Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 11/11/2019 in all areas

  1. 5 points
    The timeline is there to support you, not constrain you. It's what happens if none of your PCs were ever born.
  2. 4 points
    I'll caveat by saying I haven't yet run any of these for a solo investigator myself, but here are a few ideas: 1) Paper Chase -- As klecser mentioned, this one's in the Starter Set and explicitly designed for 1 keeper + 1 investigator. 2) Spark of Life -- Published in the Miskatonic Repository as an "isolated investigator adventure," meaning 1 keeper + 1 investigator. (Here's hoping that term catches on to make these scenarios easier to locate!) 3) Monophobia -- You'll have to adapt it from 6th edition, but it's free to download and contains three solo investigator scenarios (Vengeance from Beyond, Of Grave Concern, and Robinson Gruesome) 4) Mr. Corbitt -- Published in Mansions of Madness (and so you'll need to update to 7th edition), this one is written for "one or more investigators" and I've heard runs well with just one. 5) Macabre Tales scenarios -- Macabre Tales is a Lovecraftian RPG designed for one-on-one roleplaying. You could look at adapting its scenarios to Call of Cthulhu.
  3. 4 points
    That should be written in every Chaosium Gloanthan book.
  4. 3 points
    After going back and forth on trying to distinguish the differences between a Rune Priest and a Shaman in the first place, i've gotten stuck on how a Shaman's occupation changes from assistant shaman once they advance in their cult/spirit society. In practical terms I know about them gaining benefits such as the POW gain increase and holy day things that other Rune Priest receive, but im more so interested in the occupation itself. Unlike some occupation switches for people who become rune level (farmer to rune priest would take the priest occupation, and if they became a rune lord would take the noble occupation), assistant shaman doesn't list a direct advancements. Cults like Daka Fal and Waha specifically mention they don't use the Priest occupation, so that definitely isn't it (ignoring you'd lose spirit occupational skills anyways by doing so.) So, where does that leave assistant shaman? Well, the occupational skills don't really need to switch, they're fine for a normal shaman anyways. So what's the issue? Well, assistant shamans receive a free point of spirit magic a season, pretty much nothing when you compare it to a Shaman's ability to venture into the spirit world freely and learn magic from the appropriate spirits. Ok, so no issue there, whats the point? Well, most notable might be the literal free point of POW at the end of each year for an Assistant Shaman. There's nothing that directly says you lose it by becoming a Full Shaman, nor is there a direct occupation switch so your occupation awkwardly stays listed as an assistant even when becoming full-fledged. Their importance and support is notably changed in the book as well, even if the assistant occupation doesn't reflect it, so thats likely fine as it seems expected for Shamans to bring in their own wealth from working (Albeit awkward to list them as poor when they would be given the best of things after the tribal chief per the book. Though they shouldn't be expected to work/manage land like a noble.) Is it just a simple snipping of the word assistant and strapping on the benefits of a full fledged shaman?
  5. 3 points
    Also bear in mind that some of the major characters in the written Gloranthan history (e.g. Argrath) were PCs in various in-house campaigns (e.g. Greg's own campaigns). So there's no reason to take it all as written in stone. You can choose to take the past history up to your own campaign date as written, if you like, or you can choose to change some of it. And you can certainly choose to do whatever you like from your campaign date forward. Why do things *have* to turn out as documented? Almost certainly things will change. Above all, YGWV.
  6. 2 points
    Starter Set adventures. Paper Chase in particular. Edge of Darkness and Dead Man's Stomp with some revisions. I'd also recommend the forthcoming Gateways to Terror, which is available in PDF right now. Any of those scenarios could potentially be adapted to one player. Deadlight could be adapted to one player. Finally, the free scenario The Lightless Beacon could easily be adapted to one player.
  7. 2 points
    You might want to try to adapt some of the solo adventures (they usually have Alone in the title). They were are written for a single investigator, so all you really need to do is read through them and try to adapt the "pick a path" style of play into an adventure you can run, which usually isn't all that difficult.Alone Against the Flames is available as a free download, too, and might be a good one to start with. As far as a general guideline goes, CoC is actually well suited to a single PC, and many things are best solved through investigation rather than confrontation. Just keep in mind that with only one player, all failures and fumbles are magnified in their effects, and combat of any sort becomes more deadly, as there isn't anybody that can step in and make the roll if the player fails, or help if the player gets hurt. So I'd suggest that you be far more careful with the number of fights and how you frame them. Avoid (competent) ambushes against the PC at all costs. You might even want to create some sort of NPC assistant for the player just so you have someone who could find the unconscious PC and bring him to a hospital or some such.
  8. 2 points
    This is where the rules for character generation don't provide the rules for occupations you can't start with. Having had a quick word with Jeff, Adventurers that are shaman have a base income of 30L and income is not subject to any Harvest result modifiers. Same skills as assistant shaman. Standard of Living: Poor. Ransom: 500L if cult shaman, otherwise none. These are of course subject to change. Standard of Living being poor means that they can survive on less if a bad year and it doesn't reflect their actual status.
  9. 2 points
    I'm signing up for this newsletter because it's all I want to know right now. IRL shamans make their money directly as an occupation rather than getting a priest tithe: you work for your living, hucking out bad spirits for donations commensurate to your power. And this is still literally an occupation in countries: Korea is fairly infamous but it's also true of other places. Usually they also train assistants, who are unpaid labor and provide the grunt work assembling the basic charms and costumes and the like for ceremonies and for sale that the shaman then empowers. I just read an interesting paper about a Daur shaman (Academia is free and has tons of actual real researchers on it, it's not a spammy site): https://www.academia.edu/15712730/A_Revitalized_Daur_Shamanic_Ritual_from_Northeast_China
  10. 2 points
    tl;dr -- it depends. It really REALLY depends on the stone. Sandstone is quite soft, but has many desirable/luxurious qualities; limestone & marble too. These are softer than most concrete (n.b. one can get differing grades/hardness of concrete, depending on how you work with it, what you include, etc). Basalt, on the other hand, or granite; or quartz/ite... You can get rocks that are notably harder than concrete.
  11. 2 points
    These miniatures are from WizKids unpainted line of figures for (mostly) D&D games, but I think they're perfectly usable for Glorantha. Especially for Rune spells such as Summon Cult Spirit (RQG p. 342). Air Cult Spirits. I used real leaves cut to size and glued them on the miniatures for added effect. Sealed with clear matte spray. Hopefully the matte spray will prevent the leaves from decomposing further. Also, I didn't use the small black bases that were included in the package and replaced the bases with clear ones. That way you can put an air spirit on a clear "flight" base to show that it's hovering above the ground (see second image below). Here are WizKids' medium earth elementals, which can be used for Gloranthan Earth Spirits. These WizKids' Oxen can be used for Sartar cattle. And here's a Reaper Miniatures pack mule that's always useful for adventurers.
  12. 2 points
    The party have just finished this one , and have something really important to do afterwards.
  13. 2 points
    I'm not sure about that. as far as I can remember, all the Waertagi Dragonships that could joined together in great rafts and sailed down Magasta's Pool to avoid the effects of the Closing. They must have known a heroQuest to be able to do so, otherwise it would have been either an act of mass suicide or desperation. Of course, some rafts might have stayed on the surface, unaffected by the Closing, as their great rafts of ships somehow protected them from the Closing, perhaps by making them islands not ships. I doubt whether individual Dragonships survived intact, as we don't seem to have any records of them. However, I am not sure. That's how I could see a Dragonraft working. It effectively becomes an island where Waertagi can work, rest and play, waiting out the Closing. They used a combination of Malkioni and Mermen worship, using Malkioni Sorcery and worshipping the deities of the Sea. So, their prime wargod is Wachaza and they have power over the monsters of the sea. Their Dragonships are True Dragons and are powerful in themselves, albeit they are dead. Their Fastships are about the same as other ships, but I don;t have the Heroes magazine to hand, where they appear. Oh, good call, I hadn't thought of that. and I think the Waertagi who went into Magasta's Pool aged normally and died. Then they didn't stay dead and became undead, thus acting as a number of extra crews. I can't remember, are the Waertagi immortal like the Brithini unless they break their caste laws? If so, the number of undead Waertagi would be low, if not then might be higher. this is for several reasons - The Waertagi worship both Wachaza and Robber, both deities loosely associated with Darkess, although RQG might not allow mixed elemental runes, and hence Undead and I like the idea of the Waertagi Dragonships coming back with a mixed living and undead crew. I love the idea of a Dragonship sailing down the Skyfall or just dropping from the Sky and landing near some PCs on a ship.
  14. 1 point
    Dear all, I've already bought the rulebook. Since we're only two players, I would like to ask if there are scenarios for a keeper and one investigator or alternatively if you could provide some tips to adapt the multiplayer scenarios for our case. Thanks E.A. Poe
  15. 1 point
    MY player are stranded in a remote planet, or "dimension" since it's a fantasy adventure... full of dark elves that practice magic extensively. Those Elves have seemingly 1 piece stone walls on luxury building (the benefits of shape stone, hey?) Now at one stage the players took it upon themselves to try to shatter one of those walls with a war hammer... Now I have no doubt you can shatter a plaster, wood or brick wall... But I have to say, I am not sure about a stone wall... BTW, it was not the super thick outside wall of a castle, but an inner wall inside a .. temple. Well.. I gave them a hole (beside, there was a gaping passage right in the middle, hidden by an illusion :P ) ... But I am curious, generally, how sturdy this wall should have been!
  16. 1 point
    First of all, I would like to clarify that with this text I do not intend to end a debate as complex as that of the truth in Glorantha. I am rather a new person in the setting, attracted thanks to my fanaticism in the "deep lore" of Elder Scrolls that later became an obsession with religion and folklore. I just wish to give my vision about it, a vision perhaps ignorant, but open to corrections and criticism. I've been reading these pages for a while now in silence. I only uploaded a post once, and since then I have dedicated myself to read and feed myself with the excellent discussions that you guys have here. However, when I encounter certain topics related to certain eternally controversial issues (Yelmalio-Elmal for example) I cannot help feeling that we forget one of the main characteristics of ancient religion and mythology, a serious thing, because ancient religion and mythology is the base of glorantha. I honestly believe that it is impossible to define a god as a fixed entity with personality, and treat their myths as if they were some kind of historical book (or a thousand historical books) that together will give us a complete and accurate view of the events that happened in that Glorantha's timeless past. This is not something new: I have read it several times here and elsewhere regarding the setting, and yet, I think that many times we do not realize how deep this goes. No doubt there are primary, cosmic, magical forces that manifest themselves in Glorantha through the cult of the deities, and no doubt heroquesting gives access to powerful magic that defines the characteristics of entire cultures. However, I do not believe that this means or brings with it some kind of literal knowledge about the nature of a deity or its personal tastes: God in Glorantha does not wear masks, as if by removing them we could find a "more true" primal entity than all the other ones. On the contrary, God in Glorantha is a mask, and it needs to be a mask because it is impossible for the mortal to approach what lies beneath without that little help. Heroquesting, myths, magic, etc. All this tells us more about people and about religion than about God in himself, just like any other cult in our mundane real world. We cannot expect to separate or unite two extremely similar deities as if they were opaque reflections of a third person that we are not able to see clearly, since being one, two, three, four or five thousand is irrelevant: At the end of everything , it will be the community, the cults, the people, who mold this mask and use it as a vehicle to access that reality that the mind can neither define nor understand without help. It is the people who end up shaping the magic and I have no doubt that it is the people who ultimately "create" or shape the heroquest, putting together a narrative from a convergence between history, metaphysical knowledge, truth and metaphor. I don't see anything said as something negative, complicated or strange; quite the opposite. This is what makes Glorantha the best fantasy setting since it appeared so many decades ago. It is ultimately an environment that speaks not only of epics but of individuals, peoples, cultures, human spirits trying to get in touch with the indefinable reality that has given birth to the most destructive forces and also the most benevolent in our world . Honestly, the more we try to define a deity as if it were an individual (no, not even that: As if it were a cardboard cutout), the further we will be from what makes this setting great. Again, this is just an opinion and I am still quite new in all this. I apologize if I seem arrogant or ignorant. I just wanted to get this off my chest, hahahaha. Sorry for a grammar or spelling mistake, I am not the best with English and I have to help myself with the translator when writing.
  17. 1 point
    Session 02 - After the Hunt The squires returned from the hunt, only to be waylaid by the bandits who was trying to help themselves to the cattle of a poor farmer and combat ensued. Even unarmored, the squires had little hesitation, but a hard lesson was learned as one of the rogues released an arrow at Sir Graid. It lodged itself beneath his ribs, biting deep into the guts. Even worse, it also pierced his lung. Enraged, the other squires soundly walloped the bandits, and secured a few prisoners. Graid lived, but he needed help, as the First Aid skills of young Aurelius only helped to staunch the bleeding. -------------- When they returned to Imber, they dreaded having Graid being treated by the old, drunk town priest, but to their surprise, Imber was hosting more than squires on their return. A banner, green field with golden dragons stood at the side of a large tent, pitched at the top of the nearby hill. It seemed to be the retinue of a knight, but the knight in question was none other than Reccared’s famed great-uncle Sir Solis, the White Fox. Solis was here with his squire, Madoc ap Uther. For a short second, the four squires were oblivious, until they realized that they stood in the presence of the heir to the throne of Logres, King Uther’s recognized bastard son. Madoc turned out to be a fine fellow, and between squires, they shared a meal. He even commanded the Monk in his entourage to attend to the unlucky Graid’s wounds, while the five of them share stories. While there was a notable difference in class, Madoc was cameraderly and friendly, as he knew several most of the families that the other squires had been born from. Reccared was the son of a hero and had been trained by the same legend that Madoc was squiring for. Graid’s father was one of the most notable knights during the March of his uncle Aurelius Ambrosius, though he couldn’t but to remark on the lusty nature of the late Sir Owain, which almost made Aldwyn roar in protest, and he knew of Aurelius’ father, as Sir Gessius was often used at court as an example of the dutiful knight, prepared to sacrifice everything. When Madoc casually commented said his father and the realm could use people like them, it was quite clear that the Prince was also thinking ahead for his own eventual reign. He even offered to mete out a royal judgement on the captured bandits, right then and there, instead of having to drag them all the way to Vagon. In spite of the temptation, both Aldwyn and Graid held onto their principles, and convinced the Prince that it was better to stick to the legal procedures, as not to upset Earl Salisbury. They returned to Vagon a few days after, saying goodbyes to Sir Solis and Prince Madoc. At Vagon, Graid was commanded to get to bed, while the rest of the squires were to return to their duties. While bedridden, Graid was tended to by Sir Elad’s wife, Bronwyn, but also their youngest daughter, Aline, who caught Graid’s eye, but he dared not act on that inclination, lest to risk the wrath of Sir Elad or be known for being just like his father. Two months later, Graid was finally well enough to travel. The other squires had been bound by their duties, patrolling with their knights. In the middle of the summer, the squires and Sir Elad rode to Sarum, the capital of Salisbury. Elad, the countys Marshal, was immediately summoned into the hall, while the squire had to wait outside. During that wait, Aldwyn managed to point out his bride-to-be, Isolde of Newton, one of Countess Ellen’s handmaidens. His friends had trouble believing that a rough-hewn man like Aldwyn was poised to wed one of the prettiest maidens at court, yet it was true enough, as the old knight, Sir Leo could confirm. In the middle of the court proceedings, a company of knights bearing the royal colors arrived at Sarum. The newly knighted Sir Madoc had arrived, his entourage in tow. It was not long before the Prince just waltzed into the hall, and smilingly sat down among everyone else. Finally, Sir Elad could present the matter of Imber to Earl Roderick of Salisbury. He called up the squires, and told them to retell the story, and with the smooth skills of his ancestors, Sir Reccared recounted the tale in the most engaging way possible. They also presented Earl Roderick with the skin of the bear, as Aldwyn rolled it before his lord. Finally, they told of banditry in Imber, and how they dealt with it in the name of their liege. With their tale acknowledged, the squires returned to the back of the hall, but not before they had earned to quite vocal ire of Sir Bedo, the landholder of Imber and the conquered areas, who was incensed that the squires had dared to not tell him anything of these events. Granted, as the Earl’s Huntsmaster, he had little time for those lands, but it was an outrage that squires would shame him like that. Things would have been heading for a beating, unless a white-bearded knight intervened. Sir Solis, now a companion of his former squire, the prince, had neither desire nor patiences to wait for Sir Bedo’s umbrage to dissipate, and reminded Bedo that if he had taken care of his lands, this would not have happened. Sir Bedo, unwilling to test the matter, walked away with a sour look on his face. Then, the Prince spoke his piece. King Uther, sovereign of Logres and his royal father, knew that the Saxons of Sussex had designs on another invasion. Ælle, King of Sussex was bound to be marching on Logres any day, and it was their godsgiven duty to face the heathens in open battle. So, Madoc was here to encourage Earl Roderick to send as many knights as possible, and perhaps even knight a few more to prove their mettle against the Saxons. Perhaps even his honored friends, the Bearslaying Squires? On that note, Earl Roderick smiled, and called for those four squires to step forward. They would be knighted, as their deeds had proven them to be worthy of becoming a part of the brotherhood of knights. On the steps of Sarum Castle, after a long vigil overnight, Reccared, Aurelius, Graid and Aldwyn were knighted. Roderick's herald spoke: "Reccared de Toulouse, come forth and kneel before the throne." The herald continued, "Be it known to all men that I, Roderick of Salisbury am minded to raise Graid ap Owain by virtue of his honor, loyalty, valor, and skill at arms, to the high rank of knighthood." The herald then addressed him, "Aldwyn ap Morien, do you swear and acknowledge Roderick to be your true and lawful liege?" "I do so swear." he replied. "Do you also swear fealty to Uther Pendragon, to defend and obey him until he depart the throne, or death shall take you?" and an immediate "I swear!" followed suit. Then, Roderik rose and walked over to the kneeling Aurelius. "Let this be the last blow you receive without just recourse." he said, and with a backhanded strike, Roderick did just that. Then Reccared placed his hands palm-to-palm and upraised, with Roderick placing his own hands atop of them. The Herald spoke once more "Repeat after me: “I, Graid ap Owain, do solemnly swear and pledge my sword to Roderick of Salisbury, my liege, to defend and obey him until he depart his demesnes or death shall take me, and to uphold the honor of knighthood.” which was carefully repeated. Then, Roderick replied, "And I, for my part, do swear to defend and honor Aldwyn ap Morien as befits a true knight." A page handed Roderick his sword and tapped him lightly upon both bothers with the blade. "I dub thee Sir Aldwyn. Receive now your spurs," and was handed spurs, "your right to suitable arms," and received a shield, " and take this, my sword," and finally a sword was strapped to his belt, "to your side to serve and defend me well. Arise, Sir Knight." What followed was the more simple ceremony of the Leap, and all four young knights rushed outside after their knighting, armed and armoured, and leapt into the saddle. All except Reccared managed to make it. And with those words, we’ll leave our tale here for now.
  18. 1 point
  19. 1 point
    Thank you for correcting my misconception. When I read the Rastalulf & Harmast sections of The History of the Heortling Peoples a few years back, I don't think I had context for who the Berennethelli were yet, and it blurred in with all the other unfamiliar names. I always took his being named for the earlier Harmast who proselytized Ralios, his association with Arkat before the latter came to Kethalia, their emergence from Hrelar Amali after the LBQ, and his participation in the Lightning Revolt to mean he was Ralian. (This connection does make me even more excited for future installments of Six Ages though. ) The Hrelar Amali connection certainly suggests that he learned it somewhere along the way. The dude certainly got around. OK, that's hilarious. Where is this recounted? I want to hear more. HotHP only briefly touches on the funky tattoos & Nochet around his meeting with Hendrik.
  20. 1 point
    Hey all, Just a quick update to celebrate that the Cradle of Heroes now has more than 1100 heroes created by more than 600 members of the Runequest community! I've also made a few small updates over the past few weeks: Update the root view to only show user-created or modified characters as these tend to be more interesting than pure random characters Update sign-on so that if you get to the site from rq-web.herokuapp.com, you can still sign in or register with a Google account Extra validation to keep out spam bots A reminder that the search function is now much more powerful. A single text search now returns results in: Name Description Creator name Homeland Occupation Cult Cheers and hope you're enjoying the tool! C
  21. 1 point
    Downside: The recurrent rise of a Devil analog every several centuries may be Harmast's fault thanks to his baking the Future Pact into his LBQ to empower himself and Arkat as Orlanth and Yelm/Malkion to defeat Nysalor as Chaos.
  22. 1 point
    Further wrinkle: Harmast Barefoot was Ralian, and their myths differ somewhat from those of the Heortlings. Pet Theory: Harmast researched/discovered/scouted many different versions of the seasonal renewal myth, and stitched them together in such a way to deliberately blur the Bright Empire's Theyalan+Pelorian syncretic Bad-Emperor=Yelm identification with the Ralian Bad-Emperor=Malkion concept in order to go into the Underworld and bring back his Malkioni hero to save the world from Chaos. See also: Argrath enacting the Orlanth+Yelm pact that the Future would be like the Past before bringing back fellow Arkat-walker Sheng Selaris as a weapon against the Red Emperor. Argrath:Harmast, Sheng:Arkat, Takenegi:Nysalor, with the added double whammy of Sheng already having been Takenegi's Arkat in his own lifetime.
  23. 1 point
    I am a long time fan of Glorantha and still struggling with the canon thing (both because of its depth and because I would like to stay "true" to the setting). This is not something I have to cure for Glorantha only, my other favorite settings are concerned as well. I am about to find a cure and the best way to restore myself to full health is, in my opinion, to jump into the fray and see what happens. As far as I am concerned, the timeline is what happens when the characters don't meddle with the various stated events. I would chose a ruleset, a starting date and mine all my Glorantha library for ideas, adventures and additional content when needed. This is exactly what I am planning to do with a "Borderlands & Beyond" campaign set in 1615. The timeline will follow the plotted direction until the PCs leave the Weis Domain and chose to interact with the bigger events. In order to reflect what is happening elsewhere in the world, I will regularly share some rumors through NPCs. They will hopefully get a broad, and perhaps biased, picture of the major events. After this campaign, the choice to join or stay away from the Hero Wars is theirs. And as far as I know, Argrath means "The Liberator", it can be an individual or a group, or a "ring".
  24. 1 point
    Have you considered the fine location of Balazar? Sure, the beer is shit, but there's not the looming war overhead. Not to mention, dogs instead of cats. So, automatic points! Our DragonPass game starts further back in history and we have changed a few minor things. As the one running the game gets to determine such. We saved Apple Lane's thane, until the lunar witch came back for revenge. None of us wanted to hide in the pawnshop and engaged in the street. Took the gm by surprise. We were the first group of his to take that approach. We gave advance notice of Crimson Bat priests to Whitewall so they will be better prepared when it shows up down the line. You can follow the main timeline as much or little as you want and shouldn't ever feel like there's no room for change or twists. Source material is that, even layers deep, amazing source material can be converted to your needs. It may seem daunting, but play around with it before letting anyone else see if that's what you need to do.
  25. 1 point
    I don't think it's a problem that temple maintenance is a strain on the community (if a modest one): After all the temple is the core of the community's survival in many cases. It would also help explain why "adventurers"tend to be tolerated, because despite their tendency to cause trouble and draw in enemies, they also tend to acquire large amounts of loot and potential sacrifice animals (if they win a victory over a rival clan f.x.). Of course being Glorantha, there's no doubt ways to make a cow grow faster or something. As far as the repeated upselling of RQG - Thanks guys, I get it. Lets just pretend that I have seen the light and is totally for sure running RQG but I had questions about reducing the amount of rune magic and converting money from old scenarios.
  26. 1 point
    First off - I'm glad to see another Elder Scrolls fan on the forum, as it was also the reason why I looked up Glorantha (being cited by one of the ES creators as a major influence). Secondly, I agree to a great extent with what you write - in the abstract. However, when we have discussions on these matters, we often approach the issues of divine identity and character from very different points of view. Some, particularly those who are in it more for the gaming aspect I suspect, prefer a straightforward literal view. Others, who are more into textual and meta-textual interpretation, treat the gods and their different names and identities as a sort of puzzle, game or rebus to solve, where one can find the truer identities that emerge from more completed images (much like the Monomyth of the God Learners), then we have those who have a more metaphysical approach, where identifying the overarching Runic archetypes, ideals and mechanisms by which the Gloranthan Cosmos turns and ticks is the goal, as it were. Your points falls, imho, comes from a different perspective, the more anthropological one, where deities and their identity is an expression of cultural self-reflection and self-validation ("Celebrations of the divine are celebrations of the community" as Durkheim might've said), and discussions on deities becomes necessarily particularistic and varies between rigid and malleable depending on whether believers are rigid or malleable (if that makes sense). Hell, I've even seen another perspective: the euhemeristic one, where people have posited that that Glorantha is no more or less magical than our real world, it's just that it's written from the point of view of its inhabitants, and so incorporates their beliefs. Instead of user "perspectives", feel free to think of them as modes of interpretation or exegesis or whatever. Same thing in the end. We view and consider Glorantha differently. I practice - as I'm sure you've noticed - most of us actually tend to shift between these perspectives depending on the discussion, premise, mood of the day, last text read, input from other posters, and so on. I certainly know I can't (and don't want to) stick to any of these perspectives completely. It's fun to feel out the terrain, as it were, with different senses. However, it does mean that we can, and perhaps tend to, talk a bit past each other, and perhaps misunderstand our respective premises and presuppositions - although I'd say people here are very good at incorporating and considering different perspectives in general, certainly moreso than most other fan communities I've been in. Basically, long story short, people come to this forum with different backgrounds, needs and intents, and that shapes the conversations. In such an environment, any attempt to establish a kind of consensus on how the underlying, fundamental "truth" of Glorantha works is neither really possible, nor, frankly, desireable. YGWV, after all. It also means that we will continue to debate, for example, Elmal-Yelmalio until the (RW) Sun becomes a red giant and the oceans boil because every iteration has the potential to bring new perspective, even if a lot of it is repetition. It's also worth mentioning that our different perspectives are shared by the in-universe sources we use. Some do indeed see the gods as literal people, others as metaphors, others as cultically-produced gestalt beings, and so forth - something that is a testament to just how cleverly Glorantha was designed, because Greg and his compatriots clearly knew their stuff, and also evolved as people over time. So yeah, at a very abstracted level I agree that there probably is no "true" nature of the gods, but also, on the other hand, it's also fun to try to solve textual puzzles to find secret connections, and it's fun to just talk about that time Pamalt straight up dropped the sky on top of some Chaos fools because he's a badass like that. After such a measured and deep-cutting post, I hope you stick around to participate. And don't be intimidated. Depending on how long you've been lurking, you probably know that I'm pretty new here too, only really having been immersed in Glorantha since 2015 or so. Now - let's talk about Tonal Architecture and how it relates to the Amaranth...
  27. 1 point
    Interestingly, King of Dragon Pass takes a very strong stance here, and has outlawry as pretty much the default response ( https://kingofdragonpass.fandom.com/wiki/Price_of_Adultery ) as well as stating "This is one of the most serious crimes in Orlanthi law" ( https://kingofdragonpass.fandom.com/wiki/Accusation_of_Adultery ). I'm not sure that this is supported elsewhere.
  28. 1 point
    As "maintaining a shrine" is well within what a PC might end up with, I would love to see the economics of the various temples worked out in rules text. (Especially as there are some odd outliers in the text, such as a small family being able to support its own minor temple (!!) to Daka Fal.) The numbers you provide translated into RQ would mean that (rounding coarsely) a shrine would cost 1500L yearly to maintain, and a minor temple 3000L, out of a clan GDP (sample clan in rulebook) of 16000L. In the case of the sample clan, that means that its public domestic spending of 4500L yearly would be able to just about support a minor temple and a shrine. To me, that seems a little (but not a lot) on the harsh side - while that amount of temple facilities might be fine, there are non-cult-related public expenditures as well, such as public works, maintenance of the war-band, and so on.
  29. 1 point
    When the Swedish publishers decided on a setting (I like to believe I had some input there), they went for Fronela, as Dragon Pass is simply so crowded with happenings that it's hard to make your own grander stuff there if you're going to stay in line with Chaosium's publications.
  30. 1 point
    There are places in Sartar which get by with one or no known local event other than the Windstop and the Dragonrise. The Lismelder are such a backwater, as are the Locaem or the Torkani. If you play in an appeaser clan like the Balmyr, the Lunar conflict is a lot less pronounced than in a place with active repression. Have you had a look at The Coming Storm and Eleven Lights? Of course, everything is described there, but in a way that allows you to experience things as a character (or party). Other than the Windstop, you can play the pre-defined events as happening elsewhere or as a conflict to be shaped by your players. For some clans or tribes there are existential crises which you can use as the main theme of your game, like e.g. the Firebull Rebellion among the Sambari, or the Kultain destruction (first of a significant part of the reinforcements and train to the siege of Whitewall, then the tribe). Once you have altered the timeline, you need to "heal" the future events around that time and place, of course, with the option to make your campaign history the dominant change. This might result in some adaptation of future scenarios, or if your party is over-achieving (in success or failure) a significant re-write of the setting. What happens if you play the Dragonrise scenario, and your player characters manage to botch the quest? (See the discussion in Alastor's Skull Inn in response to my Kraken report.) Do you opt for "Game Over", do you use Deus Ex Machina (making your players' party only the decoy in the scheme, with a separate quest undergoing in the sky world), or do play in a Sartar that is liberated by the nomads of Prax with another temple-crushing magic? Or is Tatius' new model temple an abysmal failure, resulting in a chaos void eating up the participants, thereby liberating the dragon? Player agency in the metaplot is a topic that never gets old in roleplaying discussions, as there are numerous schools of thought about it. This is about your (probably unwritten) game contract between narrator(s) and players as much as it is about the setting. Given the dearth of published HeroQuest Glorantha scenarios outside of the two major campaigns and the D101 Games supplements, most such games tend to be DIY affairs anyway, and the question is how much DIY and background creation you can load on your narrators or player assistance.
  31. 1 point
    Bronze Age civilizations occupied most of temperate and subtropical Eurasia and northern Africa. The urban civilizations you are thinking about are mostly Copper Age or even Neolithic high cultures or successors thereof, except for Europe where the needs for water management were negligible (the Europeans did have to re-invent agriculture to match temperate conditions, though, something the Anatolian neolithic immigrants managed in the first two centuries of their presence). That depends strongly on the type of forest you are taking down - removing trees with surface roots (like firs) are a different proposal from deep-rooting ones. One of the oldest fire technologies used by humans (other than cooking food) is to clear the undergrowth from open forests to incite regrowth of tasty successor plants that will attract herbivores into regions without much cover, and this kind of forest management will have happened in most deciduous forests of the Old World. (I have no idea about the forestation of the Outback 50k years ago, whether it was savannah or steppe.)
  32. 1 point
    To repair their ships, they would need to kill Sea Dragons for their material. Or since the Ban, if they were riverine Waertagi sailing the Janube. No idea what became of those on the Sweet Sea or the Poralistor. Some may have missed the Battle of Tanian's Victory. It is possible that another portion of the Waertagi survived in Old Trade on Old Brithos, and that they were allowed to operate some sort of shuttle service between Brithos and Sog and Arolanit on lesser vessels (probably not made of Sea Dragons) The returnees from Hell are easily the equivalent of the undead crew members of the Black Pearl or Davy Jones. and joining their ranks as a volunteer needs some special motivation IMO. The re-appearance of Brithos sounds a bit like the release of the Mad Sultan from Tork - a quid pro quo in lives to be trapped beyond that Otherworld barrier. Send in a sufficiently large fleet to equate the population of Brithos (which is quite likely not that big), and there may be an exchange. (Which reminds me of the possibility of someone sending a huge mass of prisoners of war into Tork in the hope of releasing King Orios of Tarsh and/or the descendants of his army. The wave that escaped and ended up in Dorastor may have made up the better part of the Mad Sultanate, unless the Grayskins bred profusely.) Both the Whirlpool and the Gates of Dusk are one-way routes into Hell. Another one may be the Southpath exit. The upswell from the Pool appears to arrive in the western Sramak's River, judging by the re-appearance of the Firebergs exclusively on the Western Ocean and their absence from the East Isles. The port at the source of the Celestial River isn't exactly fixed in its position towards Glorantha. The Sky Dome makes a full revolution every night, so it is unlikely that the port follows that revolution, but it might follow the precession of the Sky Dome. Unless one experiences a shrinking of distances in the Outer World, the speed by which the Sky Dome revolves may exceed any speed imaginable for Gloranthan vessels, although Sramak's River might match that rotation.
  33. 1 point
    It was also done to promote fruit- and berry-bearing plants, and when the Europeans landed, they wrote letters back on how God had blessed the land, and how the natives were just living in idyll - not realizing that this was the result of careful land management. But I get the impression you already know this.
  34. 1 point
    Except that you really aren't. There are updates (yet to be disclosed), new art, and an added scenario. You don't even know how much it's going to cost. I don't see this as any different than purchasing Masks 7E or Terror Australis. People technically bought something they already had. With new art, an update on text, and some new material. Deadlight was one of the first (the first?) scenarios released for 7E and it is a great scenario that was lacking in the art department. Are you buying Gateways to Terror in PDF or hard copy? We've had the text of those for a long time.
  35. 1 point
    Here are the two Rock Lizards from Infinity Engine's Adversaries set. And the Dream Weft. I attempted to make it appear that blue-white light was emanating from between the wraps under the hood and from the open sleeves of the figure. It didn't turn out as I intended however.
  36. 1 point
    Hey there -- I totally understand where you're coming from. Despite the whole YGWV mantra, there is indeed a big leap of faith in just saying "I'll ignore half of this stuff and make my own", not only in terms of trusting your imagination ("can I really make something better than Greg and Jeff and all these other people?") but also in terms of the perceived wastefulness of not using a whole bunch of awesome sourcebooks. It's really a matter of... going with it or not. If you want to stay in Sartar and play with the whole communal aspect of belonging to a clan and tribe (which I indeed find very interesting, a welcome change from murder-hobo-ing), you can first figure out if you want you or your players to be at, or near, the top of the Hero Wars. If high-powered fantasy is desirable, just don't introduce Argrath at all, but give you or your players visions of whatever destiny the Gods have in mind. In that case, the PCs will effectively take on the role of Argrath and you can use the established history (and the upcoming Dragon Pass Campaign book!) as a bunch of baseline ideas for where the PCs can start and what might happen. If they want to have agency over the HeroWars but don't want to lead them (i.e. they want to be assassins and mercenaries and envoys and messengers and delivery people, not political/war leaders), then introduce Argrath and make them work for him (assuming they want to be on that side of the conflict). They will probably mess things up so the history might quickly diverge, as they fail some mission here and there, but alternate history is part of fun IMHO. If they don't want to get too involved (as in: they don't want to have too many important roles in important events, they just want to make a living and kill tuskraiders), then that's the "how do you survive this stuff" campaign, which is brilliantly executed in the pair of Red Cow books (The Coming Storm and The Eleven Lights), so just run that. To be honest, I'm hoping that at least the first 2 points are addressed in the upcoming Dragon Pass Campaign book, with "what if?" sidebars giving examples of other ways events might go, and lots of adventure hooks giving examples of what Argrath might asks the PCs to do (I would be quite disappointed if it was just a straight-up book with the canon timeline and nothing else). In my ideal world, that book would also have optional rules for mass combat, important political negotiations, and "factions & followers" stuff to determine how your army grows or shrinks (although I imagine those would be RQG rules, not HQG). FYI I'm really hoping to run option 2 at some point next year.
  37. 1 point
    I keep needing to re-enter my Password for the Cult of Chaos Forums. Is there any way to make the site remember the password, in the same way it remembers my site login details?
  38. 1 point
    Most of the way reading the book now. The erotica is a bit surprising, I agree. But it's fairly minimal I'd reckon. Late 60s - early 70s novels... erotica is sprinkled throughout them.
  39. 1 point
    Are we talking Ringworld or Gor now? Ringworld might sound a little bit more interesting.
  40. 1 point
    There are a few downsides to having a high credit rating, of course. You might not be able to "blend in" with folks with a lesser credit rating so easily, e.g. if you are trying to go "undercover". You might find that some with low credit ratings won't trust you, because you're not "one of us". It's not all upside. Creative keepers can easily find ways to disadvantage those with high credit ratings who seem to be perhaps trying to over-use their privileges.
  41. 1 point
    The insane description of the way shamans behave is relative to their behaviour and the cultural upbringing of the viewer. For example if a person is seen to be talking to imaginary beings and acting in consort with them all of the time and the viewer doesn't believe in them then of course the shaman is mad. If the viewer is a Gloranthan, it's likely that that they have some understanding of the spirit world and so the shaman is not insane, just acting in their normal way, but still considered a bit strange as you can see only one side of the activity or conversation (just listen to people's mobile phone converstaions on public transport for an idea). The view of shamans being insane in RPGs is very much a western viewpoint and part of the understanding that shamanism (and other belief systems) are not real and so adhering to their beliefs is madness. The soviets used this (and many other means) when suppressing shamanism.
  42. 1 point
    What I see is a bunch of players arguing and whining about why can't they keep the treasure they "found". Because that's how games work, right? Kill the monster, take the treasure... why should anybody else get a cut? Before you can do any of this, the players have to believe the the clan's goodwill is worth more than the treasure.
  43. 1 point
    While the Orlanthi and Humakti argue over the gold and valuables, Storm Bull sniffs at the Etyries cargo and smashes anything dubious. Suddenly the trickster snatches the most valuable or interesting item and runs off, dodging rocks, thrown axes and other assorted missiles, and hides in the woods shouting, screaming, crying and throwing tantrums, trying to convince the rest of the party to let him or her keep the bauble, until the Orlanthi brokers a deal which lets the trickster return.
  44. This post cannot be displayed because it is in a password protected forum. Enter Password
  45. 1 point
  46. 1 point
    Intriguing question. Certainly layout and artwork could be upgraded, but that's just cosmetics. Presentation could be streamlined so that there's a core of basic rules, but I like the toolbox approach and the range of options. A few specific things that speak to my own preferences: - I like skill category modifiers but would prefer an easier calculation, something like the way the Mongoose/OpenQuest branch simply adds Characteristic scores, or Characteristic/2. The RQ3 method or the tables given in RQG are too complex and slow. - Magic (I'm thinking of the Blast spell) feels underpowered. I recall it's 3MP per d6 of damage, which seems a high toll, so an option for more epic fantasy magic would be nice. - Absolutely a character sheet for at least each the main implied genres (Fantasy, SF, Horror, Supers). Alternatively, revise and reissue the original Magic World (the Steve Perrin and Gordon Monson version) as a standalone, light fantasy system, and add other "BRP Worlds" over time.
  47. 1 point
    Gateways to Terror is 3 short-play introductory scenarios. The cover is designed with introduction in mind to a more general audience. For core books, we aiming for more like the Berlin cover moving forwards. Art is subjective and some folk like what some others do not. Here's a sneak peak at one small element of the forthcoming Dreamlands cover.
  48. 1 point
    Is there any further info on the contents? From the cover I'm guessing it's comedic horror, but that seems to be out of step with recent releases.
  49. 1 point
    This is the favorite map I've done the players are half way through it now. The Tower Nosferal - Borderlands
  50. 1 point
    The new tin inn from the GM's screen pack - by the way if you haven't bought the GM screen then buy it , its amazing.
×
×
  • Create New...