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Showing content with the highest reputation on 06/20/2019 in all areas

  1. 3 points
    I'm currently reading Mahabharata: A Modern Retelling by Carole Satyamurti. Many of the themes of the Mahabharata are quintessentially Bronze Age and/or Gloranthan. Kinstrife is a key theme: it's a story of two sets of cousins (the Pandavas and the Kauravas) forming rival clans, who are driven to war by one of them (Duryodhana) fostering a hatred of the Pandavas due to childhood bullying and an envy of his cousins' achievements. Duty, in the form of dharma, is also a key factor in the behaviour of the protagonists. Discussions of fate and right action surround Duryodhana's blind father, Dhritarashtra, an indulgent parent who is convinced he is powerless (despite being the king!) to prevent his son's actions. Many of the heroes are semi-divine, being the offspring of unions between mortals and spirits, gods and demi-gods. Instantaneous conceptions and births occur on several occasions, and the birth of the Kauravas is monstrous. There is also a period of exile for the Pandavas (13 years!), a heroquest (Arjuna travels to the Himalayas to seek celestial superweapons from the gods, and spends time in the heavenly realms), a cattle raid and counter-raid, a battle with celestial beings (Ghandarvas), divine guidance from Krishna on numerous occasions, sacrifice (the burning of an entire forest of animals as tribute to a fire god, whilst the storm god, Indra, tries to prevent it - think Oakfed versus Orlanth), interventions by local spirits (river spirits, rakshasas, yakshas etc) and spiritual counsel from holy/wise men (Brahmins). Magical weapons, such as the bow Gandiva, and never-ending quivers, are matched by the supernatural martial skills of warriors such as Arjuna, Bhima and Karna, firing so quickly that they can build structures in the air out of arrows. There are also descriptions of divine manifestation by Krishna, the apocalyptic scale of the battle at Kurukshetra (eleven Kaurava armies versus seven Panadava armies) etc. I'm about half way through so far and although it feels very tangential at the beginning, once the many characters are established it's a very good read. I was hesitant in starting on the Mahabharata but Satyamurti's blank verse is as easy to read as modern prose and, whilst the numerous characters and lengthy names can be initially confusing, there is a useful glossary of characters and terminology at the back.
  2. 3 points
    I got the impression that the Dragons left Delecti alone on a technicality: he was already dead.
  3. 3 points
    Kangharl and Leika are cousins/kin from the Taraling clan of the Colymar (see the Colymar lineage in RQG Adventures book p.21 - though note there is an error as Kangharl and Kolmhy entries are reversed). Both are ambitious, both desire to lead the Colymar. When Kallai, Kangharl's father, is exiled, it's Leika who gains the throne through her bold expedition into Snakepipe Hollow. Presumably the Lunars feed upon his grievance that as Kallai's son, he should have become king. The Lunars also hold some of Kangharl's children as "hostages". Leika was challenged to produce some of the tribal regalia and failed - so she had failed the tribe and was exiled. Very Game of Thrones. From SKoH p.276 The Colymar Kinstrife Since Starbrow’s Rebellion, the Colymar have been torn apart by kinstrife between two claimants to the tribal kingship, both from the same clan – Queen Leika and King Kangharl. Leika was the leader of the “Ballistan” warband; an independent band of warriors and adventurers bound together as her personal companions. She allied with Redbird the Sorcerer during Starbrow’s Rebellion and went with him to Nochet to find the heir to the house of Sartar: Temertain. The Ballistans snuck Temertain into Boldhome where he managed to cause the Flame of Sartar to flicker to life. However, under Redbird’s influence Temertain made peace with the Empire and the Ballistans returned to Colymar lands. King Kallai had been king of the Colymar during Starbrow’s Rebellion, but was exiled by Fazzur in the wake of his victory over the Sartarite rebels. Leika presented herself as a candidate for king and undertook a brave and harrowing journey into haunted Snake Pipe Hollow to destroy Chaos in its own lair. She succeeded and was acclaimed Queen by her joyous people, without any preliminary legal preparation, despite the other rivals. One rival was her own kinsman Kangharl, formerly the Colymar warleader during Starbrow’s Rebellion and who led the fight against the Lunars at the Hill of Orlanth Victorious. After years of fighting against the Lunars he finally succumbed to Lunar sorcery and embraced the Lunar Way to further his ambitions. At the tribal assembly, Kangharl challenged Leika to produce the Ring of Command (a great golden torc woven from seven strands of gold twisted together and part of the tribal regalia) but she could not do so. Kangarl had the assembly exile Leika and proclaim him tribal king. Called Blackmoor (an ancient insult against those traitor kings who sold their people out to Arkat and the trolls), the new king persuaded the Lunars to reduce their tribute on the Colymar. But the price was high: Lunar demons were allowed in the sacred tribal lands, many of the magical guardians removed, and a Lunar slave fort was permitted in the Nymie Vale.
  4. 2 points
    English phonetics are nuts, I agree. (EDIT: Technically I guess I was referring to the orthography, not the phonetics, but you get what I mean.) In reference to your point about "Sartarite", I see it as a kind of compound of in-universe-Theyelan, and out-of-universe English. If I were ever to tell a Norwegian friend of mine about it, I would've used "Sartaritt", which is the direct equivalent over here. In German it might be... Sartariter? (loosely based on German "Hethiter" for "Hittite", my German is rusty, premature apologies to Joerg).
  5. 2 points
    In all fairness the main plot is not the siege of Troy, but the wrath of Achilles, and that's a proper character arc, can't be called window-dressing. Yes there's a lot of incident outside this main plot, there are the 'bonus content' sections that have been added such as the Catalogue of Ships and the Doloneia - but despite its length its pretty well constructed as a story. Other works in the epic cycle (for example the Iliou Persis, Cypria, Little Iliad), in so far as we can tell from surviving fragments, are pretty varied in their sense of story arc, whereas the other one that survives complete, the Odyssey, also so has complex narrative arc and structure. The Iliad was devised to entertain, not to act as a source of genealogy. And it's way too long to hear it all in one sitting. But the audience for this entertainment was interested in names and genealogies of course. But back to these Heroes' exploits compared to RQG 'heroes' - Greek legendary heroes are by definition born into it (they are all half divine, yet mortal). They are not on a quest to become something, but to validate or live up to what they already are. They have bigger characteristics, more intense passions, than normal folk. Their chief virtue is to do things that will be remembered in song, the klea andron, that's their immortality.
  6. 2 points
    This one is a mixture of Iron Age southern Italic, and Bronze Age Cretan and Anatolian. This militiaman is obviously quite wealthy (or belongs to a wealthy House) as he has a bronze helmet and pectoral, and a sword. Poorer militiamen have to make-do with leather armor. This is the fourth Esrolian sketch - the trireme captain, Kimantoring and Axe Maiden have much better armor. Haven't sketched any Lunar militia because I don't know much about their equipment, and they generally don't exist prior to 1625... but they would probably have a similar level of equipment, albeit in a different style. Hoplite/thane armor tends to be 'top of the range'. This sketch completes the chapter it resides in - only about six empty lines left. It may be worth comparing this Esrolian with his Sartarite 'equivalent' (who is lucky to own a piece of heirloom armor).
  7. 1 point
    I've been running games since the late eighties, and I can't remember the last time I felt so excited about my biweekly session. From stone woman to a trip to Greydog lands to return the corpses before the seven days are up, to today's session where the party has committed to go with Vostor (the one player who decided to use a pregen) on a Humakt pilgrimage to break his bonds to the Seven Mothers. The Battle of the Queens looms on the horizon. 2 players are new to RPGs, the other four have varying degrees of experience. Every single session has been a joy for everyone involved. I'm not sure why I'm gushing long form here, but I guess I might as well post before the game high passes.
  8. 1 point
    Not quite finished, but today a Wilktar tribesman of the Hilton (Hilltown) 'regiment' has been sketched. However, need to add a design to his shield, and not certain of a likely Imetherite design.
  9. 1 point
    Sartariten is how I form the plural, as one parallel to Isrealites ("sraeliten" in German referring to the ancient people, not usually to the modern state inhabitants, who usually are "Israelis" - at least that's my language feeling) or also Semites, Hamites, Iaphetites. The -ite ending feels a bit like it sneaked into English from Latin, and German has lots of such Latinisms, too. No idea why the Hittites get the "Hethiter" form - possibly because the "-it" is not from Latin. There is one other such ending, the German form of Samaritian is "Samariter". Possibly the -i is part of the word stem, which is not the case for the other examples. But there are other forms I have seen, like "Sartarier" or "Sartarer". And then there is the language, which in German would be "Sartaritisch" or "Sartarisch". There is a certain phonetic similarity between Sartar and Sparta if you drop the "-it" component, which is one reason why I insist keeping it. On the whole, this declination and conjugation business probably is quite alien and remote for English-speakers.
  10. 1 point
    Since Cthulhu normally does not use hit locations (and introducing them - for monsters, too - makes the game more complicated I would either just add some AP to the vest (+2 for the helmet so that the total is 14) or I would "tarslate" armor the Stormbringer-way: 1D12 (for the vest) plus 1D6-1 (0-5) for the helmet = 1-17 points of armor.
  11. 1 point
    A few years ago, I built a platform to help manage my games that is probably in between Realmworks & Kanka.io in complexity. Here's an example story I ran: https://story-chronicles.herokuapp.com/personas/story/roma-britannica/ I originally had a LOT of work in generically modeling roleplaying game systems. I quickly found that with all of the different edge cases & rules that it was very hard to set something up that would be flexible and still meet peoples needs. I then started working on separate systems for creating characters for specific games that we're pretty complex, and just linking back to the story / campaign management system. Https://www.cradleofheroes.net is the RQiG system. I'm using Google docs today, but it should work whether you're using kanka.io, Realmworks or anything else.
  12. 1 point
    How is that different from Game of Thrones where the first season is the build-up for Eddard Stark to be beheaded?
  13. 1 point
    Nice more gods and goddesses is always good. I hope Wachaza and Triolina make it in. That would the all major Water gods done in one go. As much as I would love to see Subere in there I could also see her being in the future Trollpacks.
  14. 1 point
  15. 1 point
    Oh mein gotts, are you suggesting: * * * Trump vs Delecti in 2020!
  16. 1 point
  17. 1 point
    <drools> Jeff... you are *SUCH* a tease !
  18. 1 point
    Since the last list was posted I've added a dozen or so cults, including Ygg, Voria, Yelorna, Horned Man, Barntar, and others.
  19. 1 point
    Personally, I'd say that a QUICKER way to get people into the 'vibe' would be to simply watch Hercules or Xena. They're streaming pretty much everywhere and while kitschy they're decent shows and hew to the bronze age motif at least as closely as RQG does. Fair point, neither were my metier. Thanks! It is, and it's taken far too literally by some. It's only useful as a rough tag, and it identifies that RQG is playing in a more 'mythic' setting (and environment, mostly), ostensibly less tech advanced than that of your cliche D&D faux-Medievalist European campaign. That's all. More than that any IMO you're veering into YGMV. ^this.
  20. 1 point
    I'm late to the party with this news! One thought I've had for a while is that the HQ rules would be perfect for a Silmarillion-esque game. Sweeping, epic events taking place in a single session, pyrrhic victories, rising action, climactic scenes & resolutions, group extended contests used to settle massive battles, etc.
  21. 1 point
    Jason Thompson aka Mockman is a comic artist and illustrator, well known to RPG circles. You may have seen his popular series of walkthrough maps of classic Dungeons & Dragons modules ('Expedition to the Barrier Peaks', 'Tomb of Horrors', etc), enabling you to trace every step of the adventure. But did you know Mockman’s also a huge Call of Cthulhu fan? For his latest walkthrough, Jason has visited the infamous Corbitt house, setting of the classic Call of Cthulhuscenario ‘The Haunting’. This map follows the doomed path countless Investigators – perhaps even yourselves – have taken since Call of Cthulhu was first published in 1981. Sandy Petersen's ‘The Haunting’ has been in every edition of the game, and is currently available in the Call of Cthulhu 7th Edition Quickstart Rules. The Haunting Walkthrough Map is now available as wall art at Chaosium's Redbubble store: https://www.redbubble.com/people/chaosium/works/39492215-the-haunting-walkthrough-map-by-jason-thompson The Haunting Walkthrough Map is ©2019 Chaosium Inc. All rights reserved.
  22. 1 point
    If I remember well Delecti draws a good part of his power from reenacting the myth of Korang the Slayer. So in order to make the land of the marsh "dry" your PC could try a Heroquest linked to the Earth God Hard Earth (who died figthing Korang), whose manifestation could, well, make the land hard again, or a heroquest of Engizi to wash away Delecti's minion, like Korang was washed away by the Skyfall. Alternatively, they could also discover that the "magic rods" used by Delecti are made from slivers from the Ironspike in Tovtaros, alledgedly a fragment of Korang's Poison spear. In this case, they could fight Delecti's agents who smuggle such slivers from the Far Place. It would be a nice prelude to actually attacking the marsh. And maybe in the process, they could learn from a Engizi-themed heroquest how to "wash out" the poison from the spear/rod through the blood of the Sky Titan, a secret which could then be used in the actual attack on the marsh.
  23. 1 point
    I'd suggest reading a nice version of the Iliad or the Odyssey or Gilgamesh to get the Bronze Age vibe. There's Eric Shanower's Age of Bronze, Rosemary Sutcliff's Black Ships Before Troy (with art by Alan Lee), or David Boyle and Viv Croot's Troy. Or Ludmila Zeman's Gilgamesh Trilogy. Or get Mary Renault's classics like the King Must Die. Think ancient world, when gods interacted with mortals.
  24. 1 point
    We finally had the opportunity to play the final episode of our Hollow Earth Expedition campaign. I have tested two things, reintroducing some tactics through the actions of the NPCs and better descriptions, and an alternate difficulty table. Thinking about my previous games, I have came to the conclusion that I have been somehow blinded by the abstract nature of the rules. Though the rules are simple and abstract, a scene must be described well enough so that the players can visualize the playground and take informed decisions. Though I do that naturally in traditional games, I forgot to do that while playing HeroQuest 2, at the very least I did it far less than with other games. So when the players started a fight, I drew a small map on the fly showing them the situation and the place of the various protagonists. Each exchange, I then took the time to better describe the actions of the various opponents, encouraged the players to do the same and put an emphasis on the results of each die roll instead of just adding Resolution Points. I also played the NPCs better. The NPCs took better tactical decisions forcing the players to react and think about their next actions. I also reduced the number of opponents so that the conflict played faster. Those various enhancements did the trick and the players acknowledged that the conflict was more engaging than the previous ones. I suppose that the fact I am getting used to the game system also helped as I am better organized behind my screen. We also tested an alternate difficulty distribution with an added Extreme difficulty level : Nearly Impossible (Base + M2) Extreme (Base + M) Very High (Base + 12) High (Base + 6) It proved a good thing as the former Very High difficulty level (Base + M) was too challenging for half of the characters while the High difficulty level is too easy for the other half of the group. The gap between the High difficulty level (Base + 6) and the former Very High difficulty level (Base + M) is in my opinion too big, at least it is for the characters in this campaign. This session was very positive and I hope to apply my newly gained experience to another HeroQuest game very soon. Thank you all for your invaluable help. It's now time to go to bed, it is late in France. Please forgive me, I don't have the time to read my post again to track the various grammatical mistakes and typos.
  25. 1 point
    Check out cradleofheroes.net for the game system and link to characters in RealmWorks. I do something very similar for my games.
  26. 1 point
  27. 1 point
    This is in fact the weak point of the 'new' background creation system. It is useful, elegant, gives nice ideas ... and restrict to 6 homelands and 1 period.
  28. 1 point
    If you just shift the boundaries by 10 years, your grandparents get the rolls in 1582 and 1597, parents from 1602 to 1610, and the character on 1613 and 1615. Of course any roll of "died" becomes "nearly died", and the history becomes a little sparse. It would be nice to get some more tables to roll on, so that the adventurer gets at least 4 things that they can have in their own background. I think expanded familty history tables for other regions and time periods would be top of my list for things to see in fan publications.
  29. 1 point
    Those rows of dice in the lower front-and-center are far too tidy. You need to keep that trouble-maker busier. !i!
  30. 1 point
    I haven't tried RQG yet but I know that in other games, it's never really been about "from zero to hero" in terms of stats. You might describe it better as "from nobody to hero". My players would start with significantly better stats than the NPCs they face. For instance, in GURPS, they would start at 150 points while most NPCs are 100 points or less (and, on top of that, I'm quite bad at optimizing points anyway so my NPCs often suck). The differences are: There are a lot more NPCs out there than there are PCs. They won't feel like heroes if the numbers are not in their favour. I generally tune it so that they still have more chances to win than not, and they generally do, but funnily enough from behind the screen I think I often end up making it too easy for them when, really, they often tell me it's too often a close call. I guess I'm doing it right? When you're a nobody, you don't have allies, followers, etc. The path to "hero" isn't about getting past some threshold score in stats, it's about where you end up in the story -- are you leading armies or freeing countries or destroying ancient evil threats or fulfilling prophecies? Or at least, is anybody (not another PC!) writing/singing about you? If so, you're a hero. If not, you're just some random adventurer/mercenary/murder hobo that's gotten very strong. AFAIK, RQG tries to start you off not completely as a "nobody", by giving you a couple accomplished feats that people might know you from. If the players prefer to really start as nobodies, the GM could cut off the last bit of the character background creation. Maybe, remove a few skill points but that's probably not necessary, like I said, from past experience. But my point is that it's all about the narrative, and how the GM frames it and presents it. Sure, you were born as a Colymar tribe farmer but you decided to leave your homelands and ended up participating in the liberation of Pavis. Big deal. You didn't play that as an adventure, so you don't start as a complete "zero", but that's maybe you starting as a, what, "5% hero"? That's still a long way to go. Right now you're just this kid who left, leaving other, now jaleous/pissed off kids to do the labour you were supposed to do on your parents' lands, and has to deal with that when they they come back, or maybe they don't come back and they still need a way to get food and lodging while on the road. If anything, starting after this "liberation of Pavis adventure" is more of a narrative shortcut that prevents having to play through the whole "call to adventure" stuff. It's like playing a super-hero game where everybody has already been a super-hero for a little while, so that you don't need to play everybody's "origin" adventure, because that would be tedious. But, if that's how the GM chooses to spin it, everybody is still definitely a newbie super-hero and there's a long way to the Defenders Of The Galaxy membership.
  31. 1 point
  32. 1 point
    We know that Praxians eat herd beasts, although perhaps not every day. I see their food as being similar to steppe nomads and their descendants, so lots of thin soups with some vegetables, roast or barbecued meat, with dairy products, cheese, butter and curds. Drinks might include koumiss variants, but made from fermented herd beast milk rather than mares' milk. They get a lot of their spices and flavouring from the plants of Prax and the Wastes, especially from those growing in Ronance Trackways or around Oases. Oasis Folk, in my Glorantha, live almost entirely off the produce of their Oasis. Each Oasis has its own special, sacred, crop that grows especially well at the Oasis. Peoplegather the crop, dry it and eat it all year round, perhaps mixing it with other things grown at the Oasis. Some Oasis Folk also raise livestock at the Oasis, but this is surplus to what is needed and not essential. They also trade with Praxians for meat. Spices and grasses used for flavouring also grow at the Oases and some can be quite specific, only growing at one Oasis, so flavourings vary from Oasis to Oasis. Drinks are usually made from the Oasis crop, fermented and stored to age. Citizens of Old Pavis eat pretty much anything, due to their Pavic Survivor heritage, While this means that they can eat Rubble Runner, Insects and so on, few do, for it reminds them of the Bad Old Days. However, most Old Pavic families have a ritual meal every year where they eat the stuff that they survived on in remembrance of their history. Many Old Pavisites still grow mushrooms underground and grow things like bean sprouts. They catch fish from the Zola Fel and some know how to farm mussels and other seafood on the banks of the Zola Fel, or in specially-designed farms built into the banks of the Zola Fel. Some trade with the elves of the Garden for herbs for flavouring. Sartarites farm sheep and cattle, Esrolians farm pigs, with some sheep and cattle. They also grow the crops of their Land Goddess, so Esrolians grow barley. I think that people from Dragon pass generally also grow other crops, such as oats and wheat. They certainly have orchards, Apple Lane being the most famous. I see them as eating meat in stews, thick soups, roast meat, oatcakes, biscuits, flatbread and so on. Dragon Pass is very fertile and has a lot of places for growing herbs for flavouring. They drink beer, ale, mead and import wine. Lunars used to bring in gin, but I think that has been depreciated. Dara Happans grow wheat and rice, Lunars grow maize. They raise goats, pigs, sheep and cattle. I see their food as being similar to North African cuisine, for no other reason than it sounds right to me. Grazelanders have herds of horses and eat horseflesh and dairy products, drink koumiss and have a similar kind of diet to the Praxians. However, they also eat cattle, sheep and pihs raised by Vendref and eat the grains grown by Vendrefi, although in my Glorantha they are not themselves farmers or tax collectors, instead their braves travel to a Vendrefi farm as a hunting party and hunt cattle, pigs and sheep that the Vendrefi release. This gives them a far richer diet than Praxians. Pentians are like Grazelanders, byut don;lt have Vendrefi support. Some Pentians only eat horseflesh, others raise herds of cattle. They drink koumiss and eat dairy products.
  33. 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.
  34. 1 point
    So how do you pronounce "wyter", "tarshite", and "sartarite"? - The Brown Dragon
  35. 1 point
    Arkat is not likely to make his appearance in Gods and Goddesses, but don't worry - we've got Black Arkat making an appearance soon. Illumination is all over the Gods and Goddesses book. Vinga is a sub-cult of Orlanth. Kolat, Earth Witch, etc., appear in the Horned God.
  36. 1 point
    Apologies for tangent but "Pavis GTA" had me scratching my head for a moment, I was imagining a video game: Pavis: Grant Theft Antelope
  37. 1 point
    I think Horned Man is a good shout, as a cornerstone of shamanism. The others would probably be better off in specific supplements (e.g. a sea / ships sourcebook, trollpak etc) as they will not be used in most campaigns.
  38. 1 point
    Thanks for posting these really bad art, it almost made me laugh out loud. Please show us more, if you can, I've never had a look through the pages of the original versions. I can show you some art from the Spanish translation of Elder Secrets. The company that published this supplement in Spain had the good taste to hire an artist to create art specifically for the Spanish edition. I wasn't great, but it was way better IMO (at least the weapon is pointing in the right direction!). The artist is Albert Monteys. Below you can see the piece of art that replaced the mostali seen above:
  39. 1 point
    It's a challenging comparison, but I would venture that elder secrets was even worse than DoD. Not sure whether the troll, elf, or dwarf that haunt me more to this day...
  40. 1 point
    They were told, repeatedly. It just took a l-o-n-g time for the message to sink in. Despite Greg having a "lifelong goal to have Avalon Hill produce a board game done by me", it didn't help that the relationship between Chaosium and AH was pretty poisonous, almost from the very start. Greg talks about that over on his web page ("an epic of what a small company should not do"). Yes, things were viewed through the prism of how they did wargames. While they were okay with paying top dollar for covers (Tom Sullivan etc), they placed no value whatsoever on interior art because who cares about internal art in a wargame? Amazingly, despite howls of complaint about the consistently woeful work of Dave Dobyski (who was their in-house graphic designer, not an artist), the interior art actually got worse not better. The interior art in Daughters of Darkness, the last release before AH finally saw sense and hired Ken Rolston, is excrementally awful. Greg talks about how Avalon Hill's involvement in RuneQuest came about in the link above (NB it was a licensing and distribution deal, not an outright sale, which is part of the reason why the rights are now back with MD-Chaosium).
  41. 1 point
    A little more - The collection of Third Age Elmal myths presented in KoDP and Heortling Mythology are those popular with the Elmal cultists of Heortland. The collection of Third Age Yelmalio myths presented in Sun County are those popular with the Yelmalio cultists of Prax. But of course there are lots of variations here. Here's the commonalities: 1. All the Little Sun cults claim their god is the son of Emperor Sun. 2. All the Little Sun cults claim their god survived the Lesser Darkness and was the Last Light in the Darkness. 3. All the Little Sun cults dislike trolls. 4. All the Little Sun cults have at least some horse connection (even Yelmalio does if you read it carefully). Here's some variants: 1. Some Little Sun cults dislike Orlanth, others are allied with him. 2. Some Little Sun cults demand to rule, others do not. 3. Some Little Sun cults claim to be the consort of Ernalda, others do not.
  42. 1 point
    I agree with M Helsdon. An official prononciation is IMHO a nonsense. Ask in England, France or Spain to say the name of Jesus (or wharever deity or whatever name), you hardly know they speak about the same. Or ask for the same in Arabic, Chinese or Hebrew. So Hshunchen will not only have different pronunciations all over Glorantha, but probably even different names.
  43. 1 point
    At conventions, the Chaosium/Moon Design bigwigs say "H-Sunchen", so that's probably right. However, I have heard different people say "PAHvis", "PAYvis" and PAvis" for Pavis, so different words can be pronounced very differently. In our game, we pronounce the same word differently and nobody bats an eyelid, as long as we all understand what is meant.
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