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  1. What if, with the collapse of jrustela, there was a ragtag fleet of ships, merchants, traders, pleasure craft, all fleeing the sudden and total destruction of their home? 50,298 survivors. They were shepherded, led, and protected by the lone remaining jrustelan warship, a mothballed old vessel formerly commanding the Brithos Service Group, aka BSG-1. But there were exactly such Mostali agents aboard, unknown even to each other...They look and feel human. Some are programmed to think they are human....
    6 points
  2. Here sir, let me help you from the kindness of my heart, and overwhelming generosity: I will give you a fedex code and you can simply send me a book, saving your poor shoulder and luggage the strain. Because I'm just a great guy, that's why.
    3 points
  3. Really? How about representation, diversity and inclusiveness in the players for your horror game? Isn't there a relationship between the two things?
    3 points
  4. EN World just published a favourable review of Elevation! 'Elevation is a well written and concise RPG with art, rules, and maps that provide concrete direction and detail. The setting is unique, the stakes are high, and the challenges are tough. Elevation is worth getting even if you don’t play M-Space for the clever ideas that will spark a GM’s imagination.’ Charles Dunwood Read the full article here: https://www.enworld.org/forum/content.php?6480-Stay-on-Budget-Search-for-New-Life-in-Elevation
    3 points
  5. Well, because it's fiction. But in terms of Glorantha, some of these things actually do exist in game: I discussed this in another thread, actually! Rufelza (the embodied Red Goddess) hated slavery. Teelo Norri was a 13yo slave who turned into the goddess embodied as Teelo Estara and She banned slavery immediately and set up poor houses and orphanaria (damn you, Futurama, for that excellent word). Her life experience informed her identity as a god. The Dara Happan Empire was still separate at the time and thus subsequently it had its own series of slave bans; the First Prohibition is how Valare, known as the Addi, the author of the Entekosiad, was discovered. She had run away to the Lunar territory because she was due to be sold into slavery eventually and the announcement of the banning of slavery led to rioting. Once Teelo Estara proved Herself subject to the Great Compromise and thus divine, She ascended as the Red Goddess. Her followers then could do whatever they wanted, particularly after the Red Emperor had his soul shredded and was compromised by the very noble houses he used to control.
    3 points
  6. It's the interfaces that are where the interesting shit happens - in chemistry, biology, and even in cultures. There are going to be cultures that are 'men-have-all-the-rights-and-women-have-none' (I was going to say 'hidebound traditionalists' but that would be pejorative and frankly unfair), there are obviously cultures where women have the same unquestioned dominance. There are going to be slaveholding societies and societies that react to slavery with revulsion. There are going to be societies that react against homosexuality with hatred, and others that embrace all sorts of relationship options formally. The seams where these norms intersect (and overlap) seethe with scenario hooks and complications. Take some bog standard, rather dull scenario - some cows were stolen, hunt down the thieves and bring them back. Now 'juice' it with the complication that it's actually a small band of women escaped from servitude trying to survive in hiding in 'grey lands' between clans. Maybe your clan doesn't like slavery, but is honor bound with nearby tribes to return these slaves to their owners. MUCH more interesting, to me. The sort of adventure that might stick in the minds of the players for a while. What I'd like to see is ALL of these cultural choices addressed respectfully and thoroughly and objectively as possible. I *really* don't want to see certain dogmas picked as 'winners' to be celebrated and others as 'losers' to be shamed. Glorantha is a world writ of pure moral relativism in its very bones; it'd be hypocritical to only-sort-of embrace it based on our own cultural blinders.
    3 points
  7. Given extensive archaeological and anthropological evidence for the existence of enormous amounts of gender fluidity and variance throughout history and across the globe, it'd be more accurate to say that the imposition of a strict binary hierarchy upon history/pre-history constitutes a "reactionary conservative utopia" Anyway what surprises me is, despite the supposed existence of six genders and accepted homosexuality is that none of these things get mentioned outside of the little blurb at the beginning of the book. Going from real world examples, you'd expect to see more cults and cultures with codified roles for gender-variant people, at the very least some eunuch-only priesthoods, things like that; as well as actual named characters in same-gender relationships mentioned in the text. But.... well, "surprising" is the maybe the wrong word. Disappointing and expected, perhaps. But hey, YGMV; if you want to base your Bronze Age on the self-censored writings of squeamish Victorian archaeologists (who'd regularly destroy/leave out artifacts they deemed "immoral" from their reports), well, nobody's stopping you.
    3 points
  8. There is a whole segment of the hobby that wouldn't feel welcome at your table if you truly believe this. I don't believe this at all. The purpose of political correctness is respect. You respect a person and their experience so that they can feel welcome. You have it completely backwards if you ignore who your players are and don't attenuate to what language they decide is respectful or not. And that's the thing that you don't seem to understand. YOU don't get to decide whether the language you use hurts someone. You can't tell someone how they should feel. And you can't dismiss how they feel just because you don't want to grow and work on your language. I got news for you. I would not feel welcome at your table. And I'm a white man. To everyone else in the audience: You are welcome in gaming. There are groups who are capable of acknowledging who you are AND can give you a great story. We will not ignore your experience and we will listen to your needs.
    2 points
  9. Yes. Or around the table at a convention, or whereever.
    2 points
  10. Whether you are willing to acknowledge it or not, there is a market for it. It has been shown many times over the last few years. If you aren't the market, you aren't the market. That doesn't mean you deny the market to those who want it. Gaming is for everyone. And everyone has different tastes. This discussion started because people expressed their tastes. Some found the art contrary to their tastes. Some liked it. But nobody said: "Stop the book because the art doesn't appeal to me." It kind of sounds like you are saying "stop the theme because it doesn't appeal to me." Have YOU thought this through?
    2 points
  11. So if I understand what you're saying, it's "we can't imagine any matriarchies in Glorantha because none exist* on earth historically"? I don't want to put words in your mouth, just want to make sure I understand your assertion clearly. *to your definition. You seem to have disregarded my entire point that matriarchy may be exercised in a form that isn't just "Queens instead of Kings". First, the entire definition of "what is a matriarchy?" is pretty hotly debated: https://en.wikipedia.org/wiki/Matriarchy Was Imperial Russia under Catharine the Great a matriarchy? Or Austria under Maria Theresa? Both women held - insofar as their countries recognized such - absolute power. And in response to Shiningbrow's comment about the Hopi, for example: You do understand that one sentence in wiki isn't authoritative, right? To be clear, wiki doesn't make me one either, but this (for the Hopi) sounds like a matriarchy by ANY definition: Not to mention our own, personal matriarchies:
    2 points
  12. First round of new updates is live: Fixed calculation of skill categories and abilities of 20+ (both display and back-end calculation) Added Movement functionality - you can now define movement when creating a culture/homeland, add creature/NPC or when editing characters. Define both the movement type and rating, i.e., Ground 8. Add ability to add custom passions: Cowardice or other after character creation from the Add Passions page. Other small bug fixes @Crel
    2 points
  13. Casting the Runes: Occult Investigation in the World of M.R. JamesThe Design Mechanism & Quills Media Team Up. Casting the Runes brings classic supernatural stories to roleplaying games: RPG recreates the ghostly Edwardian world of M.R. James Toronto and London, July 26th, 2019. The Design Mechanism Inc, publishers of acclaimed roleplaying game Mythras, and Quills Media Ltd. are delighted to announce that The Design Mechanism will be acting as publisher for Casting the Runes: Occult Investigation in the World of M.R. James, a roleplaying game written and developed by Quills Media, based on the classic tales of the supernatural by British scholar and author, M.R James.Using the GUMSHOE investigative roleplaying system developed by Robin D. Laws and Kenneth Hite, and published by Pelgrane Press, players in Casting the Runes take on the roles of investigators at the turn of the 20th century, researching antiquarian mysteries and occult practices, and unearthing (as M.R James himself describes it): “malevolence and terror, the glare of evil faces, ‘the stony grin of unearthly malice,’ pursuing forms in darkness, and ‘long-drawn, distant screams’.”Paul StJohn Mackintosh, the game’s author, said: “M.R. James wrote some of the most powerful, enduring, horror stories in the English language. These tales have been crying out for a game to embody them and recreate the kind of horror that M.R. James excelled at; the chill, atmospheric, measured, often quiet escalation towards something genuinely horrifying.”“As huge fans of M.R. James’s work, the opportunity to publish a game based on these outstanding tales was one we couldn’t resist,” said Lawrence Whitaker, Director of The Design Mechanism. “Paul and the Quills Media team have done a wonderful job of representing James’s stories, both in terms of interpretation and presentation. We are thrilled to be able to help bring Casting the Runes to publication.”A Kickstarter campaign to launch Casting the Runes will be forthcoming, and will focus on funding artwork and print options for the rulebook. “All the work, including the layout, is complete,” Whitaker said. “But we want to run a crowdfunding campaign to source the kind of art that truly conveys the unique atmosphere of M.R. James's stories, and produce a print version that will look quite at home on the bookshelves of antiquarians, James aficionados, and discerning gamers alike.”Updates on the progress of Casting the Runes: Occult Investigation in the World of M.R. James will be made via The Design Mechanism’s website, forums, newsletter, and facebook page. Casting the Runes Press Release 260719.pdf
    1 point
  14. We'll be selling special preview copies of this book at Gen Con at our booth (#829). Jeff Richard says "The Red Book of Magic has every Rune and spirit magic in the core rules, the Cults Book, Trollpak, and many more. It is a foundational document for me, as it gives me pretty much every Rune and spirit magic spell of any cult of any size in Genertela." Quantity is limited!
    1 point
  15. Here’s Chaosium’s Discord with a Glorantha-channel: https://discord.gg/QM78wn3
    1 point
  16. It turns out that there is an "ignore" feature that I'm making use of for some posters.
    1 point
  17. We didn't bring it up. We are questioning comments that prevent people from enjoying the hobby of role-playing. If that doesn't win me friends @rsanford, I'm PLEASED that I'd lose those potential friends.
    1 point
  18. It is. It is mental gymnastics to avoid having to be responsible for what one says. seneschal, your perspective is based upon how you WANT the world to work, not how it actually works. And that is insulting to people in marginalized groups. And MLK is rolling over in his grave right now based upon how egregiously you've misinterpreted his goals.
    1 point
  19. Sadly, klecser, political correctness achieves the exact opposite of its purported goals. Instead of promoting harmony and understanding among people it squelches diversity of speech and thought while dividing folks into ever-narrower mutually suspicious and aggrieved interest groups. It evaluates and values people based on their assigned category instead of on their uniqueness as individuals. Despite its demands for “tolerance” it prevents people from toughening up and learning to accept and work together with those who may disagree with them. It promotes the opposite of Martin Luther King, Jr.s’ dream that people would be judged by the content of their character rather than the color of their skin (or their ethnicity, or sexual preference, etc.). Political correctness is evil and counterproductive — and as midwinter points out, ultimately silly and futile.
    1 point
  20. This no longer seems Gloranthan, productive, or even civil, so I'm exiting the discussion, and simply refer you to the dictionary definitions.
    1 point
  21. Obviously not - didn't I mention how we clearly have them in Glorantha? What I was reacting to was the idea that they somehow have to exist, in light of how matriarchies are basically non-existent in our world. Again, obviously not (I can't say I think you're arguing in good faith here, putting up such straw men). What if would take would be for women to systematically and definitively dominate the society politically and economically, something which clearly wasn't the case. What source is? It is, however, the strongest encyclopaedia we have online, firmly edited and sourced - especially on controversial subjects like this - and arguing its points and it's definitions. It is, of course, not universally correct, but whenever you find yourself opposing its points, you should look carefully at your own position. If it reports the scientific consensus claiming there are no known unambiguous matriarchies, this is something that shouldn't just be tossed out because you don't agree. Take the Mosuo people, for instance, probably the closest we have to a matriarchy. There, women rule the home and the family, while men hold the political power. This makes it neither a matriarchy or a patriarchy, but a mixed form. Did women dominate the economic, political and military order within the Hopi? Were the chiefs almost exclusively female? If so, you may have a point. Your quot, in fact, makes it look fairly egalitarian. "gender roles ... are egalitarian [...] Hopi women "participate fully in ... political decision-making."" - that's not what sounds like a matriarchy to me!
    1 point
  22. I like two French movies: Lancelot du Lac by Bresson (for the feel of the Downfall), and Rohmer's Perceval le Gallois, for a totally different experience, an adaption of the Conte du Graal. Both are an acquired taste. They are also much more faithful to the romances than anything in English. A Knight's Tale is not Arthurian but is quality entertainment with an excellent ambience for tournaments. The modern music may put off some people, but it does give a sense of the common human enthusiasm we share with the people of the Middle Ages, if that makes sense. The recent Tristan & Isolde isn't bad and is a (non-Arthurian) representation of that legend that's pretty accessible. Parsifal from 1982 is pretty trippy but is an amazing performance. The Grail Quest is trippy however.
    1 point
  23. True, Glorantha has the Uz. Other than that, Esrolia comes close. Other places have hereditary female rulers (like e. Galin) but aren't really matriarchies. From its original concept, Malkioni society is patriarchal - Malkion the founder has various wives from whom the leaders of the tribes and castes are descended. The names of the mothers are mostly forgotten, except for Malkion's mother Warera. Other known female Malkioni include his daughter Menena, Hrestol's mother Xemela and sister Fenela, and the most astounding Lady Gwelenor who obtained one of the islands of Kanthor's Forest back for human habitation. We have the name of Guilmarn's primary wife, and the Seshnegi King List offers an occasional outstanding female, but other than in the Serpent King dynasty dying out, there isn't a single female ruler of Seshnela. I cannot name any Malkioni sorceress. The Loskalmi give females access to their meritocratic caste system, true. None of the leaders is female, though - it's a lot like our modern "parity" when it comes to boards of corporations. There are no rules against females in such a position, but there is hardly any female found in such a position. The Rokari (at least the Talar caste) are quite indulgent sexually, and their only moral concern appears to be to keep it inside the caste. Rokari Zzaburi sexuality is denied (making them more Roman Catholic than all the de-chivalrizing has removed), Horali are required to be fairly fertile, and Dronari peasants and workers do as peasants and workers do everywhere. Brithini don't indulge much in reproductive sex, unless ordered to do so. They wear costumes adapted to the cold northwestern climate of Old Brithos, and keep performing tasks that they had there in Godtime. The Zzaburi of the Rokari apparently draw magical strength from not indulging, and the Dronari would be restricted to simple pleasures. No idea what pleasures are offered to the Horali, especially the females of that caste. Talar caste women. Woe to them if they were to desire women of the wrong caste. And woe to the Dronari men or women who would dare to bare her torso to exalted nobles... There is no mention of public baths, or whether those have caste-restrictions for certain areas or practices. They certainly live in a region and climate where saunas would be natural. (With natural undress inside the sauna, unlike certain terrestrial countries' customs wearing bathing textiles other than a towel...)
    1 point
  24. Another possibility for a modern Risklands campaign is for a group of Sartarites, free of Lunar occupation, to mount a rescue mission to retrieve their exiled kinfolk. How those kin will react is an interesting matter, some will be unwilling to abandon their lands if they have married locals or their families are buried there. Plenty of scope for strife and tragedy.
    1 point
  25. Those are matrilineal societies rather than matriarchal.
    1 point
  26. I think that way is a mistake, IMHO. King Arthur is about the rise and fall of a great society where wrongs are righted, the knights follow a code of honor, the king is generous and noble, and so on. Who is this Arthur? If you study history, there are quite a few who could qualify as being Arthur. For better or worse, Greg decided to set his Arthur in Salisbury and that made him a Cymric. It follows that means the Cymri. Now putting this into gaming terms, how can we define the various cultures? KAP has only one race - human (except for the fae, but you can run the game without them as well). So how to differentiate? Stereotypes were created for each culture. Basic Role Playing (BRP) is the core of KAP and all of the Chaosium games to a greater or lesser extent. So, try to figure out the different cultures (Cymri, Irish, Cornish, Aquitannian, Britonnian, Roman, Pict, Cambrian, Cumbrian) by using the tools provided. These are good points everyone is bringing up as it makes the powers that be look at the system and try to decide what, if any, needs to be changed. We know, based on notifications, Book of Castles, Book of Magic are pretty well done, there is a Samurai type game, a Greek based game, and maybe a couple of other things out almost ready. So, the system works, I think. How to improve it? DEX for knights in their heavy armor may not be a great stat because it is overshadowed by Encumbrance. However, for a Pict, who wears little armor, that DEX can come into play. Moving inside castles, court scenes, normal day activities where armor is not worn, and again you have DEX being used. APP follows a similar route, although there are very few uses for it during combat. But, human nature tends to make one turn towards someone who is more good looking than not. I believe we need to keep these skills. Tweak the system more to make them more important rather than the opposite. Do the skills matter? If so, what level do they start? Are they realistic? How do you differentiate between starting levels based on culture? These are good questions. And, I am sure the powers that be are listening. Humbly submitted, BobS.
    1 point
  27. I keep telling people, Pavis dwarves are so heretical that they have to keep just how heretical they are a secret from other heretical dwarves.
    1 point
  28. I think that has always been implied. Only some sects of the Malkioni are patriarchal. The Loskalmi try very hard not to be, for example. And IMO almost none of them are prudish. Even the Rokari, or Brithini, the most conservative sects in most ways, are not prudish. I think this was a hold over assumption from the RQ3 era material showing the Rokari as analogous to medieval Christians, but even then they were never stated to be very prudish, it was just kind of assumed. The Rokari are sensuous, often scantily clad, and philosophically approve of pleasure in life. This is particularly notable with some of the art commissioned, with nobles watching near naked women dance and so on. The Loskalmi tend towards a bit more high-minded, but still depict nudity (they are big into the perfection of the body, I think their culture includes a lot of nude exercise), their day to day clothing is a bit more conservative looking, but I think that has more to do with it being quite cold up there.
    1 point
  29. For Aldrya, it'd just be cultivating another specialised plant. In this case, a closely-related phenotype of elf, perhaps with a relationship with mainstream elf society similar to the one that elfs have with dryads. By the way, I found that reference I was looking for -- Guide to Glorantha, Vol. 1, p. 61, sidebar: "This female Aldryami ... looks almost perfectly human - almost too human, bred and grown to easily interact with the nearby human tribes." Woo! Canon! Almost certainly! That's the way the Machine works. !i!
    1 point
  30. On interesting dramatic grounds, if for no other reason. It's a fantasy world, one can be creative. I'd dispute the 'no matriarchies ever'. Sure, if all you're looking for is a black/white feminized inversion of the Handmaid's Tale, no, you probably won't find it. Realities of child bearing and sexual dimorphism (which is quite vehemently disputed as even existing in Glorantha in these very boards: ) make that prima facie pretty unlikely. BUT, I'd assert, even in our dimorphic real world there are ample examples of systems (maybe at scales different from 'kingdoms' but instead clans, families, etc) where women make/made most of the important decisions alone or collectively, or exert control over those decisions to a degree that one would be hard-pressed to say isn't functionally matriarchy. Women don't tend to rule by force, but by persuasion, insight, manipulation, and intellect; why would their systems of government copy the relatively clumsy, unsubtle 'do what I want or I hit you on head' male examples? Re slavery: Our society today pretty seriously has a problem with slavery, no? At least to classical models of it; variations where they sew Nike tennis shoes are more tolerated.
    1 point
  31. I don't think the cultures-at-large have a sufficient understanding of humans to be able to adequately produce a close-enough-to-be-useful pseudo-human. Maybe they each maintain a small lineage of human-interface individuals, part of whose duty it is to inform a new generation of such individuals, before they die? That'd make a good explanation for Elder-Race PC's: their REAL job to to learn about humans such that, if a crisis occurs, their respective races have a resource when they need one, not having to wait for a breed-and-grow or design/build cycle (that would only produce an entity without sufficient experience for the task, anyhow!) Maybe there are Mostali human-interface units that can be put into a "hibernation mode" for long durations, so they can be re-used later?
    1 point
  32. About as believable as an escaped slave from the West Indies ending up in Iceland. Which happened.
    1 point
  33. There's the money quote for the whole thread. And trolling? I might *partly* raise my hand on that except (personally) I believe trolling as a thing has everything to do with intent - being hurtful, deprecatory, etc. and starting fights. I rewrote my comments here a couple of times very specifically to cull out begged questions and assumptions that likely went without saying in 'my' upbringing of the 70s and 80s but are certainly no longer assumable today. As much as I admit I'm a hidebound traditionalist, I see the interesting roleplaying and game-world opportunities of gender malleability and the "flexibility of context" intrinsic to the water rune. OTOH, as Ladygolem adroitly noted, the approach here if anything has been a bit Dumbledore-y. (For those who don't get the reference, it's where JK Rowling said "oh, of course Dumbledore is gay" without once alluding to it in 7 books or 1.08 million words of prose)? If that's where we're going, I'd embrace it more than just having one of the characters wear a fake beard. As motherhood is essential to the nature of the cult, why wouldn't then male god-talkers of Ernalda wear shiny golden faux-breast pectorals as well?
    1 point
  34. I could bring some, if any are unsold after Gen Con. The thing is, all the joy in packing an extra bag with 20 kilos of books in it lost all of its appeal long ago. That may sound uncaring, but I lugged books around like that for almost 20 years worth of conventions overseas.
    1 point
  35. Such an NPC could be inspired by: https://www.abc.net.au/news/2019-06-27/first-black-settler-in-iceland-hans-jonathan-slave-saga/11228536
    1 point
  36. Hello, I'm also a relative newcomer to Glorantha. I wouldn't really recommend my method for learning the setting, which was just to plow through a pdf of the Guide to Glorantha. But some more accessible products that I would like to second include- King of Dragon Pass for PC or mobile devices - Kind of challenging at first but really fun, and relevant to the RQG setting and timeline. The sequel, Six Ages, is also excellent. I actually prefer it to KoDP, but it's set in the mythological period waaay before the default starting date, focusing on a totally different region and culture. Prince of Sartar webcomic - Incomplete, but still really good and does a great job at establishing the Bronze Age feel of Glorantha. If you're interested in Esrolia, there are some really cool depictions of Nochet, and the Esrolian noble houses. Also going to champion this blog series on Chaosium by Ellie and Scott Akers, Selkana's Saga. It might not help you learn the setting, but it's great for seeing what a game of RQ:G can actually look like. It also stars some interesting and diverse characters that hail from Esrolia. I would actually hesitate to recommend the Glorantha Sourcebook as a starting point. It's really more of a companion piece to the Guide, and it expands on stuff that is not as well-developed from that book, specifically Dragon Pass, major pantheons, and the history of the Lunar Empire. I loved reading it in the same way that I loved reading the Guide. It made my head spin, in a pleasant way. I'm only somewhat familiar with Discord, and I haven't heard of anyone using it for Runequest or Heroquest. Would you want to run or play in a campaign on Discord, or just sound out your questions and ideas with other folks?
    1 point
  37. I know Jeff. But I rate compatibility with your previously published material a but higher than you do, in this case. So I’m going to give Elmal Firearrow and Fireblade.
    1 point
  38. Something a bit different from the usual rules videos. In this video, I ask questions to the player Mr Pickles about how he plays his character Bartleby the Theist. Hope you enjoy Interview with a Theist https://youtu.be/NICPje1WuqI
    1 point
  39. 1 point
  40. "May Yelm's Radiance light up your life." "And up yours."
    1 point
  41. They exist! I've just received my backer copies of the Paladin Handbook & the Adventure Book. Really gorgeous, two stunning hardbacks! The gilded page edges and fabric bookmarks are two really neat details of superior production value. Very happy of this purchase (or should I say "funding"?). Thanks Nocturnal and thanks Chaosium!
    1 point
  42. Thanks everyone for the suggestions, ideas, and so forth. In the end, here's what I came up with as a long-form write-up for use in my campaign. It probably still requires a lot of tweaking, particularly the powers table, so worth treating very much as a "Work-in-Progress." RQG PLUNDER – TRUE DRAGON'S BLOOD Description: The blood of a True Dragon has two different states: molten and solidified. Each state has its own set of powers. When shed the blood appears in substance to be like a thick liquid, glowing and radiating heat—similar to the pouring of smelted bronze. Despite this intense heat, spilt True Dragon's blood lights no fires. Rather, it causes the world around to become mutable, melting as if made of candle wax. No substance save truestone resists this entirely, although older things endure it better than younger. The more fixed into its shape a thing is, the better it will endure a True Dragon's essence. Deprived of the irreality—or perhaps hyperreality—of the True Dragon, the shed blood slowly cools over the course of a season. The process can be accelerated by mundane methods of dousing heat. Once the True Dragon's life leaves it, the hardened blood is smooth and glassy, typically affixed to another substance. It is brittle like obsidian, but of many iridescent colors rather than black. Often, extant pieces have been cut and shaped into jewelry by those who don't know their true value. Cults: Associated – Dragonewts; Friendly – Kralorelan mystics; Knowledge: Cult Secret; Few; History: The blood of a True Dragon is rare. While many of the gods fought against and alongside dragons in the God Time, it is more difficult to find their blood in the Middle World than to find the blood of gods. Further, the cooled substance is often mistaken for colored glass or an unusual rock, rather than the rarity it is (though it does detect as magic to appropriate spells). The substance's fragility (when compared with magic crystals) further adds to its scarcity. The largest known piece of True Dragon's blood was about the size of a big man's head, and shimmered ivory and aquamarine in daylight. It was kept in the treasury of Orlanth's temple in Whitewall, and said to be the blood of Aroka. This treasure disappeared after the city's fall in 1621. Procedure: Make a True Dragon bleed, or more realistically find a chunk of the cooled blood from some forgotten age. It may be possible to bring back molten True Dragon's blood from an appropriate God Plane heroquest (like Orlanth Slays Aroka) as a boon. Powers: Like a magic crystal, a True Dragon's blood has a variety of potential effects. The POW of the blood varies, depending on the size of the sample. Using the blood typically requires attunement, which is done in the same fashion as for magic crystals. It can also be used for alchemical purposes, as described following. An adventurer can only be attuned to one piece of True Dragon's blood at a time, and cannot be attuned to both True Dragon's blood and a typical magic crystal. Dragons are anathema to the gods and elements, creatures which see the Glorantha for the illusion it truly is. They are dispassionate and unattached to the Middle World. Any adventurer who attunes to a True Dragon's blood is consequently affected by this alien mindset. In addition to other consequences described below, any adventurer attuned to True Dragon's blood has a constant penalty to their Passions equal to the attuned piece's POWx5%. This penalty lasts for a full day after attunement ends. Table: Size and POW of True Dragon's Blood: Size: POW roll: Average POW: ENC: Tiny (the size of a coin) D6 3-4 0 Small (the size of one's palm) 2D6 7 (2) Large (the size of one's fist) 4D6 14 1 Enormous (Anything larger) 6D6+ 21+ 3+ Whether or not the adventurer succeeds at attuning the piece of True Dragon's blood, they lose 1D10% from their highest Elemental Rune as a result of magically tampering with draconic powers. While they remain attuned, their Elemental Runes cannot rise higher than 100 minus the blood's POW; if a Rune is already above, it remains locked at that value. In attuning hardened True Dragon's blood, an adventurer is borrowing a fragment of draconic power for him- or herself. Typically, this takes the form of providing the adventurer with a draconic effect. To randomly determine a fragment's ability, roll D100 and consult the table below depending on the piece's POW. Ability descriptions are following. This should not be treated as an exhaustive list of the powers of True Dragon's blood, but rather a collection of “most typical” abilities. Table: True Dragon's Blood Powers: Ability: // POW: 1-5: 6-10: 11-15: 16-20: 21-25: 26-30: Molten: Draconic Passion 01-20 01-15 01-10 01-05 01 ---- ---- Understand Auld Wyrmish 21-50 16-35 11-20 06-20 ---- 01-30 ---- Dragon Claw 51-65 36-45 21-30 21-30 02-15 ---- 01-05 Growth 66-75 46-55 31-40 31-35 ---- 31-35 ---- Shimmering Hide 76-80 56-65 41-50 36-40 ---- ---- 06-15 Draconic Blood 81-85 66-70 51-55 41-50 16-30 36-40 16-30 Rough Scales 86-90 71-80 56-65 51-55 ---- ---- 31-35 Dragonewt Roads 91-98 81-90 66-80 56-60 31-40 41-45 ---- Dragon Armor 99-00 91-97 81-85 61-65 41-50 46-60 36-40 Firebreath ---- 98 86-95 66-70 51-70 61-70 ---- Soul-blast ---- 99 96-99 71-80 71-85 71-80 41-55 Sprout Wings ---- ---- ---- 81-95 86-90 81-85 56-60 Call Dream Dragon ---- ---- ---- 96-99 91-98 86-95 61-70 Draconic Consciousness ---- ---- ---- ---- 99 96-99 71-00 Roll Twice ---- 00 00 00 00 00 ---- For pieces of True Dragon's blood which exceed 30 POW, roll once for a POW 30 portion, and then a second time for the remaining POW. The piece has all rolled abilities. Always re-roll duplicated abilities, whether for extremely high-POW pieces or for results of Roll Twice. Attuning a portion of still-molten True Dragon's blood is somewhat more complex. In attuning to this substance, the adventurer changes the substance of their being, becoming a little draconic. First, add an additional D6 to the rolled POW based on the portion's size. Then, have the adventurer roll to attune to the molten blood. If they overcome the blood's POW, they feel a strong compulsion to sacrifice POW equal to the blood's POW, which will bond the adventurer to it. In any case, the blood rapidly cools into a hardened state. If the adventurer sacrificed their POW to it, the piece's appearance is different to normal cooled True Dragon's blood; it shimmers and glitters, slowly changing colors; life is preserved within it. If the adventurer did not sacrifice, determine the piece's ability as usual for it's POW. For attuned pieces of molten True Dragon's blood, roll both on the appropriate POW column in the Powers table, and then again on the Molten column. Re-roll any duplicates; the piece has all rolled powers. The adventurer also permanently gains Draconic Passion. While they are attuned to the piece of blood, they gain access to all of its abilities. Any other person who attunes the piece will not gain access to the Molten ability. In addition, so long as the adventurer does not unattune the piece, it will act as a POW Yielding crystal, storing MP up to its own POW and generating that amount as if a living creature. If the adventurer ever unattunes the piece (whether by choice or involuntarily through death, etc) the piece “dies”. Reattuning can give the adventurer renewed access to the Molten ability, but the piece won't continue to yield MP. True Dragon's Blood Powers: Call Dream Dragon: The adventurer spends fifteen minutes focusing on the blood, and must succeed on a Meditate skill roll. If they do, a dream dragon is called from the surrounding area within the next hour, similar to the dragonewt effect. This does not, however, give the adventurer the supernatural ability to command the dragon. Call Dream Dragon does not cost magic points. Draconic Blood: While attuned to this piece of True Dragon's blood, the adventurer adds its POW to their own when resisting spells. However, they automatically resist all spells—including spells the adventurer casts on him- or herself. Additionally, the adventurer's blood changes color, typically to purple or green. Draconic Consciousness: In the process of attempting to attune the blood, the adventurer's mind is forcibly opened to the infinity which is OUROBOROS. The adventurer must succeed at a POWx1% roll, or else become insane. Roll on the Insanity table for the Madness Rune spell (RQG p.334) to determine the exact effects. If they succeed and manage to attune the blood, the adventurer has survived some form of Illumination. The exact effects are best determined by the GM of each individual campaign. Some examples might include: Losing 1D6% from the Beast and Man Runes, and gaining the Dragonewt Rune at the lost percentage. If the adventurer's Dragonewt Rune becomes dominant among the three (all adding to 100%), they transform into a beaked dragonewt. Gain the Charismatic Wisdom skill from RQ3 Gods of Glorantha and the ability to sacrifice POW for points in the Path of Immanent Wisdom's draconic magic. Realize Glorantha is but the dream of cosmic Ouroboros, and learn to sacrifice POW to shape it, per the magic of the cult of Godunya in RQ3 Gods of Glorantha. In any case, this effect is permanent. The adventurer may attempt other attunements as usual and behave as expected for their culture, but they know that the nature of reality is otherwise. The draconic attunement penalty to their Elemental Runes and Passions remains permanent, even while they are not attuned to a piece of True Dragon's blood. Draconic Passion: The adventurer gains a draconic Passion at the blood's POWx10%, feeling a proportionally strong compulsion to behave that way. These might include pervasive attitudes like Suspicion, Optimism, or Laziness. Consult the dragonewt entries in the Glorantha Bestiary p.39-41 for ideas. This passion remains so long as they are attuned, and for 24 hours afterward. It can increase and decrease as usual. If the Passion decreases to zero while the adventurer is still attuned, they immediately gain one POW and a new draconic Passion—usually one in some way opposed to the previous. The penalty to an adventurer's Passions while attuned to True Dragon's blood does not apply to this special Passion. Subject to GM's discretion, the adventurer could spend time researching this Passion as though it were a skill to reduce it, instead of increasing it. This process would involve meditation and focusing on the adventurer's emotions, with the goal of developing self-control and the ability to focus on Right Action. Dragon Armor: Invoking this ability costs the adventurer 1D10% from one of their Elemental Runes. Their skin changes slightly, being covered in shimmering, nearly-transparent scales. While this effect is active, damage is absorbed at a cost of magic points, at a rate of 1MP per point of damage. This happens after reduction from armor, protective spells, etc, and even mitigates damage from critical hits. The most damage this ability can absorb from a single blow is the piece of blood's POW. The magic points can be pulled from any source. Dragon Armor ends when the adventurer dismisses it, deattunes from the blood, or if they take a blow and do not have enough magic points to absorb it. All MP will be spent reducing the damage as far as possible, and then the effect ends. Dragon Claw: This ability can be invoked at the cost of 1D10% from one of the adventurer's Elemental Runes. It transforms their left hand into a dragon's claw, which has base damage of 2D6 + Damage Bonus, and a base skill of DEXx5% when used in combat. A successful parry blocks as if it had AP equal to the blood's POW. It can hold weapons and shields made by dragonewts, but handles other objects clumsily, reducing the adventurer's skill to half. Dragon Claw lasts until dismissed. It ends immediately if the adventurer unattunes. Dragonewt Roads: The adventurer can detect the nearest dragonewt road by concentrating on the piece of blood for a minute. It doesn't tell them the distance. They can enter a dragonewt road at suitable locations and travel it, bringing along a number of companions equal to the piece's POW. Entering the dragonewt road requires a successful POWx5 roll, and costs each traveler 1MP per hour on the road. Each hour on the road covers the distance of a day's travel by mundane means. Firebreath: Activating this ability costs the adventurer 1D10% from their highest Elemental Rune. They immediately spit a glob of fire at a target within the blood's POW in meters. This deals damage to each hit location of the target equal to the percentiles lost from the adventurer's Rune. Armor and magic protect as usual. Growth: Acting like a spell matrix this ability can be activated on POWx5 and costs MP, up to a maximum of the piece's POW. Each MP spent on Growth increases the adventurer's SIZ by one, and changes their HP, Damage Bonus, category modifiers, and so on accordingly. Growth lasts for minutes equal to the blood's POW. Rough Scales: This ability is activated on the adventurer's POWx5. It gives changes the adventurer's skin, making it rough and scaly. This provides one AP per MP spent on the effect, up to a max of the piece's POW. It lasts for minutes equal to the blood's POW. Shimmering Hide: This ability causes the adventurer to take on a mirage-like appearance. It is activated on POWx5. Each MP spent on this ability reduces chances to hit the adventurer by 5%, and adds 5% to the adventurer's Stealth skills, to a max of the piece's POW. Shimmering Hide lasts for minutes equal to the piece's POW. Soul-blast: Using this ability costs 4 MP, and requires a successful POWx5 to activate. If the adventurer overcomes the target's POW with their own, the target loses 2D6 MP. Soul-blast has a range equal to the blood's POW. Sprout Wings: Invoking this ability costs the adventurer 1D10% from one of their Elemental Runes. They sprout wings, which last until the effect is dismissed. The adventurer can use them with a Fly skill of DEXx5 and a MOV equal to the average of STR and the blood's POW. If the adventurer attempts to use this ability while wearing solid armor, they immediately take 1D6 damage to the chest and the ability fails. Understand Auld Wyrmish: The adventurer understands Auld Wyrmish at the blood's POWx5%. This does not give them the ability to speak it (although it certainly should accelerate the process if they can find a native speaker willing to teach). This does not let the adventurer learn to speak the language above 25% per RQG Core p.174-175. Alchemical Properties of True Dragon's Blood: Ground-up, hardened True Dragon's blood can be used in potions which restore magical essence. Due to the scarcity of this material, no cult teaches the recipe; an alchemist must discover it for him- or herself either through experimentation or by the Library Use skill in a library which might have the relevant documents. Properly prepared, a Tiny portion of True Dragon's blood can make one potion, which restores a D6 Magic Points per point of the piece's POW. This restoration happens at the end of the melee round the potion is drunk. The drinker takes a penalty to their Passions equal to the MP restored for the next 24 hours; this penalty is cumulative if multiple potions are drunk. Larger chunks of True Dragon's blood can be broken down into the powder needed for potions, making potential doses as noted on the table following. Each time a Tiny portion is broken off, roll that portion's POW, and reduce the larger chunk's POW by a full six (there is always some magic lost in the processing). Further, roll the initial piece's POWx5; only on a failure does the smaller fragment retain its magical potency. Table: Blood to Doses Conversion: Piece Size: Doses Possible: Small D3 Large D6 Enormous D10 Some adventurers may attempt to imbibe molten True Dragon's blood or bathe in it, and so on. This is generally suicidal. Making the attempt requires at least a full melee round. Coming into direct contact deals 1D6 to the relevant location. If the adventurer continues their foolhardy attempt, they must resist the blood's POW with their own, or take that POW in general Hit Point damage as it melts their very existence into a waxy puddle. Should the adventurer survive, that is their reward. Value: Molten True Dragon's blood is functionally priceless, if it could be transported or preserved in that state. Hardened blood's value varies depending on what power the piece bestows. At the very least, it should have a value of POWx100 Lunars, if the adventurers could possibly find someone with both the coin and the inclination to purchase.
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  43. Same as the Real World... Orange Sauce.
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  44. Authoritatively, his runes are Air, Death, and Movement.
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  45. If they're coming from a Middle Earth campaign they will probably need convincing upon the Bronze Age setting too, so send them links to a couple of videos: Hector v Achilles: Troy Children of the Hydra: Jason & the Argonauts Oldies but goldies!
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