Jump to content


Popular Content

Showing content with the highest reputation on 06/11/2019 in all areas

  1. 7 points
    Ok, so I redrew the area map and made some modifications using some digital tools. I think it turned out ok. I'll need to create a style to use so it's still a bit rough but here it is. Next up is redrawing the close in view of Two Sisters which I've started on with suggestions.
  2. 4 points
    This came out very nice indeed. Agriculturally the flat lands are going to have a lot of pastureland (for horses), lots of hides of emmer, and orchards for fruit trees, etc. There are no doubt vineyards on the west and southern sides of those hills. It might not be as good as what is grown around Clearwine, but still! For one of the sources of inspiration behind the Marsh, a good place is the Suisun Marsh in the Sacramento Delta. You can see the line of trees at the edge of the marsh (which here is strangely absent its customary vegetation of Blackthorn Oaks, willows, and cedars).
  3. 3 points
    I played a Chalana Arroy who was a former Sword of Humakt who'd turned against Death during a failed Heroquest (all backstory). He had amazing sword skills he couldn't (and wouldn't) use, any sword he wielded would shatter (a feature, not a bug!) and he was determined to battle Death in all its forms with his new Life magic. His various geases all still existed, but the GM ruled that since the penalty for breaking them was having his swords shatter, he could do what he wanted. He mostly still didn't lie, though he did drink to excess and he talked whenever he damn well pleased. I think a former Humakti could probably do whatever she wanted so long as she was willing to never touch a sword again. I suspect she would still be impossible (or at least extremely difficult) to resurrect though.
  4. 2 points
    Glorantha is supposed to be a flat world, so in theory it doesn't have any curvature, but this week-end I was wondering what that means for visibility distances and horizons and all that. It looks like it was briefly touched upon in a discussion in the old forums, but it wasn't really conclusive, and it was more of a meta question about whether the whole "the earth is flat and gods exist!" was an in-character or out-of-character "truth" about Glorantha, which frankly doesn't matter that much and will make your head hurt pretty quickly. So here I'm just noodling around with some basic math and figuring out what a Gloranthan character might expect about a few practical things. It's as serious as it is tongue in cheek -- I'm mostly thinking about how long I should let players debate how far away can they spot a pirate ship at sea before I get Water Lizards to sink their boat because I'm bored. But also, I don't like the idea that Glorantha is perfectly flat. The text box in Strangers in Prax (p36) about crow's nests being useless in ships, for instance, highlights how a flat world kills some cool adventure tropes. Flat worlds suck. So I wondered: how much curve can I get away with? (since this involves some math, I might have made a mistake, so if you feel like something is off, feel free to ask for details or correct me!) The first thing that I did was figuring out what Glorantha would look like if it had the same curvature as Earth. I took Pamaltela, which is roughly 4200 miles long (GtG, p540), and eyeballed the space around it from the general Glorantha map. That looks to me like roughly a quarter of its length on each side, which gives me a rough distance of 6300 miles from one side of the Gloranthan cube to the other side. With a radius equivalent to Earth's (6371 km), that actually gives an angle of only around 91 degrees... which means that the Gloranthan "cube", as viewed from the side, would look like this: Not too bad, I think! You could frankly almost go with that and have Earth-like visibility, which means you don't need to argue about useless things with your players! Yay! I'm frankly tempted to do it (although I don't need to tell them, I can still say "as far as you know, it's flat... I mean, can you see the curve? Shut up and listen to your priests!"). Glorantha is described (RQG, p16) as "a slightly bulging, squarish lozenge". That's more that "slightly bulging" but it can do! Now, to make it a bit flatter, what if we double the "radius"? That ends up pretty much halving the angle (to around 45 degrees), and now our Gloranthan cube looks better (and definitely "slightly bulging"): Ok so what does that mean for visibility? I took the Quivin Mountains, in Sartar, for reference. Their peak is around 6500 ft (GtG, p187), so around 2000 m. Let's see how far south we can see those mountains... of course, other things like atmospheric interference (haze, clouds, etc.) will have to be taken into account on top of everything else, but let's put that aside for now. Whitewall (70 miles/110 km away) looks like it's maybe 3000 ft high (900 m). The centre of Beast Valley (Creek-Stream River, 100 miles/160 km away) is maybe around 2000 ft high (600 m). These elevations are based on the very loose colour coding in S:KoH (p8). At Earth's curvature, the Quivin Mountains seen from Whitewall's elevation will disappear from view around 130 km (80 miles) away... so you can barely spot the top of the peak from Whitewall at best. Beast Valley is too far away, however, with the Quivin mountains out of view, at that elevation, at around 140 km (87 miles) away. At the half-curvature (twice Earth's radius), the Quivin Mountains seen from Whitewall's elevation can be seen as far as 180 km (110 miles) away. At Beast Valley's elevation, it's 200 km (125 miles). This means that the area around Whitewall probably has a few nice viewpoints, while Beast Valley can get a glimpse of the peaks on a very good day sometimes. Here's a rough comparison of how far you can see the Quivin peaks from a Sartarite elevation (900 m, like Whitewall) at Earth's curvature (orange) and at half-curvature (blue). Doesn't make too much difference, so I might fudge it here and there for dramatic purposes, and keep in mind the Gloranthan cube is bulgy. Am I overthinking this and do I have too much free time? Yes, possibly. But hey, this is what passes for fun around here
  5. 2 points
    I see using the Mediate skill as getting in the zone to perform a specific act. Once you make the skill test the very next action must be what was the subject of the focus, a small delay is reasonable only if appropriate to the action, such as moving a few meters to get LOS. I'd rule that any unrelated actions would break your concentration with the possibility of the INT roll if warranted.
  6. 2 points
    MGDV - from time to time I play around with the idea that the lozenge is a 'map' in a Great Ocean on a Ringworld. Some interesting celestial ramifications and the possibility of Pierson's Puppeteers and Kzinti on the plains of Pamaltela! What's not to love???? 😇
  7. 2 points
    And of course Farsee makes those rays go more straight so you can see further.
  8. 2 points
    "Meneur de jeu" is less common than "maître de jeu", but it's not completely new either. It has a "softer" meaning, as one can think that a "Maître de jeu" may be here to dictate other players' behavior. In a way, "Meneur de Jeu" is between "Game Master" and the "referee" I've seen used in some english rpg books (which has never been translated into "arbitre", as far as I know).
  9. 2 points
    Correct, and not a discrepancy. Babeester Gor cultists are very intimidating, for example. It's a skill that they naturally tend to acquire, but it is not a skill that the cult values and rewards. So they get the skill, but it is not a "cult skill" for the purposes of advancement. I also allow the skills from the cult section to be chosen for the +20/+15 bonus.
  10. 2 points
    Yes, yes, and certainly. Fascinating none the less. May you continue to have to much time on your hands... Cheers
  11. This post cannot be displayed because it is in a password protected forum. Enter Password
  12. 1 point
    Latest. Appears in the book as a half page illustration. Tomorrow will be spent checking and updating the document, and on Thursday will probably convert it from A4 to 'Letter' which will probably mess up the layout... Will have to see if that offers any room for more sketches.
  13. 1 point
    That is a great concept, bravo!
  14. 1 point
    It's a bit ironic that I'm basically saying "I don't want to have to debate star-based navigation with my players because I want to get on with the adventure" but then I end up debating it here anyway I thought I read somewhere that the sun path was actually varying between seasons... something about the trajectory arching northward in the cold seasons, and back towards the centre of the sky dome in the hot seasons? (which sounded to me like basically the mirror of what we get on Earth's northern hemisphere). Did I misunderstand that?
  15. 1 point
    Oh yeah, that reminds me that one super-hand-wavy way of explaining a horizon in a fantasy flat world is to just say that light doesn't work the same way it does in the real world, and that it bends in a way that makes ships disappear behind the water in the distance and so you still need someone in a crow's nest to spot them better. At that point, it's really about choosing whether things appear to behave more or less like on Earth (and then you can hand wave the explanation if needed), or whether they perceivably differ, in which case I'm afraid to end up in debates about night-sky navigation with my players, which is why I'm leaning towards "it's the same as on Earth as far as you can tell" (especially since the players will already have enough stuff to deal with, like magic and spirits and traditions and whatever).
  16. 1 point
    I've always preferred the (false) old RW theory that vision is provided by rays from the eyes that bend upwards into the Sky and towards the source of light that's the Sun.
  17. 1 point
    Another option is to recognize that this particular character has two native languages. They didn't have to study in school to learn them. As such, I would base BOTH of those languages off of the character's EDU score and not require the player to spend any skill points on the second language. It sounds like you want to follow the rules, and that is admirable. This is a case where the rules are setting someone at a disadvantage just because they want a bilingual character concept. Being bilingual in Jiddish and English isn't going to break the game system. If anything, we always should be encouraging to players for playing characters that are meaningful to them. Talk to your Keeper. Let them know how important it is for you to play a Jewish character. Pitch my EDU suggestion. It makes everything so much simpler than nickel-and-diming skill points. As to the other language connections, that would be up to the Keeper. I don't know Jiddish and don't know the extent to which someone could communicate in German/Hebrew. I don't know many people who can communicate effectively in root languages if they didn't study the root language directly. [A quick internet search seems to confirm that German-speakers and Yiddish-speakers communicating with each other is not as easy as some let on.] French and German are root languages of English, for example, but that doesn't mean that anyone without training can communicate in French/German. That is stretching the intent of the rule. So, I would expect someone to put points in a root language to be able to speak it effectively. It also depends upon what you are trying to accomplish. Have a conversation in a root language? That would require an Extreme success. A Hard success, in my eyes, would be using it to get a basic idea, perhaps in combination with hand gestures. In light of all of the above, I'd probably say that once a character had invested 20 points or so in a very closely linked root language, they'd be able to speak it well enough to communicate basically (handful of words at a time, not grammatically correct sentences) and I would expect it to be role-played accordingly. Many players do choose to play linguists. The question here is just the extent to which the languages are inborn vs learned.
  18. 1 point
    That makes sense. I can imagine skills like Sing and Intimidate being developed through communal practice and demeanour rather than through formal instruction. Speak Other Language could be picked up colloquially (if it's the lingua franca in the temple) or through language lessons.
  19. 1 point
    Because the math is a LOT easier to write when you're dealing with a sphere Even for a, ahem (checks notes) oblate spheroidal like Earth, approximating it to a sphere gets you pretty close to what we need, given that we just want to know if you can see this mountain or this castle from a distance -- not setup a laser with a precise target. And AFAICT, it's not necessarily useful to go into more precise shapes because at some point, atmospheric light refraction will affect visibility more than the rest. But yes, if I was to make the Gloranthan cube into a funnier shape, I would probably make the edges more round, i.e. make the curvature increase exponentially until it ends up vertical on the face of the cube. In Glorantha, the recession of glaciers is not caused by climate change, but is actually Valind's Glacier slowly sliding off the top and falling down the North face
  20. 1 point
    I thought that was where you were going, when I introduce the concept of Glorantha to my new players. I tell them the creek out back is a goddess they enter into treaty with on a sacred day once a year in order to live in harmony with it and in its spheres of influence. A minor diety, perhaps, there are far more important and powerful ones... The truth of this statement is irrelevant, is it A to awful to contemplate, R rumour, T true F false... As far as the players characters are concerned it is not only real but verifiable. Mess up the ceremonies and there is less to eat for the next season. If the result is a myth and story: the quality of its power to evoke dream/myth is more important than its quantity of its power to evoke dream/myth. That is, what I am trying to say might be; the size of the miracle is not as important as the miracle, itself... Cheers
  21. 1 point
    You know that is a nasty way to see if I am paying attention...:) and an even nastier way to get me to read your posts again... :) yeah, there it is... oops.
  22. 1 point
    Or even the most significant thing about them. Sandstone and humans both get smashed when forcefully struck with a maul... but classing them together, and different from basalt & whales because those are barely marred by the maul, is a largely erroneous categorization (other than the "breaks when mauled" category).
  23. 1 point
    I have discovered thanks the current art and a few teasings here and there (some from here in BRP central) that Steam Punk Mostali are a thing and that thing is going to be in my Glorantha, It'll be my way of doing a different style of dwarf, and get that horrid article Greg wrote on Why I hate the Mostali out of my head.
  24. 1 point
    But also recall that whole class of non-elemental Deities from the Celestial Court: Uleria & Acos &c ... And I think most would be more at-home with a "spirit of a hidden spring" or such than a "minor god of a hidden spring," and "elementals" (as such) are usually seen as firmly on the "spirit" side of the divide. Does each herd have a protector-spirit? Is it like a wyter? Or are they all faces of the Mother for that species of Herd-Beast? Or ... ? I think believing that human labelling & categorization was reliable for Otherworld entities was one of the foundational errors of Godlearnerism. YGMV
  25. 1 point
    One angle is that I suspect they've taken on "converts" historically . . . both individuals and even whole societies . . . and sometimes the process just doesn't take. This would be a way to bring outsiders in, get a taste of their sad lifestyle and then for whatever reason get out again with a tale to tell. At some stage these would-be dwarves can be put to work as contractors or bounty hunters. It's a good test of their acculturation (maybe some big brain in the EL caste is trying to engineer human-dwarf hybrids as a more efficient exploit of ambient resources) and besides, it's not like they're all that good at anything else. Of course Glorantha having the bias it does, 93% of these would-be "half dwarves" probably end up failing, going rogue, defecting, backsliding toward meat behaviors. It happens and the real dwarves never forget. But necessity or some other reason keeps them trying.
  26. 1 point
    Which is why CoC saw at least two scenario books (Blood Brothers 1 and 2) entirely dedicated to taking cheesy B horror movies tropes and turning them into one-shot scenarios! It's super fun to run in between big campaigns, or when a key player can't make it to the table one night.
  27. 1 point
    Lots of good perspectives above! Jeff gives the "canonical" answer, of course; but equally "of course" -- YGMV. Talk to your GM, your table; play your Glorantha the way you want it! I'll offer another "Humakt, but not" option -- swordsmith. It's one of the "still in the cult, but not as an active fighter" choices, like a trainer (as suggested above). So you might pursue some other Cult as your "primary adventuring" Cult (assuming Humakt isn't actively opposed to that one) but not 'quit' Humakt in a reprisal-triggering way.
  28. 1 point
    There's definitely stuff to love about them. Their sort-of-pantheist worldview of the world-as-machine, their castes, their view of themselves as constructed, their isolationism (small-i) from millennia of bad relations with other species, etc. But I am not a huge fan of the whole "every other being is raw materials for construction" and "if everything works well we'll never have to have contact with the other races" attitudes that gets a good deal of space in the Guide. The virtual total absence of dwarves out and about as active social agents just feels a like a bit of waste to me. Texts on what dwarves EAT even makes it clear that they're almost completely incompatible with human society - arguably moreso than aldryami, and certainly moreso than trolls. Hell, the portion on Teshnos goes to the trouble of pointing out that there's a Dwarf stronghold in the mountains there, but then immediately almost shoots down avenues for interesting ideas by basically saying it's essentially completely closed off due to them being the most isolationist dwarfs around. Bummer. (EDIT: I know there are plenty of reasons to justify this from an in-universe point of view, just in case someone takes this as an opportunity to pontificate on Mostali lore. I'm more talking about it from a design perspective and moore specifically my personal subjective desire to have small bands of wandering dwarf masons lightly bantering with humans or hiring people to retrieve stolen treasure, rectify a grudge and such tropes.) If Greatway gets more coverage, my impression might change.
  29. 1 point
    I can never make my mind on a favorite. I'm the same with Lord of the Rings, or Warhammer, or Warcraft. I tend to jump from culture ot culture, race to race, and find really cool stuff with each. Some have more detail than others, but that's a different issue. Sometimes the incredible detail of miniscule Sartarite stuff even puts me off a bit. I think I know my least favorite though. Mostali are interesting as a phenomenon out there in the world, but when I've read official stuff about their internal workings they lack the je ne sais quoi that most other cultures have. They seem to be intentionally created as an NPC race, and that makes me sad, as someone who loves the cliched Tolkienesque drinker-brawler-miner stereotype.
  30. 1 point
    But “Q” is waaaaaay too recent. Go back to the innumerable black-and-white films of the 1930s through the early ‘60s starring Boris Karloff, Bela Lugosi, J. Carrol Naish, or George Zucco (among others). Mad scientists, world-weary detectives, apes with human brains (or vice-versa), space aliens of all descriptions (did you marry one? some of them are hotties), zombies and werewolves and indestructible murderers and vampires created by SCIENCE!, old dark houses, cults that meet at the same cozy home where you attended a Tupperware party last week. It is too much popular culture to allow to go to waste.
  31. 1 point
    Lovely! A few comments: There is typically a thin riparian line of trees between the grasslands and the Upland Marsh. It may be only 10 to 50 meters wide. There is likely something similar along much of the creek. I doubt there is much woodland in the lowlands between Old Top and Two Sisters, although there certainly might woods on Stael's Ridge (think the Berkeley Hills in California). Old Top itself is probably bald.
  32. 1 point
    Wyrm's Footnotes 15 p.19 tells about the Marsh encroaching on the southern half of the settlement, but the RQG Adventure Book only repeats the traffic information and doesn't mention any of the detail provided in Wyrm's Footnotes. Should we disregard that information? Otherwise it seems as if the ducks have claimed some of the housing and land abandoned by the humans, if not as permanent settlement then as a place for industry. The concept of an unkempt garden in between abandoned housing makes it sound like a place for seasonal gathering for the ducks. Possibly some form of transhumance, really. 70-80 people remain in the (southern?) village - that is the equivalent of four or five steads. Enough for a single thane maintaining the clan's hospitality to the mercantile traffic on this side of the Creek. The northern village still sits at a healthy distance from the Marsh. It would have housed about 150 - 200 inhabitants in its prouder days, and possibly still does. Where did the people fleeing from the expanding Marsh disappear to? Did they move into Runegate (which could do with such an influx of population after the massive losses inflicted by the Bat)? The expansion of the Marsh would have occurred a few years before the Starbrow rebellion, when Kallai still was king of the Colymar. The expansion of the Upland Marsh appears to sink the affected lands. I suppose that this doesn't work all that well on bedrock, but will affect all of the silty valley bottom. Some niggling about the detail map: The ford should be on a wider stretch of the Creek, unless you have a deity or spirit here that can slow down the flow of the water upon worship. Or rather, imagine two water lines for the Creek, one for normal situations with lots of pebbly river bottom showing, and one for high water situations. Possibly have two or three channels where the river normally flows, and sand banks in between. Take another look at the height lines. I can see that you want to define a rather narrow band that contains the Creek, but your settlements on either side cross two of these lines, putting both on rather steep rises. I would suggest that you use a different line type for intermediate profile lines than for the major lines to give local detail. When I design a ruin field, I usually start with the functional settlement that was there at its heyday - in this case, a twin village crewing the ferry barge, maintaining some tilled fields on the southern bank and using the northern bank for pasture. Probably a thane's household on either side, with tenants (river folk) required to crew the ferry in Storm and Sea Seasons when not pursuing their "fishing" (which includes permanent fish traps, crayfish, hunting river fowl or collecting eggs from their nests, harvesting cress and similar edible water weeds) and some subsistence farming/gardening. You arranged the houses as for a level ground, with two jutting into the river. Given the prospensity for massive thaws in Storm and Sea Season, you should define a typical high water mark and another extreme high water mark. Any building directly adjacent to the water would be on a ledge in the terrain, on a very sturdy foundation of massive masonry, or it would have to be temporary, possibly on stilts to outlast at least a normal high water situation. If that was your intention, running a water mill directly on a major river that may change its water levels by several yards over the course of the seasons usually makes use of boat mills. A dwarf-built mill might be able to change the water wheel position with the water levels, but ordinary human artisanry most likely cannot. Boat sheds have the same problem. You will probably use something like a slip path to drag the boats as high onto the banks as seems prudent rather than provide permanent moorings, unless you have a non-silting side arm of the river without much of a current. Because of the varying water levels, leaving the palisade or earthen rampart open to the river won't provide much protection unless it extends into the current, and in that case it needs to be super sturdy as it will create a choke point when high water comes. Depending on the geology, the Creek is going to eat into the river banks at high water, which makes a rampart directly on the shore line a high maintenance building - possibly a dike. Given the rather generous slope that the height lines suggest, I'd retreat the settled area on both sides a little away and up from the normal banks, with only palisade (an open one with significant spacing between the boles) extending to the shore to provide a partiall sheltered shore area where you stow your boats and other equipment regularly used on the water. I would add a minor stream or similar at least to the southern half of the settlement for water supply. The terrain north of the Creek is not very hilly or broken, and while it may have some places where the bedrock juts out of the surface, I expect most of it to be covered in soil. It would all be forested if not for the dinosaur herds that keep the vegetation down. The inhabitants of Two Sisters likely use the area as pasture, too - plowing and tilling that side of the Creek is only an intricate way to feed the dinosaurs. Which might be something the people do here, providing a sacrificial feeding ground for the hulking beasts as propitiation. Harvesting hay will be the main agricultural use of the land. There ought to be some other resource on the north bank warranting the permanent settlement there - some activity that made the founders extend their permanent settlement into the land adjacent to the dragonewt plains. Or perhaps a former arm of the Creek to the north of that half of the settlement, marking it as separate from the adjacent plains despite having fallen completely dry except at the highest flooding. A source of special clay, possibly some source of metal... or possibly a holy site that warrants a permanent shrine and tenants on that side of the Creek.
  33. 1 point
    Well here's the initial pass. Other maps look to show some other item I think I should add... a couple of shrines maybe... some more trees, etc. and details. I also am going to draw a zoomed in are right around Two Sisters. EDIT: letters because I could’t see what I was typing apparently.
  34. 1 point
    Like that? 😉
  35. 1 point
    As I said, the rules were there to provide additional resources and ideas for gamemasters. If one of the player characters became the wyter-speaker (perhaps for a Heroquest), and in order to fulfill part of their quest they needed to create a few magical items with the wyter, I'd likely allow it. Because that is their function - they are a pool of POW and magic that might make all the difference in a dangerous quest, but at the risk of weakening the community's magic. Their function is not mass produce magical items or any such thing, and I really didn't think I'd need even raise that point.
  36. This post cannot be displayed because it is in a password protected forum. Enter Password
  • Create New...