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

  1. 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!
  2. 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.
  3. 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."
  4. 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.
  5. 2 points
    I've been biding my time, collecting the coupons for my PDF purchases. Soon, it will be nigh!
  6. 1 point
    Argan Argar might be a good choice. His darkness magic would be very handy, although the cult skills probably aren't relevant.
  7. 1 point
    So does that mean the Abiding Book is false?
  8. 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.)
  9. 1 point
    It popped into my head yesterday that the Sandals of Darkness subcult of Orlanth would be a very good fit.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 1 point
    They're discussed briefly on pages 249-250. They've been de-emphasized as they were historically woefully abused.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 1 point
  23. 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.
  24. 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.
  25. 1 point
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