly epic scope to the story. "Tick tick tick. You idiots need to get your shit together soon because... WAKBOTH COMIN'!" CUT TO: Wakboth taking a drag on his cigarette and striding down the street with his shotgun.
  38. 1 point
    My experience tells me I can hit 'run' speed in full armour, carrying a pack. By 'run', I mean the sort of speed I can maintain for a mile when unencumbered. But I can't keep it up any longer than I could maintain a sprint, in sports kit (couple of hundred metre). I can't say with any accuracy how well my 'few paces' speed, in mail, greaves, vambraces and large shield compares to the same in lighter gear, because it's much more difficult to gauge, I'm afraid. I also can't say how much long grass would slow me My experience is by no means universal, though. I'm stocky and on the strong side; I walk, even in full adventuring kit carrying supplies and equipment beyond panoply, faster than 'the rest of the party' including mages in robes and underweight packs (often ending up being told to stay back out of the scouts' way... ). As a passing note, it is my observation that, lacking a declared party order (and someone enforcing it), a group of adventurers will string out according to movement speed in pretty much whatever terrain they're within, and there's a lot more variation in that speed than most rule sets offer.
  39. 1 point
    I have the Chaosium version of Carse, which is a reprint of the Midkemia version, with no Glorantha content at all. I like both these supplements (and Tulan of the Isles and the smaller Midkemia location supplements which I know from German language reprints/adaptations to the setting of the German Midgard rpg), and have played extensively in Carse, starting with the German translation in the Midgard setting, but then did a lot for Gloranthan Karse (I had a wiki running for a while, until the wiki provider folded). The Midkemian original has just twelve deities (although they have different names and aspects in different places), which is a bit poor compared to Glorantha. (They used to have more, but many were lost to their version of the Gods War or Titanomachy). I used to make the temple to Astalon as the main male Aeolian temple, but that was when I thought that Esvulari and Heortling would share many of their shrines. https://en.wikipedia.org/wiki/Midkemia http://www.crydee.com/raymond-feist/encyclopedia/riftwar-cycle/gods/midkemia I re-interpreted the Temple to Killian as to a joint temple of Ernalda, Esrola (mother of Choralinthor) and Triolina, with a shrine to Aldrya. It is used jointly by the Karse Pelaskites, the Karse Orlanthi and the Karse Esvulari, each of which have their own private sections. The Midkemia population of Carse comes in three flavors - Kingdom of the Isles, mixed, and old (formerly provincial Keshite) coastal and forest dwellers. Kingdom of the Isles translates to either Heortlander Orlanthi or Esvulari (which may not have been that prominent when the campaign was played, but then they figure again in the Refuge context). Old coastal dwellers translates to Pelaskite and a lesser flavor of Esrolian. The Pelaskites of Karse are a lot more Orlanthi in their culture than their Rightarm Islander cousins. They have access to tended forests on the upper Marzeel where their master shipwrights produce the purpose-grown timbers for their boat- and ship-building, probably combined with a form of pilgrimage and homage to the Kitori and Ezkankekko. They have a number of other pilgrimages mentioned in the HeroQuest There is no trade god in Midkemia, but the market will serve as an Issaries temple, and the great traders in the city have Issaries, Etyries (I made the Al'Hazara clan immigrants from Kostaddi, using Sables rather than Camels, no idea what the Chaosium house game did) and Argan Argar. The Esrolvuli variant of Issaries would be present, too - I am not quite clear what current canon makes of their relationship with Manirian Ashara. Dormal is big in Karse, and the shipyards (off-map from the main city plan of Caernarfon). Judging from the timeline of published bits of the Gloranthan campaign, the Karse games would have fallen into the 1617-1619 bracket, i.e. before Fazzur's conquest. Post-conquest Karse would see some deaths of intrepid defenders (at dragonewt blades), but many non-defenders would have survived mostly unscathed. The supplement has quite a big garrison of the Baron's forces in Carse, who would be the prime victims of Fazzur's assault. Citizen defenders who threw away their martial gear in time would have survived. Carse as presented in Men of the Seas would be post-conquest Karse, with Fazzur and his forces curiously unmentioned. (The Hero Wars/HeroQuest 1 timeline started around 1620 or 21 and went on to 1624 with the Boat Planet quest.) Refuge/Sanctuary has a different set of deities to accommodate - a local Ilsigi culture recently conquered (or, in case of Sanctuary, just annected by a minimum force of a few veteran peace-keepers accompanying Prince Kadakithis) by the Rankan Empire. Ilsigi translates as Kethaelan, Rankan as Lunar (mostly Tarshite). If you have Tarsh War, Prince Orontes makes a good stand-in for Kadakithis, a bystander in the conflict between Pharandros and Fazzur. Kethaelan comes in a number of flavors, though - God Forgot Ingareens/Brithini, Esvulari, and probably regular Heortlings, with a smattering of Heortland Pelaskites optional. Jubal would be an Agimori, though it is up to you to say whether he is a renegade (and midget) Men-and-a-Half, a Pithdaran sailor who left the Wolf Pirates, or a Fonritian. I have reserved the Beysib refugees for a return of the Waertagi, in fact a dissident faction fleeing the hell-spawned returnees. Possibly from the Sog or Maslo exiles, or from one of the rooted city-ship islands out in the sea (see the Aftal fragment in Missing Lands). Ils and Shalpa may both be Orlanth (as Thunderous and Adventurous), or alternatively Orlanth and Lanbril (giving a way too important role to Lanbril, though). Vashanka could be Yanafal, or some weird variation of Shargash or a martial Jernotius (taking the Sacred Band motif to another sexually indeterminate form). S'Danzo might be Three-Bean-Circus or a similar Old Earth remnant. Nisibis seems to map nicely to Spol. Blue Star might be Blue Moon.
  40. 1 point
    They're discussed briefly on pages 249-250. They've been de-emphasized as they were historically woefully abused.
  41. 1 point
    Arrrrkat, Harrrrmast, Arrrrringol, Arrrrrgrath, Jarrrrr-eel. I rest my case. If Kallyr had just spelled her name Kallarrrrr, she would have probably won out.
  42. 1 point
    In what way? The RQG view of dwarves reflects the thoughts that Greg elaborated back in DW 24(?) back in the early 80's when RQ2 was still the in-print version.
  43. 1 point
    So much ungood oldthink. Peloria is one. Diversity is unity. There has always been an Emperor, and we have always served Him happily. Hail the Red King! He protects us from Tyrants by ruling us with perfect, unquestioned authority. While it is true that we have once again built a new god to unify us and return the Golden Age, it's really an old god that was always there. So that makes it okay. There has always been a Moon. There is only one Sun. The Light of Illumination has never been extinguished. The apparent Chaos of so many cultures is an illusion, since we all exist under the Law of the Glow Above. Everything is changing exactly according to schedule. Change is just a path to Stasis. Remain Calm, Citizen! Oops. Sorry. Be assured that I only killed you to advance the cause of life. Congratulations on your ascension. We are all Us. We have always been at war with Rebellus Terminus.
  44. 1 point
    The Leatherette bound version of the Rulebook and the Bestiary, sold separately, or in a slipcase, will be sold at the same time as the regular hardcover books and slipcase set. Please NOTE: Empty slipcases and partial slipcase sets (Bestiary and GM Screen pack with a slipcase) will not be sold through distribution. Those items will only be available on Chaosium.com. Retail stores will have the full slipcase set, plus the rulebook, bestiary, and GM screen pack for individual purchase.
  45. 1 point
    1) Combat IS deadly. Even against "weak" opponents - a critical hit can readily kill off a PC. Magical protection and available healing can help, but you want to be aware of that. Also useful to think about the advantage/disadvantage of 2-on-1 situations vs. stronger opponent. 2) Gauging the "right" amount of foes in a combat. Sort of a corollary of the first. There's not a set rule to get this, but thinking about the top attack skills of the NPCs in bands (e.g. 0-25, 25-50, 50-75, 75-90, 90+) vs. where the PC's are can help. 3) Keeping the mythic/fantastic/magical in the game. It's one of the great features of Glorantha and RQG. Weird and fantastic races/creatures are part of the game. But it's not about monster-bashing. These races have their own agendas, and are best treated as the intelligent agents they are. And they, too, have Runes, Passions, gods, and magic - use them, it will make the game more interesting.
  46. 1 point
    OK, some more thoughts from digging at The God's Wall, on the Lightfore question, with Elmal and Yelmalio thrown in. It's the only God's War document, from the ascension of Murharzam. It's important to note when it was made as I think this denotes the most significant figure. So I think we need to see the most important figure there as Murhazam (as there is no Yelm :-)) (1) Solar Court 1 is Murhazam the Emperor. He sits on the Throne (Burbustus) which rests atop the Footstool. In front of him stand his four sons who are in charge of the directions. (2) Anything with a planet symbol is one of the Many Suns. They may well be sun gods for individual cities along the Oslir. The Emperor is simply Raibanth's son. (3l The largest sun symbol is over the Emperor, because Raibanth rules the other cities. (4) Arguably the sun gods could be said to 'bear' their sun over be their sun. This is important because at the dawn various gods bear the sun disk. (5) Where is Antirius? He is at I-1, he and Murharzam are swapped by Plentonius in error, because Murharzam is the divine Emperor at the time the wall is carved. Antirius doesn't 'rule' until later. (6) Who is Lightfore? He was the Emperor, but only because he is the first light! The story of the Emperor is the movement of Lightfore in the heavens. The symbol above the Emperor on the God's Wall is Lightfore. The identity of Lightfore in the sky changes, as the God's War develops, and suns fall, new suns become the ‘first sun’ and Lightfore. Murharzam is Lightfore first, Antirius is Lightfore at the Dawn. (7) What is the cult of Lightfore now? The Great Compromise fixed roles. The star called Lightfore is such because is Antirius, who was Lightfore at the Dawn. He rides Kargzant, so Kargzant is Lightfore too, and he bears the sun, which can be seen on the Sunpath in the day. No one worships the sun at the Dawn because there is no Yelm before the Bright Empire. It is just the sun disk. (8) Where is Elmal? He is not on the God's Wall as he shines from atop Keep Fin, not a DH city. He is one of the Many Suns, but no one in Peloria worships him, not, unlike Orlanth does he come into DH as an aggressor, and can be identified as Rebellus Terminus. Is he Antirius? It is possible, but mythically Antirius is present in DH, so it is also possible to see them as different suns with Elmal not mentioned. Elmal shines from atop Kero Fin. At the Dawn he is the sun disk's bearer (the torchbearer), not the sun. (9) Is Elmal/Redayla also the planet Lightfore? Lightfore gets associated with Antirius, as the premier sun god at the dawn, other than the sun disk. Kargzant is Antirius’s steed, so they are one planet in the sky. This seems to be part of the Great Compromise. So do all the 'sun bearers' become associated with the horse and rider planet Antirius/Kargzant called Lightfore. Is Elmal/Redayla also Lightfore? Maybe. The other explanation is the Elmal is visible as the sun - he bears it, but is not it, but cannot be seen carrying it. This seems possible as the Orlanthi claim him as the sun, and not the Great Darkness Lightfore, who shines from Kero Fin, not Raibanth. I would guess that the synthesis with Antirius/Kargzant comes as part of the Bright Empire, where Murharzam and Antirius/Kargant become merged, alongside Elmal, into Yelm. Yelm is the Murharzam sun, and Lightfore the Antirius/Kargzant planet on the sun path. A kind of correlation by the Bright Empire might then make Anitirus/Kargzant = Elmal/Redaylda = Lightfore. It isn’t necessarily that Elmal is that planet on the sunpath, but the Bright Empire tries to associate him with it. (10) Where is Yelmalio? He is also Not here. He is created by the Bright Empire and is not a Dara Happan god. He is not one of the Godtime Many Suns. Is he a Bright Empire version of Antirius? It's possible that when the Bright Empire creates him, they shift some of the beliefs of Antirius/Kargazant to Yelmalio, because Antirius does not seem to be directly worshipped, but only as part of the Yelm cult. In that sense Yelmalio could be associated with Elmal, to the extent that Elmal gets associated with Antirius. (11) But that seems to overload the whole Antirius/Kargzant = Elmal/Redaylda piece. Alternatively Yelmalio might also be a mask of Dayzatar, the sky dome, who sets out to find the missing Emperor (Lightfore). After all, he is the god of bright sky without Yelm in it i.e. Dayzatar. Dayzatar also holds the Truth rune. He also seems a little bit like Polaris, the marshal of heaven, and the defender of the Sky Dome when Dayzatar left. After all, the martial sun domers move to order, just like the troops of Polaris. As an Bright Empire creation he might synthesise those. In that case Halamalo the elven sun god, could be Dayzatar or Polaris. He could be mystical view of Dayzatar/Polaris once, but shorn of Nysalorian trappings after the First Age. (10) Who is Yelm? He is a synthesized god, created by the Bright Empire. He is worship of the sun disk, not it's bearer, which only appeared in its current form in time. Much of his mythology is of Lightfore, the leading sun of any given time, so the Emperor but other parts are Kargzant, the nomad conquerors of DH, Antirius the foremost sun defending Dara Happa after the Emperor dies, and other parts come from Elmal the barbarian sun god.
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  48. 1 point
    The text uses the terms "stack" and "boost." Usually "stack" refers to increasing the effectiveness of the spell, and "boost" to increasing the spell's effectiveness in matters of counter-magic. If the terms had been used consistently (and even better, all terms defined on a specific page for easy reference) that would have been great. But... [emphasis added] My first readings of the text really did send me down a spiral of confusion as I tried to make sense of several points. This was one of them.
  49. 1 point
    Yes. The largest quest source is Arcane Lore, which is available in the Stafford Library section in the Chaosium Store. It includes: the Hill of Gold; the Courts of Silence; the Quest to Maintain Spirit; Storm over Sea; the Quest of Knowledge; the Wyter HQ; Kargan Tor's Court; Berserkergang Path; Quest for Ten Strikes; Humakt's Hall; The Resurrection Quest; Elovare's Blue Moon HQ; Quest of the 7 Sky Gates; Sun Dome HQ; Path of Lightfore; Tale of the Twelve Brethren; the Crossroads; the Jackal's Path; Alebard's Quest; the Hellmouth; Quest of Renallion, breaker of bricks; Waha's Beast Quest; the Seven Sky Games. In HW, there was Hedvald's(?) Helm Quest. In HQ1, there was the quest of Bush Child to defeat Heavy Earth. Several quests in old TotRM issues including the Blue Boar Quest; the Hare's Riddle; and an Odayla/Yinkin Quest. Lots of material in Heortling Mythology and Glorious ReAscent of Yelm can form the basis of quests.
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