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Showing content with the highest reputation on 06/05/2019 in all areas

  1. 2 points
    Contribute to funding the French version for RuneQuest: Roleplaying in Glorantha on June 15th, 8pm CEST, on www.gameontabletop.com. Our friends at Studio Deadcrows are proud to offer those 3 products in Standard and Collector versions: RuneQuest: Roleplaying in Glorantha RuneQuest: Glorantha Bestiary RuneQuest: Gamemaster Screen Pack These beauties will be encased in a glorious slipcase! Thanks to this preorder campaign, Studio Deadcrows will also be adding exclusive French-created content (scenarios, art and lots of surprises…).
  2. 2 points
    Ah, the legendary andouillette. Tried it once down in Annecy. I didn’t get on with it and it didn’t get on with me. The next morning the toilet was declared a fallout zone, full noddy (NBC) suit needed for access. I’ll give most foods a go, but I found my match with that. Edit. I can imagine the amusing scenes when Sartarites serve this ‘delicacy’ to honour visiting dignitaries.
  3. 2 points
    Hmm, I find it amusing that for humans Gbaji is something like the truth-become-lie, or so, and for trolls he is food-become-, errh, unfood. Gbaji's power is that he is never who or what you expect him to be.
  4. 2 points
    I suppose that apart from the issue of the magic, there should also be some discussion of the physical form of the shrine. Clearly some form of physical representation apart from the idol needs to be present. For example, without walls and a gate, a valuable idol may be stolen despite a warding being in place. Some cults may also want to place a roof over their shrine, and in all likelihood, the priest or shaman who tends the shrine will want to live nearby. After all, a shrine may eventually become the focus of a temple (or at least the entry hall). In imperial cultures, most shrines are built to an approved design when in major population centers. There is also the issue of sacred time sacrifices. IDK if other people follow the KoDP method, but shrines can provide a whole tribe with blessings in return for a yearly sacrifice. I have always thought that was a good idea, and one worth following.
  5. 2 points
    Being dead is now a life choice? I don't think I belong in this century.
  6. 2 points
    KIT DE LA MENEUSE One of the things I am so pleased with the new French edition of RuneQuest is the title of the Gamemaster Pack - "Kit de la Meneuse". In the English edition of the rules, we refer to the Gamemaster as "she" and the Players as "he". There's a couple of reasons we did that: 1. It is useful to have different pronouns for players and gamemasters - having both be "she" or "he" gets confusing quickly. 2. The decision to use one pronoun or another is totally arbitrary. So why not use both. About half the world are "she" and about half the world are "he" (which doesn't add up to 100% of course). Many gaming groups (including my own) has women and men - so why not use both? Anyways, that is in English. But French is a more strongly gendered language, and so translating Gamemaster Pack into French gave Studio Deadcrows the option: le Meneur (mass.) or la Meneuse (fem.) They chose LA MENEUSE which I WHOLEHEARTEDLY support! So thank you Studio Deadcrows!!!!!
  7. 2 points
    The interoperability of the various subsystems of the d100 family of games has long been a strength. Nash&Whitaker may have polished this and presented it as a gem of the system (and it is!), but the idea of a "FrankenBRP" game, stitched-together from multiple other BRP-family games, predates even Mongoose's (let alone TDM's) licensing. It is STILL a feature of the family of games! You loving the Rune-Affinity and Rune-Augment rules of RQG, but basically prefer Mythras? *z*i*n*g*SPARKLE*Shazaam! The RQG subsystem is embedded in Mythras. Really love Mythras' "Special Effects" over the whole crit/fumble mechanism from your otherwise-preferred RQG? *RIP*SLAM*done. Special Effects in RQG. General HP's vs. Location-based vs Major/Minor Wounds -- yeah, pick whichever YOUR table prefers; any will work, and work well. Several folks reporting they bring the RD100 broad/general skills-system over into whatever other BRP they are playing; I believe this wheel is simple and obvious enough that they are each just reinventing it, not sharing any laboriously-constructed Rules-Port.etc etc etc. BRP is f'ing ROBUST, both in the "lots of options available" sense and the "easily tweaking in any direction without breaking" sense. 😁
  8. 1 point
    I'll add Mancala to the list. It's a fun game, of uncertain antiquity (at least 1300 years). It may be much, MUCH older, though -- fist-sized pits in the ground, & seeds or stones, make a good set-up for play. Not exactly perfect material for the archeological record! There are a lot of variations... hundreds? It's a "family" of games, say the scholastics who scholasticize about such things. It is widely played to this day; including its variations, it's actively played worldwide, and may be the oldest game in continuous play. https://en.wikipedia.org/wiki/Mancala https://www.youtube.com/watch?v=iSJk6CYsf6c
  9. 1 point
    Perhaps the trolls are looking at it the wrong way round.... Don't mythically stop Kyger Litor from eating Gbaji, stop Gbaji from gaining and/or having claws.
  10. 1 point
    I admit I underestimated the impact of the +2 bonus. Still, you need to hit with both weapon to deal that amount of damage, and it's easier with one skill of 100% than two of 80%. The multiple parry rule means you can completely avoid to parry with your second hand if you want, contrarily to previous versions of the game. Trying to have similar skills in both hands instead of concentrating your efforts on your main hand is a very dangerous strategy. If you're afraid of breaking a weapon with matrices, you can still use it in your main hand. It's not easy to compare the 12 points of a GreatSword and the 8x2 points of 2 axes, because it depends a lot on the number of parried hits that exceed 12 or 8 points, respectively, and the possible critical or special parries or attacks. Also, 12 points means 4 less damage upon a successful parry.
  11. 1 point
    Long live the Andouillette!!
  12. 1 point
    She swallowed chaos and light, the light which unmakes the world. Did Kyger Litor become illuminated? The reference to adamant claws could be a metaphor, an attempt by trolls to explain the dreadful change to their mother.
  13. 1 point
    Usually, armor also applies to both battleaxe attacks while it only counts once with a GreatSword, and it is often bigger than damage bonus. Also, having to develop a skill for each hand is a huge drawback of dual wielding combat when compared to two handed weapons. And with the rules for skills above 100% and multiple parries, it's better to have one skill above 100% than two in the 80-90% range. Even if you're dual wielding, you'd rather attack and parry with your main weapon, and switch for the one in your off hand if the main one is damaged.
  14. 1 point
    Ohhhkay... But isn't Godtime by definition timeless? I mean, the god should still exist in the limbo because your 'now' shouldn't impact on his then, right? One of the problems I have with dead gods... I mean, since everything of GodTime exists and heck can even be visited if powerful enough, why can't you worship a dead god and have the it from 'before' its death respond?
  15. 1 point
    Well, at least you gave me an excuse for mentioning you among the Red Moon Rising playtesters.
  16. 1 point
    I think the 'crust' applies more towards 16th century onwards: https://en.wikipedia.org/wiki/Bathing#Medieval_and_early-modern_Europe Medieval people did do regular bathing, albeit perhaps not quite as often as modern people: http://www.medievalists.net/2013/04/did-people-in-the-middle-ages-take-baths/ Also, people are people. The difference is in training. The medieval knights certainly trained in their armor and were used to the weight, and the rigorous weapon training would leave them stronger than the modern office workers. But they were not 'monstrously strong'. You put a modern man through the same training regime, and the chances are that the modern man would be bigger, healthier and stronger than the medieval knight.
  17. 1 point
    Also, it bears saying that the idea that the main benefit from dual wielding is extra damage or an extra attack is very dubious. The main benefit is defensive. Again, this is difficult to put into text, while it would be very easy to physically demonstrate. You can only really attack with one weapon at a time* - for sure, you can follow that up with a secondary attack fairly quickly if you go all out offensive, but the defender can parry one after the other. What they can't do - as I pointed out above - is attack and defend at the same time, which is what the dual wielder CAN do, and which is the core of the advantage of using two weapons instead of one. * I'm sure you can argue this with me, but discussing the details of this on the forum is difficult. Yes, you can swing two swords (for example) at the same time in certain ways, but I wouldn't consider that optimal. BTW, this topic was also discussed on an earlier thread here:
  18. 1 point
    Hmm, I think dual wielding is something that games consistently get a bit wonky and I'm saying that as someone who is pretty confidently trained (and teaching) in sword and sword and dagger fighting. The best way to think about it is to see single sword as a skill in itself, and sword and dagger as a skill in itself (also, similarly sword and shield should be a skill unto its own). The idea that without any significant specific training in dual wielding, you'd get half the skill of the main weapon isn't really bad at all - whether half is exactly the right amount is a question, but really gets into the weeds/minutia and raises questions about simulating actual fighting via dice rolling in general. Another really curious thing to note is that dual wielding isn't really something that lowers your effectiveness overall - quite the contrary. If you give me a sword and dagger, and I'll face an opponent with a single sword*, I will be able to beat fighters of much greater skill due to this disparity in weapon sets and I don't need much training in sword and dagger to accomplish this advantage. This is a bit difficult to explain very illustratively in words, but I could demonstrate the principle of the thing very easily in real life. The crux of it is, when I parry with the dagger, there is nothing left for you to parry my sword with (and because I just parried your attack, you are almost by definition in measure/range, which means my attack will likely also land). * if the opponent has a two-handed sword, the situation is different: the mechanics of using a two-handed sword and it's probable greater reach give it a fairly clear advantage against a single, shorter sword. In this case, I'd say the addition of a dagger for the 1h sword fighter helps with bridging the gap, but I would still want to be the 2h sword wielder in this instance in pretty much 100% of the cases. A shield, on the other hand, would change things. Also, I've spoken mostly about sword and dagger here because of my experience with it, but all this is equally relevant to dual wielding in general. Two equal length swords are a little more difficult to use together than a sword and dagger (you could argue for a larger negative modifier to untrained use), but the principle of a "case of swords" as a style in itself remains.
  19. 1 point
    Trickster drinks all the morning star coffee - a minor quest which leads to the creation of an Eurmal shrine which teaches “hasty exit”.
  20. 1 point
  21. 1 point
    Somehow I overlooked this: "The women, children, and old were sent out of the city over the rough mountains through secret paths, although many chose to remain and defend their city." KoS p.117 So my idea seems to be canonical... Considering that the Quivin mountains have wyrms and 'ice crawlers' according to the Gazetteer, the adventure pretty much writes itself... From the heights, no doubt the PCs can see the battle of the Crimson Bat and the dragon, and the burning of the city... As for the 'old wizard' character, Dunorl Brandgorsson is a sprightly 52 at the time of the battle, and he is busy escaping with part of the regalia (no doubt having foreseen Boldhome's doom) and Yanioth Two-Sight and her 3 year old son may also be with the refugees ascending Quivin; her husband Maniski having stayed with the defenders.
  22. 1 point
    In Crete, the old women gather 'weeds' every day for cooking, to my observation. There's also pine-nuts; pesto was invented as a food for withstanding a siege...
  23. 1 point
    The Bronze Age equivalent of pies are... pies. From wikipedia: https://en.wikipedia.org/wiki/Pie "Early pies were in the form of flat, round or freeform crusty cakes called galettes, consisting of a crust of ground oats, wheat, rye, or barley containing honey inside. These galettes developed into a form of early sweet pastry or desserts, evidence of which can be found on the tomb walls of the Pharaoh Ramesses II, who ruled from 1304 to 1237 BC, located in the Valley of the Kings.[2] Sometime before 2000 BC, a recipe for chicken pie was written on a tablet in Sumer.[3] Ancient Greeks are believed to have originated pie pastry. In the plays of Aristophanes (5th century BC), there are mentions of sweetmeats including small pastries filled with fruit. Nothing is known of the actual pastry used, but the Greeks certainly recognized the trade of pastry-cook as distinct from that of baker."
  24. 1 point
    There's a ton of grasses & flowering plants that are usually only seen as weeds that are edible. The common nettle is a good example, as is sorrel, thistles, dandelion, and a whole slew of other stuff. It's not going to be anyone's staple food, but it's nutritious and good to have alongside vitamin, and mineral-poor cereals and dairy. Additionally, considering they often come in early summer, they are probably going to be useful for supplementing the diet in the time when winter stocks are running low and the first harvest is not yet in. There are also mushrooms of course. Some cultures have seen them as taboo IRL due to the difficulty at time of identifying poisonous variants from edible ones, but many others have used a lot of mushrooms. Dragon pass might be good plum or cherry country for all I know. Good for drinks or pies (or whatever the Bronze Age equivalent of pies are).
  25. 1 point
    According to older sources, Sartarites also raise pigs and geese. They'd have access to goose eggs (much bigger and gamier than hen's eggs). Pigs would provide salt pork and lard to flavor food. Salmon is available in season. I'd expect Sartarite children would fish, gather berries, catch crawfish, gather wild bird eggs, and kill and trap small game as part of their family responsibilities/play activities. I did the first three growing up in the 70s, my father did all five in the 40s. Wild and domestic honey would both be common. Woodland tea would be a fairly common beverage (made from juniper, spruce, fir, etc.) And of course, there's haggis. THERE MUST BE HAGGIS! Eels are probably a thing. Roasted and smoked. Native nuts gathered in season would include chestnuts and walnuts. Acorns and pine nuts would both be eaten. Food taboos in Sartar include (IMO) goats and snails. Depending on the tribe, nonsentient ducks might also be taboo out of respect for the Durulz. I doubt Sartarites eat horse or cats, but they happily kill and eat wild dogs when they find them (except Lismelder tribe).
  26. 1 point
    I might - but there's no more room! A few fantastic beasts have already been drawn: a Black Horse and a Unicorn. Plus a giant wasp. Am presently torn between trying to illustrate all the regiments (Lunar, Sartarite, Holy Country etc.) or doing something else. Unless there's a major info dump (Gloranthan or real world ancient warfare) I am leery of letting the page count increase - it is already at 360 + index. And a friend has asked vaguely for some Tekumel sketches. Here's the updated minis image. It doesn't include every ink sketch (missing a chariot and three types of horse harness), and there's also a map, several diagrams, and some montages.
  27. 1 point
    According to Chinese legend "dogs are hard to draw, because everyone knows what they should look like, but demons are easy to draw, since they belong to the realm of imagination and and artists imagination is superior to that of an average person". Might you draw some regimental wyters or other supernatural attachments to military units?
  28. 1 point
    But when you slow it down, 60fps gets twice as many flicker-of-an-eye details... Why stop there, though? Why not aim for ultra-high speeds? 120fps? 500fps? I mean... there probably should be something worth seeing, if you're gonna bother adding this to your game...
  29. 1 point
    I think the limiting factor here might have been the cost of film! 30 fps gets you twice the recording time of 60 fps, and if your eye can't really tell,... 🙂
  30. 1 point
    Personally I would definitely be (slightly) more interested in 'Harreksaga'.
  31. 1 point
    Latest, and perhaps 'last' as all gaps, save in a chapter I don't intend to mess with, are now full. Have to decide whether to continue sketching... If I don't draw for a few days, seem to lose some of the control in my fingers - maybe it exercises the arthritis to a degree? The book is effectively 'done' until new information becomes available. For more sketches to be added, would require 8-10 infantry or four or five cavalry, or a mixture thereof, or more text. All the sources available to me are exhausted, and the last book on ancient warfare I read a week ago, inspired a single extra sentence. This is a member of the Green Bow cult, wearing green woad camouflage... Woad can be used to make many colors, not just blue.
  32. 1 point
    Sorry for picking out your post, but it seems almost the exact opposite of the way that I play. A lot of GMs do. It isn't as bad as you'd think. Look at someone like Harrek, if you kill Harrek you don;t get the Wolf Pirates helping Argrath, unless someone else leads the Wolf Pirates. What you might do is to have the Wolf Pirates as enemies of the PCs who killed Harrek, which would be interesting. If they sided with Argrath then the Wolf Pirates would be against Argrath while the PCs were his allies. If they were neutral then the Wolf Pirates would hunt them down, perhaps. If they were against Argrath then the Wolf Pirates would support Argrath, so business as usual just without Harrek. If the PCs took over the Wolf Pirates, then they would do whatever the PCs wanted, but perhaps with resistance until they cracked enough heads. You can do the same with all the major NPCs. In two Gloranthan Campaigns that I have run, the PCs in the first campaign killed off both Argrath, as one PC saw him as a rival to becoming the head of the Orlanthi in Sartar, and harrek, because he was Argrath's mate and they thought he would come and get revenge. In the second campaign, the PCs disabled Jar Eel, killed the Crimson Bat and purged it of Chaos, then killed the Red Emperor, becoming the Golden Dragon Emperor. Each major event meant that I had to adjust what might happen in the future, but it was really no big deal. In fact, many GMs do this on a regular basis, If a scenario assumes that an NPC has a role and the PCs kill the NPC off really early, the GM has to adjust the scenario to take into account the NPC's death. Killing off major NPCs is just the same, but easier as the general campaign-level plots don;t impact the PCs on a session by session basis. I don't agree with this at all. In a Robin Hood campaign, if you kill the Sheriff of Nottingham or save King Richard from his crossbow bolt wound, does the campaign continue merrily following the official historical timeline? No, it changes. Same for Glorantha. The future Timeline is a guideline, nothing more. You are safe to use it as it is, use parts of it or totally ignore it. Now, some future scenarios might rely on some NPCs being around, but a GM can adjust them accordingly or just not run them. Yes they can. Yes they can. Yes they can. Treat the Timeline as one Alternate History that might have happened, it happens a lot on SciFi books/series/films and in historical fantasy works. Treat the future events as something that might happen and react accordingly. So, if Argrath is killed and a PC takes his place, what happens? Do they take control of the White Bull Brotherhood? Do they liberate Pavis? Does Kallyr support them or become Queen herself? In my last Gloranthan campaign, the PCs instigated the Cradle scenario, the Boat Rising, Dragonrise, the Liberation of Pavis, the White Bull/Stallion Society, uniting Prax and bringing back Pavis, Tada and Genert. Garrath Sharpsword, who becomes Argrath in the timeline, changed from being an important Pavic NPC to just another NPC to a flunky who turned to drink muttering "I could have been a contender if it wasn't for those blasted River Voices". In someone's campaign,m you are the GM and Players. You can take the campaign to wherever it leads, without being constrained by the official Timelines. You don't have to robotically follow the Timeline as written. I really couldn't disagree more. One of the conversations I regularly have with my Players is "Is this a major NPC? Would it matter if we defeated or killed him?", to which I always say "It doesn't matter, as I can work around it".
  33. 1 point
    In my game, set in Pavis (1612-1614, so far), I had presented the Morning Star and Evening Star as a paired spirit cult. Morning Star was presented as the patroness of beginnings (and coffee), Evening Star of bringing things to an ending. The players, particularly our party’s aspiring shaman, and another who is an aspiring priest of Pavis, decided to run with this. They got permission from the Pavis Temple to set up a small shrine/dining area, atop the wall, near the Pavis Temple. The Pavic character let it be known to his (many) contacts and friends in the city that he would be there certain mornings at sunrise, having coffee. People quickly understood that that was a way to get direct, informal, access to the Pavis temple/government. Likewise, our aspiring Shaman let it be known to her community, that here was a forum where issues could be (informally) raised and discussed before they were officially brought to the city council. It was excellent political playing by both players. They created a similar evening event, to balance the cult. Now after roughly a year of game time, they have a recurring “congregation” that honors the Morning and Evening stars - without it being a ‘cult’ yet. On their “to do” adventure list, they are now planning to recover some sacred relics of the stars, to bring to the morning coffee shop and evening salon, effectively creating an already attended temple. The Pavic Priest is also working to strengthen relations with the Sun Dome (he considers Orlanthi uncivilized and unreliable), and plans to use the Morning and Evening Star cult as a bridge cult, creating a minor cult in common for groups that are otherwise separate - the Sun Dome, Pavis, the River People, Orlanthi of Pavis County. After all, who could object to meeting over a cup of coffee to try to talk out issues? Minor cult magics will be a bonus, and an incentive for people to regularly participate. The biggest challenge will actually come from the character’s priests; who may get nervous if the cult of morning and evening gets too tied to Pavis, or the PC getting too much influence. But that’s the subject of another type of adventure. (And yes, I know your version of Glorantha may not have coffee. Too bad for your characters.)
  34. 1 point
    It really depends on what angle you are viewing this from, however the following for me pretty much sums it up for me. 1. They are all dead, and that's it. Their magic and artefacts destroyed by the gods. 2. They are mostly dead, some survived for a while but were sought out by victims turned hunters (in a similar vein to Simon Wiesenthal).Rumours persisted for years of survivors, some were true others dead ends and red herrings. Their magic and artefacts are rarely found and always attract disasters, riots and backlash when they appear. 3. Some survived: magical stasis, alternate godplanes, short worlds, pods wrapped in chaos fields. You find these at the end of a horrific adventure, awaken it and all die horribly (the thing, alien, quatermass, the mummy, etc) you unleash an old enemy back into the world. I expect this as part of the hero wars. 4. Some are the Gods... Reality was changed and unlike Lokamayadon succeeded. Some maybe petty local gods (heroes) but I'd throw in the Red Goddess, Lhankor Mhy and a few other from around the world, clearly one of them was a god learner... There are loads of other angles on this.
  35. 1 point
    Here's what they look like on the two page spread.
  36. 1 point
    Nochet Cuisine The type of fish and the numbers eaten by the residents is only surpassed by the ingenuity of locals when it comes to recipe variations. These culinary creations have more than doubled in recent times (since 1600) with the rise of the so-called Sesh-Tesh cookery, combing unusual ingredients from all along the coast of Genertela in mouth-watering and often spicy dishes. Savory rice pudding is a popular breakfast dish with the cooking water—Congee—allowed to cool before drinking later in the day. Oat porridge is also eaten in vast quantities, sweetened with white clover honey traded from the Bee people of Esrolia. “God-King’s Hair” is especially favored, eaten rolled up in oat pancakes and served with spicy Teshnan dips. Shellfish and meat broth have long been eaten as a main meal of the day, nowadays spiced up to produce a Gumbo. Residents eat lots of sea plants, with sea kale, kelp, and seaweed being regular side dishes, as is a salad of Mirrorweed shoots, which are also eaten boiled and dipped in skullbush oil. Among the more unusual dishes are: Sturgeon eggs on thin oat crackers, dishes of live sand eels, also eaten sugared, and plates of garishly colored, pickled sea cucumbers. Kalomin tea is often drunk cold in the late afternoon, but the most popular beverages are Karkadai, made from the hibiscus plant, and the multitude of Esrolian white and red wines, and the ever popular, if murky, oat beer. On special occasions, the Esvulari families consume Tusoweo—a sea urchin spirit.
  37. 1 point
    Latest, and perhaps last. There's no more gaps in the book. EDIT: having reformatted the text, there's still room for one more.... Also, the picture which inspired this sketch.
  38. 1 point
    In the Lunar province of Imther, it's all about cheese, meat, and cider. Imtherian cheeses are a famed export throughout the Lunar Empire, providing a great table addition to the Lunar wines. Speaking of wine and cider, there was discussion of those in this earlier thread: https://basicroleplaying.org/topic/9118-alcoholic-beverages-of-glorantha/ I outlined some of the Imtherian cheeses, and there was additional discussion on food and grain in this thread: https://basicroleplaying.org/topic/4318-gloranthan-food/
  39. 1 point
    Great post! I've always loved the development of food in fantasy worlds. For shame! I can't claim to know much about what the big beardies eat, but shall type this out anyhow while in the mood. I sense people might lose their appetite reading the following, however... (All In My Glorantha, obviously.) For ducks, the principal spice I use is elf-finger (digitus dendrinis). (The name is not figurative: it is actually an elf’s finger. No, elves aren’t impressed with this, either.) Elf-finger is a component in Fanny Grimbeak's Spicy Slug Sauce (patent pending). Fanny led a life of adventure as a Rune Lord of Humakt until she lost an arm to a gorp in Snakepipe Hollow. After that turn of events she decided that it was a good time to settle down. She sold off her loot and used the proceeds to buy a slug and snail farm just outside Duck Ferry. Here Fanny raises all manner of juicy molluscs: shelled and shell-less, big and small, fat and... well, fatter – and all very, very tasty. She sells the snails at local markets, but keeps the slugs to make her famed sauce. This peculiar condiment is made from pickled slug squeezings. It is a fiery affair that can be enjoyed with much durulz cuisine, and little clay jars of Spicy Slug Sauce can be found at most establishments along The Stream, and in shops as far away as Boldhome and even Nochet. Its ingredients, in addition to the aforementioned slug squeezings pickled in clearwine vinegar, include garlic, carrots, Stream-sausage root, grated elf-finger, various herbs (including meadowsweet) and a ‘special secret ingredient’ that Fanny refuses to divulge. Spicy Slug Sauce is made on Fanny’s farm. Come squeezing time, she hires Heortling stickpickers to squeeze slugs for a clack a day. Great cauldrons of slug squeezings are then pickled and mixed with the other ingredients. There have been numerous complaints made to the Duck Tribal Ring on account of the working conditions Fanny imposes on her seasonal workers – but these have all been dismissed, as Fanny is still a runemaster of the cult of Humakt and thus outside normal law. Ducks fish—notably the trout and salmon of The Stream, but also freshwater crayfish and anything else around—but especially hanker after worms, grubs and molluscs (freshwater or land). These they can forage for, or even farm. Slugs and snails can grow quite big in the Durulz Valley; and even bigger varieties can be traded for from the trolls in the Darklands. Though these can be quite dangerous and the tables can quite literally be turned if the main course gets lose! Ducks sometimes hire adventurers to go on Grub Hunts for them, to stock up for bigger feasts. Worms, grubs, slugs and snails—I shall just call them 'wrigglies' from now on, for ease—can be eaten in many ways. Fresh is always good, especially in the form of slug tartare or 'bubble and squeal', which involves quickly placing a line of salt on a slug and placing it in your beak... and keeping it closed for the duration! Wrigglies are also placed in all manner of soups and stews, wrapped in pond lillies and baked in casseroles – or even roasted on a spit if they're a big packbeetle grub. They can be sugared in honey, as candies; or even cured for use on extended waddlings as trail rations. Worm jerky is quite popular – worms soused in vinegar and dried to a consistency you like. One enterprising little fellow in Duck Point runs a stall selling Pot Wriggles: clay jars of dried worms with a sachet of spice, into which you can pour boiling water. Next to fish and wriggles there are roots. Ducks like to grow vegetables on dry patches of land—notably blue carrots, beetroot and cabbages—but also harvest the starchy roots and rhizomes of a variety of wetland reeds. Some of these are quite good for providing sugars (alongside the usual sources like honey). And then there are the leaves and shoots of a variety of plants, particularly aquatic plants like pondweed. Other popular foods include frogspawn (which is typically eaten as a sweetened pudding) and tadpoles – the centrepiece of polliwiggle pie, which is eaten on Sartar's holy day. Ducks love beer. Especially Greydog ale. They can't get enough of it! Admittedly they often float worms and tadpoles in it and drink it like a broth, but... They do drink clearwine, but prefer to let it sour to vinegar. Clearwine vinegar is their favourite method of sousing wrigglies and pickling vegetables (notably pondweed). I suspect ducks drink some sort of weird marsh-tea meets swamproot-beer meets, well... muddy water. But I've not quite formulated my ideas on this yet. I've also pondered pear and carrot cider... HOW VERY DARE YOU. (And with that I'll break to continue a bit later!)
  40. 1 point
    (I posted this on the Nocturnal forums in 2015, but seems appropriate to repost it here. The links, unfortunately, won't work.) Whilst I started this thread to mainly say a few words about my own experiences and preferences in GMing the Anarchy Period, feel free to chime in with your own views. Like I said in this thread: http://nocturnalmediaforum.com/iecarus/forum/showthread.php?2586-Anarchy-So-you-allied-with-Cornwall-what-happens-next&p=22221#post22221 Anarchy is a very interesting period and it gives a lot of scope for the PKs to do their own things. It can be pretty overwhelming to a new GM and even to the more experienced ones, too! So, here are some of my own thoughts & opinions, which hopefully help with that confusion. ABOUT SAUVAGE FOREST Let me start with the one thing that I, personally, find to be a common mistake (of which I am guilty myself): Don't overuse the Sauvage Forest during Anarchy. What do I mean by that? I mean that during the Anarchy, the PKs are the main players in Salisbury. They are unlikely to get that chance ever again in the campaign, so don't waste precious game time gallivanting off to the Sauvage Forest! Furthermore, the Anarchy is supposed to be a dangerous time. Is it really a proper time for the knights to go treasure-hunting and adventuring in an enchanted forest famous for getting whole counties cut off from the world while Saxons might raid any moment? No, I don't think so. Thus, in my opinion, Sauvage Forest would be much better saved until the start of the Conquest Period: 519 - 524. Now, the big Saxon wars are over (with a couple of local flare-ups), the Kingdom is at peace. Now there is plenty of time to adventure, and the Enchantment of Britain has been released by Sir Balin with the Dolorous Stroke. So the mystical nature of the Sauvage Forest is much better suited for this period, in my opinion, and allowing the PKs to do the classical Arthurian knight-errantry of riding around and looking for adventure. So, at best, your players and you yourself will miss out on the defining opportunity of the Anarchy; at worst, you are dragging your players kicking and screaming to adventures whilst they'd rather stay at Salisbury and play politics. THE PHASES OF ANARCHY By this I mean that not all Anarchy is equal, and it is good to prepare yourself to it. Year 495 The Big Crash. This is when everything is in the air. Who is in charge? Who is following who? Most of the barons are dead, and the situation is ripe for the usurpers. However, situation will shake itself out quickly. Within weeks, SOMEONE would be issuing commands from the castles and so forth, imposing some kind of order. Now, it might not be the same guy as before, or even if it is, he might not be following the orders from the rightful heir, or he might even have killed he rightful heir. But the point is, there would be someone, and people would be choosing their sides, at least in the small scale: a single manor knight would have no hope in hell alone, so he would find someone to swear allegiance to, in return of protection. An estate holder might try going at it alone: 5+ knights and possibly a fortified caput major might keep Saxon raiders at bay, and maybe even provide a bit too tough a nut to chew for the neighbors, too. A real castle would be even better, of course, but you'll still need some knights in order to protect the lands around it, or you will starve. Now that I think about this, this is another point where I think GPC could have done better. With the whole land in chaos, there is not really time for state funerals. If there is time for state funerals, then the situation isn't nearly as bad. Anyway, the point is, the rest of the year 495 would be the small-scale consolidation, on the castle/county level. And if you wish to play with that, you probably should prepare another session after St Albans, even though it breaks the rule of thumb of having one session per game year. Year 496 So maybe you didn't manage to convince everyone to join up last year? This would be a good year to start looking at anyone you might stomp and get back in line. Any independent lordlings around in their castles? Usurpers looking for legitimacy to keep their ill-gotten gains? Might try to get them to join Salisbury or try to conquer them. Of course, the arrival of Cerdic with his Gewessi to Hantonne will add more urgency to this. In our campaign, I chose this year to launch the Rydychan Usurpers - extended scenario. It makes perfect sense: the usurping brothers would have grabbed control of Rydychan in the chaos of 495. Why would the Countess of Rydychan & Ulfius (now recovered from his wounds from St Albans) wait longer than necessary to take it back? There is another advantage to this: the years 496 - 498 are relatively boring for Salisbury, so getting the PKs busy in helping a neighbor and a future ally (it can be hoped) makes perfect sense. Most of the Saxons would be more busy extorting their closer neighbors, so hopefully there wouldn't be that many raids, either, especially if Salisbury is paying tribute. I also tried playing up Cerdic as a rather civilized man (for a Saxon King) and had him emphasizing his legitimate right for High Kingship (via Vortigern) and being a man who could bring peace between the Cymri and the Saxons. The Pks didn't quite fall for it, but it would have been an interesting campaign if they had. Years 497 - 499: Cornwall Ascendant Assuming that the PKs manage to wrap up Rydychan soon enough, they can start worrying about Cornwall's advance and decide what to do about it. Also, in the east, Essex is gobbling up counties. This should be the time that the PKs should get seriously busy about alliance building, rather than be gallivanting in Forest Sauvage and getting Lost in the Woods. Year 500: Crisis point Essex has absorbed Huntingdon and Hertford, so they are riding high on their success. They don't do anything in GPC this year, which means it is for you to decide... In our campaign, I made them invade Salisbury since Salisbury hadn't been paying tribute to Essex since 496, but you could easily have them just raid or attack Silchester instead (especially if Ulfius and Salisbury are allied). Cornwall is attacking Dorset, depriving Salisbury the help of a potential ally, if Essex is attacking Salisbury. Years 501 - 504: Darkening skies with a ray of hope? Why are Angles attacking Huntingdon and Hertford and Essex is doing nothing? In our campaign, this is explained by Essex getting its ass kicked in 500 by Silchester-Salisbury-Cornwall coalition and Silchester taking those two counties over in late 500. But otherwise, this event makes little sense: why would you help a Saxon vassal defend against Angles? Anyway, as far as the phase goes, the pressure is mounting on Salisbury and Silchester, with the Saxons demanding more tribute and knights to help in their wars. Meanwhile, the New Cymric Hope, Nanteleod, is widening his powerbase in Cambria and Northern Logres. Definitely someone the PKs might contact for help, if they are still independent. Years 505 - 507: Nanteleod Ascendant Nanteleod is kicking major ass during these years, and the unification of Logres looks possible. Nanteleod for the High King! PKs would probably be involved in Nanteleod's campaigns and hence busy. Years 508 - 509 These years should be really bad. Nanteleod dead, his coalition army shattering, no one able to take command (and I'd have Ulfius and Corneus quarreling over London to ensure they don't take up Nanteleod's mantle... also, Corneus dies in 509, IIRC). Saxons, Saxons everywhere, and not a High King in sight. I'd have year 509 filled with Saxon raids and invasions, too. This explains why the Lords of Logres are getting desperate to get a new King, even if it means figuring out that sword in the stone in London. Years 510 - 513 Technically already Boy King Period, but it actually follows up from the Anarchy... Why do the Saxons stop raiding in 510? One would expect that they would have a field day with the Cymric armies busy fighting one another elsewhere. Well, I tried to think about this a bit in this thread: http://nocturnalmediaforum.com/iecarus/forum/showthread.php?2582-%C6lle-during-the-Boy-King-Era Add a bit of tribute payments for Aelle, and you can see why he would prefer to sit back and let the Cymri kill one another, while he focuses getting his own 'house' in order by beating Essex and Anglia. Better to not give the Cymri a reason to unify: as soon as Lot kills this 'King Arthur', his coalition of Rebel Kings will splinter back into Anarchy. SAXON TRIBUTE & RAIDS In GPC's system, only idiots pay tribute: you lower your Standard of Living by one level straightaway, while a raid probably does nothing. See my answer in this thread to how to use Tribute with BotE -system: http://nocturnalmediaforum.com/iecarus/forum/showthread.php?2571-What-economic-system-do-you-prefer-Which-one-is-now-quot-canon-quot&p=22114&viewfull=1#post22114 I probably would have Lethargic Saxons to start with: they are busy with their neighbors rather than Salisbury, with Wessex a bit of an exception but perhaps Cerdic is still hoping to convince Salisbury to join him. But I'd have them up the tribute in 500 - 504 to 2 Lots and act more belligerent. This will ratchet up the tension nicely, I think. After getting beaten by Nanteleod in 505, they probably would be licking their wounds in for a while in 506, but with Nanteleod distracted by Cornwall (and a secret alliance with Cornwall) they'd be actively raiding again in 507. (And here is the thing about the Saxon tribute from that other thread:) "How would you work tribute into the BotE system?" The rules in GPC regarding tribute are BRUTAL. £3 per manor means that you'd rather risk the Saxons raiding you, since those raids have actually very little impact on your actual harvest. Usually, there is either no effect or drops you to Poor, but that is where you are ending if you DO pay, so why pay? Better to take your chances. Worse, the implication in GPC is that not every 'defaulted tribute' results in a Raid, at least not from first, so you are looking at a certain drop of £3 if you pay, versus a probable drop of nothing if you don't pay. It is a foolish choice to pay in that system. Using 'vanilla' BotE, I'd be tempted to make it 2 Lots per tribute. This means you can afford the first one (just lose the Discretionary Funds), the second one drops you to Poor and the third one drops you to Impoverished, if you are a £10 manor knight (ordinary maintenance) rather than an estate holder (rich maintenance, as default). This matches the INTENT of the GPC rules: -1 maintenance step per tribute (except we are now giving the first one as a loss of DF). The problem with 3 Lots per tribute is that a Raid causes 3 Lots, and you probably can fix one of those straight away. So you are only taking a 2 Lot hit per Raid. Sure, a Pillage might cause 5 -> 4 Lots (two of which are long-term), but not all the Saxons are Pillaging you every year straight away, as mentioned in the previous. On the other hand, -1 Lot in vanilla BotE has less teeth. The players will happily pay single and even double tribute, and just lose the DF. Sure, annoying in itself, but very little else. So they won't feel the sting until the triple tribute, which is very rare, and even then only drop one level. In our house-ruled BotE, we don't use Lots and I don't let the players reduce the upkeep of the staff. Instead, they'll have to pay the money themselves from DF and loot, or from squeezing the peasants. Thus, I have reduced the tribute to mere -£1 per manor per tribute, because otherwise it is too much (these are, in effect, £6 manors since all the money needs to come from the knight's own funds). This tallies nicely with the Raid damage, which for us is -£2. So paying every year is a better choice than getting raided every other year. This makes it an actual choice: shall we risk getting raided or shall we pay this small fee that is constantly bleeding us and strengthening the Saxons? When do we say 'enough'? To summarize, the perceived damage if you don't pay has to be in balance with the payment. Lethargic Saxons, letting the Grudge Score tick up (raids are rare): -1 Lot tribute Belligerent Saxons, not paying is almost a certain Raid or worse: -2 Lot tribute Zerg Saxons, not paying means a full scale invasion: -3 Lot tribute In our campaign, the PKs are paying Wessex and Sussex off, but not Kent and Essex (after one time). Essex raided after two skipped payments, causing Pillaging damage to the manors that their river-borne attack reached (which on whole Salisbury scale would have been closer to a Raid). After the next two skipped payments, whilst Essex was busy conquering its neighbors, Essex came back with a full invasion since obviously the Raid wasn't enough to teach the lesson. Kent has so far been too busy with Sussex to bother them apart from a couple of demands for knights and tribute.
  41. 1 point
    Here's something I wrote years ago: The players, at any point, appeal for Divine Intervention. On a successful roll, rather than your god whisking you away or so on, the following happens. A huge, irregular slab of earth erupts out of the ground, opening a portal into the darkness at its base. If the players flee into the hole they see a dream world of darkness lit by a soft purple and green glow. Huge, softly swaying mushrooms tower over each side of them and small mushrooms, glowing with a soft luminescence, line a twisting path beneath the trunks. Tiny glowing lights meander around about a foot off the ground, creating little auras of soft radiance in the swirling, warm mist that blankets the ground. Hinting rather than obscuring the area. Following the path reveals that the players develop a sense of warm security, as if the very gloom wraps and protects the. However, off to one side they hear an almost subliminal throbbing, like a heartbeat. If they follow the trail they come to another opening are delivered from the underworld to continue their adventures. However, if they go off to the sound; A deep, body throb of sound comes off among the trunks. Players walking this way lose the path and cannot refind it. The sound comes from a clearing among the huge mushrooms, and there they see a unique sight. Misshapen trollkin caper in a circle, dancing frenziedly in a widdershins pattern. Inside this, huge dark trolls, clad in lead armour and holding maces and mauls that hum with power, dance slowly in a clockwise circle around an altar-shaped slab. On either end of this altar is seated a great troll beating on a section of hollow log carved with truly terrifying runes of power from the beginning of time. Around the altar are three female trolls, clad in bizarre ceremonial robes with towering headdresses and masks. On the altar is a terrifying sight; a Mistress Race Troll groaning in time with the slow thunder of the drumbeat as she labours in childbirth. The trollkin part as they caper in the knee high mist, and the trolls open their ranks as the players find themselves joining in the slow, heavy dance. Deep, primal feelings wash over them; anger, regret, vigilance, fury. The Mistress Race Troll lets out a hoarse, deep yell as horrible figures loom out of the mushrooms. Horrid Elf-Broo, sparkling with stinging, searing light, slither from among the Mushrooms and slice into the trollkin. The dark trolls give out deep, grunting war-cries and lumber into battle. The chaos monsters fight with claws so bright they burn the imagination, and the resolute trolls respond with body-crunching strikes that fling bodies high in the air. There are too many though, and a group bursts through their lines and streak towards the altar. Their claws become so bright that it's a throbbing, blinding pain that summons up an anger the players have never experience before. The players are at full health, magical power and fatigue, the dance has made them whole. The fight goes on until all the monsters or all the players fall. If the players slaughter one each of these monsters the others fall back screaming in fear and stagger backwards into the brawl. The dark trolls grab them, snapping spines and tearing off heads. If the players fall in battle a torrent of these creatures wash over the altar, slicing and rending. If the players die, they die. In fact, as they're in the underworld. They really die. There's no coming back. If they succeed there is a triumphant roar. The cloaked priestesses hold up a healthy mistress race troll baby, a girl. The mother rises up onto her knees, takes the child in her arms and roars out a hoarse battle cry that literally blows the remaining chaos monsters to fragments. A comforting darkness settles over the seen. The gloom deepens and the players sleep. They waken in a shattered temple, lying around a statue of a female troll. The location is up to the GM. The players blink and rise, looking at each other. In the pitch dark. They now have troll sonar-vision. Scan and Spot skills are at base etc.
  42. 1 point
    Oh, you really don't want to hear my theories of the degraded sex-pits that are Trollkin dens, with Elites and values lording it over the Food Trollkin, generating more and more Food Trollkin.
  43. 1 point
    And they are more as well. Swallowing Gbaji is also the Death of Yelm/Yelm entering Wonderhome. Ripping of the Womb is also the rebirth of Yelm/Dawn. To deny either is to deny the Great Compromise, so they become very insidious events.
  44. 1 point
    Of course, it's the sort of thing only a player character should be able to achieve.
  45. 1 point
    Gbaji, or Nysalor, faced down the Great Eater and Kyger Litor, was eaten by Kyger Litor and ripped its way out of her belly, through her womb, with his Adamantine Claws, damaging Korasting in the process. Following that, many trolls were born stunted and deformed, Trollkin. Some HeroQuestors tried to fix the Curse and one caused multiple births of Trollkin instead, which became the best way to tell who is a Trollkin or not, although it made Twin Births count as Trollkin. Because Trolls are pig-headed, stubborn and immensely conservative. There are two main ways to stop the Trollkin Curse, according to most Trolls: Stand between Gbaji and Korasting, fighting him and his Admantine Claws. That always ends badly for the Trolls, as the Adamantine Claws are pretty much fatal to Trolls. Heal Korasting's wounds and restore fertility to trolls. A lot of trolls have tried this and they often give their own fertility to Korasting, losing it in the process. Many gain HeroQuest curses that they can only give birth to Trollkin. For me, the Swallowing of Gbaji and the Ripping of the Womb are so closely intertwined that they are effectively the same action. Trolls don;t understand this. They think that they MUST swallow Gbaji and MUST stop him from damaging Korasting. Even the idea of not Swallowing Gbaji would be against everything they believe in. So, they continue to HeroQuest against Gbaji, swallowing him each and every time, strengthening the Trollkin Curse each and every time and wondering why they can't stop the Curse of Kin. Cragspider famously came at it a different way. Instead of preventing the attack, she strengthened Troll Mothers by infusing them with Dehori Spirits, making their Darkness more powerful, in the hope of allowing them to resist the Curse of Kin. That partially worked, as it gave them Great trolls rather than Trollkin. It shows how a different approach could work.
  46. 1 point
    The trollkin curse is a metaphysical wound on the Mother Goddess of Trolls, Kyter Ligor, by Nysalor/Gbaji, a mystical god of light/chaos (it's complicated) that means a lot of trolls get born as stunted weaklings. Aside from being tragic for the trolls, it also weakens them since them since there's less big tough guys that eat people around, so the trolls would really like it reversed. It's really difficult to fix the damage since the god who did it was really powerful and was also breaking a lot of the rules that prevent stuff like that from happening. You'd have to be either as powerful as a manifest God, or break a lot of the rules yourself with ill-advised God Learner Sorcery with a lot of magic to fuel it. There have been a few attempts to fix it that have kind of worked. Cragspider managed to have bigger, dumber trolls get born instead. Another attempt early on made it so litters of trollkin get born instead of one. A lot of the weirder breeds of troll that don't worship Kyter Ligor at all don't have trollkin, although they generally have some other issue. The only good theory I've seen about how to fully undo the curse, at least on a smaller scale, is for the mother troll to heroquest as Kyter Ligor in that battle and win. That's practically impossible, but if you could do it, you'd be hailed as an incredible hero and never birth trollkin yourself at the very least. Maybe it'd work alright if you get supported by a good deal of Arkat cult magic, but that's just speculation.
  47. 1 point
    I truly enjoyed Nash and Whitaker's take on, take-it-or-leave-it, modularity in RQ6. Don't like it, remove it wholesale, like it—slide it right in. Very refreshing. AND VERY EASILY DONE (built right into the rules it seems)!
  48. 1 point
    Jason doesn't use it but I do. As described on page 192, I find the the Statement of Intent phase EXTREMELY helpful in running combat. Players say what they intend to do, which makes it much easier for me to work around that. It helps defuse potential arguments and carry the combat along.
  49. 1 point
    You might want to look over BRPs Witchcraft book, the thinking is like yours.
  50. 0 points
    There was some broo gang in the old Pavis & Big Rubble campaign setting that had this exact tactic.
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