Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/28/2019 in all areas

  1. 2 yrs into a 1on1 campaign with my 9yr old son. Supplied him with a party: 1 Lhankor Mhy, 1 Issaries trader, a Storm Bull, a Humakti. He later switched the Humakti for a Humakti duck. I'm so proud! Started using the FATE system and plundering the RQ2 scenarios (Trollpak, Borderlands). Ran River of Cradles/Troubled Waters, which I adore. Although it was awesome for magic (I let characters use runes as skills), It didn't have enough granularity for the combat so I switched to 13AiG when it became available. This is a rollicking combat system! It has that sense of danger and flavor from RQ2, only this time the PCs are truly heroic. Would love to do Snakepipe Hollow with 13AiG but the PCs are too busy beating up Lunars. !Holy ship! moment when the duck took out the Greater Jackobear at Rabbit Hat Farm in one round. (350 HP) Was necessary, because the Storm Bull had been Harmonized. The Humakti are deadly but brittle, while the Storm Bull has different berserker powers every round and generally gets the most beat up of all the characters, only to shrug it all off at the end of the combat. We also tested out a trickster, and are trying out a troll Hombobobom devotee. These are loads of fun. My son particularly liked the Fustercluck power (he has no idea) and he really got into the roleplaying by having the trickster run around in a panic for most of the combat. The Trickster class is IMHO a major contribution to Gloranthan roleplaying. Highly recommended. IF you can stand having a trickster in your party.... Trying to remain within the Canon, will probably have to handwave some dates. Avoiding major commitments by starting out with isolated scenarios. Now that I have a better sense of what we can both handle, am ready to integrate more firmly into Canon. I also struggled with starting out. 7 year olds are not interested in reading a lot of background material and I don't have a lot of time for prep. In this sense, Troubled Waters, combined with Borderlands, is a very good starting point. Minimize the background stuff; say the characters are on the run and perhaps partly amnesiac, and have them get to know the world and the communities as they travel upriver. Now the party is planning to rescue Kallyr from a Lunar Hell (not Canon, obviously) and I plan to use that to shoehorn them into parts of the Colymar campaign from the Sartar Companion etc books. Tie them into a community etc.
    2 points
  2. I figure that Molandro and Molanni are of a common origin and from some borderground between Orlanthi and Solar cultures (probably the Tarsh/Saird region) which was crushed by each in turn. Really very little to go on for this. Entru is a possibility, particularly given an association with Ketha as perhaps the original land goddess of the region, but nothing canonical there to my knowledge. There are a group of Esrolian deities named Del-xxx. Delaina and Deleao are the most notable. And the Delainan Hills are a prominent feature of Esrolia. The Map in Heortling Mythology p.62 shows Ancient Dellen and Del-eppo Heart as ancient places. And Thunder Rebels, p.146 notes Delan the Strong as one of Ernalda's varied husband-protectors. There is also Deleen Kodigsdotter, suggesting that Kodig may have married into the Del- related earth deities. So, Delan the Strong might be a possibility. Then there are the Ter-xxx figures. Esrolia p.23 notes the Axe Man, probably Tereen (chosen of Ter) as well as the Most Bad Man, possibly Terliol (“Blessed of Ter”), the grandson of Tereen. Also on p.25 we get Tereneel, the Little Voice. These may just all be titles for figures such as Kodig. Or, they may be ancient Earth cult titles laid upon Kodig or other more recent arrivals.
    2 points
  3. The rivers are not salty because they lost much of their purity. Salt is the gift of Nelat, god of purification. It is used to cleanse things of evil, such as enemies of the sea, to make them good. This can be seen when the surface god Orlanth plunged into Nelat's baths of acidic brine that burned him like fire. And even on the surface, salt is used to purify things, and to prevent Chaos from growing in tainted places. Nelat's gift makes the sea salty so that it would be protected from corruption, but the rivers and most lakes were too far to receive it.
    2 points
  4. I finally finished my document and just uploaded it. If you guys find any issues with the rules or wording of the text, please tell me so I can fix them.
    1 point
  5. Dear Moderators, I was wondering if, now that Chaosium has Pendragon/Prince Valiant again, could we please have a Pendragon/Prince Valiant category in the downloads section?
    1 point
  6. Eiotminds have started to release the art for the "New" Drakar och Demoner. This is the roleplaying game that started thehole thing in Sweden. Its basic a Brp versión of magic world, with ducks and wolf folk...
    1 point
  7. I am very curious to know about long term gms that use Glorantha as a setting, what their campaign was/is like? What system did you/ currently use? where is it set? what time period? how long have you ran it? how did you change the setting? Or did you keep to canon? loads of questions are swirling in my mind as I prepare to take the plunge myself!
    1 point
  8. Read it here: https://elruneblog.blogspot.com/2019/02/review-of-runequest-glorantha-bestiary.html
    1 point
  9. There is indeed material about swords and other weapons in The Armies and Enemies of Dragon Pass, but whilst it is based as closely as possible upon canon, it is neither definitive nor canon. The entry on greatswords is very short (because whilst they are probably a thing in Glorantha, I don't know what the thing resembles): Greatsword: a rare long and heavy two-handed sword. If I were forced to speculate, I'd suggest that an Orlanthi greatsword would be a scaled-up long-leafed sword (the blade resembles a long curved leaf), probably intended as a cutting and slashing weapon, with a point, so you could thrust, but its primary usage would be in open combat with plenty of room to swing it. If used to thrust it would effectively be not unlike a clumsy spear, as the hold has to be way back from the tip, with all of the weight of the blade overbalancing the hilt and would be quite difficult to use (unless you grasp the blade with one hand to guide it - ouch) and would lose all the benefits of its size and weight. If your foe is prone on the ground then you could more easily stab them, lifting the sword up with both hands and then thrusting downwards, but not if they are standing. YGMV.
    1 point
  10. 13AiG could use expansions for Lhankor Mhy and Issaries, for starters. I used Wizard and Bard from 13A as analogs. We've left the Bard out for now because it's too complex and are still getting used to the Wizard. But it's a big ruleset with >400 pages and tons of fun. The ZZ class has some great abilities (Eat Chaos, Embarrass Sun) but ZZs are so obnoxious it's about as bad as having a trickster in your party. I'd love to try out the Earth Priestess and Hell Mother, but again, complexity ... Much more manageable if you have 3-4 players.
    1 point
  11. 13G focuses on combative Sartarites and on trolls. As you say, the classes mostly correspond to cults, though someone knowledgable could rework their flavor a bit. And some are more specific than others. As written, Orlanth gets several classes. There's a class just for Humakti. Storm Bull berserkers and Zorak Zorani share a class with some cult-specific traits for each, and there's a Trickster class. There's an Earth Priestess class for Ernalda worshippers, and a Hell Mother class for priestesses of Kygor Litor. Also a generic troll warrior class that could work for a follower of any of the troll gods, and the generic Orlanthi warrior class could be fine for (eg) an Elmal follower. There's nothing non-generic for the more peaceful Lightbringers - no Lhankor Mhy, Issaries, or Chalana Arroy support - and nothing for other cultures. There are also some conversion notes for using existing 13th Age classes in Glorantha, like adapting the existing Cleric or Paladin classes for the Dara Happan gods.
    1 point
  12. 1 point
  13. Doh! I forgot to mention Cthulhu Britannica: Folklore to add to the "perfect campaign for Steve and his friends" list...
    1 point
  14. Well the obvious one is when do we see parts 3 and 4, and what juicy extras are in store??
    1 point
  15. You are welcome, certainly! If you have any questions, please let me know and I would, of course, be interested to hear more of your early 17th century campaign as it takes shape.
    1 point
  16. That was clarified in Jason's official thread. You use the reduced value, even if it was 500% vs 50% the higher skill only has a 20% special and 5% critical chance.
    1 point
  17. A mini scenario that sits between the second and third scenario of the GM's Pack, with a tie-in to another product... War in Winter.pdf
    1 point
  18. But then the Leviathan in Sandy's Gods War and the serpentine expressions of Earth deities could be mistaken for dragons, as well.
    1 point
  19. We have updated the Mythras Core Rules (TDM110 Mythras 3rd Printing Interactive 301018) with outstanding errata and a few tweaks and clarifications to both rules and layout. A full list of the text changes is included in the PDF, pages 306 to 308. If you would like a print version of the updated rules, we are also making the book available as a hardcover POD option through DrivethruRPG/OneBookShelf, and this will be active very soon. A separate message will be sent once the POD version is ready. A softcover edition is already available from our Lulu Store: http://www.lulu.com/shop/pete-nash-and-lawrence-whitaker/mythras/paperback/product-23853955.html How to download your updated PDF If you’ve bought Mythras from us via the TDM webstore, our Lulu store, or DrivethruRPG, then you are entitled to the PDF free of charge. If you bought your copy via Aeon Games, then they will make their own arrangements for the updated PDF. TDM Webstore Select Store from the navigation bar Sign into your Account from the Store page Click on ‘Your Account’ (top right hand section of the category listings) Click on the Orders Tab The products you’ve ordered appear here, along with links to the PDFs for each book ordered from us. Find your Mythras order, and click on the link for TDM110 Mythras 3rd Printing Interactive 301018. Your download should start automatically. DrivethruRPG You should received an email notifying you of the change to Mythras, along with a link to the product in your OneBookShelf library. Lulu POD If you are a Lulu customer buying the softcover, please email us at , including a copy of your Lulu receipt, and we will send you a discount code to redeem the PDF from our web store. Mythras 3rd Printing Changes List.pdf
    1 point
  20. Could well represent the battles between Water deities (often draconic in appearance) and Earth deities.
    1 point
  21. Bought (along with the sequel) and this is exactly what I was looking for. I even had 1610 in mind for the campaign year! So Renaissance Deluxe, these factions and my old copy of A Mighty Fortress for AD&D and that's my 17th Century Europe sandbox campaign! Many, many thanks..
    1 point
  22. Hear that? That was the sound of my jaw hitting the floor... SOLD!!!!
    1 point
  23. The Hârn Pilot's Almanac, if you can get it, also has a lot of fees and charges for ships. It includes port fees and tide times for every Lythian port. Which is kind of useless if you're not playing in Hârn, but it would be easy to make a similar table for Southern Reaches ports if you were running a maritime/trading campaign.
    1 point
  24. Here's the final write-up of the Sartar Campaign: KEENER’S SAGA Most times I hear it told that it were Kallyr the Argrath what saved Sartar from the Red Moon. Out in Prax and in the ruins of Pavis, there are them what say it was that flea-bitten ass-fucker Garrath Sharpsword. But up here on the mountain, close to the Storm where the windchildren play and the dragonnewts dance, we know the truth of it. It was Keener and his lot that did the trick. Argrath Varmondsson was his birthname. But “Keener” is what we all called him. ‘Cause when it come to killing Lunars, no one was keener than Keener. When it come to fighting, fucking, hunting, talking, and painting himself blue, Keener was keener. Lightning flickered from his blade, the EWF crown sat proud on his head, dragons bowed to him, giants smiled when he walked by, women swooned, and when his voice boomed war, even the cows charged to fight. Crucified he was, and beheaded, and tortured and cut, and frozen and burned. Battles he fought, against the Sun, the Moon and the Stars, against the Dark and the Predark, against the Men of Wood and the Soldiers of Stone. Prizes he won and a good woman he married and children he sired and a country he freed. He did it because it was his destiny. He did it because it were fate. He did it because it needed doing and when it came to doing what needed doing, no one was keener than Keener. And in the end, when the Devil came again, Keener said, “Let’s get it done.” Because he was keener. So you can say someone else was Argrath. But you’d better not say it around here. And allies he had. Names that the lowlanders may not know, but up here where Orlanth’s breath blows pure, we know them. We know Jak Byrtyn and his furious fists. Some even called him Argrath and when the votes were counted, he got his share. “It’s all in the reflexes,” said he as he woke the New Dragon and killed the proudest of the Moon. “Let the Cow fight for us,” he laughed and made the Sun General burn himself with his own anger. “I never fly faster than I can see,” said he as he dropped from the sky and put the Dragon to sleep. Jak carried the Six-Demon Bag and talked to whoever out there would listen. And when Jak killed Willandring and crowned himself Balmyr King, they asked “Have you paid your dues, Jak?” And Jak said “Yessir.” We know Yves Quickfoot, who could run across the world before breakfast. Yves wasn’t Argrath, couldn’t fight, couldn’t drink, and couldn’t wrestle. But he could run away like nobody’s business. Here is a list of things Yves ran from, around, out of, to, for or against: The Lunar Army. Some Yelmalio mercenaries. A hotfoot spell. Winter. A giant. An evil tree. A duck assassin. Harrek the Berserk. Bean-Pot. The Bat. Eurmal’s ass. Mastakos himself. Castle Blue. The Spike. Hell itself, more than once. And Death. And he was faster than them all, right up until the end when Death found him lying in his bed, an old, old man, rich, and with many children and grandchildren. And Yves said, “Hold on. Let me put on my shoes.” And Death killed him right then and there. Because Death knew if Yves got his shoes on, he’d still be running today. We know Um. As much as anyone ever could. And maybe he was Argarth too. But if he was, no one can remember. And that’s how he liked it. And Keener and Jak they had two cats. And Six-Hits and Kat were their names. And they fucked the Moon and they fucked-up the Bat And they put them all to shame. Sharp were their claws, swift were their darts, Spirits and werewolves felt their quick cuts, And preening and smiling were also their arts, ‘Cause every good party needs a couple of good sluts We know Mhorhys the Explainer, who could’ve explained all this much better than me, but not in such a way as you’d understand a damn word of it. Mhorry knew a powerful lot of things. He knew the ways of the World, though he couldn’t recognize his own wife when she wore a beard. He knew how to swing a sword almost as sharp as his tongue, but he didn’t know how to stop himself from bleeding. He knew how to lecture on almost anything, but he never knew when to shut up. Mhorhys drank from the Well of Wisdom, and argued Law before the Gods at Castle Blue, and invented the Lightning War, and held the Sword of Truth. But the best thing he learned was this: When the Devil took the Throne of the North and the young men came to Mhorhys in his old age and said “Be our general,” Mhorhys refused. Because he’d finally learned to quit while he was ahead. When the children of the Treefell skip rope, this is what they sing: Yurok was a Basmol. Then Yurok was not. Yurok was a Daka Fal. Then Yurok was not. Yurok was almost a troll. But that’s another story. Yurok had a big axe and he made it plenty gory. Yurok knew he could take ‘em and he liked big strife. Yurok feared nothing except his wife. Harrek once hit Yurok and he got back up. Yurok once hit Beanpot, but he got back up. Yurok was Life then Yurok was Death. Yurok ate a lotta meat and had bad breath. Yurok said he was Argrath and everybody frowned. Then he hit ‘em with his big axe and they all fell down! Two Humakti we knew. Or was it two Uroxi? It’s hard to remember and it was a long time ago. Oxe was one, Scar was another. Rath was one. And so was Orm. What they had in common was this. Their real names were mostly Argrath. They killed things. They hit hard. They were variously drunks and Nandan-lovers and liars and splittongues. But they were loyal and brave and fought well and were hard men in a pinch. They did the dirty work and bashed in the necessary heads and no one would have been Argrath without them. Some could sing, some could play drums, some could drink you under the table, some couldn’t drink at all. But the most important part is this… their lives were brutal and short. Except for the one who lived. Whichever one that was. And we know the others too. They came and went, but they did their part. For every man who is great in memory, there are hundreds who helped him be great or who did the real work or who made it all possible. And maybe they were greater than the Great Man and maybe they should get more credit and maybe if things had gone a little differently, this would be their saga, not his, but sometimes life isn’t fair. Here in Treefell, we do our best to remember them too. So we give them their stanza. And this is it: Scorcha was a Vestkarthan and blew it up good. Haus was a cranky healer who did what he could. Gryffon was an Elmal and he held the fort. The Loud Slinger slung loudly and did stuff of that sort. The Huntress stayed home and made sure people stayed fed. The Issaries made a profit and enjoyed his feather bed. Njyl wrote the songs that the whole world sings The Tricksters farted and threw their poo at things. The Sneaky Duck stole the gold but kept his feathers clean. And the Silver Dwarf said it was all for a Functional World Machine! These are the things we know about Keener and have written down. But there are too many tales for the words to hold proper. So more was done than was known. And some things that are known were probably never truly done. Still, maybe there’s one last thing worth knowing. In these parts, when Sacred Time ends and the White Orbiter wanders across the sky and the first flowers bloom and the Sun rises and the cows start to calf and Pratt Creek tumbles down its Falls in the joke that never gets old, we take in the miracles what are the World, and we say this… “If not for Keener and them.” Mhorhys would say that’s an idiom. Because we’re saying a thing that represents another thing. So what we mean is “Life is Good. Don't take it for granted.” Idiomatically. But what we’re saying is: “If not for Keener and his friends, none of this would exist.” And that’s worth knowing.
    1 point
  25. Given Glorantha seems to be a small part Bronze Age and more parts Iron Age, Classical and whatnot, I don't see how you can get hung up on real world parallels at all. Ancient Greece, Rome, Sarmatians, Scythians, Parthians, Cataphracts etc ad infinitum - none of these have anything to do with the bronze age at all
    1 point
  26. We are in layout, once we are happy with the way that final document looks, we will publish the SRD.
    1 point
  27. There should, of course, be far more Rush-inspired material for Mythras...
    1 point
  28. As for this, some more tidbits were revealed at THE KRAKEN 2018 during Jeff's seminar: See here (about 2/3 down).
    1 point
  29. I’m afraid not. The retro version is only in Swedish. The closest you can get is Trudvang Chronicles from the same company. As said earlier, Trudvang Chronicles is a quite distant relative to BRP. Some people love the system, some not so much. But the art and setting is fantastic.
    1 point
  30. No. Nothing have so far have gotten translated to English and I doubt it will in the foreseeable future. To be honest the game was very disappointing. It is still usable but they removed and added new things that made no sense at all and very poorly proofread texts that makes you think they rushed the product. BUT THE ART WAS GORGEOUS!. Many others in Sweden are of similar opinion as me, but I do know of several groups that despite the rules are running successful and entertaining games with Drakar och Demoner 2016 as it is called nowadays. But the company RiotMinds who released Drakar & Demoner 2016 have released their other games in English. Especially Trudvang Chronicles is a very nice setting and the game is distantly related to DoD and BRP with tons of gorgeous art (as most of their products are). Even though I don't like the rules in Trudvang Chronicles to much. The rules are not bad but they just don't cater to my taste so I usually use another ruleset of my own taste in the setting. Been thinking about using Mythras for it next time. But have to sit down and see if I can capture the feel of the magic and religions of the Trudvang world (shouldn't be to hard by creating Cults and Brotherhoods for the setting).
    1 point
  31. Pike doing more damage than a 2-handed spear is a nonsense anyway. As is the notion of the duellist pikeman.
    1 point
  32. Tricky. Race conditions. When you declare an attack, you don't have an "opponent". Or, your opponent doesn't have a skill. After you declare, the opponent gets to declare either a parry or a dodge. They may have a higher parry skill than your attack, but a lower dodge, or vice versa. So you need to know, before you declare, whether they are going to oppose you and which skill they are going to use, and you need to know what their skill level is, and you do not get to know that. So the fact that the GM says "yes you can go early" or "no you can't go early" gives away privileged information.
    1 point
  33. Had the opportunity to slot this adventure into a weekly campaign and it went reasonably well, or at least the things I would 'want to better with' were all on my side of the ledger and not with the adventure itself. I added to the adventure by having a Grazelander PC acting as a kind of Aide de Camp presenting Queen Leika with the black arrow, and then riding between the two queens with messages. The summary and time line made it easier to work out when things were happening and there were some strong, evocative descriptions. If you do another one - and I hope you do - putting these descriptions in a text box would make them a bit more accessible. I created a few crude graphics by cannibalising a map, these helped players get where everyone was going and some of the strategic points you were making. I can share those if folks would find them useful.
    1 point
  34. There may be a place for a pinned thread linking to fan-made materials, but if it isn't pinned then a thread like this will get buried. I will post a link to this thread on the wiki in the "free scenarios" section. I think each scenario, or each author maybe, should have their own thread to keep discussions relevant. Done.
    1 point
  35. Salt water is a relic of the blood of dead ocean gods. Rivers now depend upon water raining from the Sky, and Heler did not die, and so his waters are not tainted by his blood.
    1 point
  36. Salt is the bones of tiny sea creatures slain during the Gods War. It is analogous to metal being the bones of the earth. Magasta is important because his death magic helps the merfolk survive in the presence of death.
    1 point
  37. I am not, although: If god learners are bad, and regarded heretics in their own ranks as their enemies, would that make a heretical god learner "good" in the eyes of a traditionalist? Was Halwal regarded as a foe of the traditionalists he supported in Fronela and Ralios, or as one of the good guys? I could enjoy being placed in the same category as Halwal (at least prior to his rise to Ascended Master). But in my theory I allow for the effects of God Learner presence in Glorantha. Such a tripartite elemental rune is nothing new: Cold (Dark without Shadow) - Dark - Shadow (Dark without Cold) Light (Fire without Heat) - Fire - Heat (Fire without Light) In my text above, I postulated "hunger" and "satiation". Magasta's Call to plug the raging rift in Glorantha stopped the upward flow of the hungry waters. This left only the hungry waters of Heler (and Valind) and the waters released from within the earth feeding the rivers. Most headwaters (springs) produce mostly hungry water. They are like released slaves of the Earth (or the Sky and Air) fighting and plundering their way back to the seas. Significant bodies of water are separated from the seas, without a current connecting them - Heler's Clouds and the rainfall, water trapped inside the earth, and waters frozen by Valind. Other waters may have lost such properties in the Gods War, whether to Chaos or to other hostile deities like the Easterners or Orlanth. Heler is considered a tragic loss. The "tidal" waves like Sog and Worcha are different from rivers. So were the standing waves like the Madadan Sea (covering Maniria, Halikiv, and Yolp) and the Osliran Sea (which covered much of Prax and western Balazar, and all of Dara Happa). Yes! Caustic purification, wisdom, satiation. One of three children of Daliath (the intellect of the waters) and Sramak(e) (the body of the waters). And the hungry waters obviously are his brother Heler's domain. Which leaves Triolina as the goddess of the balanced or complete waters. Checking the genealogy of the water deities, the water spirits and elementals are descended from Heler and Triolina, so they may be on the hungry side of the spectrum. The Seas (and through Sshorg, the Rivers) are the children of Sramak and Framanthe, whereas the motion and energy of the waters (and the water kings, the Manthi) are the children of Daliath and Framanthe. This doesn't take the motion of rivers, waves, seas and ocean currents into account, though.
    1 point
  38. So, here's my point of view. I would like to say in advance that I am a chemist whose job includes the analytical control of water. There is little about water chemistry or physical behavior in our world that you might need to explain to me. And I want to say in advance that Gloranthan matter doesn't quite reflect terrestrial chemistry. Which is why I have an issue with this: I don't think that elemental water is distilled water. Distilled water is lacking a significant component of what makes the bodies of seas, oceans and even lakes. It is dead, a liquid dust, rather than vibrantly alive. I have come to the conclusion that pure elemental water is isotonic - it has about the same salinity as blood. Saltiness is a quality of elemental water, and crystalline salt is the dead body of a water entity. Each of the other elements is able to draw the water away from the salt - fire and wind by evaporation, earth by feeding on the liquid, leaving the minerals behind, and darkness by freezing the liquid out, leaving a brine that will crystallize. Fire is highly effective in evaporating the water, but needs to be shielded from the water, or it will be overcome. Heler's water is divorced from the Sea, the result of his self-sacrifice in the fights when the waters invaded the skies. (Lorion, on the other hand, remained intact, and in contact with the Seas. In The Eleven Lights you can visit the place where the contact remains.) Molten snow or ice, rainwater or distilled (condensed) water is hungry. Where it can, it will leech "stuff" out of soil or rock, and then run downwards, hoping to rejoin a river and in the end the All Waters of the Oceans. Rivers used to be living tendrils emerging from the living seas, crawling inland to carry back as much "food" or "stuff" from the dry side into the ocean. They weren't reliant on Heler's rains at all, being fed water (and hunger) by their parent seas, but they collected any of Heler's water (and whatever "stuff" that water had been able to collect) back into the fold of the ocean, of course. The cube of the earth includes and surrounds huge amounts of isolated or evaporated water, possibly captured and condensed when it was birthed. When the earth broke, some of these amounts of evaporated water (salt) was returned to the oceans, increasing their salinity beyond what can be drunk without adverse effects. I live on the Baltic Sea, and where I live, the salinity of the Baltic is about isotonic. Up in Bottnic Bay, the water has the salinity of a mineral water. Closer to the Kattegat or Skagerak, drinking the water of the Baltic will make you thirstier than you were before, but in my region it's a zero sum game. (Other stuff in the water - both alive (organic) or inorganic - may cause other problems, but that's not relevant here.) The invading Godtime rivers were able to divide themselves into a hungrier outside (replenished by the hunger of their parent seas) and a more satiated inside giving back some of this plenty to their parents, while using the energy to carve new paths uphill as well. Where their load exceeded their energy, the rivers would dump first larger rocks, then rough sediment, at last finer sediments, after having taken their nourishment from the stuff. Magasta's Call stopped the seas from feeding their hunger to the rivers. Ever since, they have been diminished to collecting what waters are released from their capture with the earth, or what water is collected from Heler's rains. Heler's rains are pure hunger, the waters released from the earth may be quite satiated (saline) in some cases.
    1 point
  39. I had never realized that the phrase was part of a longer proverb. I feel a need to roll for illumination.
    1 point
  40. The illustrater has this page with.. Stuff Look http://johan-egerkrans.blogspot.se/?m=1
    1 point
  41. I believe that at some point in the playtest, Babeester Gor was another sub-class under the Berserker, but it was cut.
    0 points
×
×
  • Create New...