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Showing content with the highest reputation on 07/31/2019 in all areas

  1. 3 points
    I thought it was a better idea to pull this discussion into its own thread. Originally talked here: The Romans (actually representing Romanized Britons) are another oddity trying to marry the (Post-)Roman Britain with the Norman England that the rest of the society is based on (see BotW and BoU). Historically, by mid-5th century the old Roman towns were largely abandoned ruins, even Londinium. By the time we get to Norman England, the character of the towns is quite different. In short, while you had villas and such during Roman times, the local town or city was still the center of administration and politics. The rich man might live in his own villa and gain his income from the lands surrounding it, but the business, the justice and the public discourse were still handled in the city. The villa and the city were interlinked. The rich man was participating in the local elections and likely holding offices in the city, and acted as a benefactor to the public buildings in the city: renovating them, supporting their functions or even building new ones. By contrast, during the medieval times, the towns are no longer in the same 'chain-of-command'. The landed knight is connected to his liege, who is living in his castle. The justice is handled in manorial and hundred courts, or kicked up to county courts and finally to the royal justice, if need be. None of this is connected with the local town, which became self-governing (admittedly, not straight from the Norman Conquest). Sure, the local town is a major market, its craftsmen producing items and needing food and materials. But its offices would be filled primarily by commoner townsfolks, merchants and master artisans. Occasionally knights were elected as well, especially in London, which makes sense as it was the largest and most important city in the kingdom. But they didn't need to be local knights nor had they any feudal relationship with the city. In BoU, the 8 cities (civitates) of Logres are explicitly said to have charters and governed by "a town council of senators, led by a mayor". A royal sheriff is appointed by the King. In BoK&L, the Romans are explicitly Urban, living in the city, and their society is explained as: "Urban society has a city council that rules by long-established tradition, based on Roman principles (though often without having retained Roman identification). The rich run things, and the commoners work. The plutocracy coordinates the many various power groups of the city; these leaders are the burghers of the city, the wealthy owners of land and businesses. The council oversees the interests of the guilds, markets, and trading companies (as sources of income), and, of course, defense." (There are actually different levels of Urban in BoK&L, with some Cymric towns getting an Urban designation as well, but I'll continue with the general one now.) Importantly, BoK&L also establishes these 'classes': "Equites: An Equites is a Roman nobleman who has taken up the profession of knightly arms. The “liege lord” is really the family itself. The old aristocratic families have a duty to defend the realm and to provide military leadership. Thus, from among them come the proud equites (knights) of a family." "Equites of Aristocrat Family: The aristocrats of the city are the wealthy urban elite. They are the plutocrats, the owners of industry, keepers of trade, and leaders of the city council." "Freeholding Equites: All cities own the lands surrounding them, and those lands are owned by the “lieges,” who are the aristocratic families. So the “liege lord” is really the family, once again. The “freeholders” owe their allegiance only to themselves and the city, without a formal feudal- type of oath." (emphasis mine) I strongly dissent here that the "liege lord" is your family if you are equites. Instead, it should be your city, as indicated by the Roman Passions: "Loyalty (city) 1d6+10". (I ignore Loyalty Emperor in British context. It has been 75 years, three generations, by 485 since the Roman Emperor said to look after your own defenses, nor would the Kings of Logres allowed a major part of the economy of their kingdom to be beholden to a foreign emperor. It could still be valid for some parts of the continent, since we know that technically, the Western Roman Empire still exists or is resurrected in KAP universe for Arthur to have a war with.) In 4th Edition, we see London listed as one of the homelands, with the following summary (emphasis mine): "London, Culture/Religion: Roman/Christian, Ruler: City Council, Vassal of: Pendragon, Army: 70 knights, 1000 soldiers" So based on all of the above, here are my conclusions (i.e. how I intend to GM this, YPWV): The Roman knights (equites) from the City homelands can be divided into two subcategories: urban and manorial (or freeholding, as BoK&L states). The urban equites get their wealth mainly from commerce & industry (workshops) and live in the city itself. The manorial/freeholding equites live in the villas surrounding the cities, much like their Cymric cousins do. Both types of equites participate in the city life and contribute to the city council, although perhaps not every eques has a seat in the council (indeed, I could easily see a tradition of the older knight relinquishing his military role to his adult son, but retain the council seat until death, since his experience and auctoritas would be more important in a council setting than on the battlefield). The elected mayor (I'd prefer a more Roman title here like praetor) acts as the executive. The oaths of allegiance (homage) are sworn to the city itself, not a particular personage, but it is the city council who rules and the mayor who executes those orders. (Yes, this does mean that there are these odd pools of Roman antiquity in our otherwise Norman England society, but when one is given a Frankenstein's Monster, it is time to hook up some electrodes and run up the lighting rod!)
  2. 2 points
    So while I think I like the intended seasonal flow of adventures in RQG, I wanted something a bit more specific in terms of how training, downtime, and so on are handled. This is what I came up with. It's somewhat rough (and I'll start rolling it out to players this upcoming session) so fair warning. My goal was to get something a bit more granular and ongoing than "Okay, adventure's over, let's narrate a few events then jump to end of season..." but not go so far as the bookkeeping of counting hours and estimating hours available for training and occupation and all that like I remember from RQ3. A big part of devising this comes from my experience that most of my campaign's adventures last at least a week, and often several, largely due to travel time. If you're playing a much closer-to-home campaign, you may want to change some of the train/research week requirements. On the attached sheet, record your adventurer's main activity each week. Your main activity is whatever you did the most (4 of 7) days. Mostly, this is for focusing on week-to-week activity, rather than day-to-day; but if you get back home on Clayday and go back to work that's an Occupation week, not an adventuring week. At the end of each season, record your main activity (at least 4 of 7 weeks). Common weekly activities include: Occupation: you were focusing on your occupational or cult duties. If your seasonal activity isn't occupation, then you get -20% to your Income roll during Sacred Time. This stacks each season. If you get at least five weeks of Occupation within one season, you get occupational experience checks per standard RQG rules (this is 4 weeks/5 weeks difference is intentional). Shamans and Rune Priests can use a Occupation week to teach a spirit magic spell. Most of the time, for a shaman going into the spirit world, awakening their or an apprentice's fetch, and so on counts as Occupation. This includes spirit pilgrimages for taboos. Adventure: you were gone adventuring. Learning spirit magic: you spent time at the temple or with a shaman learning a new spirit magic spell. Train/Research a skill: you were improving a skill. This costs as listed in RQG (though I may change that later) for training. Research is free, but may require access to suitable materials, and requires a successful experience roll. Training increases by 1D6-1 or +2, Research by 1D6-2 or +1. Time required for either method is five weeks. They may have one interlude, and the time between must be spent either doing Occupation or Adventure. If more interludes occur or the adventurer begins a different training, research, or learning a spell, they must begin the previous from the beginning. No skill which may improve by experience can rise above 75% by training or research. Train/Research a characteristic: you were improving a characteristic. This costs 500L for training (though that may change), and nothing for research. Research requires a gain roll, training is automatic. Under species average (for humans, 11), this takes 5 weeks; over, it takes 10. Same rules as skill improvement for time spent. Training gives 1D3, research gives 1D3-1. If the characteristic is 18 or higher, only gain 1 point. Can't train SIZ or INT. You can't train POW as a weekly activity. Per RQG, donating 500L to a temple and spending one day per week in meditation gives a POW Gain roll at the end of the season. This still applies. You can POW Gain this way and continue any other weekly activity (provided you spend enough total days focused on that activity). Example: Yorick comes back from an adventure on Waterday. The next day, he goes back to work as an Entertainer. On Godday he goes into seclusion to meditation on his god, working toward his POW Gain roll. He spent two days adventuring (Freezeday, Waterday), four working as an Entertainer (Clayday, Windday, Fireday, Wildday), and one in POW Gain, so this week he marks Occupation on his sheet. Attune a magic item: you were in seclusion and meditation attuning a magic crystal or other item. Usual attunement rules apply. Crafting: you focused on crafting an item. This doesn't count toward Occupation, because the item is itself yours rather than nebulously part of your occupation. Ritual Preparation: you were in seclusion and meditation ritually preparing for some magical activity. Weeks spent in training or research can roll over between seasons. The improvement occurs whenever the time is done. Adventurers who don't spend sufficient time doing Occupation may also face social penalties in addition to Income loss (reduced Passions, lower priority for healing/spell teaching, etc). An adventurer is more likely to draw the community's ire from endless self-improvement rather than from frequent adventuring. The characteristic improvement rules are slightly changed from RQG's default. I wanted it to be easier for my players to reach at least average characteristics if they chose, and I disliked that you could drop 500L (an enormous amount of money in RQG--a year's income for eight free households!!) and get no improvement. On the time differences, I wanted it to be easier for adventurers to reach at least average because (especially in some characteristics, like CON) low scores can be devastating. The five-week benchmark comes from RQG's note that you take penalties if you spend more than three weeks adventuring. I can see adding an increased time increment to skill training for higher percentages, but I figured the 75% ceiling already in RQG was sufficient. If I wanted to make this more granular, I'd change the number of weeks required for skill improvement, based on skill brackets of 01-25, 26-50, 51-75, and 76-00. I may also change the percentage gains for research & experience. I imagine it's a huge feel-bad if you've got 85%+ in a Lore skill, finally make your research experience roll, only to actually lose percentage. Anyway, that's what I've got for the moment. I hope it's interesting or useful. Downtime Renewed.doc
  3. 1 point
    Hi I'd like to know if the mutations caused by Pocharngo are related to Primal Chaos, which should imply some magical properties or maybe some danger when handling them.
  4. 1 point
    plutonium is soft, so not really. but you're now in the Bronze Age and contaminated with plutonium with no idea that you even HAVE to decontaminate, never mind figure out how to.
  5. 1 point
    Knot maps probably would have major, complicated knots describing locations and sub-knots giving additional info, while routes would have lesser knots e.g. describing the direction of the route, possibly using the Block as a visual reference for adjusting the direction. (I wonder whether those major routes would be more desolate than the chaparral around them.) Working with dye after producing the knots doesn't seem practical - much easier to entwine some colored yarn or strips of leather in the knots. It would be possible to create a mesh with the oases as junctions, but I think the concept of linear maps describing routes rather than areas is more intuitive.
  6. 1 point
    Our Reiner Knizia card game KHAN OF KHANS, set in Greg Stafford's world of Glorantha, is coming to Kickstarter on Jan 10. But in the meantime, you can download the full game for free and try it out with our PRINT & PLAY version! Download it here and give it a go: http://bit.ly/khanofkhanspp
  7. 1 point
    That is a really terrible definition as It is confusing "matriarchal" and "matrilineal". I would suggest getting a better dictionary, but they all seem to have taken up this horrible trend of altering the definition of words based on current "popular" usage. The English language is being steadily debased by ill-educated morons who misuse words. The answer? Get hold of a printed dictionary from about 1950 or 60 - the good old days when academics were complete snobs and didn't pander to the ignorant unwashed masses
  8. 1 point
    Yeah, obviously not. It doesn't change from the fact that the system has been designed for playing knights, not pickpocketing, lockpicking thieves navigating the underworld. Since it is designed with knights in mind, that is where the focus is and where the game works best. And it also shows where the game struggles, such as playing a lady character, especially outside the rules themselves. All the adventures are with knights in mind, and usually male ones at that. It is reasonable, given the focus and the setting, but it does mean that any Lady PC will have a rougher time of it, and so does the GM. EDIT: If anything, giving DEX and APP something more (skill defaults) will help Ladies by actually making it worthwhile to be beautiful and dexterous. (Although I admit that I would still like to see a lover's solo minigame from the Lady's perspective, and I would imagine her APP would play a big role there, too.) Not significantly. Their courtly activities are determined by their SKILLS, not by their DEX nor even APP. DEX only becomes important when something significantly outside of the norm happens, like the previously mentioned tree-climbing to retrieve a bird. And even then, DEX 9 likely succeeds in a couple of tries. Even if there is combat, DEX 9 guy likely has a higher weapon skill (since he has not been spending yearly trainings to get his DEX that high or to make up for lackluster STR) and thus will do better than DEX 18, whose DEX will be totally useless unless he is Dodging (which itself is much inferior to fighting Defensively, as the rules stand now).
  9. 1 point
    I think I might not be getting my point across. Either that, or you don't think it is a valid point. Let me try again. One thing I really like about RQ is the depth of nonhumans stats, cults, and such. Even a lowly trollkin can kill you. In KAP, you have the fae, and the traditional foes of fellow Cymri, Cambrian tribesmen, Cambrian knights, Cornish knights, Saxons (all of the various subgroups) and Cumbrians in addition to the various creatures. The Picts are one foe that many disregard because they are considered to be really inferior. Historically, they were not. The Romans built 2 walls to try to contain them. The first, Hadrian's Wall, held because of it being constantly manned and tribes of Cymri living there. The second, Antonine's Wall, was abandoned almost as quickly as it was built. The Picts were a constant thread to the Romans. In KAP, their religion, the 'magical' tattoos, and the game depiction of these people give us the impression of kobolds, goblins, or other mass monsters who are easily mowed down as they wear no armor. In 4th edition, the 'feint' maneuver made them quite effective. Historically, it is thought they fought with a war dog. Well, you know what happens if you are double teamed in KAP. King Lot was one of Arthur's enemies and he had Picts at his beck and call. Merlin's magic save the day there. The point I am making, is the current proposed rules weaken one of the more dominant tribes/enemies to the point where either you abandon their game text or they become less then what they should be. Your point about "the game isn't about playing non-knight Picts" should be looked at more closely. So, I can't play a Pict? how about a Cambrian Tribesman, or an Irish warrior. Saxon? Can you only play a tried and true Knight? Fine, what about those who have played through the Great Pendragon Campaign a couple of times now and what to do something different? I am looking for rules that allow campaigns to set in areas other than Salisbury. Book of Sires was meant to open the whole of Logres to a campaign. There is enough background to set it in Cumbria with a little bit of work. That way, you can have a campaign that allows one to follow GPC, but not be front and center. Gamemasters can create their own stories and can go as far afield as they wish. Some may want to play a nontraditional campaign where tribal characters are the norm in the 480's and not really get involved in the knight aspect until after the conquest phase. Where to set it? Well, the far north is a very interesting place. "Beyond the Wall" is a classic Pendragon source book that details this area. It is worth looking at for the ideas there, especially if you want to play a Pict, whether up north or in the south where Greg placed a tribe for those who wanted to play a Pict. Just like he placed a tribe of loyal Saxons, Berrocings, in case someone wanted to play a Saxon. I am NOT attacking you in this. I am simply saying I think KAP has the capacity to be more than it currently is. I may be the only person who feels this. I don't think so, but it is possible. Making DEX more important by increasing defaults for weapons and some skills to DEX/2 makes that Attribute more important. So would be making Dodge or other combat maneuvers that depend on DEX. This board is all about examining such things. Humbly submitted, BobS.
  10. 1 point
    I think this is the heart of the problem here - these two words are directly linked in the english language - "matriarchy is patriarchy with inverted gender roles" exactly describes the relationship between the two words and the ideas they embody. If you want to describe a society with a different structure you have to use a different word to describe it.
  11. 1 point
    Who better to advise you than the game's creator
  12. 1 point
    You could always have them engage each other on a dynamic battleground - by which I mean one where the environment changes during the course of the battle. There are a couple of ways to achieve this - the obvious one is a static battle in a changing environment (e.g. a collapsing building/mine/cavern with floors or ceiling dropping away, a coastal or river area where changing water levels alter the terrain, or amongst a herd of animals providing cover or obstacles to movement). This allows combatants to be creative with the opportunities the environment provides (pits, rock falls, pools, stampedes, etc) and combat options like knockback can be used. But you could also play the combat as a running battle with the party pursuing or fleeing from the enemy, or with both groups trying to reach an objective first (e.g. a prisoner, a door, a McGuffin). In that case they could move through a varied environment in which the terrain might favour one side or another randomly. Debilitating injuries would see combatants fall behind or be out of the fight altogether. Spells like Mobility and Slow become more important, much early combat could be missile or spell fire, and aimed blows to opponents' legs and throwing obstacles in the enemy's path become important group tactics. You could also break the fight up into chunks if one group gets ahead for a while before the other catches up again etc. There are chase rules in RQG that can be used, but it would probably be best run as a miniatures battle on a moving grid.
  13. 1 point
    Honestly, maybe try out @Cgeist7's app Cradle of Heroes for recordkeeping and quick access back and forth between the NPCs? I've used it a little and found it reasonable to work with. I don't know if it made our last fight quicker, but I do think it made things a bit easier for me to run (I also have my laptop open all the time in sessions for notes, etc so it's a norm for me). You'll want to use the non-player character generator, and compile them in either a faction or an encounter (both of which have a quick-access screen). Simplifying Statement of Intent to "SIZ or DEX?" speeds things up a little for me. You could also try foregoing SoI but I feel that has mixed results. Predetermined surrender/flee conditions can help, but may be less useful in this type of fight. Ex. if a trollkin mob and a dark troll attack my players, typically at least some of the trollkin will flee after my players kill the dark troll. So if there's a Lieutenant, some soldiers, and like one or two militia, maybe the militia flee if the players defeat the lieutenant. Of course, you could always just resolve the fight with a Battle roll 😎 but yeah that'd be super unsatisfying for your players, I bet. Still, maybe Battle rolls to start and see if a few of the NPCs are reduced at start? Alternately, you could just let it be this huge nasty fight! Maybe it should drag out. Some of my more memorable RQ moments involve giant, session-long battles. Depends on the group, of course, but I've found it super satisfying as a player to spend like four hours of a session grinding out a long, hard combat. In a way, to me, it really gives that feeling of "oh god I'm sweaty and dirty and bloody and tired" from the fatigue as a player afterward.
  14. 1 point
    This is covered in the module - the clan is strongly non-serf, but it has an impromptu social class called "Oathguest", which is little better than a thrall (the exception is that you get to leave and starve if you like). You get to stay and get food provided you do everything and anything you're told.
  15. 1 point
    And then reprinted in the Cult Compendium.
  16. 1 point
    Daka Fal is written up in Cults of Prax (rq2 rather than rqg)
  17. 1 point
    Branch That Whispers or Whispering Branch Description This is an Aldryami war bow. It looks like a living tree branch and is similar to an Elf bow, but larger and somewhat sentient with its forest. Cults: Associated: Aldrya Knowledge: Cult Secret History In the Second Age, the Aldryami had a hard time defending their forest against tougher invaders like large Uz in lead plate or iron clad Mostali. The Council of Elders decided better defensive measures were needed. The Gardner then cultivated and grew these new bows from seed around their sacred grove. Procedure Upon planting in Sea Season, Fertility Week, Water Day, the seedling bow is blessed by the Great Tree. Then blessed again upon harvest one year later on the same day, Sea Season, Fertility Week, Water Day. As a new bow is harvested, a new seedling is planted. Throughout the seedling’s growth cycle, it is cared for by the Gardner. Every Aldrya holy day, a magic point is sacrificed to each seedling. There are only a few growing at a time and these appear as small trees in the ground. Upon harvest, a Whispering Branch is born. For those Marching Aldryami units on patrol, hunting intruders or general defense, there is typically at least one Aldryami in the war band armed with this bow. Sniping is the typical tactic. These bows are communal to the defense of the forest and would never be taken out. They are passed to the next war band going out on patrol or kept with a war band for the season it’s on patrol or defensive duties. Powers The bow is in tune with its forest and has elf sense. It aids the Aldryami user by assisting in the draw and aiming. *Damage 2d6+2, HP 9, ENC 2, range 120, Rate S/MR *Stores 2d6+2 Magic Points that are refilled by the forest at the normal recovery rate. *Adds +20% to hit, the forest tends to know then move out of the way of arrows fired by these bows. *Adds +20% to Elf Sense. *Range is not halved in the forest. Value These are not sold. If somehow taken out of its forest, it will just become a branch within a week.
  18. 1 point
    I came late to this but...When I think of the Holy day rituals, especially the high holy days and sacred time..I think of Kabuki plays https://en.wikipedia.org/wiki/Kabuki_dance and the festive ceremonies such as Up Helly-Aa https://www.youtube.com/watch?v=qR7uiGVK0sQ where re-enactment of an event happens. In these situations, specific worshippers are not always required if specific cult members are missing, represented instead by mask wearing members of the clan/tribe/cult. As to including children, i have included them in the past, as a facet of their education, with guidance from their peers. Just my 2 cents worth
  19. 1 point
    One thing worth remembering, until they reach a certain power level (and invest in the proper magic) all characters travel as fast or slow as the GM wants. So even if it takes two week to travel from say, Boldhome to Nochet, the GM can always just jump to the arrival in Nochet. Or you can take a dozen sessions for the journey, whatever floats your boat. Odysseus takes a lot longer to travel from point A to B than anyone should, but that's how the gods wanted it. Likewise Dany's dragons fly as fast as the writers want.
  20. 1 point
    Update: ability to copy text versions of characters to your clipboard for pasting in other documents by using the Copy to Text image. @Crel Note that with all the skills, a full character is LONG. Edit: also added markdown to character descriptions and thrown weapon damage to ranged attacks. Example at: https://www.cradleofheroes.net/view_character/6391 --- Gradolmort Fire-wing --- Type: Player Character Homeland: Durulz (Ducks) Occupation: Noble Initiate of Cult: Yelm Description: A young duck noble of questionable birth and mythic potential. Gradolmort is smart, fast and.. less cowardly than most ducks. Stats: Strength: 13 (65%) Constitution: 13 (65%) Size: 6 (30%) Dexterity: 15 (75%) Intelligence: 16 (80%) Power: 13 (65%) Charisma: 14 (70%) Derived Stats: SIZ Strike Rank: 3 Damage Bonus: 0 Hit Points: 12 Healing Rate: 3 Magic Points: 13 Spirit Damage: 1D6+1 DEX Strike Rank: 2 Movement: Ground: 5 Water: 8 Passions & Reputations: Cowardice 50% Reputation 15% Love (Family) 60% Fear (Dragons) 60% Loyalty (Clan) 70% Loyalty (Tribe) 60% Honor 70% **Cults: Yelm - Initiate - Rune Points: 3 Elemental Runes: Earth 20% Water 0% Darkness 0% Fire/Sky 80% Air 60% Moon 0% Power Runes: Beast 50% Death 85% Dragonewt 0% Movement 50% Chaos 0% Truth 85% Stasis 50% Illusion 15% Spirit 0% Disorder 50% Fertility 15% Man 50% Plant 0% Harmony 50% Undeath 0% Condition Runes: Law 0% Magic 0% Mastery 0% Infinity 0% Skills: **Agility (+5%)** Boat (25) 45% Climb (40) 45% Dodge (30) 35% Drive (Chariot) (5) 10% Jump (45) 50% Swim (80) 85% **Communication (+5%)** Act (5) 10% Art (5) 10% Bargain (5) 10% Charm (15) 20% Dance (10) 20% Disguise (5) 10% Fast Talk (25) 30% Intimidate (15) 20% Intrigue (5) 30% Orate (10) 75% Sing (10) 35% Speak (Firespeech) (0) 45% **Knowledge (+5%)** Animal Lore (5) 10% Battle (10) 50% Celestial Lore (5) 10% Cult Lore (Yelm) (0) 20% Elder Race Lore (Elves) (5) 10% Evaluate (10) 15% Farm (10) 35% First Aid (10) 15% Game (15) 20% Herd (5) 20% Homeland Lore (Local) (30) 35% Manage Household (10) 45% Mineral Lore (5) 10% Peaceful Cut (10) 15% Plant Lore (5) 10% Read/Write (Heortling) (0) 15% Survival (15) 20% Treat Disease (5) 10% Treat Poison (5) 10% **Magic (+5%)** Meditate (0) 20% Prepare Corpse (10) 15% Spirit Combat (20) 50% Worship (Yelm) (0) 40% **Manipulation (+10%)** Conceal (5) 15% Craft (Arms) (10) 20% Devise (5) 15% Play Instrument (5) 15% Sleight (10) 20% **Perception (+5%)** Insight (Species) (20) 25% Insight (Human) (20) 35% Listen (25) 30% Scan (25) 30% Search (25) 30% Track (5) 10% **Stealth (+15%)** Hide (10) 25% Move Quietly (10) 25% **Melee (+10%)** 1H Axe (10) 20% 1H Hammer (10) 20% 1H Mace (15) 25% 1H Spear (5) 25% 2H Axe (5) 15% 2H Hammer (5) 15% 2H Mace (10) 20% 2H Spear (15) 25% Battle Axe (10) 30% Broadsword (10) 35% Dagger (15) 35% Fist (25) 35% Grapple (25) 35% Kick (15) 25% Kopis (10) 20% Lance (5) 15% Pike (15) 25% Quarterstaff (15) 25% Rapier (5) 15% Shortsword (10) 75% **Ranged (+10%)** Arbalest (10) 20% Axe, Throwing (10) 20% Composite Bow (5) 25% Crossbows (25) 35% Dagger, Throwing (5) 15% Elf Bow (5) 15% Javelin (10) 30% Pole Lasso (5) 15% Rock (15) 25% Self Bow (5) 15% Sling (5) 15% Staff Sling (10) 20% Throwing Dagger (10) 20% Thrown Axe (10) 20% **Shield (+10%)** Large Shield (15) 35% Medium Shield (15) 40% Small Shield (15) 80% Spirit Magic: Mobility (1pts) Firearrow (4pts) Rune Spells: Shield (1pts) Sureshot (1pts) Summon Elemental (1pts) Melee Attacks: Shortsword 75% 1D6+1 SR 8 12/12 HP Small Shield 80% 1D3 SR 8 8/8 HP Ranged Attacks: Composite Bow 25% 1D8+1 SR 2 7/7 HP Rng 100 Hit Locations: (19 20) - Head Armor: 5 4/4 HP (16 17 18) - L Arm Armor: 6 3/3 HP (13 14 15) - R Arm Armor: 6 3/3 HP (12) - Chest Armor: 6 5/5 HP (9 10 11) - Abdomen Armor: 6 4/4 HP (5 6 7 😎 - L Leg Armor: 6 4/4 HP (1 2 3 4) - R Leg Armor: 6 4/4 HP Equipment: Bronze cuirass (6pts) Bronze greaves (6pts) Closed helmet (5pts) cultural weapons two riding animals noble clothing (60L) 200 L in coing 450 L in jewelry, vessels and luxury goods
  21. 1 point
    Putting on my moderator hat: Let's get back to talking about the cover art and take the rest of the chat to somewhere else.
  22. 1 point
  23. 1 point
  24. 1 point
    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.
  25. 1 point
    This no longer seems Gloranthan, productive, or even civil, so I'm exiting the discussion, and simply refer you to the dictionary definitions.
  26. 1 point
    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.
  27. 1 point
    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
  28. 1 point
    The rules say no (and I like to follow the rules), but it kinda seems like a needless rule exception. I just explain it as "sure you can use luck to modify the roll, but it won't do any good... since your target is now lower"
  29. 1 point
    No. No Luck spends on Luck rolls.
  30. 1 point

    Version 1.0.0

    35 downloads

    Many years ago, fans of Glorantha had an attitude that D20 games wouldn’t fit in Glorantha, as Classes and Levels don’t work. Then came 13th Age Glorantha to disprove that notion. Also, many people in the D100 space looked down on D20 games as Classes and Levels don’t work with D100. Then came Classic Fantasy to disprove that notion. I once mentioned the idea of converting 13th Age Glorantha so that it would work with D100, but the idea was unpopular, as it was considered Crossing the Streams, which is, as we know, like, really bad. As I like things that are really bad, and had horrendous Writer's Block on Merrie England: Age of Crusade, I looked at how easy it would be to convert 13th Age Glorantha. Not very easy, as it turned out. Anyway, I have Uploaded V1.0 of the Conversion. Why Version 1.0? Well, it could well have typos and errors, it is missing Bookmarks, as I can't get them to work in Google Docs, and it may well need other material added. Please add any comments to the sister thread that I will link to in a separate post.
  31. 1 point
    I'm an American citizen and I'm not sure they'd give me a Visa. Not a good time to be here, they're arresting American citizens in public who are carrying their passports. I'd flee but uh nobody would take me?
  32. 1 point
    My current plan is to put it on the back burner and await the forthcoming Lawsian Pavis book before I try for a second time.
  33. 1 point
    That sounds suspiciously God Learnerist! Swapping gods again???? 😇
  34. 1 point
    I played through the Broken Tower Quick Start on free RPG day in a local venue in Cardiff with @Dimbyd as GM. I hadn’t played RuneQuest for 25 or so years, but it all came back so naturally. I don’t need to preach to RuneQuest players about the systems virtues, suffice to say it was exciting from start to finish. I think I was the only player with previous RuneQuest experience ( apart from the GM). We had a mix of ages with some late teens/early 20’s playing too. The new players loved the game and picked it up easily. Beyond a very quick introduction to a couple of concepts like “this is a Bronze Age world” and “the gods are real and very important”, we went straight into the action of the scenario. There was no need for the bigger Glornatha picture. The world was revealed simply through playing through the adventure. I have to say it worked perfectly as an introduction to Glorantha and RuneQuest with it’s excellent nail biting combat. Well worth a try as a one shot to see if your players like the RuneQuest Glorantha experience - I find RuneQuest runs so intuitively in play, best way to introduce it. Edit: by the way I also adore The One Ring. Great game.
  35. 1 point
    Where do you get this? I don't find any mention of Elmal cults in the new material except for that bit above from GS. I must be psychic! 🙂 Seriously, though, Elmal is the Unblinded Yelmalio, the Yelmalio who has left Yelm's service and has joined Orlanth. It makes sense that Elmal does not have Yelm as an Associated Cult.
  36. 1 point
    The clan is a new settlement. It needs to grow rapidly, have children, etc. It is comparable to the clans that formed during the Settlement of Dragon Pass. That's a hat-tip to the old Forty Acres and a Mule. A plow and ox and a hide of land is what I expect new settlers get. I suspect those sorts of names are pretty common everywhere. Your proper name might be Vargast son of Vanganth of the Orlmarth, but everyone knows you as one of the Varani (descendents of Old Maran) or as Vargast Old Man (because of your village), or Vargast etc. That's clan by clan. Most clans are exogenous, but this is a new clan, where the fictional kinship is obviously more fictional. The communities in Sartar are several centuries old. The Risklands are a few years old. I think too much is made of Heortling/non-Heortling on these forums. Especially when you are talking about the end of the Third Age. These distinctions were stark in the First Age, blurred in the Second Age (for example were the eastern Dragon Pass Orlanthi even Heortlings in the later Second Age?), and become completely muddled in the Third. Top of the World is the Great Mountain. Massive and high, it and Queen's Peak loom above Talastar like Nanda Devu and Mount Everest. It is the home of Orlanth, raised by Mortal (like the Spike). I didn't put Talastar in the Cult Distribution chart for the Cults book, but clearly I should have. Erinflarth is a bigger deal, the Grain Goddesses are more important, Storm Bull is more important than Humakt and his cult is closely associated with Orlanth. Heler is only an accoutrement of Orlanth. Tarumath is long gone. As pertinent in Third Age Talastar as Akhen was to the Ptolemies. Yelmalio is well known in Talastar. His Sun Domes dominate their environs. Yelmalio and Orlanth are their usual "frenemy" selves. I'll try to answer the rest of the questions later.
  37. 1 point
    The idea is to run it in a heavily simulationist style, which is what RQ supports best anyway (my players lean conservative, so I'm going RQ rather than HQ). I had the intended style of play worked out before I suddenly saw that something pretty similar had suddenly become the Next Big Thing in RPG Theory discussion circles. http://www.story-games.com/forums/discussion/22163/the-blorb-model-with-diagram I'm not going full Blorb (for one thing, you sign yourself up for intense amounts of prep), but I think the idea is right. There will be no fudged die rolls here! (I think I manged to sell the premise of Dorastor when one player said "Maybe Mobility will be a good spell, so that we can run away faster?")
  38. 1 point
    Is anyone else following An Inner Darkness on Kickstarter? I'm pretty excited about this one. Mixing real-world horrors with the Mythos sounds like a great recipe for scenarios. And I like the idea of using structural injustice as a sort of moral analogue to cosmic horror.
  39. 1 point
    Eric, you're always quick to jump in with quotes from HPL's writings as if they, in of themselves, should be justifications for a position. I think it's worth noting that not everyone treats his writings as gospel. Nor should we in this case. Remember how HPL was pretty racist himself? That is kind of the whole point. Authors are writing these scenarios because they want to make it very clear that, while we love HPL's writing and his contributions to literature, we don't support his personal ethics. The "turn the Mythos on its head" movement is deliberate and it has multiple goals. "Abiding by canon" is not one of them. None of us should be looking to HPL for moral codes or primers on engagement on social issues.
  40. 1 point
    I see your point, but I think it depends on how it's handled. My assumption is that the scenarios won't be dealing with "righting the wrongs of institutional racism," but rather with the oppressive force of institutional racism and the way any individual's actions to combat it feel insignificant and fruitless. That's part of why I think structural injustice could be such a nice match for Lovecraftian horror. It's not about helping granny recover her stolen purse, it's about large, pervasive, structural injustices that if handled well will compound the horror rather than present a do-gooder silver lining that can end things on a high note. Of course, I'm speculating here based only on what I know of the project. But the grounding in dark, real-life events rather than fictionalized injustice suggests to me that there won't be a lot of injustice-conquering in these scenarios.
  41. 1 point
  42. 1 point
    Yup, sounds interesting. And a little darker like what Stygian Fox is doing which i am really liking.
  43. 1 point
    BTW, in case it helps, here is a section on the Many Suns that appears in the Yelmalio cult writeup in Gods and Goddesses: THE MANY SUNS There are several solar cults who are often identified with Yelmalio. These are sometimes treated as independent deities, sometimes as different names for Yelmalio, and sometimes as subcults of Yelm or some other solar deity. These cults resemble Yelmalio’s cult in most respects (including spells) but rarely offer gifts and geases. ANTIRIUS This subcult of Yelm worshiped in the Lunar Heartlands shares a substantially similar mythology to Yelmalio, and Second Age scholars viewed Antirius as the Dara Happan version of Yelmalio. Antirius provides Sunbright. ELMAL Elmal is a variation of Yelmalio found in Kethaela and parts of Dragon Pass. The Elmal cult resembles Yelmalio’s cult in most respects (including spells) but does not have gifts and geases. Elmal is associated with Orlanth, Ernalda, and Hyalor cults. He receives the Shield spell from the Storm King instead of Yelm. After Yelm was killed by Orlanth, Elmal settled his feud with Orlanth and swore to serve him. When Orlanth departed on his Lightbringers Quest, the Storm God named Elmal to rule the world while he was gone. Elmal defended the last flickering lights of the world against Chaos and was wounded, battered, and weakened many times. Yet Elmal never faltered, and he survived as a last light in the Darkness until Orlanth and the other gods returned with the Dawn. Although Elmal was initially worshiped as the returned sun by the Dawn Council, in the later First Age his cult was largely subsumed into that of Yelm or Yelmalio. Only in Heortland did his cult survive intact. During the early Third Age, the Heortland was isolated from Peloria by the Inhuman Occupation of Dragon Pass and were part of the Shadowlands ruled by the Only Old One. When Dragon Pass was later resettled by Heortlanders, they came into contact with the solar cults of Peloria and the Elmal cult was thrown into turmoil. During the reign of King Tarkalor, the Sartarite hero Monrogh the Founder revealed that Elmal was a mask of Yelmalio. Most Elmal cultists joined the new Sun Dome Temple that Monrogh founded in Dragon Pass, although some remained with their traditional tribal cults. Elmal is perhaps best thought of as that part of Yelmalio that loyally aided Orlanth and defended his people during the Darkness. Yelmalio is that part of Elmal that was a rival of Orlanth. They are different names for the same entity. Yelmalio is now the more popular name, but Elmal is still invoked. KARGZANT Kargzant is a Lightfore cult worshiped by the Pentan nomads. His cult resembles Yelmalio’s cult in most magical respects but emphasizes Riding and replaces Pike skill with the Lance skill. Kargzant is even more closely associated with the Pentan Yelm cult (called Yu-Kargzant) and with the Hyalor cult, and has the Command Horse spell. He is also associated with Polaris who provides Arrow of Light. As with Elmal, Kargzant does not have gifts and geases.
  44. 1 point
    Here's a few notes on the Many Suns: 1. The Little Sun cult survived the Great Darkness and was present at the Dawn. There were Little Sun cults throughout South Peloria, Dragon Pass, and Kethaela. Outside of a few places like Lolon, these cults were NOT political or religiously prominent, but they certainly existed. Most were likely family groups that tended the shrines to the Little Sun. 2. The Little Sun cults received magical and spiritual patronage from the Broken Council and learned new insights from Dara Happa as well. That's when the Little Yelm sobriquet became widespread (aka Yelmalio). After Night and Day, Nysalor reveals Daysenerus (think of him as a Buddhist bodhisattva god) as the Illuminated Protector of the Little Yelm cult (also called the Cold Sun). The Cold Sun temples are built through the troubled lands of the Bright Empire and their cultists are heavily relied upon to keep the various Orlanthi rebels pacified. The Little Yelm temples obeyed the holder of the Orb of Sovereignty (aka the Dara Happan Emperor). 3. Arkat and his army of trolls and Heortlings destroy most of the temples. Daysenerus vanishes completely (he was a product of Nysalor's magic). However, the Little Sun is invoked against against the troll dominance of South Peloria and the temples rebuilt. 4. Although the Little Sun cults initially resist the Kingdom of Dragon Pass, they are defeated and end up receiving magical and spiritual patronage from the EWF. The Cold Sun is not a dragon, but he serves the dragons. When the EWF collapses, the Little Sun temples become autonomous and ally with former enemies. Most join the Invincible Golden Horde. With the Dragonkill, the Little Sun cults in South Peloria are completely cut off from those in Prax and Kethaela (Sartar's is destroyed by the Dragons). 5. The Little Sun cults initially resist the rise of the Lunar Empire, aiding Jannisor in the Dara Happan revolt. They are later defeated by Hwarin Dalthippa but receive patronage from the Lunar Empire. Once again, they are used to keep the various Orlanthi rebels pacified and to fight trolls. However, the Little Sun is not "Lunarized" and is generally considered arrogant and aloof. There is no overall central organization between Sun Dome temples. They are all religiously autonomous. In the Lunar Provinces, the Provincial Overseer resolves disputes between the temples when asked (while in Sylila that is done by the satrap). All of the temples have been rebuilt at least once, and most several times. The cultists tend to gloss that over. 6. Yelm can only be contacted by those who can claim a line of descent to the old Dara Happan nobility established by Murharzarm (which btw includes the Pure Horse People). Basically you have to belong to a specific group of families - like being a priest in the Temple. That's why in the Lunar Empire, the Yelm priests are all of the highest nobility (and likely very interbred into the imperial family). But anyone can worship the Little Sun. You don't need to be descended from the nobility of the Solar Empire. Your ancestors can be from outside the Dome during the Great Darkness - in other words, you can be a Theyalan (which is what they all are).
  45. 1 point
    With apologies, an updated version of my non-canonical Sun Dome temple essay.... Sun Dome Temples Throughout the entire region of central Genertela, including the Lunar provinces, there are no more than fifteen major temples during the Hero Wars period. There are Little Sun cults popular throughout south Peloria and Dragon Pass. Most commonly associated with Yelmalio, the Sun Dome Temple god, the god’s myths are diverse and contradictory. All the Little Sun cults claim their god is the son of Emperor Sun; that their god survived the Lesser Darkness and was the Last Light in the Darkness; all dislike trolls; all have at least some connection with horses. However, some Little Sun cults dislike Orlanth, others are allied with him; some believe the cult has a right to rule, others do not; some cults claim the Little Sun has Ernalda as consort, others do not. Sometimes the Little Sun God is a foe of Orlanth, sometimes he is a friend of Orlanth; sometimes he is the husband of the Earth Goddess, sometimes not. A God Learner would say, perhaps accurately, perhaps not, that Yelmalio and Elmal are just variations of the same god. It is apparent that the Yelmalio cult is not as unified as it seems, and it is difficult to ascertain whether there is a single Little Sun, with regional variations, or many related Little Sun gods. In Imther, the Yelmalio cult of Kareiston’s Temple preserves local variations in myth from the Yelmalio cults of Dragon Pass and the Mirin’s Cross network of temples. The name Khelmal is given to the god there. The locals call him the God of Kareiston’s Temple, and give him many epithets including ‘Little Sun’, ‘Son of the Sun’, ‘God of the Sky Dome’ and the ‘Cold Sun’. In other places, Yelmalio is also known as ‘God of the Winter Sun’, ‘Preserver of the Light’ and the ‘Golden Spearman’. He has many other titles. In New Lolon his worshippers claim it is the site of his Seat of Judgment, where the Light Protector Heliacal lived with his wife, the Green Woman. Yelmalio is not alone in this diversity. Orlanth has very diverse aspects (so much so that Thunderous, Adventurous, and Rex are effectively separate cults). Throughout its history, the cults of Yelmalio have sometimes almost been extinguished, but as the light that does not go out, though diminished, the cult of the Cold Sun always reignites. Despite severe reverses, and a variety of names, the cult has a strong continuity, and although distant temples may vary in their rites and theology, strong similarities in ritual and tradition are apparent. The Sun Dome Temples have never been unified. Even in Saird, where there are close ties between the scattered Sun Domes, each temple is under its own religious and secular authorities. When two or more temples exist within the borders of a wider state, each owes fealty and service to the ruler, but not through a cult hierarchy. The First Age There were Little Sun cults scattered throughout South Peloria, Dragon Pass, and Kethaela at the Dawn. It should be noted that at this time, these cults were not associated with the architecture that now characterizes the cults. In the First Age, the God of the Sun Dome Temple was sometimes identified with Hastatus, God of the Spear (sometimes equated with Avivorus) or Antirius, the Dara Happan God of Order. Golden domes are now a defining feature of the Sun Dome temples. The temple-fortress to Manimat and Antirius at Haranshold originally built in the First Age also boasts several gold domes. The city of Kesium is now best known for its golden-domed temple to Antirius, built by the Bright Eagle Lords of Rinliddi in the Dawn Age of Peloria. The first temple complex in the style of the later Sun Dome Temples was built by Kestingatha of Kesium, one of the Bright Eagle Lords. His temple of Antirius, a golden dome set atop a square base, was completed sometime between 145 and 155. Mahzanelm, an Emperor of the Khordavu Dynasty, conquered Rinliddi and Vanch around 345-350. The Dara Happans sought to ensure that the barbarian lands could be kept under their control. The Emperor commissioned the construction of a grand structure that would be both temple and a military enclave for his troops. This temple was in the form of a dome within a walled compound entered via a stepped walkway. One of the settlements the Emperor destroyed during his southern campaign was Lolon, inhabited since the Dawn. This was the home of the Tunoraling hunter-gatherers who worshipped Heliacal the Sun and his wife Negalla the Green Woman. After the First Theyalan War (366-368), more of the Dara Happan-style Sun Dome Temples were built – one was even built atop the ruins of Urar Baar (a troll trading place at the confluence of the Oslir and the Black Eel rivers). These were similar to the earlier temple built by Kestingatha, being set on a square base, which was now consecrated to Hastatus, the spear god. In all, five Sun Dome Temples served as Dara Happan military anchors to keep the rebellious Theyalans under the control of the High Council. The Little Sun cults received magical and spiritual patronage from the Broken Council and learned new insights from Dara Happa as well. The Little Yelm sobriquet, Yelmalio, became widespread. It was at the Battle of Day and Night in 379 that the constructed god Nysalor revealed Daysenerus - an aspect of Antirius who brings Antirius’ Justice to the barbarians - to be the deity of the Sun Dome Temples. Daysenerus’ first deed when invoked was to crush the army of Kyger Litor and his first new temple was built upon the site of that victory. The name translates as First Herald God, apparently relating to the appearance of the planet Lightfore, prior to the Dawn. Daysenerus became the Illuminated Protector of the Little Yelm cult. The Little Yelm temples obeyed the Holder of the Orb of Sovereignty – the Dara Happan Emperor – and the form of the temple became firmly associated with that of the Dara Happan military outposts. During the years that followed, new Sun Dome Temples dedicated to Daysenerus were built throughout the lands occupied by the Bright Empire. The Daysenerus cult was given good lands confiscated from rebellious Heortlings after the Theyalan Wars. The military might of these enclaves supported the rule of the Bright Empire. However, their association with Nysalor proved to be their downfall. When Arkat raised the Heortlings in their final successful rebellion, vengeful Orlanthi and their troll allies destroyed every Sun Dome Temple they encountered and eradicated the name Daysenerus from Peloria. According to Monrogh of Sartar, Sereventh in Sylila was the only temple to Daysenerus to survive the destruction of the Bright Empire. Other sources claim it was used by Ordanestyu in his Cold Light Fires Uprising and to revive the culture of Dara Happa after the fall of the Bright Empire. During the ensuing period of troll and Heortling domination of southern Peloria, the other Sun Dome Temples were relit by the prophet Severinalus the Rekindler. Severinalus named the god Tharkantus, the Empty Saving Hearth, prepared for the darkness to come. Only initiates knew the god’s name as Tharkantus. Only the priests knew that relics of Daysenerus were used to bless their temples, or that the largest temples rose upon the ruins of former Daysenerus sites. Severinalus settled many temples, for many places prepared once again for the time that the fires all went out. Tharkantus was later recognized to be the same entity as the Elvish Sun god, later known as Halamalao, and in many places the two races shared worship for centuries. Whilst the cult had its origins in the Solar cultures to the north, its presence on the borderlands with the Storm cultures to the south resulted in an increasing intermingling of the two traditions. What began as a title gradually supplanted the northern name. The Second Age In 562 a Sun Dome Temple was founded in Holay. Trolls resisted the construction but met with disaster when a trollkin lieutenant betrayed the attack because the White Women among the Sun Domers had treated him kindly. Circa 640 another was established at Domanand (modern Mirin’s Cross) in Saird within the boundaries of Orlanthland, and was later strengthened as a stronghold against the dragons and their followers. It boasted unique enclosed domes with anti-dragon runes upon their surface, and despite its Solar nature provided a center of resistance for the Orlanthi Traditionalists against the Draconic Orlanthi to the south for a long time. The city of Lolon was also rebuilt. Orlanthland was, as the name denotes, the land of the Orlanthi, extending south into Dragon Pass. Initially, the cult of Yelmalio fiercely aided the traditionalist Orlanthi and spearheaded armies invading the upland regions to fight the draconic heretics. Saird became a battleground between Domanand and southern Orlanthland, which was transforming into the Empire of the Wyrms Friends. But by 750 the EWF conquered Saird; the gold domes of Domanand were shattered - their ruins are still apparent in the modern city. The Lament of Domeland, composed by several poets who survived the catastrophe, recalls the fall of the city. The EWF revealed the Draconic Sun to the survivors. The Sun Dome Temples subsequently became a major military arm of the empire with their soldier-cultists used as mercenaries. Many new temples to Yelmalio were established on the frontiers of the EWF in Fronela, Ralios, and near Pent and in its core lands in Dragon Pass. Another was built at Hesterneo in Esrolia, later destroyed by Queen Orenda. Dara Happa was occupied by the EWF in 850 after its Emperor was killed by elite members of the Golden Dragon Society. In 877 the first Arrowsmith king of the city of Pavis in Prax requested aid from the Sun Dome Temple in Dragon Pass against the trolls and giants. The mercenaries were granted lands to the south of the city. A new Sun Dome Temple was built on the edge of the Wastelands. Karvanyar slew the imperial Golden Dragon in 910, leading a rebellion that drove the EWF from Dara Happa within seven years. The same year Alakoring Dragonbreaker flew into Aggar. He defeated Sun Dome armies and other EWF forces. Between the years 910-925, after freeing itself from EWF control Dara Happan armies marched south. In the Three Armies Battle in 920 the armies of Alakoring Dragonbreaker and a Carmanian adventurer fought the EWF. Alakoring fought Drang the Diamond Storm Dragon and killed it. Over the next fifteen years, Alakoring led the people of Saird, including the freed Sun Dome Temples, in rebellion. The soldier-cult purged itself of all draconic influence. Around this time, ruined Domanand was resettled, and named Mirin’s Cross for a lieutenant of Alakoring who learned the secret of where to cross the Black Eel River and where he crucified a EWF leader subdued in battle. Mirin subsequently claimed the site for his own and after the cross was removed, built an impressive monument to commemorate the duel. Reliefs on each side, now almost worn away, depicted Mirin’s four great deeds. Dara Happa retook all of its lands from the EWF and expanded southwards. A great army marched through Sylila to the Battle of Zelfield where the dragons were defeated. The EWF counterattacked, reaching as far north as Alkoth in 947 but was unable to regain control of the north. In 960, on the abdication of Sarenesh, (an Emperor of Dara Happa of the Karvanyar Dynasty) to prevent war between his three sons, the priests enacted the Great Division of the World. The High Priest of Dayzatar awarded Dayzatar’s portion, Saird, to Verenmars. King Verenemars rallied all Saird against the dragons. He began great sacrifices to strengthen Jajagappa and raised the Jajalarings Dog Peoples against the EWF. Many Dara Happan colonists followed in the wake of Verenmars’ heroic wars against the EWF. Verenmars and his heirs ruled the Kingdom of Saird until 1120. The Saird Sun Dome Temples initially fought against and then supported Verenmars and his kingdom. As a result they survived the fall of the EWF in 1042 when the leaders of Empire of the Wyrms Friends were exterminated overnight. In 1082, the hero Balazar introduced the cult of Yelmalio to the Votanki to the east. He met and wed a local hunting nymph and they had three sons (or two sons and one daughter). The Sun Domes of Saird contributed much of the manpower of the Invincible Golden Horde. The destruction and devouring of those armies in the Dragonkill of 1120 severely wounded the Temples for generations, and extinguished Verenmars’ dynasty. After the Dragonkill, the weakened Sairdite culture was mostly absorbed by the neighboring Orlanthi. Far to the southeast, the now isolated temple in Prax erected the Great Ballista to protect their rebuilt temple complex from draconic retribution. Jannisor’s Rebellion (1271-1275) against the rising Lunar Empire included the Sun Dome Temples of Saird, allied with the Sable Tribes, and the many Orlanthi tribes surrounding Saird. Some of the Sun Dome Temples were also part of the Kynnelfing Alliance that resisted but ultimately was defeated by the Conquering Daughter in 1347. The queen of Filichet was acclaimed as Queen of Holay, as a Lunar tributary ruler. Invasions by savage barbarians from Pent led by Sheng Seleris disrupted the Lunar Empire from 1375 to 1460. Much of the south was lost to the empire during this time as it struggled to survive. The Sun Dome temples endured this period, hiring out as mercenaries. Holay became a battleground between Tarsh and Sylila, and was finally reduced to Lunar dependency in 1458. Saird was regained around 1480 though Lunar rule in the Provinces was not secure until 1545, when the Provincial Government was formed. The Sun Dome Temples fought on all sides of these wars during Third and Fourth Wanes (1355-1462), but have been mostly allied with the Lunar Provincial Government since the Sixth Wane (1517 onwards). The Third Age The Sun Dome Temples of Saird have, over the centuries endured and enjoyed the patronage of overlords from the Broken Council, EWF, Sairdite, Tarsh and most recently the Lunar Empire. Throughout history Saird has been a significant battleground between Storm and Solar cultures fighting over Earth as in the myth of Orlanth and Yelm competing for the hand of Ernalda. Outside of Saird, there are only four great temples. These temples are almost entirely autonomous and independent of their cousins in South Peloria. Ever-New-Glory in Tarsh was founded after the Lunar conquest of Saird. At some time after this, Elmal cultists from Alda-Chur, beset by Darkness and Chaos went north to find allies against the trolls. They returned with the Golden Spearman and took him with them to their next battle. A brilliant Sunspear destroyed the trolls. The jubilant Alda-Churi gave the Golden Spearman a shrine in their temple to Elmal, the Orlanthi Sun God, and offered him regular sacrifices as one of the defenders of their people. In the mid-1500s, Lunar missionaries proved to the priests that the Golden Spearman was the enemy of Orlanth, as part of a campaign to divide and weaken the southern tribes. The allegiance of some worshippers of Elmal was compromised and they rebelled against their traditional leaders, weakening resistance to Lunar encroachment. In Sartar, the sage Monrogh Lantern revealed that the Golden Spearman was neither Yelm nor Elmal, but the Son of the Sun, Yelmalio. In 1579 Monrogh was given leave to re-consecrate the temple of Yelmalio at Vanntar, to end the strife. During the Resettlement Period of Dragon Pass and the early decades of the kingdom of Sartar, Vanntar had been an important temple of Elmal, belonging to no tribe and defended against the Kitori by determined members of the cult of Elmal. With the fervor of new converts, the Vanntari insist Monrogh founded the cult of Yelmalio and that Vanntar was the first temple. The presence of more ancient temples in Saird and elsewhere contradict their claims. With many major temples, Saird is still the center of the cult which is not a unified religious bloc. In addition to the Sun Dome Temples Saird boasts important sites associated with the god, in many of the forms of the Little Sun, such as the Hill of Gold and New Lolon in Vanch. The Hill is where Yelmalio was sorely wounded, lost his weapons, and bled his power upon the earth before he rose again in Cold Light. Lolon was the place of Yelmalio’s Seat of Judgment, and where the Light Protector lived with his wife the Green Woman. The modern farmers and cities of Saird, are a mixture of lowland Pelorians and Orlanthi. There are some vestigial remnants of earlier cultures (especially the Red-Haired Goddess, a title of Redaylda), but mostly submerged beneath many centuries of later settlement. The extant temples of southern Peloria are the military anchor of the “Sairdite” Solar culture. They are all strategically located to defend the lowland farmers. Yelmalio is the main soldier cult of the river cities of Saird, coexisting with the military cults of Humakt, Hwarin Dalthippa, and Yanafal Tarnils. Yelm can only be contacted by those who can claim a line of descent to the old Dara Happan nobility established by Murharzarm (including the Pure Horse People). Yelmalio has been the divine defender of Mirin’s Cross, ancient Domanand, since the Second Age. Great Temples Location 1. Peralam Vanch 2. Daughter’s Road (White Rock) Holay 3. Domanand (Mirin’s Cross) Holay 4. Vanntar (Sun County) Sartar 5. Little Cafol (True Sky) Sylila 6. Laramite Hills (Kareiston’s Temple) Imther 7. Linstingland (Lingsting Sun Dome/Last Light) Talastar 8. Zalador Hills (Zalan Sun Dome) Holay 9. Orenair Sun Dome (Cold Sun) Aggar 10. Upper Forantin Sun Dome (Crystal Dome) Aggar 11. Ever-New-Glory Tarsh 12. Goldedge Tarsh 13. Karia March Delela in Ralios 14. North Dona (Northbank) Janube River in Fronela 15. Mo Baustra (Sun Dome County) Prax There are many lesser temples including: Sun Dome Temples Location A Alda-Chur Far Place B Dykene Balazar C Elkoi Balazar D Garhound Prax E Pavis Prax F Salantor Aggar G Serene Victory Jarst H Southbank Janube River in Fronela Extinguished temples include: Sun Dome Temples Location x Billiz Aggar y Hesterneo Esrolia z Masassakar Aggar ? Sereventh Sylila
  46. 1 point
    And the other Khans in the P&P:
  47. 1 point
    Thanks everyone - I have fixed the URL in the link above. But here it is here again: http://bit.ly/khanofkhanspp And here is a picture of a grateful Morokanth
  48. 0 points
    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!
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