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Showing content with the highest reputation on 01/15/2020 in all areas

  1. 4 points
    I ran a Sartar High Council one-shot a few months ago. Here are a couple pics from that. The duck shaman is my favorite.
  2. 3 points
    Awesome, Thanks for that!
  3. 3 points
    This is one of my faves from the comic Price of Sartar Any of the kids know who this is? (No grognards, allowed. That includes you jajagappa!)
  4. 2 points
    I am slowly gearing up to run a Glorantha LARP and one of the things I need to wrestle with is Lunar heroquests. So what do we actually know about Lunar heroquests, apart from the fact that the Lunars are really good at it? I mean, do we know any of the myths they quest? Do they quest incidents in the lives of the Seven Mothers, for example? Or do they mostly do heroquests from the cultures they've conquered, repurposing those stories like the God Learners did? I want to have at least a couple quests available for Lunar PCs.
  5. 2 points
    This page describes the effects at the end of the Battle of Iceland a.k.a. the Battle of the Auroch Hills, when Orlanth is freed at least partly, the Great Winter is broken and Orlanthi Rune Magic becomes possible again after a long time ... And yes, that is a great illustration. And as it is from Kalin Kadiev I'm still hoping that at some time the Prince of Sartar comic will reach this point, so that we can see this page in full color ... (Yeah, an old man may still have dreams ... 馃槈)
  6. 2 points
    I really like the majority of them, and my only dislike is Zorak Zoran - but I'd guess the sculpt's emphasising some fight-beyond-death gift he possesses in-game. Lankhor Mhy has grown on me - hints of overlap with Zzabur (multiple eyes, pointy hat), harp noting his role as "History Singer", little claws for scratching knowledge down as leader of the Marks on Bark Clan. Babeester Gor is dynamic, but I wish she had a little hint of having just leapt from her dead mother's womb, trailing gore or something. I'm post-rationalising Chalana Arroy's halo as a rotated Light rune and wings as parallel to those of Sky's Phoenixes and Emperor. My faves ar Daliath and Xiola Umbar. I might put a little bow-tie on Wakboth, if I can find a neck.
  7. 2 points
    Yeah that's from HQG, it's a fun panel. One of the most anime moments in Glorantha I've seen 馃槢
  8. 2 points
    Two thoughts: 1) specifically Lunar quests mostly revolve around incidents in the lives of Sedenya's recognized Masks. These are not evenly divided- the Rashorana quests are almost certainly rarer than Orogeria or Lesilla quests. These are also probably fragmentary in many places. 2) Lunar heroquesting is also said to have been invented by Valare Addi, and what she did was perform a series of quests in different locations in an attempt to reconstruct the connections between them (this is also what the Seven Mothers appear to have done before their main quest to reassemble Sedenya). So the other face of Lunar heroquesting is about the process of discovering the presence of Sedenya in myth. This interweaves with the previous approach- if you want to discover a Verithurusa quest, you might quest to the Ten Tests and then diverge at the Test of the Hungry and follow Verithurusa around and try and discover more myths of her. The second one is most similar to Arkati questing, I think, but different in that Arkat more or less wandered to see where things went and Lunars generally have a good idea of where things go, they just have little idea of where to get there. And in the broad sense I feel that the second method of Lunar heroquesting is something that you can do for any god, and is an important part of the process of Lunarizing local religions- by proving that your local god has some Lunar connections, it's possible to assimilate them into the Lunar Way. (The most immediate example is the proof that Sedenya tamed the Star Bear, which allowed the Odalya worshippers of Sylila to become Lunar).
  9. 2 points
    Vivamort has the runes of Chaos, Darkness, and Undead. Gark has the runes of Chaos, Stasis, and Undead. There are lots of ways to animate the dead. Vivamort's and Gark's are chaotic, ZZ is not. There are also lots of ways to kill people - the Crimson Bat's methods are chaotic, Humakt and Zoran Zoran's are not.
  10. 2 points
    Jonstown Jottings #5: Early Family History鈥擜 review of Jacob Andersson鈥檚 supplement for RuneQuest: Roleplaying in Glorantha published by Chaosium, Inc. http://rlyehreviews.blogspot.com/2020/01/jonstown-jottings-5-early-family-history.html #reviewsfromrlyeh #rpgreview #rpgreviews #rpg #fantasy #Chaosium #RuneQuest #JonstownCompendium #JonstownJottings
  11. 2 points
    Vile slander. They are initiates.
  12. 2 points
    I think this would be a good way to bring Humaktis back to earth (slight pun intended). The first time they Trance against a non-chaotic enemy, and a yield is called, they have to firstly roll Listen checks (modified down for a - in battle, b - in Trance), then Opposed Passions (again modified, because the Hate Lunars is,already in battle,, and has possibly wounded/killed someone). Also, Humakt is *the* death bringer, not the mercy-giver. (Obviously, roll against Honour). The upshot is - if Humakti go on Tranced killing sprees, then the long term consequences can be terrible. "There was a terrible misunderstanding, and YOU killed the emissary and all their guards while in Trance, *after* they yielded". Exile? Execution? Reprisals? Give up all your gear as weregild? Dishonor to the clan/tribe/family (which may be irrelevant, depending on how much you play the separation aspect). Other than the seriously increased chance of dying early, there's a really good reason not many join Humakt, or for their lack of popularity in civilised society.
  13. 2 points
    Another piece that might be interesting to share though since you're asking about Holayan queens comes from the genealogy I put together for the most recent satraps of Sylila (i.e. the Errio-Unit). There's a lot of intermarriage in these provincial lineages, particularly so they can claim descent from the Red Emperor. (And of course, Appius' involvement here is merely a Year-marriage. He's been busy starting his own lineage in Mirin's Cross.)
  14. 1 point
    Do we have any myths or stories about how Orlanth/early Orlanthi got their sheep? I believe I've read that either Heler brought them along from the Water Tribe, or they were captured in some raid against them. Looking for inspiration for a heroquest for getting magical sheep. Just some sheep-stealing myth in general would be fine too. Some sheep-related myths and heroquests, since I'm looking them up now anyway: https://glorantha.fandom.com/wiki/Hagodereth_Heroquest http://www.soltakss.com/orlram.html https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/the-missionaries/ https://myth-o-logic.org/glorantha/gloranthan-fiction/the-sheep-of-luck-2/ * * "One time Tol was attending the sacrifices of the Tolings, calling himself Voriof, and he looked downward, again prey to the Law of Love. He saw Urotha, Cloudewe. Voriof came in the shape a ram and seduced her. Their child were the Urothings, or Cloudsheep. Voriof came to her several times, and each time they lambed another child, and sometimes twins. When those lesser gods grew up some married each other, and some took husbands and wives from among the other tribes. They are the founders of the fifty Urothing lineages. They are the most numerous of all the families" 鈥擲artar Companion
  15. 1 point
    So Hellblade was on sale, and I picked it up, and not only is it a great game, it is a great story wonderfully written but everything about it just oozes what I have read about Heroquesting.
  16. 1 point
    Mostly the northern lights, but implicitly inquiring about the southern ones as well. Basically: does it occur? Do we know of any mentions? What significance does it have, if any, and is it tied to any specific deities? I am slowly working a little bit on a fan-made story/entry for an isolated muskox Storm People living in the Pentan tundra, and as I was sorting around their myths and social practices, I considered the significance of the northern lights. My current ideas are to associate it either with a celestial goddess (maybe a local version of Ourania, maybe an entirely new one) or with the Altinae (seeing visions of Altinela in the aurora sounded like a fun idea). I guess it's possible to combine them? IMHO it would be a great loss not to have such an interesting and evocative phenomenon in Glorantha, so I hope there's evidence, or at the very least room for it. Now, as for the south, does it clash too much conceptually with the idea of the perpetually burning Nargan Desert, or does this just mean we need to think more creatively? Glorantha isn't a globe so doesn't have two poles, after all.
  17. 1 point
    Hello, first time post, so be gentle, and if moderators deem this in the wrong place, please let me know. I thought people may find the following a useful reference. My Runequest campaign started in the years before Dragonrise (there鈥檚 too much cool stuff happening). I wanted to collate the events in those years. So, I could then tie key events into the characters lives and their adventures. Some will have a direct influence and be able to participate in. Others like the Windstop, the characters and their families, will be affected by, although they can鈥檛 do anything about it. I hope people find it useful. It鈥檚 very much a work in progress. I鈥檝e dragged this from a number of different sources and tried to as accurate as I can. Timeline of Dragon Pass Prax and River of Cradles 1613 First battle of Moonbroth, kallyr鈥檚 failed rebellion. 1615: Duke Raus founded Ronegarth. Grantlands established. 1615/1616: lady Varna, Duke Raus鈥檚 wife dies of plague. 1618: incomplete Watchdog of Corfu is assembled and animated. 1618 dark season; A troll insect caravan from Dagori Inkarth arrives in New Pavis and then enters the Big Rubble. A circular wall of defense is built to protect the New Temple. Initially timber, it is quickly being upgraded to stone walls. Tatius the Bright orchestrates the destruction of the Dundealos Tribe. 1619: lunars stage surprise naval assault on Karse (invasion of Hendrikiland/Heortland) from Corfu. Troops moved and preparations performed over the last two years in secret. King Broyan of the Hendrikings retreated to the fortress temple of Whitewall. New Temple; building continues. Timber buildings house thousands of slaves, workers, soldiers, and priests. Thousands more slaves are obtained as a result of the Conquest of Heortland. Earth Season: The Bat arrives in Sartar. It tours the area until Fire season of the following year. 25 souls are sacrificed each week. More before battle. Over a thousand victims are fed to the bat in preparation for the Whitewall siege. 1620 Lunar Coders arrive in Pavis. Bridge Battle takes place in the Big Rubble, a huge struggle between Uz and Aldryami (who are aided by Yelmalio cultists). Priests arrive at the New Temple complex from the Lunar Heartland. 1621: Sea: A Giant鈥檚 Cradle floats down the Zola Fel to the sea. The Lunar army鈥檚 attempts to seize it were thwarted by its defenders. Sea: Light Son Wulf, Proxy for Count Solanthos, fails to perform the River Ritual. He is found dead in the river. Sor-eel replaced as Governor of Prax. Earth season: In Pavis, the new Lunar governor Halcyon Var Enkorth is installed. Dark season: Whitewall falls. The gods Orlanth and Ernalda proclaimed dead and the Great Winter comes to Dragon Pass, the Holy Country, and Prax. The Red Emperor decrees a full year of celebration. Starving from the Great Winter, refugees from the countryside flee to the towns. Pavis, Sun Dome and Corfu are inundated. Nomad allies of Pavis and the Sun Dome bring in some provisions from the Wastes. But this is not enough food to stave off impending mass starvation. Sacred Time: Rites to renew the world utterly fail. At the Sun Dome Temple, evil spirits assail the worshippers, and in horror they realise some in the crowd were the undead of Nontraya, those who had already died of hunger. 1622: Sea Season: Fazzur replaced by Tatius the Bright. Fazzur then appointed general of Tarsh armies by King of Tarsh. Out of the Great Bog (Grantlands) come swarms of locusts, accompanied with gangs of ravenous wild trollkin and other beasts. They sweep through the farmlands, stripping all vegetation in their path. Construction of the New Temple of the Reaching Moon continues. King Broyan re-emerge and his Hendriking tribe rise in rebellion. Hordes of scorpion men emerge from Larnste鈥檚 Footprint. The pro-Lunar queen of Esrolia was overthrown in a coup d鈥櫭﹖at and civil war erupts in that land. Earth: Count Solanthos is killed by trolls at Angle Fort. Invictus now rules Sun County. The Great Winter continues until the Battle of the Auroch Hills, when Broyan鈥檚 rebel army ambushed and defeated the Lunar army. Great Winter begins to lift. Dark/Storm Season?: The hardship continues. Food stores have long since run out, people are still starving. In Sartar one in six people die from the effects of the Winter. The Great Winter is followed by a massive flood down through the River of Cradles. Wreaking destruction from the Boathouse Ruins as far as the Great Bog. 1623: The new Esrolian queen gains a new ally when King Broyan and his ragged army of volunteers arrived and defeat the Grazeland Horse Army (the Feathered Horse Queen was killed soon after by her own bodyguards). The Lunar Army arrive in Esrolia and besiege Queen Samastina and King Broyan in Nochet. Lunar fleet refused landing at Nochet City. Nochet besieged (largely unsuccessfully) by Lunars. Fire season: The farmers of the Cradle Valley once again enjoy a bumper harvest. Governor Halcyon鈥檚 plans to enrich himself, vexed by demands for men, beasts, equipment and slaves needed for the Reaching Moon Temple project in Dragon Pass. Sor-Eel鈥檚 abrupt departure (along with his soldiers) tempt increasing numbers of nomad bands to raid along the borders. Halcyon var Enkorth reneges on paying his mercenaries. The mercenaries then plunder along the valley. Dark Season: In the north of Dragon Pass a great army of trolls, trollkin, Dehori, and insects of every variety crossed over the Western Rockwoods from Halikiv and entered Dragon Pass en route to the Castle of Lead. 1624: Sea Season; Duke Raus sends a Grantlands delegation led by his daughter to Furthest to complain about Governor Halcyon. A new planet (the Boat Planet) appears in the Sky, prophesizing doom and change. Harrek the Berserk and his Wolf Pirates arrive in the Holy Country. With Queen Samastina and King Broyan, they rout the Lunar Army at the Battle of Pennel Ford. During the battle, Orlanth is freed, and the constellation Orlanth鈥檚 Ring appears with additional stars and quickly rose to the top of the sky. Dark Season: Nomad outriders sweep through the Grantlands on their way to Moonbroth II Harrek and Broyan sack the City of Wonders. Humakti kill the Lunar client, King Temertain of Boldhome. Argrath, summons the Praxian demigod Jaldon Goldentooth at the border of Sartar and Prax, to recognise him as the White Bull. Argrath and White Bull Brothers liberate Corflu. Moonbroth II and the expulsion of the Lunars from Prax. Any Lunars not quick enough to flee or change allegiance are massacred or enslaved, and the Grantlands are wiped from the map Many Grantland settlers began fleeing 鈥 either upriver to Sun County or downriver to the port of Corflu 鈥 even before they had heard that Pavis too had fallen. Storm 鈥楾ime of Two Counts' - following the death of Invictus at Second Moonbroth, both Belvani and Vega are proclaimed Count; Belvani announces an alliance with Argrath and the resumption of Sun Dragon worship, and later sets up rival court in the Old Sun Dome. Argrath Whitebull liberates Pavis. Putting the city to the sword. Golden Wyrm destroys the Watchdog of Corflu before the walls of Pavis. Rurik Runespear leads Suntown assault on Lunar HQ and personally kills Halcyon var Enkorth (a double). The real Halcyon and Marusa escape. The Armistice of Prax now broken. Duke Raus flees the Grantlands to Corfu. Vega Goldbreath proclaimed Countess. Belvani sets up rival court in the Old Sun Dome. 1625 Sea Season: Argrath鈥檚 invading army is repulsed by the Lunar College of Magic in Sartar; Daystar and the Sun Dragon contingent are utterly destroyed. Belvani and Vega continue their disagreements. The river ritual is successfully completed by Vega鈥檚 proxy. King Broyan killed by Lunar sorcery and demons. The Lunar Empire gather magicians, priests, and nobles, intending to consecrate the new Temple of the Reaching Moon. Earth Season Dragonrise: Sartarites led by Kallyr Starbrow invade the Lunar ceremony and summon a True Dragon beneath the temple. The dragon devours the temple and the attendees; in minutes, most of the military and magical might of the Lunar Empire in the Provinces is annihilated. King Moirades of Tarsh seizes Aldachur Dark season: Kallyr gains the loyalty of the Telmori, Thunder Brothers, & Argrath White Bull Kallyr becomes Prince of Sartar Fazzur relieved of command by Pharandros of Tarsh. 1626 Sea Season: Belvani and Vega clash at the riverbank, and Belvani's forces are driven away. Soon after Belvani is driven out of the Old Sun Dome. 2027: Rurik Runespear installed as count of Sun County by Argrath
  18. 1 point
    What were we talking about, I seem to have forgotten!
  19. 1 point
    Death of Orios, his unmarried son. Yarandros died in 1440, and Quivini led by the King of the Colymar raid the city of Bagnot, stealing the Ivory Throne. Probably after Yarandros' death rather than causing it, but the sources don't say anything in detail. I wonder whether that is a twist of numbers. Destruction of Talfort in the 1538 rebellion, aided by the Shaker's Temple, gives a context for the Exiles being active this far north of their remaining lands.
  20. 1 point
    Because SWAT will be called & the fool acting our power/threat fantasies will get arrested (as happened last August in Springfield, Missouri).
  21. 1 point
    Tatius was given command over the Siege of Whitewall in addition to overseeing the New Lunar Temple in 1619, after the Bat was repelled. Fazzur was busy securing Karse as a real sea port for Tarsh and the Empire, and then making inroads into Nochet by courting Queen Hendira (politically at least). The exact consequences of taking Whitewall must have suprised even Tatius, as the New Temple site appears to have been as unprepared for the winter side-effects of the WIndstop as the rest of the affected region. While news from the triumph might have made it to Glamour within less than a week and demotion letters probably having been prepared in advance, there would have been some delay to get the seals and dates added to those letters to relieve Fazzur from the governorship and top command. King of Sartar (Hardcover pdf p.138) makes it clear that while imperial orders forced Fazzur to send most of his assembled invasion force to Whitewall, he still was in overall command over the rest of the troops, and that he had the authority to send a corps of specialists to Nochet to take it from within with a "hearts and minds" approach. p.140 makes the failure to deliver a specific winter beer to an orgy in Glamour the last straw that ended Fazzur's governorship. Given the mood swings of Argenteus (imitated by a certain orange- if not ruddy-skinned head of state in the Real World) I won't say that this course of events would be improbable. The events 12 days ago... Anyway, Sea Season 1622 fits with the Fazzur narrative in King of Sartar, which has only the tiny little flaw of naming Moirades as King of Tarsh in 1613, three years after his official demise, and is otherwise fully compatible with canon.
  22. 1 point
    I suggest looking at history, and not just recent history. Back when societies allowed people to walk around armed. So you could have something like the Old West, or something like the Renaissance or age of enlightenment, when people dueled, and tended to be very polite.
  23. 1 point
  24. 1 point
    Not a lot of work has been done on the Kalikan Lights or the Lonely Cry so all these ideas can find a home somewhere. Far northern sky/white goddesses are interesting. The sky is a little ragged on the southern edge so they should be familiar with rips and tears in the night that let the light shine through, especially as you get close to the Nargan and other skyfall zones.
  25. 1 point
    The undead around Nochet and in Necropolis aren't Chaotic either, from what I gather, just to add to the examples.
  26. 1 point
    I imagine that if you go on a Eurmal heroquest to gain Death, you will just meet regular old Morty (how could there even be such a thing as undeath without death first?). Even if this is a Vivamort Vampire HeroQuester performing "The Path of Vivamort" (or something), said quester will be in an early stage at this point.
  27. 1 point
    Most sources I find say Harmony + Chaos for Gark the Calm. Honestly no idea why Gark zombies are Chaos and ZZ zombies aren't.
  28. 1 point
    I have only three word for those pics... to quote John Belush Nice and yeah, the duck shaman rules!
  29. 1 point
    You know, lordabdul, you can ask @Joerg all about playing Gloranthan LARPs, eh? He鈥檚 been doing em forever ( I think or maybe it was forever ago he did a LARP, one of the two). Hell, he might even have pics.
  30. 1 point
    The main quest is the Seven Steps of the Goddess (HeroQuest Glorantha p182).in which the Lunar seeks to emulate the stages of the goddess through life in order to become illuminated.
  31. 1 point
    There's also the story of the Descent from the Mountain in Book of Heortling Mythology: The Descent from the Mountain The Sons of Umath lived upon the Great Impenetrable Mountain that is now called The Spike. They lived high up on its slopes in great hidden valleys. Many other peoples lived there too, some more numerous than the Storm Tribe. 鈥淣ow is the time,鈥 said Orlanth, 鈥渢hat we go.鈥 He signaled, and Mastakos leapt up and ran away so fast that he disappeared from sight. All of the people urged their herds to action. Orlanth鈥檚 household marched and Vingkot led the bulls, Voriof the rams, Vederi the goats, and Varnaval the ordeeds. The alynx helped all of those chiefs. Ernalda鈥檚 household marched behind, with their herds. [...] During the march, the chiefs called their Wild Companions. Vingkot called the Great Bull, Voriof the Great Ram, Humakt the Great Wolf, Barntar the Great Pig, and Varnaval the Great Andam. [...] Notice how through all of these stories, Voriof, ostensibly the god of unitiated male Orlanthi youth, is associated with fathering sheep, may be considered a ram (if we assume Vorios and Voriof are cognates), and may be an alternate name for Orlanth.
  32. 1 point
    Yes, it is much closer now. May not quite abut it, but fairly close. I think I did the Filichet map close to 5 years ago now in the pre-RQG days when I was working on the concept of a Saird supplement for HQG. Too many other projects at the moment for me to swing back to Holay and Saird.
  33. 1 point
    Yes! 馃槈 Snarky response aside, these are very, very broad questions with many, many answers. And we've got examples shown in RQG, not to mention Prince of Sartar. People will chant, wave, sing, dance, concentrate, meditate, count their beads, etc. Some spells will cause tattoos to glow, or spark, or darken. Some will cause flares of magical light. Some will cause eyes to glow as they detect or sense substances. Darkness magic may appear hazy or shadowy or smoky. Fire magic may dance like flames, or be a burst of light. Air magic may whistle like the wind, or boom or rumble. Magic will "tire" you in certain ways - your "essence" (i.e. magic points) is diminished, or your connection to the deity dwindles. Other effects could apply particularly if performing long-running rituals or ceremonies. We don't have fatigue points in RQG any more, but these types of rituals may require CON rolls (or similar) to keep at the task.
  34. 1 point
    I like the idea of the Lunar Kalikos Quest melting permafrost and revealing a whole horde of long-slumbering zombies.
  35. 1 point
    Ali, my fine fellow, you have some strange tastes.
  36. 1 point
    I quite like that. Yes, spending some time in Prax is probably quite good for your Survivial skill. Unless you don't survive.
  37. 1 point
    My biggest problem, and I don鈥檛 know why I never expressed this before, except I did not want to appear to stupid or whiny, and this is after reading many threads and posting myself in oblique terms. My problem, as a beginner to the system, was the framing. 鈥楶layer states outcome and ref states outcome if player looses鈥. Now in a life and death struggle, the way I read that was on a defeat, the player could die if that was my failure outcome; eg - player kills enemy or enemy kills player. And then how do you read those success and defeat levels, as the system has this Consequences of Defeat, that just adds to the confusion. Why is the player only Hurt when my Ref frame was for the enemy to kill the player, and I now have to figure out some narrative to match the outcome. It is so very confusing, and I am sure it should be changed or re-written. Now, I could be still be wrong, but as mentioned, advice I got back from Veterans of the system, is that this is not actually the case. The vets play it player facing, or what ever you might call it. But the rule book text does not support this. It just says - ref to 鈥榗ounter frame the contest鈥. If the vets have it right (which is totally not backed up in the rules, as far as a beginner reading for the first time), they do it different, I can鈥檛 remember examples, I would have to dig up some of my earlier questions. Hence my wish to see more examples of Framing from the Ref鈥檚 side. I mean you could still have a deadly encounter for the player, but in most cases this is not how its played. I just wish the rule book was more clearer on this. It seems like its about the story/narration from the side of the player. Still not sure how I am supposed to Frame most deadly encounters. I hope I do have this correct, otherwise its a supper deadly system. Anyway, confusion persists, I am sure I will get it one day.
  38. 1 point
    If useful, this was my sketch map for Filichet.
  39. 1 point
    While I haven't played CoC 7 yet, one mechanic I'm really interested in the advantage/disadvantage equivalent in which a player rolls two or more "tens" d10s and picks the better/worse. It seems like a quicker way to handle difficulty levels than adding/subtracting modifiers or multiplying by some factor. I've used similar techniques in other games, e.g. rolling 3d6 and keeping the higher/lower two, or adding/subtracting dice from a dice pool, and those work reasonably well at the table. I'm just a little concerned that the CoC 7 version is a little too coarse-grained ... otherwise why would they also use multipliers (the infamous Normal / Hard / Extreme percentages). I also like the idea of opposed rolls replacing the resistance table, and consequently moving Base Characteristics to percentiles, but it does mean that small differences in the Active and Resisting scores can have large effects, while large differences approach 0% / 100% asymptotically.
  40. 1 point
    Actually, this is a really good model for any sort of "lifestyle" skills; like, if there are any wholly-shipbound cultures in Glorantha(?), where kids are born on board, grow up, live their lives, and die... coming ashore only to harvest trees to build new ships or repair old ones. Etc... It looks to me like it's an error to consider this "a special experience rule for Riding" -- it should be a default rule for skills that are raised-from-birth / day-in-day-out skills.
  41. 1 point
    Both these mechanics are present in the BGB.
  42. 1 point
    By Jeff Richards, https://glorantha.steff.in/digests/WorldofGlorantha/2007/4567.html (Oh, and if anyone could point me to the post that this is an addition to, that would be fantastic!) Hagodereth Hago was a storm god whose first action, according to his oldest worshippers (amongst the Talastarings and Anadikkings), was to court his wife, Hethana. She wished him to bring to her the golden fleece of Dereth, king of the storm sheep which thundered across the skies of their world. He did, and after that Hethana has been the Golden Ewe. Hago himself wore the skull and horns, and was called Hagodereth. Hagodereth taught the Talastarings three special abilities. He taught them to raise the wind, and to call the storm sheep to them. Finally, he taught them to walk upon the air when the storm sheep did so. Sacred Places: Mount Matu. However, the Hagodereth cult is found throughout Talastar as he is the ancestor god of about 1 in 6 clans. Varnaval the Great Andam The Young God of the Vikuranthings, Varnaval was a shepherd and the first king of men. He tamed the ordeeds and, after he hitched them to his chariot, raided the foreigners and forced them to pay tribute. Aided by Vorios the Iron Ram, he waged war upon the foreigners and conquered the world, until they murdered him with demons and sorcery. He then explored the Underworld and aided the Lightbringers. Each year his worshipers celebrate his death and his rebirth in Sacred Time. [...] Vorios Vorios is the Storm Ram, with five curled horns, brass thunder hooves, powerful iron horns, and a fleece of living lightning. In this form, he leapt from mountaintop to mountaintop across all Genertela. After each leap, he seduced a goddess and fathered sheep, clouds, or other creatures. He is the divine mount and companion of Viskuranth and carries him to the top of Mount Visku. Sacred Places: Mount Vorios (also called Thunder Mountain).
  43. 1 point
    It's not been scrapped, nor is it really in development any more. Writing and playtesting on AEON:underworld鈩 is pretty much complete, now it just needs time to turn it into publishable form. Unfortunately (?) I've been a victim of the success of BLUEHOLME鈩, so all A:e projects have had to go to the back of the queue. Luckily I should have considerably more time on my hands from 2021 onwards*, so there may be some movement on this then. * Boring Real Life Update: Running a degree programme with 200 undergraduates takes too much of my time, and doing it in Hong Kong over the last year has been "interesting" to say the least. All of this will come to an end later this year when I pseudo-retire and leave this part of the world behind.
  44. 1 point
    Or maybe Agatha Christie armed with and AK47?
  45. 1 point
  46. 1 point
    Emphatic start to this review of the Smoking Ruin... (pretty emphatic end to the review too) "There is a line on the dust jacket of the Guide to Glorantha that reads; 'Glorantha is the technicolor cure for bland, pseudo-medieval generic fantasy.' Normally when you read something like this, you can be forgiven for thinking it is self-aggrandizing, pretentious crap. Not in this case. If you have any doubts, all you need do is look at exhibit A, The Smoking Ruin & Other Stories. Seriously. You can open to any random page and find proof that--yes Toto--you aren't in Thedas, or Middle-earth, or Faer没n any more." 鈥 Andrew Logan Montgomery, review of The Smoking Ruin https://andrewloganmontgomery.blogspot.com/2020/01/there-is-line-on-dust-jacket-of-guide.html
  47. 1 point
    Pouty, self-obsessed teens ARE a madness-inducing horror. Shoggoth's are an afterthought.
  48. 1 point
    It is widely accepted in literary circles that "At the Mountains of Madness" is Lovecraft's most original piece of writing. Not only does it provide the most context for the whole C'thulhu Mythos, but it is also the very first novel to ever introduce Geological Time as a major literary theme. On the other hand, the question the survey asked was which story I enjoyed the most, and that is unequivocally "The Whisperer in Darkness". I love the rural isolation, the embarrassment over buying more guard dogs, the whole alien quasi-abduction theme, the folkloric hints, and the unfolding of the alien plot. I also voted for Smith, because while Lovecraft is more original, Smith is more poetic, has plenty of great ideas, and is eminently more readable, and doesn't get enough credit for his impact on the Mythos. Smith is a master of the weird tale, and people treat him as a footnote to Lovecraft when he deserves better imo.
  49. 1 point
    Jonstown Jottings #4: Yossarian鈥檚 Duck Bandits!鈥擜 review of Ernesto Mar铆a Orellana and Xavier Llobet鈥檚 scenario for RuneQuest: Roleplaying in Glorantha published by Chaosium, Inc. http://rlyehreviews.blogspot.com/2019/12/jonstown-jottings-4-yossarians-duck.html #reviewsfromrlyeh #rpgreview #rpgreviews #rpg #fantasy #Chaosium #RuneQuest #JonstownCompendium #JonstownJottings
  50. 1 point
    Greg Stafford and I spoke about Delecti at great length over many years. Of all the things in Glorantha I have loved and appreciated, Delecti was kind of my personal obsession to understand. We emailed and spoke about him extensively, culminating in the lengthy info published about him in an article Greg and I wrote for Tales of the Reaching Moon magazine back in the 1990s.
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