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  1. 4 points
    Just so there's no misunderstandings - no one from Chaosium are actively participating in this thread. All the Chaosium representatives are moderators. I'm the forum admin moderating this hot potatoe of a thread, but I'm not a Chaosium employee.
  2. 4 points
    You're 43 posts in this forum and you're already writing stuff like this? (and judging from your posting history, that's pretty much all you ever posted about). Congrats, you're the first member I'm muting.
  3. 3 points
    Or alternatively for an Issaries herald who otherwise specializes in the buy-back of Wolf Pirate hostages/slaves. This ought to be a quite thriving business model in Kethaela, and might be one of the shadier sources of wealth for Goldgotti. "Yes, the Wolf Pirates have taken hundreds of slaves, good man, but what about the books???" Note that there is a bunch of Wolf Pirates with fairly literate crews, including Mularik Ironeye. If Orstando or Harrek brought pet sorcerers to the Isles to outfit new vessels with "wolf" heads, the literate portion of the population might be as high as among coastal Theyalans. Given Harrek's background as Dart Competitor, there is a fair chance that our berserk superhero actually can pull a Clark Kent stunt putting on glasses (or a fake goatee) and retreating to read a scroll or similar. Having a few personal lectors reading them out for him is at least as likely, though.
  4. 3 points
  5. 3 points
    Soft Armor: Soft Leather, Bezainted, Ringmail, and Chainmail Hard Armor: Hard Leather, Cuirboulli, Scale, Lamellar, Brigandine, and Plate Source: the version of the Players Book I have on page 67.
  6. 3 points
    Forcing me back into the Archives of Ancient Times, I see.... So, starting with the canonical source (aka the Guide p.189): This mysterious race, known variously as the Gold Wheel Dancers, Sun Wheel Dancers, Silver People, or the Yardoni, was a remnant of the Gods Age that survived the Great Darkness. They were demigods, variously described as a golden circle, a flaming wheel, or a silver dancer surrounded by a fiery golden halo. They helped found the original World Council of Friends at the Dawn, but died out soon after. Now, going back to the only other published source, the Broken Council Guide/LARP material including the Speaking Wheel writeup (which I have since I'm the one who played him). Correct, Fire and Harmony are the primary Runes, plus the ability to Change, so some amount of the Movement Rune as well. The following is from the Speaking Wheel material: Speaking Wheel had one primary personal ability (Become Tool) and one primary magical ability (Change Shape). He also initially had all the other 9 Gold Wheel Dancers who had already transformed into their final tool forms (Golden Axe, Golden Chalice, Golden Fire-Stone, Golden Hammer, Golden Key, etc.). There were never many of them - only 10 at the Dawn. As for the fate of Speaking Wheel himself, that's described in my story "Song of the Sixth Day" printed in the Broken Council Guidebook. But as it notes: "We waited at Dawn on the Sixth Day for our beloved Osentalka to reveal her next form. And when she came from the cave of her birth, she was no longer herself. Instead she bore the image of one known only to us as the Speak Wheel. She was he and his form flickered as if it contained the very essence of his celestial father, Aether, but bound only for the moment. In his left hand he held a golden key and in his right hand he held a fiery trumpet of gold that sang even though it was not raised to his lips... "All looked then as the fiery trumpet that was and is Speaking Wheel raised a song to Command Silence. 'The Egg of Transformation cracked and opened. I was One and Many then and knew the Void. With the fiery trumpet that was and is the song and substance of Speaking Wheel, I called forth the Blessing that is the True Power of Harmony and bring the True Power of Vengeance to those of the Void.... With the fiery trumpet that was and is the song and substance of Speaking Wheel, I revealed the Truth of Transformation that was the power of the One and is now to be found by All.' So we heard the song of Osentalka. He raised the fiery trumpet that was and is Speaking Wheel so that we, too, could hear the full song. He raised the golden key so that we, too, could unlock the transformations still held within our hearts. We were blessed for we heard and understood the Song of the Sixth Day."
  7. 2 points
    Next week Chaosium will be at NecronomiCon Providence, the expansive exploration and celebration of all the greats of weird fiction, including predecessors and contemporaries of Providence’s H.P. Lovecraft, and the many authors and artists who have forged their own paths of weird. Our team members MIKE MASON, LYNNE HARDY, JAMES LOWDER, and NICK NACARIO will be in attendance, and participating in a packed program of panels and games: everything they're getting up to at the link: https://www.chaosium.com/blogchaosium-is-coming-to-necronomicon-providence-next-week-aug-2225 We'll also have the latest Call of Cthulhu releases at our booth, including 'The Shadow Over Providence', produced specially for the convention.
  8. 2 points
    It took a while for which I apoligize, but the short answer is "NO", Lightfore does not get a cult. He is mentioned in the text when it talks about the Dawn Ages and Yelm-worshipping horse nomads in central Peloria. They followed Lightfore until Yelm returned.
  9. 2 points
    Well, as this is a thread of predictably baiting rants and triggered responses, I'd say none of the arguments are entirely in good faith, on either side. I would hazard to guess that all participating in this thread know the debate is utterly pointless as it's one of those that really only boils down to "I'm right and your point of view is stupid". With "political correctness" as a tag for the thread, I never expected a civil discourse and passive-agressive arguments were to be expected, but at least now it's not cluttering up the other threads that actually focus on roleplaying. As stated before, this is a lightly moderated forum were members are expected to self-moderate. The auditor radar has quite poor resolution, but this has worked very well until recently... Aggressive and blatant personal attacks will not be tolerated, but I'll let you score your rethorical points at each other up until that to keep it contained here.
  10. 2 points
    To be clear in case I wasn't: I don't either. In fact, my players do that, although I do encourage them to add a little bit a flavour, just as I encourage them to describe what cool thing they're doing on their combat turn in a short sentence or two, instead of just saying "I roll to hit with my Shortsword" because that's dull after a while. I was mostly talking about the diagetic stuff: stuff NPCs say, or stuff they might read on a sign, for instance. So in my mind there's no such thing as a "1d8+2 damage sword" in the game world... this means you wouldn't see a sign on the blacksmith's shop that says "1d8+2 swords for sale! 10% off today!" (unless I'm running some kind of comedy fantasy game). Similarly, I wouldn't make NPCs talk in terms of "Bladesharp 5" either for spells, although the term "Bladesharp" (along with other fairly common terms like "Lightning" or "Bless the crops") might make it into the NPCs' vernacular (without the number prefixes and other gameplay bits). But hey, that's what I'd do in my game -- no judgment on other games if the players are having fun!
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  12. 1 point
    I was thinking about why the Lunars tolerate Storm Bulls around the block - I mean sure, it might be typical Lunar pragmatism, keep the bulls busy killing the wild chaos in the area, hopefully kill off a few of the more annoying bulls. But maybe there is another reason they've proven difficult to remove; maybe lunar magic fails when the light of the moon is blocked by an enormous lump of Truestone? Thoughts?
  13. 1 point
    Are you seriously suggesting that if Ford were asked 'Do you agree with Henry Ford's views on Jews?' they wouldn't fall over themselves to say no? Besides, the analogy is a poor one - many people have never heard of Lovecraft or the Cthulhu mythos. If you're going to introduce people to a body of work, it's advisable to be open and honest about it from the start, not sweep it under the carpet, only for people to find out afterwards and say "Hey, you never said anything about that...". Because the art is not the artist. But there is the possibility that some people will write off the Cthulhu mythos on the basis of HPL's prejudices. It is not only honest to make a statement about where Chaosium stands, it is also commercially sensible. Well, that's a very interesting theory and perhaps you'll write a dissertation about it at some point. I doubt that anyone is going to base a business enterprise on it just yet though. Are you related to HPL somehow? I can't help feeling you're taking this all rather personally. I'm not denying HPL's creative talent (he wasn't a great writer, but he did dream up a fascinating mythology). I like some of Jamiroquai's songs, but that doesn't stop me thinking Jay Kay is a bit of a prat.
  14. 1 point
    I don't know G33. In Dallas where I live (in a suburb) being called privilege is usually meant as an insult and as a way of saying that a person's voice doesn't matter (because they aren't inclusive). I wouldn't be surprised if a lot other people feel that way too. And a large number of political conservatives in the US would say that inclusivity is just a phrase used by liberal elites to elevate some people while ignoring others. I understand your opinion as you are trying to define inclusivity in its truest sense; however I bet the word's most common use is by politicians to describe something that some group of people (maybe deplorables or others) lack. I do know that it wasn't many days ago that a person on this site was called out for being priviledged and being not inclusive. That is a pretty new phenomena on this site and not everyone is going to enjoy seeing that.
  15. 1 point
    Terms like "neuroatypical" / "neurodivergent" / "neurodiverse" / "non-neurotypical" were AFAIK coined by the aspergergers/autism community as a self-descriptors ("normies" obviously become "neurotypical" in this parlance; "normie" being the semi-insulting dismissive term used for many years in deliberate, defensive fashion as they felt insulted and dismissed my most terms commonly used toward them). You may be correct that the usage originated in the USA; I find it in use more than a decade ago, with origination credited to the ANI (Autism Network International) community. Note it's the term chosen by the people themselves, not a "woke" label invented for the feels and to be kinder & gentler. One can also see "NT" for neurotypical and "ND" for neurodiverse/neurodivergent. A moment with Google and I get over 1.6 million hits so... not terribly rare or unusual . There's a film from a few years back (2013) titled "Neurotypical" https://www.imdb.com/title/tt1760416/ . Dunno why you're... angry and dismissive about this language?
  16. 1 point
    Was that before or after he wrote 7th Sea? 😉
  17. 1 point
    Yes, I posted it then took it down because I realised it was too extreme. Maybe you can learn something.
  18. 1 point
  19. 1 point
    Having cities stay the same size while the area around them turns from densely populated farmland to scattered farms is also really weird. There is this quite long, but very indepth and interesting article on how Westeros population density and urbanization makes no sense which might be applicable here. It does cover quite a lot of other topics that aren't applicable to Glorantha (cultural diversity for example), but the rest is interesting, albeit perhaps a tad bombastic. https://medium.com/migration-issues/westeros-is-poorly-designed-3b01cf5cdcaf
  20. 1 point
    Wouldn't you get a blue pigment from a blue pig?
  21. 1 point
    The assumption was that first, you will want to maintain the population density. Once you do that, you will need to increase city sizes to maintain the level of urbanization. If you don't care about population density, then fine. But reducing population density by 60% should reasonably have massive social effects (for one thing, you need to explain why it isn't higher, when agricultural technology remains the same - one acre still produces as much). Demography is destiny!
  22. 1 point
    How so? Population density decreases as the population remains the same. Setttlements will be the same size. You don't need to increase their scale.
  23. 1 point
    Yes, but I keep it simple and only have one level of specialization : there is no "broadsword"/"shortsword"/"longsword" under "1 handed sword". It's in fact very similar to RD100 traits, but with varying bonus values (in RD100 a trait adds +30%) Other solutions exist, such as in GURPS, RoleMaster or HeroQuest, where you can use a similar skill with a malus, but I prefer that "1-level tree".
  24. 1 point
    On the Spirit Rune - the exact relationships of the Runes on a character sheet is a game abstraction, expressed in Gloranthan terms. So Runes in one game don't exactly correspond to their use in another. And in general, HeroQuest works at a higher level of abstraction. A single ability in HeroQuest may be represented as a cluster of related abilities in RuneQuest. A high Rune rating in HeroQuest is not the same as a high Rune Rating in RuneQuest - one difference between the two is a character with a high HeroQuest Rune ability would imply that in RuneQuest he had a high Rune %age, but also Rune Points with god related to that Rune and spirit magic related to that element. And Runes in one do not always correspond to Runes in the other (and of course also when comparing either to 13th Age). And IMO the Spirit rune in HeroQuest correspond mostly to the level of the various skills and spirit magic spells with Spirit in the name in RQG - and after a certain level (around 11 Mastery) it also becomes also about the power of your Fetch, Rune Points wth a shamanic tradition, etc. Its not just this abstraction issue though - literally the philosophic meaning of abiities differs between the games. In HQ, a rune is your ability to solve a problem, RQ has a far more simulationist method.
  25. 1 point
    But now, you have to do things about populations as well, as otherwise population density becomes weird. And that means you have to do something about city sizes unless you want the urbanization level to change dramatically. And so on and so on - it never ends!
  26. 1 point
    I know y'all don't love to ETA a project very far out, so I'm not really expecting an answer when I scream "When is soon, dammit, Janet?!??" But p'raps you'd be willing to tell us which product(s) the particular Jonstown fans might await with particular... antici- ... ... pation... ? (don't make me go to the vault for this one!)
  27. 1 point
    Here is the FAQ about our new Flotsam and Jetsam Organised Play Campaign FAQ Q: What is the "Flotsam and Jetsam," Organized Play Campaign? A: Flotsam and Jetsam is a Call of Cthulhu campaign presented as four separate and loosely linked scenarios. Each scenario offers one or more sessions of play and is essentially, stand-alone. They do not require the same players to take part, although returning players will, of course, enjoy a deeper level of fun by the fact they are engaging with a wider story. Each episode will be released on a monthly basis to Keepers in the Cult of Chaos, Chaosium’s volunteer network of gamemasters. Q: What edition of Call of Cthulhu is the campaign written for? A: Call of Cthulhu 7th edition. Call of Cthulhu is available from direct from Chaosium.com. If you order the physical books, you will receive the PDFs immediately. Call of Cthulhu is also available from DriveThruRPG, and from Friendly Local Games Stores all over. Q: What is the launch date? A: The campaign officially kicks off on Sunday September 15th 2019. You can start running the campaign any time after that, once you’ve had a chance to read it through. We'll be sending out the remaining three parts each following month (October 15th, November 15th, December 15th 2019). Q: If I want to take part, what do I need to do before then? A: Anyone who wishes to be a Keeper (Game Master) in the campaign needs to join the Cult of Chaos, Chaosium’s Organized Play and Game Master program. Joining up is simple and free, just go here. Q: If I’m already member of the Cult of Chaos, do I need to do anything to register? A: If you're in the Cult already, you don't need to do anything further at this stage. All registered members of the Cult of Chaos will be invited to sign up to run the OP Campaign before the commencement date. Q: If I’m going to be a Keeper, how will I receive updates and instructions? A: Each month a new episode of the OP campaign is released, which we’ll send you by email. We’ll also host discussions about the campaign for Keepers and players in the Call of Cthulhu area of BRP Central – The Chaosium Forums. This will be the place to share experiences of running the campaign, pose questions, give feedback, and share fan-created resources. Q: How does the Campaign unfold? A: Flotsam and Jetsam uses the investigator organization called Strange But True! (as detailed in the Investigator Handbook) as the glue holding the campaign together. For those without access to the Investigator Handbook, particulars about the organization are included in Part One. Each scenario in Flotsam and Jetsam is, essentially, standalone, and does not require the same players to take part, although returning players will, of course, enjoy a deeper level of fun by the fact they are engaging with a wider story. As to frequency of play, that's up to you as the Keeper. Ideally, you will run one episode per month (either weekly, fortnightly, or monthly), but obviously some groups may take longer or shorter. Each episode contains what's needed for that month - preparing an episode is basically down to how long it takes you to read it through and make whatever notes you require. Month One provides episode one but also general campaign information of use throughout the campaign, thus you’ll have a lot of key info upfront. Q: What is the minimum age for participants? A: Keepers/GMs in the Cult of Chaos must be eighteen years and over. For players, Flotsam and Jetsam should be fine for most teenagers - if necessary, the Keeper can of course tone things down according to their play group (equally, ramp things up for older and "hardened" gamers). Q: Where can I play this? Is playing at home acceptable, or does it have to be in a game store or at a convention? A: Playing at home is perfectly acceptable! Your friendly local game store is an ideal place to help spread Call of Cthulhu to new players, so also highly recommended! We will even be providing sign-up flyers and posters to help you recruit players. The stand-alone nature of the scenarios means you could even play an individual episode at a convention. Q: Can I play in the campaign online? A: Absolutely! Virtual Tabletops like Fantasy Grounds, Roll20, and Astral are great places to play Call of Cthulhu with people from all over the world. Some groups may even stream their play through TwitchTV. Q: How many people does the campaign accommodate? A: The campaign will work best for groups of 4 to 6 players, plus a Keeper. Q: What does it cost to participate? A: Participation is completely free, for both Keepers and players. Q: Who has written the campaign? A: The original concept for Flotsam and Jetsam was by Mike Mason and Scott Dorward. The writers involved are Brian Courtemanche, Matthew Dawkins, Anthony Lee-Dudley, Glyn White, and Scott Dorward. Editorial work for the project is by Mike Mason, Lynne Hardy, and Scott Dorward. Other people directly involved in the OP program at Chaosium are Todd Gardiner, Dustin Wright, and Michael ‘MOB’ O’Brien. Q: Will there be a book release of Flotsam and Jetsam at some stage? A: Yes, Chaosium will publish the whole campaign as a full color supplement down the line, after the OP campaign has concluded. We’d love to incorporate feedback from the Organised Play run in the book version. Our previous Organised Play campaign, A Time to Harvest (2016) is currently in the art commissioning stage. Q: Err… is organized play possible for a game where characters can easily die or go insane? A: A set of pre-generated investigators is provided with the first scenario, and these may be reused in the follow-up scenarios (if they survive!); however, there is nothing to stop Keepers creating their own set of investigators, or for players to bring their own investigators to the game. Ultimately, the decision is yours as the Keeper of the campaign.
  28. 1 point
    Checking the guide, I see the opposite is true. I do think there is scope for them to take up the duties of their father's caste even if they are not normally expected to do so.
  29. 1 point
    Ah, I didn't notice your name until now. Yes, my group has thoroughly enjoyed (and highly recommend) your adventures! Thank you for your work!
  30. 1 point
    Sure, I'd love to see it, along with more BRP rulebooks for other genres and settings. I suspect what held Superworld back originally was that it didn't have sufficiently evocative and distinctive background and lore, certainly not compared to the Marvel and D.C. superhero RPGs at the time, or even by the standards of Champions and Villains and Vigilantes. If BRP Superworld were to be released—or even a HeroQuest version—it would need more of an overhaul for its canon than its rules.
  31. 1 point
    AFAICT, in the Bestiary, it's all the Elder races that are playable as PCs, with some info on how to go about filling up your character sheet on p.6 or so (it even says you wouldn't get a race-appropriate family background, but that it's coming in future supplements.... ). Everything else in the Bestiary seems to be NPC only (monsters, chaos creatures, and animals). On the subject of the Bestiary (and, in general, the RQG line) being focused on Dragon Pass, I'm also happy with that choice. I'd rather have focused/in-depth books that are useful now (and expanded later with other books focusing on other regions), rather than broad, vague books that cover the entire world but are half-useless because my players won't be travelling all across the world any time soon, if ever.
  32. 1 point
    can we spend the rest of the thread thinking of snarky names for the scenario feel free to riff off the idea that the PCs should, but don't, expect this to be the challenging bit
  33. 1 point
    I think the Rules Realist thing is why I could never get into Dungeons & Dragons lore. Reading about Giants and how their society worked only for some off-handed comment about them being able to throw a rock 300 yards but only once per day or something just instantly dissolves my immersion. It's probably also why I've so far almost exclusively stuck to the literary aspects of Glorantha. (Not that I begrudge anyone these descriptions, things should be made clear for players as it is a game, after all).
  34. 1 point
    Somewhat, yes and yes. Generally many secrets will be right there on the shelf, and so can be found easily as long as you can find it using the index, have access to the library, can read the language it is written in, and so on. Some others will not be where they should be, due to being moved to somewhere not obvious, such as a sages private office, a hidden location, the archives controlled by a particular faction, etc. Some secrets are devotees only, and some are cult secrets (usually only a specific cult secret like the Elasa script, Torvalds Fragments, etc. Definitely some can be bought at a price, sometimes in cash sometimes in kind. Basically, most of the time as a GM you can decide without fear it will be contradicted. Only a few secrets require Illumination to understand, and only some God Learner secrets (if you really care, grab the Middle Sea Empire book from the Stafford Library, and compare Makanism and Malkioneranism, and learn about the real dangers of magical enchanted books). Other secrets only require Illumination if you want it too. Arkati and Lunar Grimoires are both likely to require Illumination to comprehend. Literally all the above are obstacles if you are messing with truly forbidden secrets. But there are plenty of secrets that are more of a grey areas, such as dragon magic. And Argrath is interested in all sorts of forbidden magic, such as EWF secrets. Of course, it is worth remembering that in Lunar occupied areas such as Tarsh, there will be Irripi Ontor sages in the library as well, who are much more likely to be Illuminated.
  35. 1 point
    The Vadeli stand ever ready to sell you important magical things at a slightly questionable price.
  36. 1 point
    You are technically correct, the best kind of correct.
  37. 1 point
    Alchemy? Alchemy requires base substances (although the RQ2/RQG rules only deal with the equivalent of baking mixtures that you buy from your temple or guild). If I had to do it in the real world, I would probably get iron sulfide (pyrite, or ochre subject to fouling mud) and roast it while cooling the exhaust, creating a reflux that would collect the liquid vitriol (aka sulphuric acid) and allow it to leach the roasted ferric ions, or by adding vitriol to freshly sedimented (then dried) ochre, then evaporate any excess liquid and recrystallize once or twice for purity (depending on how the ink turns out with less refined material). Ochre and bog iron are minerals that don't contain any metallic iron (though significantly more ionic ion than blood), and hence are harmless as food for uz or aldryami. I don't think that the Mostali produce their Death-Metal from this stuff - IMO they would use something like magnetite, heat it to red glow and then apply some arcane energies.
  38. 1 point
    Yes, I know this but I think it is all the more interesting. Sovereignity is not residing in the fanciful, most obvious part of the plant, the golden flowers, but in the non-assuming, humble part, the leaves. It is perfetly reminiscent of Ernalda's share of Asrelia's inheritance: "Maran Gor received The Great, Esrola received The Most and Ernalda received The Least". For the colour, you certainly have a point there, but Orlanth entered the Bath of Nelat, after it became king, so after it received Ernalda's love. So maybe the bath of Nelat only made this blessing manifest? Because what would be the bath of Nelat if not some vat where Ernalda would have washed the shaggy woold she sheared from Nelat's sheeps, revealing the clear sky with this shearing (BoHM, p. 21)? Which should be another way of saying giving legitimacy to Orlanth? woad vats would be a nice surrogate/mythical equivalent for the Bath of Nelat. Especially if the blue color of the woad only reveals itself after, with exposure to air (if I remember well how tinctorial process works). Not sure of any of that just wondering.
  39. 1 point
    Woad isn't a product of the flower of Isatis tinctoria but of the leaves. The plant matter was typically not the only element in the recipe either, though the pigment was obviously important. It was normally combined with other herbs, alcohol, honey and semen. In terms of its use, it provided a mild anaesthetic for the skin, as well as a dazzle pattern that was valuable for night raids. It was also quite possible to use woad for tattoos. Rumors that woad was used as an hallucinogen are exaggerated. In terms of Glorantha, blue is a color not of Air (which would be white or grey) but of Water. I would regard woad as being symbolic of Orlanth's descent into the Bath of Nelat. Woad is an expression of Orlanthi indestructibility, and triumph over the Water Tribe, and by extension all other enemies and adversities, as if you can survive the Bath of Nelat, you can survive anything. Remember that woad is the sole privilege of Wind Lords to obtain reusably and serves in place of other protections.
  40. 1 point
    There are two very different ways of looking at a rules system. Let's call them "Rules Realist" and "Incomplete Modelling". Under a rules realist system, many of the artifacts of the game system define - or perhaps merely perfectly describe - how the world works. Under this interpretation, on a Gloranthan battlefield, people fumble and crit wildly, after the battle a large percentage of the combatants need limbs regrown, and people tell themselves "I should cast my Protection spell, at intensity 5". You go to your priest to sacrifice (say) 1/13th of your Power in order to earn Rune Power and learn the Guided Teleportation spell. Under this interpretation, the RuneQuest rules define Glorantha to a significant degree. If you would find yourself in Glorantha, you would be able to look at certain features of the world and be able to tell whether you're in RuneQuest-Glorantha or HeroQuest-Glorantha. (I just read Paulis Longvale's tale in Cults of Terror again, and there, this goes to the extreme, with people basically described as casting spirit magic spells of a certain magnitude). The second interpretation, "Incomplete Modelling" (really a tautology - all modelling is incomplete by definition), would rather say that the Glorantha stays the same, and that different rules system merely represent the world and model play in different ways. Under this interpretation, what the rules say about fumbles, crits and chopped-off limbs isn't a description of how the world actually works, but rather this game's way of creating play. People wouldn't say "Wait a moment, let me cast Protection 5 before we go into battle", but rather "Spirits, ward me from wood and bronze in this battle!". No-one would say "Since I wish to increase my magical Power, I must make sure to attempt Befuddle now and then". A person in the world very likely doesn't call the Guided Teleportation spell "Guided Teleportation", but rather "Mastakos's Great Leap" or something ("Sunset Leap" if teleporting into the west, perhaps?). Now, if you found yourself in Glorantha, you wouldn't be able to tell whether you were in RQ-Glorantha or HQ-Glorantha by identifying artifacts of the game in the world, because the difference isn't in the world, merely in how a particular game chooses to model it. As you can probably tell, I'm leaning strongly towards the Incomplete Modelling interpretation, but we probably can't go all the way there either. In a few cases, you really can tell what game you're in when you find yourself in Glorantha. What runes does Lhankor Mhy have? If it's Truth and Stasis, you're in RuneQuest, if it's Truth and Law, not-RQ (at least not RQ:G under the current rules). 13AiG does certain things to the setting in order to better support its mode of play. And so on.
  41. 1 point
    And if it was 13G, if that character shows up in a Gloranthan game he should have that magic. Sorry, Jeff, but "This is a RuneQuest forum" doesn't make Hofstaring a tree-climber and abseiler, either. I chose my words carefully to indicate a single recipient of this feat. IIRC it was won as a reward for the "Seven Steps West" quest (from King of Sartar). You might not be too fond of the Sartar Rising story line, and to be honest, neither am I, but this shouldn't cut out all the Sartarite detail from it. The character I was talking about appears in the Sartar Rising! campaign for HW/HQ1: Javern Spithorn, originally the spear companion of Orngerin Thundercape, and the characters' lead to become followers of Kallyr, "Orlanth Is Dead" p.10, and more prominently in "Gathering Thunder" p.5, where the player characters get his help in a combat situation. An image of him is on p.49. It is a very special feat, probably gained on a heroquest. I recall a short article or story by Greg why Javern couldn't be resurrected because his feat spared him most of the Path of the Dead. Guided Teleport to a specific Outer World location works as a RQ spell. The Gate of Dusk is on Luathela, not in the Sky World, BTW.
  42. 1 point
    I don't think it is so hard to create an index for the LM great library. It seems clear that Joerg's parents managed to do it...
  43. 1 point
    There's a slight flaw in this - it would presume a teleport from the Gate of Dusk to the Gate of Dawn (like Mastakos/Uleria/Emilla), as Lightfore exists through the western gate as Yelm enters from the east, and vice versa. Otherwise, nice idea. Maybe for the more inclusive-minded sages and philosophers, this is made possible by Elmal and Kargzant alternating in the role of disk bearer? In this way no "teleport" needed? Or, in an "Orlanthi-centric" vision, this could be a nice mythical task for Mastakos: bringing back Elmal in a blink of an eye to the Gates of Dawn. Not so many myths about Mastakos, as far as I know, so could be a nice addition. And Speak and Spoke could be linked to dawn (you wake and speak) and dusk (you spoke and slept).
  44. 1 point
    one of the greatest things is that some of the first Deep Lore pieces I read was Greg Stafford's semi-non-apology for the Many Suns shenanigans at the time I was like, this seems ... dramatic now I'm like, lmao Weird, I thought I had linked this: https://www.glorantha.com/docs/the-birth-of-elmal/ "The Birth of Elmal; or, “Why I screwed up your Glorantha”
  45. 1 point
    Somehow I knew this thread was going to turn into another Many Suns discussion. "Thread: Is rye bread common in Sartar" 15 pages later: "Yeah, but what about the Hill of Gold and Sunspear though? HUH? CHECKMATE ATHEISTS."
  46. 1 point
    Another thought. We know that Elmal carries the torch, Kargzant has the Sun Disk on his back, in the Dawn explanations of the Sun. But what of Lightfore? I would guess that the early explanation is that Elmal or Kargzant carries the Sun across the Sky during the day, hands it over at the gates of Dusk, so that the Sun can enter the Underworld, proceeds across the Sky without the Sun i.e. the light is just Elmal or Kargzant, and then picks up the torch or Sun Disk again at the Gates of Dawn. That would explain why cultists associated Elmal and Kargzant more with Lightfore than the Solar Disk. At night, it's just them, so they ARE Lightfore, but during the day they are bearing the disk, they are not the disk itself. But a lot of Lightfore myths get merged into Yelm, not just Yelmalio. The whole Young God part of Yelm is just Kargzant. (BTW you can see the Young God in the Sky, it may happen in 11L and that is probably Lightfore)
  47. 1 point
    BTW, I don't think most Gloranthans know this. I am sure that some sages have it figured out, but I suspect it is a secret. Most Gloranthans believe the Bright Empire's truth: Yelm is the Sun and always has been. Yelmalio is the part of him that survived the darkness. The steadfast Elmal worshipers of the Sartar and the Holy Country may believe that Elmal carries the sun-torch for Orlanth and that Yelm and Yelmalio are deceits of the "Teller of Lies", Gbaji and his Bright Empire. [Ironically, the Elmali seem to have survived the prosecution of the Bright Empire under the protection of the Kingdom of Night] They are both wrong, in their own way.
  48. 1 point
    So here is what I think Greg was getting at. In the GodTime there are Many Suns. We know many of them: Dayzatar, Lodril, Antirius, Shargash, Kargzant, Reladvius, Buserian, Dayzatar, etc. At times 10 of the Many Suns (a sacred number that of the Celesital Court, of Glorantha, and it holds the secret of Many acting as One, GRoY p.6) enjoyed authority over various cities of Dara Happa. Elmal seems to have been one of the Many Suns who defected to the Vingkotlings, perhaps as 6A has it, Reladivus. Yelm and Lightfore are titles. GRoY ins an in-world document and has been re-edited by Plentonius to hide this. But in the same way the Bible was edited to remove the Caananite gods, but references to El and Baal still creep through, so do references to the fact that these were just titles. Here is p.7 "The Three Brothers Four brothers could have been equal in light of the staff. They were called Dayzatar, Arraz, Yelm, and Lodril." How many brothers is it? 3 or 4? It's 3, Yelm is a title of one of the brothers (Arraz) at this point. But Plentonius did not edit the chapter title. [Greg was clear that GRoY was complete, this is not a typo]. GRoY helpfully tells us what GRoY means: "Yelm. Literally “Shining Overhead,” commonly “Emperor.” Gods Wall I." Once you understand this, GRoY is much clearer. It's a succession of deities who take the title Yelm, and after Orlanth kills Murharzarm, Lightfore (which just means "First among the Suns"). Arraz loses the title of Yelm when the Cosmic Dragon enters the Sky and he does not stop it for example. "It slowly pushed forward toward the City of God, and slowly forced Yelm to withdraw from the polluted world and up into the sky, to keep himself from being quenched by its passions. Innate Justice did this. Yelm rose into the sky. This change brought about a great fear in the gods, for the Pillar was now empty. The roiling, undisciplined waves of Nestentos lapped at the pillar. People cried out because they did not know what to do. At last Murharzarm, the son of Yelm and Dendara, strode forward and stood upon the Footstool." GRoY, p.11 It says 'Yelm' but this is Arraz, Plentonius has been at work. We know the Polaris and Ourania are at times 'Lightfore', in other words, leader of the Sky Gods. BUT AT THE DAWN THERE WERE ONLY TWO LIGHTS ON THE SUNPATH: One in the day, and one in the night. At the Great Compromise we didn't get a world of many suns: just a sun, a night sun, and then a lot of planets etc. And this caused a problem, for folks whose gods effectively 'dissappeared' with the Great Compromise. Their god was not a planet, so it must be associated with that sun disk. But their magic clearly tells them: your god is NOT ** the** Sun or **the** Lightfore, although you get some power from it. So they all explain this as their god "carrying the sun". Elmal's Torch, Kargzant bearing the Sun Disk on his back. When these cultures meet they discover: hey your sun magic works to do this, when ours does not, but ours works to do that. We all seem to have **parts** of the sun. So the Bright Empire tries to figure it out. They had the revelation that their many gods had become one: Kargzant, Elmal, Antirius, Murharzarm - they were all **the** Sun Disk! But the Sun Disk was not just another name for their god, but something new, a compromise of different visions of the ruler of the Sky. And that revelation, a vision of unity, led them to become illuminated and create Nysalor at the Sunstop. The Sunstop is the moment these folks appreciate that their gods are all part of the Sun, who they decide to call Yelm, the Emperor. Of course, not everyone wants to accept this. They could still travel back to the God Time on holy days and be Elmal etc. Lacking illumination, they found it difficult to comprehend. And that was the root of 1st Age Conflict. Later, Nysalor revealed that not **all** of their gods parts had merged to become Yelm, some 'leftover' parts had became Daysenarus who we now call Yelmalio. So in a sense part of your god is Yelm, part of your god is Yelmalio. You could follow either. Arguably, more parts of Elmal are Yelmalio than Yelm, but KoS tells us that many Elmal worshippers converted to Yelm. And their magic worked better! Because they were worshipping the post-Dawn entity, not the echoes of the former entity contained within it. Now, of course, if I go to the hero plane I can quest as Elmal, and still get magic from his rites. But I can do some (not all) of his stories as Yelmalio, and my magic works better. (His other stories may be part of Yelm, or just not part of the conjoined gods). So who is right? Is Elmal Yelmalio? Yes, since the Dawn, no Before. But can a Yelmalio worshipper do Elmal heroquests? Yes some? And some Antirius ones too, and some Kargzant ones. Is Elmal Yelm? Yes, also since the Dawn, no Before. But less of him became Yelm than Yelmalio Echoes of those Nysalorian associations still exist but the cults were shorn of much of that in the Second Age. The cult of Yelm was in 'hiding' in the Second and early Third Age and was revived by the Red Goddess, that is one of the story lines in Fortunate Succession. Yelm's return with the Red Goddess implies to me that Illumination may be part of his cult once again. I would not be surprised to see Illumination being a goal for those Yelmalio priests in their retirement towers, going blind from staring at the sun, though most may no longer know that is what they do.
  49. 1 point
    Mug of Contest A Mug of Contest, also called Thirst Killer, is a wooden mug of about 24 oz (±700ml). The inside is commonly made of oak which is covered by pine on the outside. The mug features carvings of Orlanth’s runes while the handle is often highly decorated with cats, hops, barley and Fertility runes. Bellow the mug are found two tiny Eurmal runes. Cults · Associated: Orlanth, Eurmal · Enemy: None · Friendly: Storm and Earth pantheons. · Hostile: None Knowledge · Common: It’s well known among the orlanthis, even those afar from Sartar, for it is related to a “famous no-deed” of Orlanth. · Few: Only a limited and small number of these items exist. History Once, Orlanth wanted to start a drink contest with his beloved tribe’s members. But no-one wanted to face him on that field for Orlanth is mighty and renowned for his drinking capabilities. Only one hand rose up that time, that of his burden-a-buddy Eurmal. The Trickster knew he couldn’t beat the King at his own contest, so he used his magic to enchant Orlanth’s mug and gave it the capability to automatically refill itself as long as his wearer was conscious. Eventually, Eurmal passed away quite soon and lost the contest. But the King’s mug keeps refilling and Orlanth couldn’t dare not to finish his drink! He ended up well drunk and passed away too. Eurmal thought it would teach the mighty god a lesson, but this one found it marvelous et used it often since then. Procedure The material from which the mug is created does not matter but Orlanth’s runes must be clearly visible. It must then be enchanted by an initiate from Eurmal by spending 1 POW and a drink contest must take place during the ritual. If the ritual of enchantment succeeds, a disorder and illusion runes will appear below the mug. Powers A Mug of Contest must be attuned before using it. For attunement purposes, the Mug is considered to have 15 POW and an Orlanth or Eurmal follower will automatically succeed. Failure do nothing, except losing time. The Mug of Contest to not count in any attunement limit or whatever. Then, the adventurer must spend 1 magic point anytime he wishes the Mug to refill. It is possible to user crystals, allied spirit and matrix to power it. There is a cumulative chance of 10% that the drinker become addicted to it, he will then have to refill and drink it until passed out (should it be from CON test failure or by falling to 0 magic points). Value A Mug of Contest worth at least 300L, considered it is made of wood and quite well crafted. The value can quickly increase with the material, the craftsmanship but also his age and his previous ownership as this is a common object to have for chiefs (clan, tribe, etc.). If a troll ever gets his hands on it and finds out the Mug’s inner powers, he will surely fiercely defend it! A good bargain may me done here.
  50. 1 point
    Porcharngo worshippers are often spoken of as mutated beyond recognition. What if they are all seeking the perfect set of chaos features? Perhaps Porcharngo offers the spell “change chaos feature” - you get to re-roll a feature you don’t like. So for a little more power you have a shot at perfection. Or you could add new chaos features. Like plastic surgery addicts, worshippers would keep going back for “procedures”, yet never be wholly satisfied with the result. And if you run short of power, the temptation is to place one last bet - after all your next chaos feature might be more power.
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