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Showing content with the highest reputation on 07/07/2019 in all areas

  1. 3 points
    Three CALL OF CTHULHU luminaries have been invited to present at this year's ENnie Awards: the Master of Ceremonies is none other than MARK MORRISON (Horror on the Orient Express, Terror Australis, Reign of Terror, 'Dead Man Stomp', the list goes on); CHRIS SPIVEY of Harlem Unbound is one of the special guest presenters; as is the Great Old One himself, Call of Cthulhu creator SANDY PETERSEN. All three have won multiple awards and received critical acclaim for their work on Call of Cthulhu and other RPGs, and Chaosium is honoured to be associated with them. http://www.ennie-awards.com/blog/2019-ennie-award-master-of-ceremonies-and-guest-presenters
  2. 2 points
    As the Tarsh civil war heats up, they are going to be allies of Sartar. Latest image. The saga of filling up white space: Introduction - full Fundamentals of Warfare - full Arms and Armor - full Regional Warfare - full The Battlefield – full Transport and Mobility - full Fortifications and Siege Warfare - full Arcane Warfare – ½ page Gods of War - full Armies of Central Genertela – n/a Army Lists – n/a Appendices – ⅛ page Index – n/a Sources - n/a Going to see if I can fill the Appendices gap with another Tarshite regiment.
  3. 2 points
    They are all 1920s, although 4 of the 5 state at the beginning of the scenarios that that can be set in other eras with little work. The pregens are all 1920s. The “Sharing Nightmares” chapter - Tips for game mastering and playing Call of Cthulhu By Kevin Ross is eraless. I’m going to run them soon, but vanilla 1920s with the pregens, so I can’t comment on other eras.
  4. 2 points
    “That is not dead which can eternal lie, And with PDFs even the dead may rise.”
  5. 2 points
    That's the issue with attributing such notions (fakeness and realness) to real-life beliefs. Is John Frum any less real that the Son of Man? Or Rama? I think this thread perhaps more accurately deals with, to some degree, what we would call intentional shams, perhaps. In Glorantha even the initially unreal can manifest in the Otherworld if reinforced enough - to my knowledge - whereas in the real world we sort of have the opposite problem, in that if we discount one belief system based on lack of evidence, they all really should be discounted. That's where I think the intentionality of founder/leadership becomes important. I mean, the Cult of Immortality mentioned above *worked* - but its intentions were entirely selfish, and served no higher cosmic purpose or role, so perhaps most closely resembles what we would call a "fake" religion - irrespectively of the existence or nonexistence of its target deity. Maybe I'm overthinking it, or moving the goalposts.
  6. 2 points
    I have visited Tanna, the tiny South Pacific island where the John Frum cult is located. Tanna also has the Prince Philip Movement (having seen Prince Philip on an official visit to Tanna, they worship HRH as a living god: great when you have your deity's postal address and can even go visit Him, as some did in 2007. Apparently Prince Philip's adapt reply when asked "When will you return to Tanna to institute the Reign of Plenty?" was "I will return one day, but now the time is not right" which they were apparently very satisfied with). I would not describe these religions as "fake", at least from the worshippers' perspective, as they are completely sincere in their beliefs. Tanna was an amazing place to visit. As well as the unusual religions, it has an active volcano you can walk to the top of, and we went to a village where the women could summon a dugong by wading into the lagoon up to their waists and slapping the water and singing. It felt very magical. [BTW, I thought the feature film Tanna - nominated for best Foreign Film in the 2017 Academy Awards - was very Gloranthan in feel: Set on a remote Pacific island, covered in rain forest and dominated by an active volcano, this heartfelt story, enacted by the Yakel tribe, tells of a sister's loyalty, a forbidden love affair and the pact between the old ways and the new. Although the people who worship John Frum and Prince Philip live the "Kustom" traditional lifestyle, there are others who are Christians (Presbyterians, if I recall correctly). I love the scene in the movie where the two protagonists meet the proselytising Christians and look at each other and "These people are people are freaking me out, let's get out of here". I could see an Orlanthi saying that, meeting Lunarised compatriots.]
  7. 2 points
    Although from my HQG campaign, the duck shaman, Joseph Greenbeak, led the PC's into the Spirit Plane and brought them to the Assembly of Small Spirits to get a spirit ally to help in their fight against an invading vough. The spirits here were an assortment, though all had in common that they owed no allegiance to any spirit lord but each other. They gathered at the Little Rock, a place for independent-minded spirits, though they all desired to make spirit pacts with someone who would honor and remember them (they were rather lonely spirits in a sense and wanted to feel useful). They were small spirits (in RQG terms probably of 1D6+4 POW) and each knew one spirit magic. Each had a particular requirement that their ally had to fulfill (a taboo). If allied, they would enter a Charm that allowed a direct connection between the PC and the spirit. (I pictured this as perhaps different from a Spirit Binding enchantment at the time - more an object part of the Mundane World, part of the Spirit World through which the connection was maintained.) To ally them, you had to sing a simple song: Tell me your name, what do you do? What do you want me to do for you? These were some of the spirits that gathered at the Assembly of Small Spirits. Little Rock - Detect Spirit (never stack rocks) Fire toad - Ignite Leaf and Branch (never trust a frog) The Carved Pawn - Detect Aldryami (carve only pinewood) Rust Patch - Dullblade (never sharpen a knife) 6 Green Men - Counter Spell (never cast a Spell) Old Moss Face - Endurance (eat moss once per week) Copper Woman - Command Snake (never harm a snake) Shimmerwind (chosen by Dyrrkind) - Shimmerwind (never harm a Wind Child; shelter charm from raging storms of Storm Bull & the Wild Hunter) - was later devoured by a Hell Hound The Opposkunk (white with black stripes) - Perfumed Spray (challenge any skunk encountered to a duel) Flying Bluefin birds - Shoot True through Water or Shoot True through Air (like quarreling children - what one has, the other wants; feed them water and wind once per week) Burning Cattail (chosen by Aren) - Catch and Release the Sunflame (bathe charm daily in sun or fire) Firefeather Bird - Hurl Flames (rub in fresh ash daily) Starspark - Celestial Spark (never use a Lowfire) Giant beaver - Gnaw through Wood (chew wood daily) Long Hopper - Long Hop (never skip) Thorn Bird - Thorn Feathers (hate soft feathers) Earth Shaker - Quaking Step (never harm a quake beast) Shimmershell beast - Shimmershell (only eat meat of birds) Blinker - Dispel Magic (gained by Joseph) Notrd - Gnarly Root - Trip and Twine (carve runes on smooth bark daily) Some of them are depicted in this image.
  8. 2 points
    Although I am by no means asserting this religion is in any way fake, check out the previously unknown Indian Goddess Santoshi Mata - the Goddess of Satisfaction - who began to be worshipped after appearing in a low budget 1975 Bollywood film that really struck a chord. Santoshi is now sincerely venerated by millions in northern India, despite having no basis in Hindu scripture whatsoever.
  9. 2 points
  10. 2 points
    Only the Malia worshippers. And the the broo, whoever they worship. ... 🤔 OK, that may be a high proportion of the denizens here, but not ALL of them!
  11. 1 point
    I want to go ahead and do an update here since most folks Interested in AB&B follow this forum. We have been silent the last two months as schedules sent team members to do other things. So the promised pdf will hit in lat July or early August. I have a couple (or 4) projects I need to finish by then anyway and we can go full tilt in the last half of the year. Where are we? These first six months were spent laying the ground work. Frankly the project is bigger and better now. It will be something worth your time and I hope folks expectations. But we know where we are headed. Delivery Date: Still hoping for December 2019, but we may end up bleeding into January. My team and I have day jobs etc.. Do you have questions? Feel free to ask them below.
  12. 1 point
    The Shadow Over Providence is a new Call of Cthulhu scenario set in a venue that may seem strangely familiar to anyone who has visited Providence’s iconic Biltmore Hotel. The adventure was written by Jon Hook of the Miskatonic University Podcast, with with artwork and maps by Matt Ryan. It has been developed and published by Chaosium, to celebrate NecronomiCon 2019. We'll have a limited quantity of special print copies for purchase at NecronomiCon, where Chaosium's Mike Mason, Lynne Hardy, James Lowder, and Nick Nacario will be in attendance, and the Call of Cthulhu RPG is playing a key role in the convention's extensive gaming program. Afterwards, The Shadow Over Providence PDF will be available from Chaosium.com and DriveThruRPG. https://www.chaosium.com/blogthe-shadow-over-providence-a-new-scenario-to-celebrate-necronomicon-2019
  13. 1 point
    Hey, yo. I dig Mythras' approach to skills, but I'm also wondering about the conceal skill. I get what it's for in general, but it seems awfully specialized to devote a whole skill to. On the other hand, maybe it has far more applications than I'm thinking of. So, whaddya got? I'll start with one: Hiding a car off-road by covering it with branches ... Your turn!
  14. 1 point
    Are there religions in Glorantha which are fake? False priests who lead worshippers on with promises of power but the worshippers (and priests!) never receive any magical return for their devotions?
  15. 1 point
    A young Vingan runelord has stopped to ask the way from a settler of Sartarian heritage from Zola Fel valley.
  16. 1 point
    I don’t want to derail the Monster Creation thread. But I do want to discuss what monsters you find disturbing and why. As I mentioned earlier, some critters scare me more than others. Gollum, The Stepford Wives, and the Pod People from “Invasion of the Body Snatchers” are creepier to me than, say, the Universal Monsters or King Kong. Maybe it is because the threat is more personal than Godzilla, who will stomp anybody, or a horde of zombies, who will eat anybody. In the former case, they’re coming after YOU specifically. In the same vein (pun intended), the modern day vampire from the original “The Night Stalker” TV movie scared me more than any version of Dracula I’ve seen. He drove a car, raided a blood bank for supplies, kidnapped and kept a woman prisoner as a potential snack (after casually strangling her attack dog), and lived in a rental house that could be just across the street from yours. Yikes! Somehow, the vicious orcs from “The Two Towers” or the titular apes from the original “Planet of the” series didn’t affect me the same way. Sure, I wouldn’t want to meet them in a dark alley (or in a daylit street) but the fear factor, the eerie chill down one’s spine, wasn’t the same. Likewise, the assorted androids from the original Star Trek (or the Cylons from Battlestar Galactica, or Doctor Who’s Daleks) weren’t nearly as terrifying to me as the Borg. The others merely want to kill or enslave you. The Borg want to make you one of them. Why do you think this is so? What monsters scare you particularly and what makes them so eerie?
  17. 1 point
    In the Kitori thread, I voiced my disagreement about how the Hsunchen magic is treated in RQG, but I think this warrants a thread of its own rather than cluttering the Kitori discussion. According to the Bestiary, a complete wolf run (outside of the mandatory, chaotic change on Wildday) for exactly one hour consumes eight rune points. Even if all of these can be regained each Wildday, that is an awful lot of Telmori (or Rathori, Damali etc.) completely unable to take their animal shape at all.The partial transformation rule makes sense for the Basmoli, since they worship a dead god (spirit) and have a harder time to be like their ancestor. There are Hsunchen who probably don't make much use of the full transition, like the stag-riding Pralori. I would expect quite a lot of the smaller beast-totem Hsunchen like the Damali or the porcupine ones to rely on their beast shape as a way to escape dangerous situations. Doing so with a partial change might apply in some cases, but doesn‘t really capture their two-shaped nature. How could this be done differently, and preferably without breaking the rules in the Bestiary? One way might be an additional animist method – an allied (ancestral) spirit or a charm able to provide the toggling effect. Possibly limited to a magically attuned environment? The average Pujaleg visiting a Fonritian city shouldn’t be able to take off as a bat on a moment’s whim at low cost, unless it is one of the cities under their control in Laskal. I would like to see other suggestions or work-arounds.
  18. 1 point
    So I just bought the sourcebook and the part on the warlocks and the SMU really stood out to me. Now I'm thinking of doing (or probably just planning out) a campaign where the players are warlocks, but considering that an average magician regiment has 30-60 members and the average bodyguard unit 500, it's a tad large for an adventuring party. How would y'all go about having warlock characters or using the SMU in your campaigns?
  19. 1 point
    That is one of the things I try not to think of. But then everytime they try to quarantine anything they get all the hue and cry. I'm guessing that a pandemic will be what wipes us out in the end. By the time the bureaucracy allows the medical side of things to react, it will be too late.
  20. 1 point
    I really like the psionics in M-Space, but you're correct in that it doesn't quite fit with powers/magic in my homebrew. Part of my challenge is that my psychepunk setting was originally brewed for the Savage Worlds system. In that RPG powers are purposefully generic and it's up to the GM or player to flavor them with trappings. There's also few utility powers in the system. All of which supports the common criticisms that SW powers are too generic, which is almost always due to the GM or players not taking the time to trap them, or being ignorant of the need to. Apart from cosmetic descriptions, trappings also add some play mechanic boons to powers so players miss out by not having defined them. For my setting I wanted to build in some structure to trappings and avoid the generic. I took trappings way out there by basing all powers on 5 core energies and 8 trappings/disciplines by which those energies are manifested - it's subtext as to why they emanate from 5 energies. Those trappings reflect the characteristics of the core energy they're linked to. When a character manifests a power, their trapping descriptions are always activated in the form trapping+power name. So for example; Varma is one of the the core energies and is what we would think of as thermal energy, while Brenna is that energy manifested as heat. If a player were to manifest that trapping as the SW Blast power, it would be activated as Brenna - Blast. The cosmetic aspect to the trapping could be anything heat related; fire and flames, melting objects, visual heat distortions, etc. There's a utility component to the trapping too, in that a player with even a novice understanding of the Brenna discipline can do some simple things involving heat; i.e. lighting a candle, igniting dry kindling, quicken the drying of a wet t-shirt, etc. I've read through the 5 different magic chapters in Mythras, but I haven't found 1 that exactly matches up. Mysticism is probably the closest, but not all of my trapping-disciplines align with it. While hedge magic is some ways is similar to power disciplines in my setting when at a novice proficiency. I've done enough converting/adapting to be aware that the best approach it to always only adapt flavor, but I'm struggling with even matching up the flavor of my setting - no doubt partly due to magic being so well detailed in Mythras and the 5 forms being distinctly different. The who, when and how many, is also a challenge in making the powers in my setting work with Mythras. While my trapping-disciplines restrict the powers a player initially has access to, players are able to unravel the mysteries of other 8 disciplines through the course of their life as a psychepunk. As well, all PCs are able to acquire 1 or 2 powers (dependent upon their core Spirit attribute) from a single trapping in their most novice form. There's also a further awakening of 2 additional energies and 4 additional trapping-disciplines, that a psychepunk can awaken to at advanced life stages - called ranks in SW. In my setting there's 4 degrees by which a PC may have embraced powers; those in which powers are only stirred (all PCs), those in which they're awakening (PCs with a SW Arcane Background edge), those in which powers have been awakened (PCs with an AB @ Veteran+ rank) and an obscure clique -most citizens only consider them a myth- called the Wakers. Wakers can learn all 7 core energies and 12 trapping-disciplines. Initially players aren't even aware of how find or become a Waker and must discover them through adventuring. Then having found them, must undertake a potentially fatal, weird and maybe even humorous process in one very weird and obscure location. In SW, the ranks make it very easy to gauge where a players at cradle-grave, but are broader than the more restricting levels found in other RPGs - there's only 5. With Mythras though, it isn't so clear and I have a hard time wrapping my brain around how to handle the "when" with magic/powers? Anyhow...didn't mean to ramble on so long and derail this thread - I've been pondering this recently, so it's still fresh in my mind. The SW edition of my setting is very complete and I'd start going through the Pinnacle approval process tomorrow, were I not lacking the art work.
  21. 1 point
    Your BRP central does seem to vary...
  22. 1 point
    I couple of things that have arisen from the recent rather heated discussion about the old MRQ SRD both here and elsewhere, that have mentioned the position of the OQ OGL that I feel need answering from me as the creator of OpenQuest (OQ). 1. OQ is in the process of moving to the Legend OGL, The bits of Chaosium IP that were in the original MRQ SRD as in names of Gloranthan beasties (Gorps, Broo etc) never made it into OQ even in its 1st version. Elsewhere someone has argued that Ducks, Elementals and Spirits are Chaosium IP, there certainly weren't depicted as such in OQ where they were more generic fantasy in their presentation. I've had discussions with Jeff Richard from Chaosium/Moon Design over the years on this Just to be 100% Which leads me to the 2nd point which has always underpinned OpenQuest's legality, which folk won't be aware of. 2. Before I released OpenQuest, in Sept 2009, I showed it to Greg Stafford who quickly consulted with Jeff and they okayed it. I didn't feel the need to make a great song and dance about this because I knew at the time the MRQ SRD OGL covered the work adequately and if anyone was to use OQ's own SRD that was the basis they had to use to keep it clear. I then contacted them again via Jeff when the MRO License was withdrawn, because by then I had quite a stable of OQ releases (OQ + adventures, River of Heaven, The Company), plus there was a growing number of credible commercial works built on OQ such as those put together by Cakebread & Walton and translations such as the French version of OQ. Again because I had asked before doing, acted respectfully OQ and all the works based on OQ are OK by Chaosium. And finally, because it seems that it needs pointing out, both here and because its the no1 question from the asked by the people who contact me via email about the OGL: 3. What isn't OK by Chaosium (and myself) is if you use the OQ SRD to make your own Call of Cthulhu or RuneQuest clone, or any other game that is based upon IP that you do not have written permission to use. its worth noting that even when OQ is clearly using the Legend OGL, you would still be breaking section 15 (which is in short, only use IP you have the rights to in your games). When OpenQuest 3 comes out you'll see this reflected in an updated OGL and also in a "How to use OpenQuest to make your own product" section, in both the book itself and the OQ 3 SRD. I'm not prepared to discuss the ins and outs of this here, so I'm disabling comments for this post. If you have a valid question about OQ and its OGL, drop me a line at newt@d101games.com.
  23. 1 point
    This is one of the overall issues with RQ - the spells are so bad at supporting certain kinds of mythic resonances. An Odaylan in HeroWars has a lovely set of abilities, capped off with the amazing "Sleep Back To Life". An RQ Odayalan can turn into a bear for 15 minutes to beat people up (assuming a hefty investment in Rune Points).
  24. 1 point
    And he is merely trying to hold the business he invested in accountable. As an investor, you have the right and even the responsibility to verify the status of your investment and to ask for updates and explanations of delays.
  25. 1 point
    Just as long as we refrain from turning it into the worst bits of the old Glorantha Digest list ...
  26. 1 point
    Haven't had a chance to read it yet, but since I bought M-Sqace last month I bought this too. I still haven't decided if Mythras is the system to base my psychepunk homebrew upon. I like lot of the potential in the core system, but the magic doesn't seem to mesh that well with my homebrew. As per usual though, reading of more ways to adapt the system always helps.
  27. 1 point
    I would love to see a KAP 5.2 Roman Empire book with the added option to start your Pendragon campaign before/during the Roman occupation of Britain 😀. Or just Playing during the Roman Empire would be great to.
  28. 1 point
    You have some great cons on the upper eastern seaboard. Great stuff and I can't wait till tSoP is available to the rest of us.
  29. 1 point
    Congrats to @JonHook on another publication! And to Matt Ryan for art!
  30. 1 point
    Ya know Shiningbrow, you can not look at life as who has the bigger (fill in the blank). Sometimes it is about the wonder and has nothing to do with the size or even usefulness. not the beginning of a flame war, please.
  31. 1 point
    The Goddess English, as in language, is also being worshiped in India. The Dalit community built a temple because it's the only large scale spoken language in India that has no caste terms built in.
  32. 1 point
    Additional sacrifices are quite likely. Perhaps the shaman must take on additional taboos as well.
  33. 1 point
    Yes, the shaman begins to not only be very playable in RQ G (skills, spells and abilities) but show some real depth, a raison d'être. That is vey cool @David Scott and Gallowglass. Thanks for bringing that forward. Cheers
  34. 1 point
    Arachne Solara offers the continued existence of the cosmos, and thus her 'nothing' that she gifts is a bit like Ra for the Egyptians: the preservation of all life; it's only nothing because we are accustomed to more easily imagined concepts like 'rune spells' and 'the rain in spring' that she seems ungenerous.
  35. 1 point
    The Red Goddess is a sham....
  36. 1 point
    The Cult of Immortality is one such false religion. From the description of Maculus the Monitor in Strangers in Prax: Maculus' background is the most unusual of the Coders. He was bom in Tarsh over 130 years ago, when the region first fell under Lunar sway. Although many in Tarsh resisted Lunar influence, Maculus found the preachings of the Lunar missionaries curiously attractive. But before he could take the plunge and join the Seven Mothers, he fell prey to another cult which had slunk into Tarsh riding on the tide of the Imperial missionary program. This cult was the Church of Immortality, an insidious false religion that claims to sell the secret of eternal life. The Church of Immortality is essentially a pyramid selling operation, where hapless converts transfer their youth and money to higher members, in exchange for greater standing in the cult. Maculus became an enthusiastic zealot, recruiting a huge number of converts to the banned cult. When Maculus finally reached the top of the pyramid, he discovered that the religion he had spent the last 85 years toiling for was an empty, hollow sham, and this prompted a complete nervous collapse.
  37. 1 point
    "I'm a healer Humakti, if you strike me you shall face the swordbreaker..."
  38. 1 point
    While I freely admit that the project has suffered unacceptable delays, I do object to being described as snide or you suggestion I'm simply living off the good will of previous projects. Refunds were (and yet still are) available without complaint to any backers unhappy with the status of the project and I have paid those few requested without complaint. I should note that, unlike other projects discussed, we have provided a draft text of the updated scenario (as well as the original 1996 text of the scenario) since soon after the conclusion of the Kickstarter campaign. We have also released a limited art and maps but otherwise fully laid-out version of the scenario to our backers. While this is not the finished product I very much want to deliver, I would hope that groups wanting to run Kevin Ross' excellent scenario will be able to do that. For example, the Into the Darkness actual play group recently concluded a two part episode run of The Dare - I wish I had the final art and maps. Short of arriving at their respective creator's doorsteps, I've taken what steps I can to get this aspect of the project completed. While I have continue to work on other RPG projects, such as the Arkham Gazette, I have not launched and crowd-funding campaigns nor will I until The Dare has fulfilled the promises made to backers to my satisfaction. While I make to claims to having made no errors in this or our previous Kickstarter, I object strongly to any suggestion that I've not taken my obligation as a licensee seriously.
  39. 1 point
    Yeah, the fact that some of that was shared with the community was cool too, because it really gave us all insight into how much WORK goes into (apparently) every single illustration. Neat.
  40. 1 point
    Will not cast spells for the shaman, but could cast spells for others that need them, given the nature of the spirit but not at the command of the shaman. Can cast spells on itself. For example a spirit could heal a bison rider's mount if ill or injured. Not because the shaman asks it too, but because it might have been an animal healer (Eirtha Initiate). Yes. Yes, but these are IMO emergency points. They hang around the shaman in the spirit world unless off somewhere else as part of the adventure. Spirits bound by pacts are just like sidekicks in HQG. They are simply spirit helpers that have agreed (with POW) to be friends with the shaman. A bound spirit is different in that the shaman has defeated it and bound it to service. I would personalise these spirits giving them their own magic and abilities if needed. In the case of a Deity (don't forget you can easily modify you chances of finding a deity), I'd make the spirit an avatar or just part of the deity's power. So when meeting Chalana Arroy, you might just have a giant healing spirit as a friend that has all of her rune spells (plus rune points to match). As part of the pact it would tip your Harmony rune +20%, etc. This type of spirit represent to me the normal type of spirit helper that shaman have. They are much more useful and provide game hooks.
  41. 1 point
    As an illustrator for RPGs, I am glad I've not had the honor of illustrating for RQ, after reading this thread. Wakboth forbid the curvature of a stressed spear in one of my pieces is wrong.
  42. 1 point
    Monsters that are HIDDEN most of the time and INFECT scare me the most. The Borg, as you mention. Also, The Thing From Another World/Who Goes There?/John Carpenter's The Thing. I think it comes down to the primal fear of imprisonment (even if metaphoric) and loss of the privilege to not be yourself. Plus, there isn't much you can do to avoid highly infectious threats. So, there is a loss of choice element as well.
  43. 1 point
    We talk to all licensees at the conceptual stage to ensure projects don't overlap or compete with stuff being done or planned by other licensees, or by Chaosium itself. This is pretty standard practice everywhere, and is to everyone's benefit and protection. Usually this is just a brief discussion with the relevant line editor. Note: an exception to this is community content (the Miskatonic Repository, and soon, the Jonstown Compendium). There you can literally do what you want, and there is no approval process whatsoever - we don't view, vet, or approve anything in community content before it goes live. Just follow the guidelines.
  44. 1 point
    LOL! Now I don't feel so alone about my Roman Legionary stats and notes for 470-495 Phase.
  45. 1 point
    Because they are! 😄 Almost straight adaptation from the excellent Book of Knights (Green Knight, 2000). And I love the Genpei era -- almost always overlooked in favor of the Sengoku. Around 2004 I was in talks with Greg and Arthaus about developing it fully, and around 2010 Greg was in talks with a Japanese author about something similar. I wasn't aware there was a current project in development, but @sirlarkins, if you want a bundle of 15-year-old development notes, ah'm your huckleberry. !i!
  46. 1 point
    Does anyone have more information on the Temple of the Wooden Sword? My Google-Fu is apparently lacking severely when it comes to finding anything other than, it is a thing. I know there was some writeup in a fanzine but, I wouldn't know where to even start looking for an old magazine.
  47. 1 point
    My approach to canon varies with my prospensity to play a long campaign in the setting. The longer the campaign, the more will deviations from canon make your life difficult if you rely on future publications. For the Lunar Empire, there is too little backward canon available. The association in Champions of the Red Moon didn't quite work for me as a whole, although I will surely continue to draw inspiration from various sections inside. What I would want to play in the Lunar Empire: - descriptions of the normal people, their religious practices (including those where they are led by ambitious nobles to provide magical support for some great project or dart competition scheme) for a number of typical subcultures. (Not necessarily all at once... I'll deal with Orlanthi variant cultures on a case by case basis, too.) - two rivaling houses embroiled in a Dart Competition, with their networks each, rather than just one, possibly more - the Game of Thrones audience managed to track five contenders for the Iron Throne. I guess it is fine to start with a mediocre house that may rise to a major supporter on satrapial dart competitions, and possibly receive recognition over the dead bodies of some other houses. That could include a superior house each, also at odds with one another, at least on some significant topic that involves the player houses. Since Dart Competitions are civilized guerilla warfare, they may aim at basic or specific production or transport of food, trade goods, and military/magical/special supplies. Some sort of basic economy game might be useful to model such warfare. At the same time, Dart Competitions may dig deeply into the mythic realms and target core myths of the Lunar Way or at least the ancestral myths defining those houses. Finally, there could be a Silver Shadow campaign full of Lunar mystical weirdness and intrigue, continuing on the Red Moon (while it is still available as a stage).
  48. 1 point
    I'm really cruising along on Tindale. Havent had hardly any "burn out breaks" in the last couple months. Tons of NPCs Side quests Dozens of shops, homes, apartments, temples, guilds, taverns, inns. All mapped, described in detail, and 3d rendered. Figure in another 5 years it will be complete, then comes the editing 😀😀😀
  49. 1 point
    Book of Sires is out, and here is probably as good a place as any to look for updates. There are a few things in the pipline, but other than the Book of Magicians, the Book of Castles and the Book of Salisbury, a Pendragon based game set in Feudal Japan, and another set in Ancient Greece, we don't what they have in store for the future.
  50. 1 point
    All of the above. There were earlier Heortlings who came, likely in the same period that the Colymar came to Sartar and Andrin became Belintar's Governor over Heortland. As trade developed between King Sartar/Boldhome and Queen Bruvala/Nochet, there would have been trade/merchant communities, likely coming from the various confederations. These make up the oldest "Sartarite" clans. Intermarriage likely between clans with bases/factors in Karse and Nochet would have added to these. Starting with Grizzly Peak there begins to be a steadier stream of refugees. The Lunar invasion of 1602 and battles at Runegate/Boldhome sets off whole bloodlines toward Nochet, continued by the infighting between 1603-5. Failure of Starbrow's Rebellion brings more. By 1623, it's built up to over 20k. The granaries are run by the Asrelia temples. Of course, those are controlled by the Enfranchised Houses, so it's a bit of both, and with the Queen participating in the rituals to keep the grain fresh/ripe. Newcomers could donate to the Asrelia temples (which are also granaries), and thus receive benefit as well. Or they could become clients of a greater house (directly to the Enfranchised House, or to other clients of the Enfranchies House) - creates a bit of a pyramid scheme. They owe duties and tribute to the greater house, and for such duties get to share the benefits. The Adjustment Wars brought Nochet down to around 5000 people, most living in the Sacred City. Over time, and particularly with Belintar's ascension to power, Nochet's population grew internally, and via immigration. Some Heortland clans begin to settle after 1320 or so, and do so in Sarli given the presence of Storm Hill. The temples largely 'own' their sites. Some are quite large - the Esrola temple being the best example. Some reclaimed sites/land as Nochet population grew post-Adjustment Wars. But all the Enfranchised Houses also have claims over most of the land in Nochet (excluding Kena Hill, Storm Hill, and the Sacred City), so attempts by temples to claim sites are going to be largely tied to those who also have connections to those same noble houses (e.g. the Grace Temple in Sarli is heavily influenced by House Delaeos and vice versa). Orlanthi priests do not have claims in Sarli - and the guardians at Storm Gate ostensibly keep "Orlanth" out of the city. House Delaeos has claims over and receives tribute from many/most in Sarli. Most have prominent women, usually in one of the Ernalda temples and participating in one of the Societies of the Cloth. However, they will also have Issaries merchants and Lhankor Mhy scribes to deal with various relationships in the city, so not exclusively female. Most of my House Generation questionnaire focuses on the non-Sartarite houses. The one related to the Storm Tide is this: The Storm Tribe Flood As the Lunar Empire advanced south through Tarsh and then into Sartar, many of the Storm Tribe folk fled their homes leaving hearth and clan behind. Many have come to Nochet with their strange and often barbaric ways and customs. They have crowded into Sarli particularly and taken over many privileges from old families, or even married into some houses! What did your House do when the Storm Tribe flood came? o 1. We opened our homes and hearths to the refugees from the north. {House residing in Sarli} o 2. We welcomed the refugees into the city as long as they stayed in Sarli or outside in Rivertown. {Delaeos, Hulta} o 3. We waited to see if Ernalda blessed the refugees. o 4. We opposed the entry of the refugees into the city. {House residing in Sarli, Evaeo} Answers: 1. Your House tried to absorb and adopt the newcomers, but was overwhelmed and socially bankrupted by the influx of refugees, and in many cases married into the newly arrived Orlanthi clan with their foreign and warlike ways. You were forced to find a new patron: choose between Houses Delaeos, Delainaeo, Hulta, or Oranaeo, or the Temple of Grace. Reduce your Communication Resource to 1. Add 1 check to the Generous, Hospitable, and Proud Virtues. Optional: complete the Sartar Clan Questionnaire to determine the background of the clan you ‘adopted’. 2. Your efforts were rewarded. Add 1 to your Communication Resource and 1 check to the Ambitious and Generous Virtues. You have gained one of the Sarli clans as your own client hall. Name the clan and add the ability Patron of Clan {X}. 3. You carefully waited, but have yet to see benefit from your actions. Add 1 check to the Traditional, Miserly, and Cautious Virtues. 4. Your strategy failed and you lost an old privilege to the newcomers. If you lived in Sarli, you have been forced to move to either Tershis or Kalava. Add 1 check to the Miserly and Vengeful Virtues. You have a particular hatred of one of the Sarli clans who is now your enemy. Name the clan and add the flaw: Hate Clan {X}.
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