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  1. 4 points
    I will admit that this art reference is off in a number of ways. The pseudo-baroque/neoclassical architecture and creature design, the absence of colors beyond black and white, no purple skin, etc. etc. it's all incorrect for Glorantha in general and Luathelans specifically. I acknowledge all of this. And yet, beyond that, I saw this pic and immediately thought "Yeah this would have made for a great illustration for when Orlanth arrives at the Luathelan court to gain passage to the underworld." Something about the stark, almost ascetic style. The palpable disdain, the towering guards. Maybe I'm just weird. It's cool anyway, so why not share. (Full gallery here: https://www.behance.net/gallery/82549737/ASTRID?tracking_source=curated_galleries )
  2. 4 points
    Sold around 116 copies on DriveThruRPG. Having nothing to compare this with, the fact it is still at the #2 suggests that it is getting steady sales. Wish had been able to create a more striking cover as it doesn't exactly do Glorantha justice.
  3. 4 points
    Every role-playing game and world likes its exceptionalism, and promoting it doesn't always come across well. But, that danger aside, Glorantha is quite possibly unique in that it was developed not only as a sandbox to tell stories, but to understand how and why stories work. As a world of myth, it focuses on stories, the power we invest in them and the power they have over us; how they resonate in our lives; how they provide meaning and structure. And that power will vary from listener to listener, irrespective of what the storyteller intends. So on the one hand, we have a world of mythos. And on the other hand, particularly in the form of a game like RuneQuest, we have the prism of logos. Role-playing games, and geek fandoms in general, tend to be very logos-heavy. We categorise, reduce and determine. There is a fundamental tension there; sometimes fun, sometimes clunky. As the Gloranthan community started to draw together, particularly in online form, we engaged in communal debate and storytelling, and discussing Greg (and others') creation. The logos was strong, as it always is. 'Your Glorantha May Vary' started as a very mild reminder that Glorantha, as a world of mythos, is not about rationalising a world down into single greater and common truths, or worshiping at Greg's unimpeachable altar, but more about exploring the meaning and power we get from it ourselves. And to enjoy that. As we as a fandom still didn't quite get that at times, the saying hardened into 'Your Glorantha Will Vary'. That's all I ever saw it as, I guess. It's certainly how I use it. And, looking at our fandom at times, I'm not convinced the need has disappeared. (I do agree that it should be used with purpose, however; and not littered around like confetti as a weak shibboleth.)
  4. 3 points
    Yeah, it's a sign all right! Going out of business!
  5. 3 points
    "Everything was fine with our system until the power grid was shut off by dickless here." !i!
  6. 3 points
    Part of it is that Westerns and jidaigeki are drawing upon similar thematic elements- they're set in a time and place where legitimate authority is absent or distant and violence is part of everyday life, where a solitary figure or a small group of people can reasonably impose order on the world and be right. And so you see some similarities with knight-errant stories from Medieval Europe and youxia stories from China too. (Or for that matter, detective novels in the noir/hard-boiled bent- it's a fun game to watch Yojimbo/A Fistful of Dollars and then read Dashiell Hammet's Red Harvest shortly thereafter.) Another part of it is that jidaigeki is in its modern form a creation of the film and television industry more than novels and Japan was absolutely wild for American movies during the early part of the 20th century. So pretty much anyone making a jidaigeki movie when the genre was being defined had seen stuff from Bronco Billy up to about Stagecoach. And then after the 1950s the genres feed off each other substantially.
  7. 3 points
    it is a little odd that an Empire that has the theology of the changing Moon would fix the phase permanently. phase locking is the kind of thing you do around borders as a protective wall, not through the entire Empire. it's a little bit solar corruption
  8. 3 points
    I wonder when and how Yara Aranis metastasizes into the science of Glow manipulation and the doctrine of Permanent Full. If only someone were brave enough to turn it off . . . but arguably the empire we have now would not survive the disruption, too much is built on Permanent Full. EDIT: The Glowline was developed by Yara Aranis during and after the long war against Sheng to mark and hold the borders. The effect of the Glowline was to maintain the Lunar Constancy within its effect as if the Glowline was a container. It also increased the magnitude of this constancy to the level known today. (Some Lunars find this constancy within the empire to be a betrayal of the Goddess’ own nature. Secret organizations such as the Cyclical Conservators plot to end the betrayal. Thus far, however, they have had no success.)
  9. 3 points
    This finally motivates me to start looking for the ways lunar influences were consolidated not only through the Seven Mothers project but as the expanding empire recognized its reflection elsewhere. A lot of this would have happened in that heady early wane era when the shape of the world was changing and heroes were busy building what until recently was the third age status quo. Work today is being done in a few directions with the sables, the Twins and other phenomena of "Lunar" Prax . . . it strikes me that it will be even more fruitful to look in Maniria, Fronela and other areas where the imperial tide has yet to flow. The native lunar influences in these places have probably languished forgotten or misunderstood until the magnetic tug of the Hero Wars focuses their force. In the center is the Mountain of the Moon, a mysterious and shrouded land that took over the region where the Cosmic Mountain once stood. If nothing else, there's that cryptic MOLAD chart where the eight one-point "moon demons" [sic] are "planets." Whoever understands that the yelmic sky is broken will probably work with that knowledge in what we consider a "lunar" way. And the moon in that chart is the daughter of dark and water so the invasion of the sky by blue and underworld entities would be part of that story. Two enemies for the old sun, one direct and one more subtle. Ironically enough looking back at "Red Moon in Prax" I suspect one of the things Jannisor Did that is now suppressed or ignored was to help codify the limits of Moon from outside, the points from which someone would consider the red light in the sky and say "that thing is not me, check your children for these signs." Maybe in Imther they have people really looking at the traces his martyrdom left behind. But then despite the Guide I'm not convinced Jannisor died in Glamour. "Red Moon in Prax" leaves it open.
  10. 3 points
    Back to the original post: I agree that most experienced game masters understand that the concept of canon in an RPG is ludicrous. The setting of any game changes upon contact with game masters and players. That said, not all players and GMs who pick up a Glorantha product are necessarily that experienced, so YGWV is a nice affirmation that they don't have to know the 10,000 myths of HUMAKT to play the game. Frankly, I think YGWV doesn't grant a GM permission to monkey with the world, it places a restriction on would be Pharisees who try to use "canon" to control the GM, other players, and the game world itself. This is on the money, IMO, and not just because it's the approach I'm taking on my JC project.
  11. 3 points
    For example here is one way to view it... Form the mind of Jeff Richards and the pens of Kalin Kadiev. Image 1: no tats, image 2: getting tats Image 3: all tatted up... Oh and never mind the tats, google (Of course I prefer Duck, Duck, Go) Prince of Sartar and start reading....] Below, a youth about to undergo an initiateship and has been taken to a holy place by nis “uncles" and undergoes a series of heroquest to become an adult." Image 1: Image 2 Image 3
  12. 3 points
    OK, bumping in late and condensing down a wall of text that I typed into a smaller wall of text :D I find YGM/WV to be somewhat patronising at times and a barrier to bringing new people into the game. Reality is, no RPG has ever needed to give permission for people to vary their content. Let's be frank here. The only reason Glorantha has that stuck over the door is because various people producing content for the properties under various ownership have wanted to stamp their views on things. So over the decades you have at least a few significant content variations, especially in terms of visual style. That's fine. That's how narrative creation, and business, works. I get the very strong feeling that YGM/WV has been pushed up front to mollify people who were introduced to Glorantha at one stage and will find it's 'current' style discordant. And that's a lot of people, and some quite different perspectives across all these decades. So I understand wanting to wave an olive branch at them, because when you're told the Sartarites you spent many years being told looked like THAT and now someone says NO NO THEY LOOK LIKE THIS, yeah, that isn't a fun thing. People invest emotionally and that kind of thing can be quite a kick in the guts. However, there's a lot of handwaviness when people try to push YGM/WV philosophically, given I'm not seeing people actually diverging much outside of already existing content. It's not YOUR GLORANTHA MAY/WILL VARY IN ALL KIND OF DRAMATIC WAYS it really comes across as YOUR GLORANTHA MAY/WILL VARY WITHIN THE VARIOUS CONTENT PRESENTED OVER THE YEARS, at least from the majority of what I have observed. These are not the same thing, very far from it, and I get the feeling at times that the loftier former view is pushed to obfuscate the somewhat harsher reality of the latter. I'd argue that you don't need YGM/WV up front. It's frankly confusing for new people and unnecessary to boot. Feel free to explain that if they purchase older content they may see different things, but again, probably doesn't need explaining to adults. If you do want to make it a genuine philosophical backdrop for any content, then probably do it properly. Discard the unified look and feel of any content and mix it up, without meaningless or confusing contradiction, of course. I see YGM/WV pushed as a selling point at times and I don't think that's especially honest or successful in reality.
  13. 3 points
    It could be interesting to indeed play it like that -- I mean, you could turn into some Harrek-type guy that everybody hates but everybody's afraid of. He rolls up to your nice flowery holy day festival all covered up in blood, carrying Tusk Riders' heads on a stick, and dumping a pile of precious (but stinky and bloody) items in your tribal hall. "Hey y'all... having a party, eh? Mind if I crash it? I brought some stuff for... hey, what's this guy's problem? Why is he looking at me like... HEY YOU, YOU GOT A PROBLEM? HUH? Yeah... that's what I thought... anyway... I've got half a dozen cows outside for you, at least half of them will survive their wounds. Sorry about that. Where's the beer?" But also note that the most important thing is to ensure players have fun -- not ensure the preservation of the holy Gloranthan canon. So if your players are really into murder-hoboing, and they don't want to be penalized for it, then it's fine to tweak a few things here and there to make it work.
  14. 2 points
    While I'm aware that RuneQuest has a long history of fan publications and that many folks around here have been involved in doing so, as a comparatively new member of the tribe I really don't know well who does, and wants to do, what sorts of work. With the recent advent of the Jonstown Compendium, it seemed to me wise to build a list of community members interested in freelancing. In particular, since people involved in the RuneQuest & Glorantha fan communities are more familiar with the setting and content norms than others. So here's what I suggest: if you're interested in being contacted through the forums to collaborate on community content products, add a comment noting what work you'd like to do, and I'll add that information to this topic post for ease of access. For example, writing scenarios, editing, proofreading, B&W art, color art, cartography, graphic design & layout, general critique, playtesting, and so on. Note: no guarantees are made regarding the quality of work or compensation requested by persons listed below. This is a networking resource for content creators, not a marketplace. Jonstown Compendium Community Freelancers: @Crel: Editing, proofreading, manuscript critique. Writing/playtesting if time allows. @lordabdul: Proofreading, layout, B&W art and cartography. @Jerry: Content writing (scenarios, articles, NPCs/monsters, magic items, new mechanics), editing, proofreading, manuscript critique, playtesting, and cartography. @M Helsdon: B&W artwork. @10baseT: Proofreading, playtesting. @davecake: Proofreading, editing, Glorantha fact-checking, playtesting, character & mechanics development, technical assistance for publishing. @soltakss: Content writing, proofreading. @Puckohue: Editing. @Shawn Carpenter: B&W and color illustration. @Shiningbrow: Editing and proofreading. @Diana Probst: B&W and color art. @gochie: Art, editing, and rules revision. @Bill the barbarian: Editing, proofreading, copy-writing, Suspicious Humor. @Dragon: Editing, proofreading, manuscript critique, playtesting, writing (especially mechanics and magic items). @pookie: Reviews.
  15. 2 points
    can a sun god be a zzaburi or a malkioni? seems uh
  16. 2 points
    Thanks for the review, Pookie. It is quite a scary prospect to put one’s material in front of an audience, especially one as well-versed as the Runequest community. As the author of Tales of the Sun County Militia: Sandheart Volume 1 your review will help me in shaping Volume 2, which is on its way. I also wanted to congratulate all the other authors for being brave and showcasing their excellent work. I hope others follow suit. Best wishes Jon
  17. 2 points
    i'm unclear if it's possible, because the game wasn't written coherently by a tight group in short order, but is a long and messy trail like real life mythology. (If you think the common depiction of Zeus and the Olympians is a good representation of ancient Greek religion, I have an ugly surprise for you in that almost zero part of that is accurate.)
  18. 2 points
    YGMV / YGWV Historically (for those who don't know) these derive from "YMMV" (Your Mileage May Vary) -- old internet shorthand meaning your experience / preference / taste / results / etc may be different from mine, and/or from what is written where the YMMV is placed. That derived in turn from the literal "Your Mileage May Vary" notices posted by law in the USA, whenever posting gas-mileage claims on cars: personal driving style, altitude, temperature, terrain, all notoriously made the laboratory-perfect EPA ratings notably inexact. Here amongst Glorantha's Grognardia, though, it has other meanings. Please note: meanings. t can be a simple allowance as above, "I wrote my own thing, which may differ from your thing; my experience may not be your experience." It may acknowledge the altering of "canon," as documented above & elsewhere, or specifically "Gregging" (where Greg Stafford altered his own expression of Glorantha, and thus others' who followed his "official" lead). It allows differing (often competing) visions to peacefully(!?) coexist in the same social sphere (forum, mailing-list, etc). It may be a prescriptive exhortation to not be limited by "canon," nor intimidated by it. Probably other meanings I'm not calling to mind at the moment. Note the preferred "W" over "M" -- your Glorantha WILL vary. It's inevitable: canon is static / play is dynamic; canon is pan-Gloranthan / campaigns are play-specific; etc... I'd be curious to know if even any of the Chaosium staff are willing to allege that they have ever played a 100%-canonical campaign ?
  19. 2 points
    Sorrowful Rausa. IMG the references naturally get paradoxical that far from the inner world anyway and depending on timing even the sunset colors we usually associate with them might have drained back to her eyes. The monochrome is iconographically very interesting depending on whose depiction this is or which account they were drawing from . . . absence of modern caste coloration is metaphysically significant + appropriate, but would be lost on a theyalan observer. This may also be a test or challenge for the supplicant. Always know who you are really talking to out there. They don't lie exactly but can "misunderstand the question."
  20. 2 points
    Heretic! Unclean! Barbarous ignorance is no excuse! Fetch the tinder! Fetch the fuel! Fetch the torches!
  21. 2 points
    Speculation: might Pelaskites be more inclined towards the Moon Rune than others, given its association with the tides? Or if not more common, perhaps just more prestigious?
  22. 2 points
    Star Wars, I guess? Difference is, few people take the internal consistensy of Star Wars as seriously as many Gloranthaphiles seem to do, and the Star Wars galaxy has a lot more "holes" in it where you can fill out the blanks yourself (at least compared to a campaign set in Sartar in the early 1600s). I guess maybe Trek comes close in the obsessive detail department, and I can only assume they have some licensed tabletop RPG or other. Once again the setting scale opening up more wiggle room though.
  23. 2 points
    I've been working on a little project - which may or may not end up in the Jonstown Compendium, namely the Gods of Kralorela in order to make them more crunchy and bronze age gloranthan. The first up is Metsyla, which has been made by repurposing the Yelmalio cult. Some notes: 1 - the rules for enlightenment are basically reconfigured from Cults of Terror. When GaGoG comes out, that will probably change depending on the mechanisms for illumination and mysticism used therein. 2 - the Enlightenment Runespell is a cribbed City Harmony spell from the cult of Pavis. 3 - the magic is generally useless (as per Yelmalio) as this is not a cult for adventurers - think Tripitaka in Monkey. 4 - Martial Arts is a bit after Mesyla's time so he doesn't teach any. The next up is planned to be Shavaya who will be written up as a God of Youxia (an Orlanth analogue so to speak, except that he's fighting to preserve rather than change). https://en.wikipedia.org/wiki/Youxia Enjoy Metsyla.docx
  24. 2 points
    The earth itself. Many RPGs have our own planet as setting. The earth is the most detailed campaign world ever.
  25. 2 points
  26. 2 points
    Jonstown Jottings #3: This Fertile Ground—A review of Michael Paul O'Sullivan’s scenario for RuneQuest: Roleplaying in Glorantha published by Chaosium, Inc. http://rlyehreviews.blogspot.com/2019/12/jonstown-jottings-3-this-fertile-ground.html #reviewsfromrlyeh #rpgreview #rpgreviews #rpg #fantasy #Chaosium #RuneQuest #JonstownCompendium #JonstownJottings
  27. 2 points
    Statistics: Use the Galana Horse Bestiary p147 (I doubt that a flying animal will be able to carry a man on horseback). Hit location: use the Sky Bull page 124. Movement: I think a 12. Dunno if they exist for sure but you never know
  28. 2 points
    6} use the rules and the cults as yer buddies and friends in yer quest to be a murderhobo, (kinda). An issaries merchant requires guards for a caravan to the far and exotic lands of Prax, Tarsh, Balazar. To help the caravan a) navigate new lands b) give early warning about dangers, (fordless rivers, hostile natives and dangerous monsters) c) Provide entertainment for the wealthy travellers with big game hunts—the Caravan master will be hiring hunters ands scouts. To record these new finds , make maps of the new lands and to document his heroics in a scholarly way, he will be looking for sages as well (language skills paid a premium). These books maps and facts can be sold for a heathy profit. As these will be new trips for this merchant he would love to hire a skald to write songs and poems about his heroic and epic travels for the peoples he will encounter as well. Advertising... with jingles... Various travelling puppeteers, illusionist, musicians, gamblers and street vendors as well as beggars will follow along as will other types of camp followers. Caravans are not cheap, so a few wealthy touristy types will be along, to help allay costs. going from post a to b or just going native as it were. Other merchants and there entourage will come along for for the safety in numbers and the caravan master will allow this for the extra troops, and the greater diversity this will bring to market. The murderhobos can be any of these and more, much much more... Cheers
  29. 2 points
    I have never understood it as permission giving, but rather as Greg's understanding that not all of us enjoyed being Gregged. Ditto the latest incarnation of 'canon'. My Glorantha Does Vary in that it retains many items that are no longer canon, but that I treasure from previous visions. I have never needed permission for that👹
  30. 2 points
    Yes, I find the whole YGMV overdone and it is mentioned too often. So it becomes a bit of irritating to read it over and over again in all different contextes. For me as a Glorantha fan and with an RPG background of nearly three decades, this phrase doesn't provide anything new or helpful. I guess, this is a RQ/Glorantha thing from the past or in other words: a grognard wording, which hasn't aged well. It has similarities with the recurring duck jokes on Facebook. You read it, roll your eyes and go to the next paragraph. People use it inflationary and way too often. So it lost its bite.
  31. 2 points
    Or that their birthdate predisposes them towards certain Runes, though perhaps as they grow they reject one or more of these for their opposite... I'd say that the clan's Earth priestess comes to bless the newborn (perhaps along with those who can see those spirits who came to attend the birth - from conversations I had with Greg many years ago, at least for some individuals there are often 3 spirits present at the birth with those destined for greater things being attended by more powerful spirits, or even gods). The priestess likely reads the omens about the child. She will consider the day, week, and season, and likely whether it falls upon the holy day of some god or spirit. If the parents offer an animal to the priestess, she may sacrifice it to read the omens in its entrails. Or she may use other means such as the movement of a snake or the visions in a drug-induced trance or what she notices while meditating. These means may identify the 3-5 Runes the clan expects to be most prominent. The child's personality may be shaped by these, or perhaps it runs contrary to one or more. It'll be during initiation where I think they'll really manifest. Undoubtedly the clan elders and priests will ask many questions of the now-initiated young adult and look for the signs or omens that portend which Runes have become most pronounced.
  32. 2 points
    During initiation, the magic of the ritual causes runes to be tattooed on the newly young adult. Whether that is self-tattooed, or by an elder wise in the ways of magic, or just magically appears is up to the GM and story. And whether the forms of the tattoos are actually truly inspired by the magic or are the choice of the tattooist is also story driven. The pre-initiate and clan/family/social organisation should often have a good idea of their runic inclinations. Some especially strong children manifest magic early, which is often not appreciated by parents and clan. Or maybe the runes are drawn / finalised after the two years of mens' initiation, where the initiate works with a god-talker of the clan's choice then another year with a god-talker of their own choice. If the elders notice unwanted runes, they may drive the young adult out or, in extremis (such as Chaos), even try to kill. From my reading of one partial version of the Harmastsaga, there are clan tattooists, who are magically inspired to tattoo runes, including lineage runes that the tattooist does not necessarily recognise (so Kodig's lineage rune for Harmast, or the Sartar rune for an unknown scion of that house).
  33. 2 points
    As one of the writers for the Whitewall book for RQG, I will note that the material is post-Dragonrise and does connect to the Colymar, but is not connected to the HQG content.
  34. 2 points
    Yes, such a resource for KAP is on our list. The Scriptorium is a good name.
  35. 2 points
    Congratulations to Jonstown Compendium creator Martin Helsden. Not only is his 'Armies and Enemies of Dragon Pass' a Copper Best Seller less than 24 hours after release, it is currently the #2 best-selling product on DriveThruRPG:
  36. 2 points
    Please do not fight over the book, unless you are intending to follow one of the dueling traditions it describes.
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  38. 1 point
    Hello. Is there any official information about how the Sun Dome in Sartar stood politically during the Lunar occupation of Sartar? Were they neutral, did their troops fight abroad or did they even lend a hand to the Lunars? Or were they themselves occupied or cowed into submission („stand aside or else“). Sun-Worshipers and Storm-Worshipers don’t get along too well as it is, but post 1625 those differences could spike. Thanks a lot. P.S.: Sorry that this post was added to the "Group Read". I tried to transfer it to the main Glorantha-forum, alas was unable to.
  39. 1 point
    Well... being out fighting and coming back with loot to share also strengthens the clan. It's not as though people have a problem with Orlanth Adventurous dudes being away from the clan for extended periods - that's expected (possibly mandated) behaviour.
  40. 1 point
    I think one of the key elements of "Kralorela" is (should be) the lack of uniformity-of-practice. It's sprawling and disparate, not monolithic. So I agree -- there SHOULD be some worship/veneration/sacrifice/etc to the Emperor, and/or to other dragons, and/or dragons generally, and/or some Kralorelan emanation of Hykim/Mikyh. Maybe some of each, maybe some "all of the above," and other variations -- with schismatic infighting amongst the various "draconic" factions about Right Worship! And there should be some more traditional "worship the Gods" stuff. And ancestor-worship... but less in the Daka-Fal shamanic mode: I'd like to see it blank-sheet'ed, beginning with the genuine Chinese practice, by someone who knows that practice well and can write appropriately (and with care not to slip into problematic orientalism), and blend it with other historical/anthropological influences (likely Mesoamerican & Polynesian), plus some genuine Gloranthan Weirdness. And some Hsunchen totemic Beast stuff, of course! Hypothetically, some fringe Hsunchen may even embrace the Draconic way via Hykim/Mikyh... Etc etc etc...
  41. 1 point
    The best information is in Wyrms Footnotes #15. The Count remained independent but was friends of Fazzur and his (paid) hoplites helped out in the conquest of Heortland.
  42. 1 point
    Except you'r buying their loyalty to you, not your loyalty to them.
  43. 1 point
    Yes, it was always going to happen, as soon as I saw a line of swords or a page of axes from many moons ago. Glad to see that you listened!
  44. 1 point
    soltakss, you bought the PDF when Swords of Central Genertela was only 10 pages deep. And were trying to sell the rest of us, as well!
  45. 1 point
    Thank you. Typos, yes. I am about to generate v1.01 and send it to MOB. At the time of writing, only the Guide definition was available. I may address this in a future update. This is why RQ should include SAN....
  46. 1 point
    There are several sagas to look into here. Two fast examples: https://en.wikipedia.org/wiki/Gísla_saga https://en.wikipedia.org/wiki/Grettis_saga There is also the core Argrath type "Lunars kicked me out" which you can find on the (help me out on the website guys, work blocks everything) Prince of Sartar web comic. Incomplete, but excellent. Basically a situation can be contrived where the PC's must be exiled to placate tribal norms, end a feud, or avoid Lunar reprisals. All of which possibly due to the PC's doing what the Ring asked of them in the first place. This would force the players to live off of their skills, so things like hunting, craft (wood), tracking, all suddenly become critical to PC survival. A deep understanding of the fatigue, starvation, poison, and other misc. rules is also key -- the GM should know them to start, but the PC's should pick them up by the end the hard way! Expect the PC's to have to discover a whole host of minor shrines, lesser places of worship, and local spirits that they would otherwise just trod past on their way to the Orlanth temple. Tons of juicy RP possibilities here, honestly. I had a PC in a Griffin Island campaign have to do something very much like this. He was forced to spend a winter on his own in the wilds, with nothing but a loincloth, a daggar, and a flint to start with. This was role played out over about six sessions, while everyone else was doing something else (or just training) in the meantime. After nearly freezing and starving to death, the character wound up with an astonishing range of "Tarzan" skills, and upon his return and triumphant re-donning of his metal armor and greatsword, he was almost a totally different character. The player too, was transformed by the experience, and never again role played quite the same way. I definitely recommend this type of adventure, you just have to emphasize all the things that society offers you which are now lost, force the PC's to struggle (and not just be murder bums!). Then they can either join a different society and have to navigate that type of outsider joins the tribe adventure, or you can make them totally suck it up and do a deep survival adventure, with the expectation that the PC's will return hardened and able to re-join society as a stronger force than ever before.
  47. 1 point
    TYVM for the reply, Rick! As others, I will keep my hopes up that "on hold" just means "on hold" and not "cancelled;" I too am eager to see this project! Maybe Mr. Spivey's other commitments are such that he cannot really do the deep immersion that a setting-bible needs, or somesuch reasoning; which is fine and understandable, and I expect he (and others at Chaosium) will be doing other gaming stuff, so it's not like we aren't getting games! Keep on keeping on... with our thanks!
  48. 1 point
    I started a Hyaloring campaign in the Storm Age (sadly we weren’t able to keep playing), and ran a one-shot essentially in the time of the upcoming “Lights Going Out.” So yes, that lens on Glorantha is totally playable. My understanding is that every culture has to change in some way to survive the Great Darkness. I assume your Grey Age game would deal with that in some fashion.
  49. 1 point
    Edit: I've decided to add more of my AWFUL maps to help visualize the many different locations I'm describing. Storm Season (Off-time) At this point in the campaign, I think we had about 4 sessions under our belt. I decided that I wanted to allow the players more control over what their characters did each season, and so I took a break from the usual, "Chieftain tells you to do this for the good of the clan, so do it." Instead I started giving them a quick overview of what the clan folk were doing week by week, dropping rumors, and sharing news about what the other clans and neighbors were up to. My hope was that they would either choose something interesting to look into, or come up with a scheme of their own. At the beginning of the Storm Season, the events were as follows- In spite of their vindication, the Bardori are still angry at the Togarth clan. There are disputes about stolen pasture land, and their chieftain also refuses to return the cattle that were lost the previous season. The Balkoth clans, in particular the Wozer (another one I created) are hitting everyone in the valley with repeated cattle raids. Now that they don't have to herd goats anymore, they are replenishing their herds (although they still have the goats). Fort Enstala, the ruined capitol of the late Enstalos Tribe, is rumored to be haunted by vengeful ghosts and demons. It is also rumored to still have treasure hidden in the Temple of the Seven Mothers, passed over by Blackmane's raiders. Chieftain Angarr has forbidden anyone from raiding until next year. He feels the focus should be on rebuilding steads, repairing defenses, and reestablishing old ties of friendship and trade with other clans. In spite of this, the young weaponthanes are chomping at the bit, and ready to fight their own neighbors. The atmosphere is a bit tense. Erindros agrees with the chieftain that feuding with the Togarth would be a bad thing, and cattle raiding may not be enough to satisfy the hotblooded warriors. He comes up with a plan that will hopefully improve relations with the Togarth, and also let the warriors test their mettle. Storm Season: The Big Raid (or, Everyone Hates the Sambari Tribe) Political Map of Dundealos Valley Erindros' idea was this. He, Egajia and Garkar would go to the Togarth chieftain as emissaries, bearing gifts and offering to smooth over recent disputes. They would then propose a joint raid as one-time allies against a common enemy: the Sambari Tribe to the northwest. The Sambari are famous thrallholders, and many of their clans once paid annual tribute to the Togarth, who would go raiding against them otherwise. Since the Dundealos Tribe was disbanded, they have not had to worry about this of course. Raiding one of their clans, specifically the Rastorlings, would help to reestablish the old tributes. The Bardori have no quarrel with any Sambari clans (except for Garkar of course), but they would benefit by liberating and adopting more thralls. Erindros and Egajia convinced the chieftain and the Inner Ring that this would be a good idea. They then had to visit the Togarth chieftain, Arnsulva One-Eye, and convince her. The party got a cool reception at first, and had to suffer various insults from Arnsulva, a Vingan warrior. Then Garkar, bolstered with magic and fueled by his irrational hatred of the Sambari, convinced the Togarth thanes that the thrallholders needed to be taught a lesson. He also impressed the chieftain, and plans for a joint raiding party were agreed upon. The Togarth would send the chieftain's eldest daughter Orane, a warrior of Humakt, and eighty warriors. The Bardori would send one hundred, led by the PC's and a member of the Inner Ring named Leif Lightspear. Leif was a Sun Thane of Elmal, and originally from the Pol-Joni. Before setting out on the raid, the clan prepared with rituals and prayers to their war gods (mainly Orlanth, Elmal, and Humakt). The chieftain presented the Black Arrow to the clan's warriors, and took part in the masked war dances. The next morning the raiders set out north, and met up with the Togarth contingent on the way. Rastorling lands would take a full day and a half to reach. On the way, the raiders would have to pass through the Ulandring clan's territory. The Ulandrings are a Dundealos clan, and in my version of the setting, are the more cool-headed parent clan of the Togarth. They allowed the party to pass without issue, and even allowed a few of their own warriors to join the raid. The Rastorling clan (I can't remember if I made them up or not) are based in the northern Tantrell Hills around a hill fort, simply called Rastorl's Fort. The raiding party camped for the night at the edge of Ulandring territory, then struck out the next morning. They stayed under the cover of woods as they approached the fort, and Garkar scouted ahead to help everyone avoid the border patrols. The raiders managed to reach the fort itself without being discovered, and were thus able to strike before the full Rastorling militia was prepared. The fort's defenders numbered about 100, including the farmers nearby who took up arms. Before the two sides clashed in battle, challenges were called out. One particularly obnoxious warrior named Orlestan "Mad-Beard" was getting under Garkar's skin, and he met the warrior's challenge. Unfortunately, Orlestan had a Lightning spell prepared, and nearly blew off poor Garkar's sword arm. Garkar decided the duel wasn't going well, and used his Leap spell to get safely back to his allies, and Egajia's healing magic. The battle was then met. The raiders outnumbered the defenders, and again Erindros' leadership skills in battle helped to win the day. The defenders were driven back into the fort. Rastorl's Fort boasted a high stone wall and a stout gate, and the raiders had little hope of breaching it. Erindros realized however that the Rastorlings' most valuable assets, their thralls, were also likely imprisoned in the fort. He went to the front gate, dodging arrows as he went, and attempted to rouse the thralls within to fight back against their captors, and open the gate for their future liberators. Perhaps sensing an opportunity, the thralls within (who now outnumbered the Rastorling defenders) responded, and after a short brawl within, raised the main gate for the raiders. They swarmed into the fort, and the looting began. Further Complications The raid was a success. The Togarth warriors were allowed to take the larger share of silver and loot, while the Bardori rustled the cattle, stole food, and rounded up as many thralls as they could find to offer them freedom. Erindros, Egajia and Garkar were overseeing this process when they noticed something odd. By this time, it was late afternoon, and the sun was sinking low. Yet, from the southwest, a massive shadow was quickly approaching. It looked as if night was falling, but only over a region a few miles across. Suspecting that some foul magic was at play, they ran off to warn Leif and the other raiders. No sooner had they done so, when a cold shadow swept over the Rastorlings' entire tula. The sun became a dim blot in the sky, and general visibility was reduced to only a few meters. Soon after this, the PC's began hearing terrifying howls, grunts and squeals. A band of trollkin wielding spears came loping out of the darkness, and tried to engage the party. Egajia also sensed through Second Sight that other, more powerful creatures were staying hidden and watching in the darkness. They all decided unanimously that they were too spent to fight any kind of troll, and retreated. The trollkin couldn't keep up with them, and they escaped successfully. Unfortunately, the darkness combined with the bewildering noises made it difficult to find their way, and everyone became lost. After a few hours of wandering, the strange darkness dissipated, and gave way to actual night. The PC's found Leif Lightspear and other Bardori warriors under the effects of a Sunbright spell. They learned from him that trolls had swept in to take advantage of the chaos and carry off prisoners and cattle. The giant shadow was apparently a massive elemental, of the kind found in Shadow's Dance. Among the prisoners taken was the Togarth chieftain's daughter, Orane. The party was then faced with a difficult choice. They felt they needed to save Orane, as it was the honorable thing to do, and it could also potentially put the Togarth chieftain in their debt. By this point however, they had spent their rune magic, and other resources as well (augments, MP). Still, they decided to follow the trail of the Uz war party (which was not hard to find at all). Their quickly improvised plan was to ask Leif to use his remaining rune magic to distract the trolls, while they crept in and rescued Orane. The trolls had left to the south, into thick woods. The party borrowed horses, and rode along with Leif and a few others to follow them. The trolls left a trail of mangled brush and discarded bones that was not hard to follow, even in the dark. The rescuers found that the trolls were traveling with several giant rhinoceros beetles, laden with spoils (mostly food), and crude cages to store prisoners. These were mostly Togarth warriors, many wounded and unconscious. There were dozens of trolls present, and twice as many trollkin. Thankfully, Leif's distraction worked as he blinded the trolls with light, and set trees on fire. Most of them gave chase. Garkar and Erindros freed as many Togarth captives as they could, but were not able to heal those who were otherwise too wounded. They found the chieftain's daughter, who was unconscious, and carried her back to the horses. Several trolls noticed the heroes escaping, but Egajia still had plenty of MP left for Sleep spells. They escaped, as did Leif, and the trolls did not bother pursuing. The group had to go the long way around Rastorling land and avoid their patrols again, which they managed to do. They were reunited with the raiding party, and breathed a collective sigh of relief. All in all, the raid could still be counted as a success. The Togarth were furious at having their men taken as food by the trolls, but none of them blamed the Bardori or the PC's. Orane, when she came to, gave them her thanks. The raiding party returned the way they had come. Arnsulva One-Eye praised the PC's heroism at rescuing her eldest daughter, and threw a feast to celebrate the successful raid. While she could not be convinced to set up a permanent alliance between the two clans, she admitted that she was in their debt. Sacred Time 1625 Originally I had planned to make Sacred Time a separate adventure unto itself, but the timing didn't really work out. Instead it was treated as part of the seasonal off-time. I narrated the story of the Lightbringer's Quest, and each PC took part in a ceremony for their respective gods. Egajia was off in Prax for most of the two weeks, celebrating Daka Fal's high holy days. Here is how the Sacred Time sequence from the core rules worked out for everyone- Worship ceremonies - None of the PC's had more than 4 rune points with their gods, and they manage to recover them in previous weeks. Heroquest - No one felt like they were ready for this, and I didn't have to time to invent my own Heroquesting rules (can't wait for the Campaign/GM book to come out!!!) Harvest - For modifiers, the omens of the previous year were Ill-Favored, due to the Dragonrise and general instability in the region. I also considered the attack from the Lunar garrison to count as Light Raiding (-10% modifier). This added up to a -20% for the Harvest roll. The result was Bad. People were hungry, and barely scraping by, but at least it wasn't a famine. Adventurer Income - Despite the poor harvest, Erindros and Egajia succeeded with their rolls. Garkar did not (should have spent more time on the farm I guess). Erindros' player realized that he did not take steps to increase his stockpiled goods, thus his merchant income was meager. For the next year, he decided he would plan a trading expedition. Aging - Everyone is in their early 20's, nothing exciting here. Family Rolls - Nobody felt motivated to get married yet. One of Garkar's uncles was blessed by Orlanth and received a magical spear. Nothing interesting happened in Egajia's family. Erindros was the big winner, fathering a son! We all tried to figure out when and how this would have logically happened. Erindros' player agreed that the big party with the Togarth clan may have resulted in a drunken liaison. This also meant the baby was not born yet, so this would give Erindros time to figure out how to take care of his new family (and if he was going to get married). Omens - I knew something of what was coming for 1626. I decided the omens would definitely be Ill-Favored again. The chieftain was the one to perform the divinations, using a sacrificed rooster of course. He went into a frightening trance, and gave the following prophecy- "The Red Moon waxes bright, Chaos grows strong. A foul wind blows from the East. A great house shall fall, and after comes war and darkness." The spilled blood from the cockerel then moved of its own accord, and formed into the distinctive shape of a woman holding two curved swords. Next time, Sea Season 1626. The next season actually contains multiple adventures, so I will summarize it in 2-3 entries. Thanks for taking the time to read about our campaign!
  50. 1 point
    Through the Guide, you'll generally find demon or demonic applied to something 'evil' or 'hostile' from the perspective of a given pantheon. Also, demons seem to either be descended directly from a god/demigod (e.g. anti-gods such as the sea demon Turvenost; Valind's ice demons) or have some 'demonic' look (e.g. the Arandinni are a type of Andin demon that are humanoid, but larger than men, have more power, and have horns and scaled skin) or have some innate magical power/ability (e.g. Ethilrist's demon steeds, the Crimson Bat).
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