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  1. 8 points
    Latest. He is, of course, Seshnelan.
  2. 7 points
    So, Piku . . . Here he is in a key moment of one of my Sartar home games. He's just "installed" Koltic the Younger's replacement arm.
  3. 5 points
    HEORTLINGS OF SARTAR This month's installment of Monster of the Month is now live! Monster of the Month is a series of new bestiary entries for Chaosium's RuneQuest: Roleplaying in Glorantha. In addition to statblocks and behavior, most entries include supplemental detail and advice for gamemasters and/or new adventurer options for players. Heortlings of Sartar is a collection of game aids for gamemasters of RuneQuest. Included in this supplement are 23 generic non-player characters, provided in a printer-friendly format for use at the game table. They range in importance from minor Rune Masters and clan elders, to humble bandits, stickpickers and thralls. You can find it here on DriveThruRPG. (Disclaimer: this is an affiliate link. If you buy anything over on DTRPG after clicking, I'll get a small percentage, which inevitably dribbles back into my art budget.)
  4. 5 points
    Here's an image of the Third Eye Blue group that you can encounter in Six Ages. "Explorer and company, exploring in the north, meet unfamiliar outlanders wearing much heavier armor than you've seen on any human. They call themselves the Third Eye Blue—an odd name for a people! This must refer to the blue eyes tattooed in the middle of their foreheads. They ask if you know anything about dwarves and their hideouts. "The minions of the dread god Mostal hide the secrets of metal-working from humankind. We have come from the west to pry this lore from their hidden vaults." -Six Ages From this encounter I'd say that the Third Eye Blue have yet to steal the secret of Iron from the Mostali (They're still working on that), and that their Empire is still extant in what will become Fronela, and North West Peloria at this point (Late Storm Age). From here on is some speculation. The Brass Mountain Third Eye Blue are the eastern most outpost of the Third Eye Blue, and is probably the region where the Six Ages Third Eye Blue hail from. Their outlying nature, away from Nida is perhaps what allowed them to survive the destruction of the Third Eye Blue Empire by the Mostali. I presume that the theft of Iron was accomplished before the onset of the Great Darkness, perhaps within the generation of the encounter, or perhaps within a century or two, followed relatively quickly with the destruction of the Third Eye Blue Empire once it becomes known to the Mostali. Valind's Glacier is baring down on central Peloria, but I can accept that it doesn't actually expand evenly, so Dara Happa got the Glacier before Charg or somewhere further to the West (I also presume that Valind hates the Sun just as much as the other Air Gods, so he wants to wreck up Yelm's old haunt.) As a quick thought, perhaps the expansion of Valind's Glacier into the Third Eye Blue Empire is precisely what prompted the theft of Iron from the Mostali. I'm aware that I'm not necessarily including Vadrudi, Ragnaglari, and Hykimi interactions with the Third Eye Blue there, or any sort of speculation on Kachisti and Third Eye Blue relations, but I presume there were interactions between them. (Third Eye Blue as Kachisti remnants? or as escaped Kachisti from Mostali enslavement? or just the Crafting People of Law?)
  5. 4 points
    If one opponent has a skill >100, the Combat Style is reduced to 100, and the number of points above 100 are subtracted from the opponent (see page 51 of Mythras). So if Anathaym has Spear & Shield 120%, and she's fighting Bestatrix 98%, Anathaym effectively fights at 100% and Bestratrix fights at 78%. Bestatrix now has about a 25% chance of failing a roll, while Anathaym has a 5% chance of failure: Anathaym should win a Special Effect and cause damage much more frequently than Bestratrix - and it's the Special Effects that actually speed up combat. This means that very long combats are quite rare in Mythras. Plus, when one factors in the rules for weapon reach and fatigue, high skills can be whittled down moderate numbers quite quickly. Good use of Special Effects, such as Overextend, also reduce an opponent's ability to retaliate; while other effects, such as Trip, Stun and Bash, can be used to eat-up a high-skilled opponent's Action Points, denying them the opportunity to fight effectively. Our advice for newcomers to the system is always to try the rules as written first, and study the many options one has in combat. You should find that we've anticipated the situation of highly skilled opponents drawing combat out, by building in a number of different ways to either reduce the skill of an opponent, or their effectiveness in other combat areas. The Combat Training modules: Breaking the Habit and Take Cover! are very useful in helping you get to grips with Mythras combat, as they're designed to show you hwo to make the best use of situations, reach, Special Effects, and other tactics that help you gain the right kind of edge. https://www.drivethrurpg.com/browse/pub/4057/Design-Mechanism/subcategory/8030_32283/Game-Aids You'll also find some very engaging discussions about combat and tactics on the TDM forums: https://www.tapatalk.com/groups/designmechanism/rules-and-mechanics-f6/
  6. 3 points
    This is almost word for word what I said to my players after the session.
  7. 3 points
    Here are my thoughts on whether or not Piku's use of some mysterious branch of magic is supported by this rule or that: Story always trumps rules. When I agreed to let Piku create an artificial arm for Koltic's nephew (also named Koltic) who lost his due to some poor prioritization on Koltic's part, I didn't worry about whether the HQ rules supported something so fantastic. I asked my self these questions instead: 1. Would it be cool? A minor NPC (later to become a PC, due to the troupe style of play we use for our house campaign) gets a magical arm. I think that's pretty darned cool! 2. Does it add to the story? Heck yeah, it does. Not only does it show a regretful Koltic the elder resorting to foreign magic to correct an injury that is indirectly his fault, it also gave me the excuse to pile some extra scenarios on the group and demand that Koltic surrender some very special iron and a valuable spirit crystal to Piku. It also expanded on Piku's mysterious nature and got the PCs to wondering just exactly what this strange foreigner is. In other words, Koltic the younger's magic arm and Piku's part in it was MGF for my group. 3. Does it break or detract from the tone and character of the setting or campaign? Nope, not in my opinion. Weird stuff occurring in an otherwise grounded setting is the bread and butter of Glorantha for me. YGWV. If I'd have answered no to any of those, and particularly to #2, I wouldn't have allowed Piku to create the arm. I might still have had him claim that he could do it and send the PCs off on wild goose chases for exotic materials that he'd use for his own mysterious projects, of course.
  8. 3 points
    Jon Webb {@Incendiary Pig)'s Sandheart is one of the outstanding entries in the Chaosium's Jonstown Compendium community content store: a sandbox campaign framework for police procedural investigations on the fringes of Sun County, the xenophobic Uptight Spartans in the Wild West setting with which Ken Rolston and Michael O’Brien launched the RuneQuest Renaissance of the early 1990s. Because I like what he's doing so much (hey! it's old school!), I reworked his B&W Sandheart campaign map, and the detailed map of Cliffheath from The Corn Dolls (not shown), into full-colour versions, which have just been added to your Library if you bought the books via DriveThruRPG.
  9. 3 points
    Because he lacked the necessary combination of STR and DEX to be a druid? That is what we're still discussing, right? !i!
  10. 3 points
    Given that initiation to the deity is usually distinct from initiation into adulthood, I think this can be played in a couple different ways without requiring any change to the initiation sections. As Andrew notes (p.35): "the default assumption is that all “biological” girls go through Ernaldan initiation after menstruation, and all “biological” boys go through male adulthood rites soon after coming of hair. Later, they may join cults like Vinga or Nandan to change their gender roles." So, the boy goes through typical initiation into adulthood, but their encounter/event in the pits points them to "another way". The Deep Well - the confrontation with the Ancestor is with one of the grandmothers. The experience produces a revelation of the Riddle - perhaps even takes the character through that - and leads the PC to Ernalda (regardless of gender). The Strange Gods - it is not a Telmori here, but someone else. Maybe it's Natha the two-faced bell goddess, or the Bat goddess, or even the ghost of Glorantha. Whatever the figure, it leads to "another way" - some path towards peace or communication or community, that is Ernalda. See figures from Prince of Sartar webcomic: http://35miooci0or1unsgd3065qk1.wpengine.netdna-cdn.com/wp-content/uploads/2014/06/Page-3-Flat.jpg The Sex Pit - while this is portrayed as the path to Ragnaglar and Chaos in the myth and in Six Seasons (good dramatic effect), I suspect that is not the only outcome (if it was then 20% of boys would go raving mad or die during initiation or be killed immediately thereafter). Instead, I think that is the outcome of failure. But this may also be the path of Kolat and shamanhood (those who can transcend the experience), or the path to Nandan/Ernalda (perhaps it is part of the Riddle? experience), or the path to Chalana Arroy (who experienced the abuse of the demon in Hell), or even the path to Eurmal. The question on this path is whether and how the character can overcome desire/lust, addiction, etc.
  11. 3 points
    This may be uncanonical due to Mongoose's version of Glorantha being thrown on the fire, but: The Empire’s greatest achievement in new myth creation is clearly the Goddess Switch. God Learner sorcerers of Pythos University devoted many years of research to fi nding two pagan deities of separate cultures who had similar myths. They also needed low-powered deities who were incapable of retaliation. They chose the respective Grain Goddesses of Wenelia and Slontos: Inica, goddess of wild rice and Einkorn, the goddess of grassland wheat. Their adventurers, who blended in with the wild grazing and foraging peoples of both lands, learned two similar myths: ‘Inica Feeds the People’ and ‘How Einkorn’s Bounty Filled the Land’. Squads of HeroQuesters journeyed into these myths, playing the roles of the goddesses’ attendants. Over many iterations, they slowly altered the stories, until finally Inica and Einkorn were drawn into the same story. A few minor deities proved resistant and were slain during this process. Eventually, prompted by HeroQuesters with RuneQuest Sight, the grain goddesses were forced to admit that they had to be long-lost sisters. Then the sorcerers enacted a new story in which the two goddesses, to stave off a world-eating famine, traded husbands. The god-talkers of the Slontan gatherers experienced visions of their new grain goddess, as did those of Wenelia. In their dreams, they learned new myths, which were not so much different from the old ones. At first the switch appeared to be a great success, proving that the pagan gods were false and essentially interchangeable. A few flowers stopped blooming in each place but so what? Then the crops failed. Inica’s delicate grain could not be cultivated in Slontos and Einkorn’s grass-wheat was damp and blighted in Wenelia. Fruit stopped growing in Wenelia and in Slontos no marriage lasted for more than a year. In 908 these changes are apparent to the experimenters of Pythos University and to the cultures affected but word has yet to spread across the Empire. Battalions of mercenaries prevent travellers from entering the worst-hit areas. Assassins are dispatched to silence those who try to tell the tale. (page 20 of their guide to Glorantha) The Guide to Glorantha discusses the switch, but doesn't say who. The Glorantha Wiki says it was Ernalda and Dendara in RQ3.
  12. 3 points
    The King Agamemnon scenes with Sean Connery are, for me, some of the most vividly Gloranthan/RuneQuest imagery (that is not actually Gloranthan) put on screen... [the rest of the above scene is excellent too, but alas not to be found with a quick look on YouTube. King Agamemon and the kid then go back to the city, which has a very New Pavis vibe...]
  13. 3 points
    As was said above, mention what rules are used and when. And why. Like, "My group was trying to cross the flooded plain and I let them discuss what their goal was and how they might accomplish it. In the end, they said they were going to try to push across by doing X, Y, and Z. So, I made it a group simple contest and decided it should be a costly automatic victory. Because if they don't get across the plain they can't further the plot by being framed for stealing x, y, and z." And it may just be me, but I love reading about a really great success or failure and when players surprise the gm. And any good lines! My Humakti, when talking about the Lunar witch the Half Death remarked, "I look forward to finishing the job." Ok, I think it is a good line!
  14. 3 points
    The Red-Line The "Sorcerous metal-workers" is used in the Brass Mountain description of the Guide but not of the TEB elsewhere. Which is repeating text from the original Redline History from Wyrms Footnotes. This is roughly my thinking., Again that's the Brass Mountains TEB. Other material on the TEB: Piku of Apple Lane. Goatmeat? In Apple Lane?!? Piku's magic is pretty unremarkable and is repeated in the RQ3 edition which had sorcery in the main rules. The next source is the Sartar Companion How much of this is still correct is up for debate. Sartar Companion was published in 2010 before Chaosium went to back to basics on Sorcery.. There is a shift from Piku being a lay member of Ernalda in the RQ2/3 material to not offering any sacrifices in the HQ material. I doubt that Piku was ever qualified as a sorceror but I do believe that singing animal heads onto pommels is a sorcery spell in action although it is the only one that he knows. Piku is not around in 1625 in the RQG material. So Piku doesn't need sorcery to work metal - which is to be expected as the mostali don't either. He does know one sorcery spell of limited utlility. Based on this, I'd say he or his forebears come from the Brass Mountain TEB (in addition, he bears the name of the God there). Now the Entekosiad: There's a fight with the Bull People on the Entekosiad p45 but that's fought using earth magics. This looks like TEB magic. So my thinking is as follows. The TEB has a metal-working kingdom in Fronela - maybe late Golden Age/Early Storm. They are related to the Blue People/Waertagi in that they have adapted the later's Blue Skin for the ability to see the metal. Their Fronelan Kingdom was destroyed by Nida in the Middle Storm Age and thyey have been wandering smiths ever since. The Brass Mountain TEB aquired sorcery with Daxdarius's help (Early Storm Age). They used it to enslave the mostali and became largely isolated. This changed when Syranthir brought in a fresh influx of Fronelan TEB smiths into Peloria. They contacted the Brass Mountain TEB and disseminated their metal working to the rest of Peloria.
  15. 2 points
    The 3 people in the back who have subscribed to our podcast using their finest podcast player might have noticed that it's the end of the month but Episode 4 still hasn't magically appeared on their listening devices... it's taking a bit longer than usual due to it being bigger to edit and cut than our previous episodes... You'll understand why when you hear what we've got in store for you! We think you'll like it! It should go out in the next day or two...
  16. 2 points
    Excellent. I'd have done the same. I also like that you've accidentally (maybe not) made links to the past. nothing could go wrong with having mechamagics as part of your body. Could it now.
  17. 2 points
    I've always seen the Cruach Dragon like the dragon's breath in the movie Excalibur. Once freed, it will blanket the Southern Reaches in the Ithiluin Mists. Colin
  18. 2 points
    Jon Webb {@Incendiary Pig)'s Sandheart is one of the outstanding entries in the Chaosium's Jonstown Compendium community content store: a sandbox campaign framework for police procedural investigations on the fringes of Sun County, the xenophobic Uptight Spartans in the Wild West setting with which Ken Rolston and Michael O’Brien launched the RuneQuest Renaissance of the early 1990s. Because I like what he's doing so much (hey! it's old school!), I reworked his B&W Sandheart campaign map, and the detailed map of Cliffheath from The Corn Dolls (not shown), into full-colour versions, which have just been added to your Library if you bought the books via DriveThruRPG.
  19. 2 points
    And in the process, the GLs became anti-narrative, as they focus increasingly on archetype over process. At least, that's what the Asharan wizards of Maniria argue IMG.
  20. 2 points
    The Sourcebook p. 93 shows the Green Age with the land goddess Wenelia. Elsewhere (the Guide?), it is noted that the goddess of Slontos "rolled over", effectively destroying that land (although there is also the eruption of the Vent as the cause of that destruction). I like the idea that the swap was between different lands of the Middle Sea Empire. Teshna does seem a likely candidate. Wenelia (or perhaps Slonta) would seem the other (rather than Esrola) - one who is still effectively gone (and perhaps a likely reason why Maniria has not developed larger communities or more agriculture during the Third Age).
  21. 2 points
    HeroQuesting films that follow Campbell's Hero's Journey are covered in loads of articles, there's a lot of Matrix & Star Wars (Lucas is a huge fan of Campbell, his Power of Myth documentary was filmed at Skywalker Ranch) but there are others. Once you realise what Christopher Vogler did, you'll see it in plenty of Disney films. Great flowchart (infographic) - Here are 6 iconic movies that follow the hero’s journey: https://venngage.com/blog/heros-journey/ 5 Films That Play Out The Monomyth: https://www.nyfa.edu/student-resources/5-films-that-play-out-the-monomyth/ None of the films are actually going to be Glorantha (unless Greg's Glorantha film script is ever used!). Many of my favourites have been mentioned already, but: Kung Fu Hustle (2004) The water margin TV series (1976 English dubbed) not a film but a good binge watch Monkey (1978) not a film but a good binge watch.
  22. 2 points
  23. 2 points
    My guess is Teshna. First my reasoning. The oldest statement about the Goddess Switch is this: The RQ3 cult writeup of Ernalda states the cults of Dendara and Ernalda were switched. This mirrors the language in the Guide: It's clear that the God Learners thought Ernalda was a manifestation of Glorantha ("always as a local deity rather than the cosmic entity she is"). Now for the effects: and: Now it's clear that EWF are ruling Esrolia at the time, so the Goddess Switch occred in a neighbouring land. Almost certainly this is Slontos. Now the other land has not been mentioned but there are numerous clues. Swapping around Seshna and Ernalda for example wouldn't be difficult as everybody agrees they are pretty much the same deity. So it seems to me based on the RQ3 extract, the God Learners swapped around two dissimilar deities (A goddess married to the Storm God and the Goddess married to the Sun God). The RQ3 said this was Dendara but Greg's thinking as evolved since (the RQ3 writeup doesn't mention Faranar for example). So what we are looking for is the Earth Goddess of a Solar Pantheon. There were two Solar lands under God Learner hegemony - Fonrit and Teshnos. Now Teshnos is interesting because there's a fair bit of interesting detail about infidelity. Seeing that the other land suffered marriage failure, it seems that the formerly faithful Teshna underwent a personality change ("She has taken many lvers, sometimes not entirely of her choice") and took up with Tolat and others. This scandalous behaviour led to the removal of her and related goddesses from the Teshnan canon leading to "Her cult [...] receded into the background in the Third Age" and "It lost some of its gods". This mythic even might even be the origin of the Marazi whoses claimed mythical origins are somewhat impeached by the fact they don'[t seem to ruler their island until the Third Age.
  24. 2 points
    You only need one soil sample, if your magic can tell you both a precise direction and a precise range! Part of every captain's gear would be a case of samples from every port they had ever visited. Likewise, a ship would carry samples; and bring (e.g.) samples home from a valuable trading destination, to share with other ships belonging to the same nation/league/whatever. Spies would be hired to sneak in and scramble the samples, or substitute a bunch of rocks from a shallow reef that rips out the bottoms of ships; etc. We can ask if someone can raise a shield, to block such tracking? Can someone at a port reverse the magic, send hunter-killer monsters to find all ships carrying their samples? etc etc etc.
  25. 2 points
    Story obstacle resolution is definitely an adjustment from task resolution, especially for old-timers like me who have been answering the question "what do you do" with an answer like "hit the orc with my sword" since 1976. I still stumble from time-to-time, but I'm getting the hang of it!
  26. 2 points
    Keywords and abilities are something our group has struggled with as well. Eventually it clicks. Most of the time. I still get them mixed up sometimes. LOL The not needing to roll all the time is a big adjustment from other games. I like it, but we've played with people who did not. It's such a personal preference thing I suppose. As someone who wants to do badass and awesome stuff, I like being able to try and not know I'll fail cause I have a low str and there's no way I can accomplish this feat cause I am at disadvantage and etc. Gentle reminders are the way. @Shawn Carpenter has been reminding players before rolling starts to remember to think about what they are trying to accomplish and be able to explain it all before he decides if a roll is needed.
  27. 2 points
    So why do Orlanthi in Apple Lane adore Valeeda's goat patties? That's a good question. Note that they not only like them, but their taste brings a smile to everyone's face. Couldn't be sorcery, could it? Sorcery performed by the town's ugliest woman who is married to a weird blacksmith whose forge bellows is operated by an unearthly creature that looks like it should be a walking spear and arrow target among the Orlanthi? Nah. It's probably just the blend of eleven special herbs and spices she uses to prepare the patties.
  28. 2 points
    Hey, y'all! Quick update! Dixie is rounding in on the finish line. Yay! It should definitely be worth the wait. Once we have the final layout from her we'll do a last proof of it. Our intent (barring weirdness) is to release the pdf after the pod proof is accepted and we are just waiting for the proof of the pod to arrive for us to thumbs up. Which means about a 3 week lag (approximately) from pdf to pod release. We hope this makes it easier for those wanting pod to wait and get the pdf and pod together. We are going to shoot for releasing both at the same time for the remainder of the Saga, but make no promises.
  29. 2 points
    Absolutely. I wrote a fantasy naval novel that hinged on that. Why build chronometers when you had magical clocks? Why worry about longitude and latitude when you can pin point your location with soil samples from three different points? And these considerations expand to impact other tech: if you don't need chronometers, you don't need delicate and consistent springs, minute hardened gears, etc. Not only are those things not developed, neither are the tools and techniques to make them - or to make the tools used to make those tools. It snowballs gigantically in a very short time.
  30. 2 points
    I actually don't have a copy of GGP's Cthulhu Invictus, but I do have the original monograph and the 5th(?) edition version - neither of which I have ever read. As @klecsersaid, I do have a lot on my plate at the moment, but it could be a nice one to do as it's fairly short and not one I had thought of doing.
  31. 2 points
    I've been kinda bored since finishing Tindale and kinda been playing around with some dwarfy ideas for Dwarfhold in the Copper Mountains. Don't wanna do the generic dwarf mine thing but something different or unexpected. Yeah it will still have massive halls inside (ala Khazad-Dum), and mining equipment / strategies different and more advanced then what the humans might use. This IS their original Dwarf home after all. Was thinking I would have the mine and dwarf homes reverse of typical. Starting towards the feet of the mountain, the mine might work it's way toward the heart and upwards towards the peak, instead of delving ever deeper. Don't wanna free any fiery demons after all... The main entrance will be on the edge of a mountain valley lake (crap, I just realized that's not very unique UGH) but instead of being hidden it is lined with brilliant stone architecture with many pillars and apartments that are carved into the rock of the mountains, like the temple in Angkor Wat in cambodia. Also giving some thought to the Crauch Dragon. The MW book suggests the term dragon MIGHT just be symbolic and it might not be a living creature at all. I like a good dragon quest as much as anyone, but what if it were a portal into the Fey Realms or even a super volcano that the dwarves were keeping from erupting through their strange magiks, laying waste to the Southern Reaches if it ever blew...I dunno. Do you know? Here's some pics of my tinkering...
  32. 2 points
  33. 2 points
    Latest update from New Comet Games from last night is that Chaosium has given their final approvals. The book is now off to the printers and a pdf should be arriving soon on DriveThruRPG.
  34. 1 point
    The Corn Dolls: Sandheart Volume 2 is now live on DrivthruRPG. Thanks to Nick Brooke for all sorts of assistance, MOB for support and Diana Probst/Kris Herbert (Beer With Teeth) and for their advice/Sun Hawk art https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.drivethrurpg.com%2Fproduct%2F307914%2FThe-Corn-Dolls-Sandheart-Volume-2%3Faffiliate_id%3D392988%26fbclid%3DIwAR0oDa55IRNiYQixicq049MxfdU_D-VLC-og5aMzlDnNdAbnWF3HzfGvR8g&h=AT2pHkFq11syxRCDOXtrCyaXHUs35kJDUIgXdW-hnMxqxlb_PR4cc4q3o74WL3GH0mveTBw95hE1oEXxJh-QXFwvagldmxGvZVZfaPZENR1gUSsjuETtjcNUpjSkza5654A
  35. 1 point
    "Pandelume or True Dreams or The RuneQuest Movie" was not by Greg Stafford, but by Christopher Gore (of FAME fame) Greg sponsored Conventions with a copy of this script now and then. It is a movie script in 58 scenes. IMHO it isn´t very gloranthan, runequestish or good.
  36. 1 point
    I mean everything on Chaosium's Website listed under "Classic Pendragon". 1st, 3rd, and 4th editions and all suplements.
  37. 1 point
    More like a Solar Arkat, I think?
  38. 1 point
    ARCANE LORE, part of the Stafford Library, is DriveThruFiction's Deal of the Day: 50% off! Arcane Lore reveals a vast treasure trove about Heroquesting in Glorantha. Collected from almost 30 years of questing, Greg Stafford explores the philosophy, mechanics, and practice of Heroquesting from a multitude of viewpoints and angles. https://bit.ly/2McCiPN
  39. 1 point
    Well... they might've known it, but they were *heavily* in denial about it. Hence the Monomyth. I believe that's Chaosium's stance on things, yes. Personally, I must admit I have a bit of an insistence on that Dronar guilds (masons, engineers, merchants, smiths, jewelworkers, you name it) might/can have some sorcerous spells passed down as part of their common rituals and training. Whether they view it as sorcery, or just as "the customary gift of guild traditions" is up for debate. A mix of a fellowship of professionals and a mystery cult, if you will. This is, I admit, mostly rule of cool, but it's also inspired by the various sorcerous roles of the different Danmalastan peoples (Kadeniti, Tadeniti, Kachisti, etc.), as well as the mention of the two ancient Brithini Dronars living in Akem. Smith and Tinker, they are called, and they reportedly have an "ancient rivalry with Nida". Sounds to me like if you're going to compete with Dwarves, sorcery would be a good aid. But your assesment fits the Chaosium canon/current approach.
  40. 1 point
    Regarding mechanics... One thing my players are having trouble with is how specific HQ rules are about when you roll. You do not roll just to see "what happens." You roll when (1) Risk is emotionally interesting to the story, and (2) you need a specific goal and strategy. I keep asking them what their goals and strategies are, but they are very locked in a mindset where every 10 feet they need to roll Climb Walls again. However, they are getting the idea of augments, both of their own rolls, and helping out other characters' rolls. Also, it took a few sessions, but they're all clear on what keywords vs abilities are now.
  41. 1 point
    A campaign set in the wake of the Hero Wars, where the players have to deal with the problems of a new age and help the other survivors recover, a la the Theyalan missionaries.
  42. 1 point
    I made a small interactive quick reference for combat flow in Mythras. It contains brief descriptions of actions in combat and points to more detailed description page in the rules. Not all the document links (that refer to the charts in the Mythras Charts page are working yet but they will eventually. It could be useful already. How I use it myself: mark the page as a favourite in iPad browser and during combat if I do not recall the rule option, click the link. Below is an example from mid page - what attacker can do. ..and here is the content of the Falling link You can find Mythras combat flow page here
  43. 1 point
    According to the sourcebook (page 206) and guide (459), you're right. Theorising time in spoilers!
  44. 1 point
    I'll have to partially recant on this. It's occurred to me that the singing of animal heads onto the pommels of swords is not sorcery but similar to the singing of animals in Wendarian cave art that forms much of the Entekosdiad. So what Piku has is not sorcery but ancient magic of limited use.
  45. 1 point
    That's the myth for the deposits of metal in the soil and rock. There is a number of dead mountain entities whose bones are available for the miners. The bones are bound to be shattered and crumbled if their deaths were violent. And there was plenty violence in the Gods War. Many a river broken, many a volcano exploding, many an entity falling from the sky, at times fatally, many a dark thing welling up from below only to be burnt or hacked apart, and many a storm entity losing an arm or a leg in one of those activities. (Any metals left unaccounted for?) The most common mountain god is an aspect or son of Lodril, by whichever name he is known. But that same deity also is one of the prime suspect for mining activities, and for shaping rock and metal. One does wonder whether or how the Golden Age knew any metal, though. There is not supposed to be any strife that far back in mythic times according to a simple reading of the Monomyth. Fortunately, even the God Learner concoction presented in RQ3 Gods of Glorantha has previous conflict, like the tectonic battles between dragonkind and giantkind. There are the frequent pointers at the fact that the Solar Emperor rose to his position through strife and struggle. Entekosiad introduces Vogmaradan. The myth of Idovanus and Ganesatarus in Fortunate Succession also implies struggle from the outset. Lodril's descent into the earth is both an act of love-making (Lodril being the hot sperm impregnating the fertile Earth with Storm) and a conflict, with Lodril wrestling "a squirming thing", leaving both of them in tatters and on the brink of destruction when what remained of either merged. So, brass and tin (from Lodril), copper and/or lead (from the thing below that Lodril wrestled) or even Predark (with earlier victims attached?). The Green and Golden Age were an age of creation, and by extension also of regeneration. There may have been generous deities who maimed themselves temporarily to bring forth metal for themselves or their associates to work with. A temporary discomfort. The other subject for mining is of course how the stuff ended up underground with the need to be dug up. At times even tunneling into mountainsides or deep down, although I suppose that natural crevices or pit mines will be the typical approach to mining - not just for metals, also for stones that can be knapped, or be used as jewelry, or as pigments. Plus there is the need for salt, and there may be places producing rock salt rather than re-crystallized brine. The miner needs to know about how the crust of the Earth Cube came into being, in order to know where to dig, or he needs an entity who knows and can be asked for a Divination. Deposits imply underground movement, and forces at odds with one another. Real world geology is full of interaction with what can be identified as Gloranthan elements. Metamorphic rocks, igneous rocks, hydrothermal deposition, basal rocks, eruptive material... Heat, pressure, shock all play a role in this. And there are known forces in Glorantha that do such things, and there can be entities deducted in the interior of the Earth Cube that contribute to outcomes that reflect real world geology and geochemistry without having to learn about the real world geochemistry if the myths are somehow relatable. One of the biggest "problems" with Gloranthan geology is pretty much the same that the natural philosophers brought up in the knowledge that the univers is a bit over 6000 years old. We have hundreds of meters worth of sedimentary rock in many places, and it is layered, as the underground exploration at Snake Pipe Hollow clearly states. And that takes many many cycles of erosion and sedimentation, of areas covered by sea. Fortunately, there is a simple myth in the merman cosmology (currently out of print, in Missing Lands) which mentions that the Earth Cube was the first food, born within the vertical current of the Axis Mundi. The sea entities call the Earth Cube "Bab", the food deity, which makes it clear that for the entire duration of it being submerged (and continuing for the five sides which still are submerged), they have been feeding on it, and also left their imprint on it. The primal sea is a mollusk inside a shell of Darkness, and now a pearl grew within. As that pearl irritated the mollusk, it secreted layer upon layer of chalky matter on it. When the Earth Cube was submerged in the seas, all manner of Varchulanga's deep sea monsters welled out of the dark underbelly of the seas, the domain of Drospoly. These also include the watery children of Sokazub, the darkness animals of the seas. All manner of worms (armored ones leaving behind their carapaces), minuscule plankton with various kinds of shells like opal (a geologist term for thin sheets of silica that may sink down to form layers, in some cases the semi-precious stone mined like in Coober Pedy, in more cases aggregating into glass-like stuff under pressure that is known as flint), all manner of chalky exosceletons of things in the seas, taking their energy if not yet from a fiery sky then from the glow of the event horizon of the Chaosium where unlimited potential became - and still becomes - the stuff of Creation, and the Ultimate source of Energies at the top of the vertical vortex that would become the Cosmic Mountain after Earth had surfaced and then Sky was formed to diffuse those energies, making them bearable for the weaker entities populating the world. By the time the Earth Cube had risen out of the water, its surfaces had been bored into and secreted on many times over, leaving layers of ground material embedded in the chalky deposits, with bodies of water and darkness having intruded deeply into it, and still worming their ways into it. And Earth responded, with chthonic entities that may resemble serpents or reptiles, struggling with these intruders. The Behemoth (used as the mortal hero of the Earth Faction in Sandy's Gods War) is just one of many such antibodies in the employ of Earth to keep intruders at bay. Their movement made the interior of the earth tremble as the hardly plyable matter was condensed and shifted around. Earth Shakers, or perhaps Earth Stirrers, fully submerged. And these struggles will have seen their victims, with pieces torn off, entire sections of dead stuff left behind, including bones. Then the surface of the top side of the cube fell mostly dry, and sky inserted itself, then moved to impregnate the Earth, as the Cosmic Mountain solidified into Stone (Latsom?), the entity and substance cherished and mourned by the Mostali. Hot celestial semen pressed into cavities from previous invasions, sending pockets of water steaming into surrounding material, creating outgrowths on all surfaces of the Earth Cube. Surfaces covered by forests of coral where any light was to be had, and by protective shells of tentacled feeders creating even worse, bizarre forests growing out of the vertical walls, or down from its lower surface, into the deep undersea of Drospoly where Darkness may have solid enough pillars connecting the cube with the deeper Below that one could travel there dry. So, there is a crust of the earth, and beneath that crust there are crevices and caverns filled with all elements (possibly excepting Moon apart from places where the fallout from the inevitable crashes of each Lunar body may have seeped deeper into the body of Earth). The Earth Cube is not completely inert, and certainly was not when the outside invaded. The squirming thing that wrestled with Veskarthan, and things like it wrestling with bodies of Sea intruding as well as with the beings from the Underdark Sea worming their way into it born from Varchulanga. The Stone of the Cosmic Mountain was alive, and the lesser mountains were seeded in a similar manner - Rock was made from Earth as a kind of scab to protect the softer parts below, and a lot of the Earth Cube hardened in that process, at least around the crust where the fighting happened and things died, and also around the wounds that it received later as a result of the Breaking of the Earth and the Implosion of the Cosmic Mountain. There are still many places in the inside of the Earth which are vibrantly alive, ginormous Earth elementals, or soil full of life crawling, squirming, etc. Then a wave of entities populated the Underworld as Umath crashed into the Earth in the north. Rushing right through it to the deep Underworld of Darkness, with pieces and fragments shed on the way down, following some of the Planets that had gone before, and followed by the southern planetary son of Strength, Green Alkor, who was shredded in the same way as his victim, and became red Shargash in the process starting with him blocking the advance of the Intruder in the sky. In other myths, the birth of Storm was a hard and violent labour. Umath emerged first, pushing up his father Aether, to be followed by his sister (some say daughter) Serenha, and leaving behind an unborn third sibling, of indeterminate gender, refusing to leave the downbelow inside the womb of earth, the spirit of Deep Air, intruding into the empty womb where Aether had formed, witnessed by the Three Curious Spirits in the sidebar story in Uz Lore. There may be other wombs, some occupied by still-born or yet unborn entities, trapped there by the Compromise. WIth trapped seas sloshing around, at times squeezed lifeless, with magma sloshing around, at times cooling off, at times squeezed out to emerge on Earth's surface like a pimple pressed out (or as a phallic protrusion, and possibly both in one), all manner of metamorphosis is going on in the outer layer of earth, among the deadened scab that is rock. Dead bodies get ground up, bones shattering and cracking up, or deforming. The hot bones of the sons of Lodril may even melt, leaving an unlayered molded metal then ground up into nuggets of brass. As these fragmented pieces of godsbone are subjected to grinding, that same grinding also transports off the crushed bits, and waters permeating the crushed parts will carry them into crevices or caverns where they may drop their burden. Rock comes in various heaviness, and some of it may be as heavy as the metallic expressions of the elements, creating placer deposits - some on or near the surface, others deeper below. Placer deposits usually are covered only lightly, and can be accessed by shoveling away the "inert" (not metal-bearing) cover, or by slushing it away using the current of re-directed water. (Think Herakles and the Stables of Augias for a similar instance of clearing away the unwanted stuff.) It helps that all surface waters are kin to the rivers that hungrily reclaimed the top surface of the Earth Cube, and will pick up whatever they can before sorting it through and then discarding it in less animate passages. So, whatever you know about gold-digging as in panning and sluicing over vleeces is applicable to all Gloranthan metals except for solid Sea Metal, which floats and requires a skimming technique. There can still be soil deposits of sea metal, often side by side with amber, ambergris (which in Glorantha may come from more species than just sperm whales) and similar light minerals washed into lagoons near sea shores and trapped there over time. All solid metals will be found as nuggets or flakes, intermixed with sands rich in heavy minerals (like magnetite), in the real world used for metal smelting, or as pigments or the basis for pigments. The powers of Darkness include corrosion, and the metal may be covered in patina, or may be reduced to inclusions in almost completely corroded ores. Oxide or carbonate copper ores like Malachite may include flitters of natural copper metal even in the real world, and native copper forms when sulphide copper ores comes into contact with oxygenated water before oxidation contines further into these oxidic ores which provide mineral pigment, also sought by miners. Given the abundance of native metal in the Gloranthan crust, smelting of ores is rarely practiced in Glorantha. While the pyrotechnology for it exists - there are kilns for pottery, and there are glassmakers ovens, and there are people who cast bronze and tin alloys - the special tricks to smelt an ore using just the right amounts of charcoal and air from bellows or wind holes would be fairly accidental. It is possible that melting out native copper or native bronze from the corroded ore around it may produce some additional metal from inadvertant smelting as the conditions are bound to become somewhat right. Extraction of metals by amalgamation with liquid Sea Metal and then separation through evaporation or distillation will be known to Gloranthan metallurgists, too. The only metal that fails to alloy with Sea Metal (or any other known metal) is iron, the Death Metal with the power of separation - just like in real world chemistry. Things that can be mined: Treacle (no, seriously), Tar, Amber, Ambergris and other such resinous plant or beast-made matter. Graphite, Coal, Lignite, Peat Metals Flint, Jade, Obsidian other material suitable for knapping Soapstone, Jet, Galena and other minerals that can be carved using flint tools Sulphur Salt, Soda, Salpeter, Gypsum, Alabaster, Alaun, other mordant minerals Kaolin, Clay Chalk, Lime Gems (precious and semi-precious stones alongside with crystallized Gods' Blood), Crystals, Pigments Truestone, Adamant Where and how do people mine? Underground and tunnel mining typically starts with layers or clefts filled with the desired stuff sticking out from somewhat vertical cliff faces, or possibly inside natual caves or in rock perforated by digging creatures (including krarshtkids and trollkin or special rock-eating maggots bred by the Gorakiki cult). People start harvesting it from surface-accessible material, then follow the layers underground, and underground mining has been invented. Strip mining is a fancy word for digging aside layers of sediment that cover up what you want to get at. As large scale soil movements are possible using earth elementals, don't discount the possibility of strip mining at once. Pit mining is done into sediments (like the infamous diamond or coltan mines in Kongo) or into sedimental rock close to the surface. Flint mining in rather soft chalk on Bornholm shows that even Mesolithic and Neolithic people did so to get at their valuable tools. Quarrying is a form of mining, too. So is digging up clay for pottery, and cutting peat or grass sods as building material. Evaporating brine to get at the salt is a mining technique, too, as would be creating such a brine through input of liquids (water, acids).
  46. 1 point
    That's the dwarves who go into battle in full unenchanted iron. The west has a lot of iron compared to central Genertela, sure, but not even close to enough to armor up every Horali with it. Remember that literally every soldier, from city guards to tax collectors, are Horali. I do imagine the Zzaburi spell them up before battle, but I wouldn't go so far as to say they have no magic of their own. Even if they don't have sorcery, we know in Seshnela at least most of them are part of warrior animal societies which are basically thinly veiled Hsunchen cults
  47. 1 point
    I've done it myself with a regular saddle. Smashed targets etc. Yes I had stirrups but I i wasn't especially using them... Ie not standing up into the blow or anything. Tbh I'd be okay doing it bareback without stirrups. It's more general battlefield mobility saddle and stirrups are good for. Napoleon era cav used regular saddles even lancers. There are a lot of myths regarding lance use in combat. ((for background I once commanded a mixed arms medieval reenactment group that included cav. We did a lot of trials prepping for joust displays etc ))
  48. 1 point
    I will do so! I am checking with Osprey on what can be shared and what can't be. I have some art I commissioned I can share, as concept designs for the game.
  49. 1 point
    For anyone interested and to avoid misunderstandings, the Mythras Gateway License is this
  50. 1 point
    As you can guess from my painting, the Kushan riders in lamellar with their high collars are my favourite. The high collars especially are a neat detail, you can also see this in some earlier Chinese, contemporary Xiongnu, and later Korean armours. Also moustaches, fabulous moustaches everywhere. Here's Jeff's notes on Seshnelan art direction, some good links there: http://www.glorantha.com/docs/seshnela-art-direction/ THe illustrations in the Kushan Montvert book are not very good, but keep in mind there would've been more Indian looking troops as well:
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