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  1. That's a very deep question. Some people preserve vestigial memories of an era when the dominant elemental hierogamy was Earth and Water. Something happens to Water and the struggle to establish a successor sets up the "primal" (actually relatively recent on this time scale) rivalry between Storm and Sky. This is probably related to the flood but what's clear is that it's much older than a lot of the status quo we usually talk about. In the time when Earth and Water were united, they generated their own joint ecosystem. Snake forms were popular and beloved by both. The rivers were a sign of their union. Fish and snakes have scales. When a snake or river leaps it can become a rainbow or something like a "dragon," a winged (but probably not feathered yet) snake. The likitas (earth snake women, nagas) represent both tectonic "currents" and the literal flow of fluid energy through the landscape . . . dowsing, what we would call ley lines, the serpent force. It starts to look like a primeval dragon complex. Relative to other primeval complexes they read earthy and watery . . . but in the fullness of time the dragon world within itself has diversified to emulate other modern elemental vocabularies, one sheds his skin and becomes "brown," for example, another mirrors the sun, the red dragon from the board game remains a little mysterious. Cragspider's friend may be even more ancient than generally surmised or simply a recidivist looking farther back for a pleasing expression. The primeval dragon complex runs in parallel with the primal vegetative complex, children of Earth and Water we can understand a little better because they work a little harder to be understood. Different logic, different mythic economy but still contemporaries, fossil cousins cut from roughly the same stratum. There's a memory that dragons fought with giants that might conceal the fall of Water and the rise of Storm/Sky. If so, the giants are the shadows of one or more new divine dynasties, massive in "scale" but maybe more human in shape. Man Rune. The dragons are aligned with the older world. Giants and dwarves have an obscure relationship. Dwarves receive or acquire Earth affiliation at some point. Law, Stasis, Stone. As moisture recedes the ground hardens. Generations of elves and dwarves come and go. The world changes. East is where the old world never rolled back. West is where it recedes. People in the West who remembered the dragon world recede as the giant world and its monomyth comes into historical focus. But with strange aeons . . . .
    5 points
  2. Fioracitta: the Heart of Power is now available. Fioracitta, the latest campaign setting for Mythras, is here. A complete fantasy city, inspired by the Italian city states of the Renaissance, Fioracitta: The Heart of Power, explores the city, its people, long history, myths, gods, and perhaps most importantly, magic, in evocative detail. Explore how Fioracitta came to dominate the surrounding lands of Ittara; the many factions that vie for control; the enigmatic non-human species who call Fioracitta home; the gods and goddesses who may be ambivalent to their worshippers, or subtly directing their fates. This is a detailed, but amazingly accessible setting for the Mythras RPG, but can be comfortably integrated into many other fantasy roleplaying system campaigns. Fioracitta offers guidance for creating Fioracittan characters; cabals and secret societies; generating specific historical events to make every campaign unique; and provides a compelling backdrop to campaigns dripping with intrigue and adventure, magic and tragedy. Join us in Fioracitta’s streets. The book is available from DrivethruRPG in hard and softcover, and The Design Mechanism webstore in hardcover. The PDF is included free with all print purchases. 230 pages $48.99 hardcover $38.99 softcover $15.99 PDF only DrivethruRPG TDM Webstore
    4 points
  3. Lake Ippalia does have many secrets. is it truly the birthplace of the Longane? The Otter People will aver to that with their last breath. Lake Lascha, too, has her secrets. Both those lakes are connected by the Longane, so they could go together. The characters could be faced with an adventure which requires them to wander. Where will they go? There is a whole underground down below the streets. Hidden temples, sewers, aqueducts, cellars full of conspirators, hidden and secret tunnels, and tombs. There are a few above-ground abandoned places, too. Delving into those means delving into the history of the city. As for the magic items and wondrous things, that would have to tie in with the book, to show their histories, their impact on culture and economics, and so on. They'd not just be there for the sake of it - anyone can do something like put a permanent Bladesharp on a sword. But a sword owned by a historical character, which seems to have a shady curse, is another thing altogether. I'm sure that if there is a high enough demand for expansions, I can talk to Loz about opening a line of short modules and adventures.
    3 points
  4. I was on Facebook today when a guy mentioned that he had bought the rights to Worlds Beyond and that he will soon be publishing it again. See https://www.pigames.net/store/default.php?cPath=149
    2 points
  5. Blue Moon Brothers The player characters are secret operatives for the Blue Moon Assassins/Blue Army in disguise as a group of traveling musicians, or they were, until they ended up involuntarily joining the Danfive Xaron cult to protect the secrets of the Blue Moon cult. Released from prison into a world that's rapidly changed, they learn that in their absence the Blue Army has lost so much ground to the Unspoken Word, Great Sister, etc. that the Blue Army secret training center where they were raised as orphans to be musician-spies is in imminent danger of having the Tax Demons unleashed against it! Can they put the (hero) band back together and save their beloved brainwashing center, that is, orphanage, and figure out just who keeps trying to kill them? (One campaign where Drive Chariot will rarely, if ever, go unused...)
    2 points
  6. I'll be here tomorrow to answer more questions. This has been a great day. Soph even described Fioracitta as "something superb, which deserves to be up there with the great cities of fantasy gaming." Thank you, everyone.
    2 points
  7. Here's two examples of Journalists which show how much of a difference the 100 point spread makes. Journalist Aliboglio puts some of his 100 points in Bureaucracy, Commerce, Customs, and Influence. Aliboglio likes to schmooze, press the flesh, and dig through archives to get at the truth. Financial records, birth registries and Tamaggia church records are all the same. Journalist Baranna puts points in Athletics, Deceit, Insight, Perception, and Stealth. She is used to climbing places where she is not welcome in order to get at the truth, she is glib, and she knows how to hide, cold read her interviewees, and eavesdrop. The Standard Skills you put your points onto will define your character's metier and forte. Insight and Influence, for example, make your character good at reading people and manipulating them. Commerce and Customs, on the other hand, make the character a born haggler.
    2 points
  8. As for Standard Skills, p. 38 of Mythras applies. "Standard skills are common to everyone. They represent innate abilities and skills that most people employ on a regular basis from any walk of life." I always assumed that every character possesses these skills at their base chance, and you can share your 100 skill points among them. Most characters, and practically all Fiorese characters in particular, are Civilised. Barbarian and Nomadic exceptions are listed on p. 15 of Fioracitta. Because characters are Civilised, their cultural background skills can be drawn from those listed on p. 15 of Mythras. The skills listed here are for their professions. The 100 points can be spread among those cultural background skills from Mythras as well as the skills listed for these professions. Some of these professions are new. There is no cultural equivalent to them in Mythras. It kind of makes the character options unique to this book. You may complain about the lack of useful skills for Journalists, but in my experience journalists in real life seem to have no useful skills whatsoever, so. as for the Combat Styles, p. 87 of Mythras still stands. There's an or in their listed Combat Styles, too. You just don't see it in the pages of Mythras. You do, however, have to choose which Trait to learn when your character chooses their Combat Style. If it says "choose one from," that's the Trait you pick for your Style when you're using it to fight. It doesn't just grant flexibility in Combat Styles, such that no two warriors, even with the same characteristics and Combat Style %age, will fight in exactly the same way; the difference in Traits can be used to identify the character by their fighting stances, the way they apply their abillities, and even to identify the fighting stable or teacher who taught them to fight.
    2 points
  9. I do love a turtle. Now that we're here I wouldn't be surprised if our original source for a lot of this comes from Sofali informants and what I now want to believe is that they have a weird unique spiral astronomy and that their word for sky is bronze. Dragons, waters, trees, snakes, fruit. EDIT "Apples." I was going to mention the Holiness of the "tide-wracked" Holy Country, half solid and half fluid, but forgot to go there. Golden apples, silver apples. Apple Lanes. A lot of this was probably developed into whatever form Ernalda Dragon (Ernalda Likita?) was allowed to take inside EWF and then spectacularly suppressed . . . I think this is probably the best answer to the original question. They knew more about these connections and worked them more explicitly than they do today. Anyway people don't like to talk about it until the terminal third age reopens all the locked mythic boxes and those ghosts of previous epochs come briefly home.
    2 points
  10. That might have been me, although by the time G+ started, my troupe-style, HQ1 campaign "Arachne Lunara" which involved Lunars travelling to Teshnos, Melib, Vithela and Kralorela had ended. I played a quite a bit with the timeline, but the heroes got to see the Time of no Zitrs in Teshnos (and might have ended up killing Garusharp), saw bits of the Andini Demon Fleet (and helpfully taught them about Sedenya!), futzed with the Dragonrise, failed to prevent Sheng Seleris' star from returning, and finally watched the White Moon rise in the Dreams of the Future. It remains my favorite game to have written and narrated.
    2 points
  11. I'm being a little premature, having only skimmed the material, but on the other hand, I'm premature since I've first heard about Fioracitta ... I'd love to see this expanded to a whole line, maybe Fioracitta even becoming a "backdoor setting core book". Really, from what I've read, it seems to be a setting that gets what I love about the best recent fantasy. From my first look at Fioracitta, I think we could sure do with a decidated bestiary - I love bestiaries, and would be interested in what kind of beasties would be considered appropriate to the setting.
    2 points
  12. It obviously forms a stasis rune.
    2 points
  13. Warm Beer. Bark teas. Soups. Wassails. Warm fruit alcohols. with herbs and spices. Salep (made from orchid root). Something similar to an Api Morado? Spiced Hot milk. Butter teas (in Prax and Pent). Mint Tea. Barley Tea. Spiced Soy Milk in Kralorela. Sage Tea. Ginger based drinks. Hot drinks make a lot of sense, as boiling water unites the enemies of Fire and Water in a common cause to kill disease spirits according to the Chalana Arroys. Most medicinal potions are likely served hot when that is possible.
    2 points
  14. Which may happen, but the art isn't cheap. Mark's Artesia Known World RPG is available on DriveThru.
    2 points
  15. My concept for magic is that the children could befriend smaller spirits. That spirit could use some spells for the kids. I think i would build it up like a passion. Do something nice for the spirit, it might help you later. If you are very nice to the spirits, you could end up with your own little PokeSpirit.
    2 points
  16. For several decades now, this has actually been my go-to for introducing new players to Glorantha through RQ3 and HQ -- I haven't tried it with RQG yet -- but almost always as a 1-on-1 scenario. With new players I find Gloranthan interpretations of classic fairy tales work great, and my favored one is a riff on Jack and the Beanstalk. I haven't worried much about reducing stats, but slightly reduced STR and CON seem in order. The times I've played with younger players, they've always wanted to play characters older than themselves, so I haven't had to model very young children. As I mentioned above, I haven't tried this with RQG yet, so I haven't dealt with Rune Affinities, but I'd assume that those are already emerging in their behavior (Runes actually seem like the simplest game concepts for players to wrap their heads around). Keep the skill lists and levels restrained for simplicity, but make sure they have at least one clear specialty -- maybe on par with a Humakti or Yelmalion gift, but without the geas. No formal initiation into a particular cult -- that's part of the introduction to play, so the player can discover them at the same time the character does. I've generally started this scenario in Sartar as a jumping board to explore other parts of the world, but I also started it in Teshnos once, which was probably my favorite. The player character has been charged by a parent to take goods to market for the first time on their own. Usually a cow to trade, but maybe a bundle of the season's furs. On the way, they encounter a monster with a sack over its shoulder -- sometimes a troll, sometimes a dragonewt, always with a struggling princess in the bag. A fight ensues (because who isn't going to try to rescue a princess in a bag from a monster?), escape is made to the nearest village, followed by the indignant troll/dragonewt demanding the return of its legally-purchased slave. Wait! These things can talk? They have legal recognition? The ensuing parley invariably results in the young PC surrendering the trade goods in restitution and to purchase the slave (because what human village is going to allow a troll or dragonewt to keep a human slave?), and together they return to the homestead. The parent is rightly furious at: a) the loss of family fortune, and b) another mouth to feed. Both the youth and princess are turned out to fend for themselves, but the princess bears a personal possession that's a clue to her inheritance, if only she can get there somehow... Along the way, they meet Sun Dome Templars, talking animals, dark swamps, etc. Mix and match with other fairy tales, and incrementally add more mechanical features of daily life in Glorantha. I have some Gloranthan ideas about Red Riding Hood I've wanted to try out. Above all, though, play fast and loose with the canon initially; over time you and your players will either realign the characters with the canon, or the canon with the characters. Cater the game to your players' interests to keep them playing, and let them direct the exploration of the published material. !i!
    2 points
  17. At long last... Halloween night. A haunted house. Will you live to see the morning? The Old Barnaker House. Every kid has heard about it. Everybody has a different awful story about it. All of them agree it is a very bad place. But here you are on Halloween Night, all because of that jerk Roger. He dared you and your friends to spend the night there. You couldn’t let him bully you. You will show him who is chicken! Everybody knows that there are no such things as ghosts... right? Get your slingshot and your pocket knife. Grab some candy and ready your Rubik’s Cube. You and your friends are going to go face-to-face with the horrors of the Barnaker House. Hopefully you will live to see the dawn. The Dare is a one-shot scenario for Call of Cthulhu® 7th Edition, intended for four or more players. Expanded and revised from Kevin Ross classic scenario from 1990, this scenario has been fully updated for even greater horror. Long out of print, this scenario is once more available to terrify players (thanks to a nightmarishly tardy Kickstarter-funded project by Sentinel Hill Press). They said it would never see the light of day. They were wrong! This product includes: A full-length scenario, inspired by 80s horror movies wherein pre-teens do battle with an undying monster and its house of horrors. Extensive advice for Keepers on how to bring the horrors of the Barnaker house to life. Detailed floor plans of the Barnaker house. ‘The Call of Kid-thulhu’ rules, a streamlined version of the traditional Call of Cthulhu rules and ideal for introducing new players to the game. “Grab the Machete!” — a suggested viewing list of 80s horror films (written by Brian Sammons), perfect for inspiring Keepers and players alike. A set of 10 pre-generated kid-investigators, complete with more than 20 portraits, allowing players to customize their characters, complete with super-1980s style character sheets. The Barnaker House is waiting. PRINT EDITION COMING SOON https://www.drivethrurpg.com/product/220315/The-Dare
    2 points
  18. No one is sure about Vithela, which makes it a fun place to explore, IMHO. Lamias are a bit strange - I definitely remember reading about them somewhere. Are they chaotic? Serpent Guardians are definitely Earth related. Vithela's relationship to the Earth rune seems a bit interesting, honestly. The myths that immediately strikes me as most Naga-esque are the stories of Harantara / Thrunhin Da. It follows a lot of the Chinese/East-Asian naga myths, where there are frequent Water Rune connections. Indian naga's sometimes have the aquatic nature, but more frequently they are Earth or Darkness/Underworld creatures.
    2 points
  19. Der Uhrwerk Verlag startet das Crowdfunding für die deutsche Edition von "RuneQuest: Rollenspiel in Glorantha" diesen Freitag den 18. September um 12:00 Uhr! Beteiligt euch FRÜH und HOCH (wählt GLEICH das Dankeschön, welches ihr haben wollt, und nicht erst einen "Platzhalter" für Kleingeld, um später eure Unterstützung anzupassen). Die StrechGoals hängen von einem guten Start ab. Und ich bin mir sicher ihr wollt ALLE StretchGoals erreicht sehen. :-) ----------------------------------------------------------------------------------------------------- Uhrwerk Verlag will start the crowdfunding of the german editon of "RuneQuest: Rollenspiel in Glorantha" on Friday September 18th at 12:00 (local time). Maybe there are collectors out there that will back the german edition, even if they can´t read german. :-) https://www.gameontabletop.com/cf195/runequest-rollenspiel-in-glorantha.html
    1 point
  20. Apologies in advance if there's already a thread for this. For all of you audiophiles here is our latest episode in a new series of interview podcasts. "Welcome to Tales from the Black Alynx, a pub on the wrong side of Jonstown. Grab a pint and gather around to hear Neil Gibson from the Runequest Project talk to a variety of authors from the Jonstown Compendium, the Runequest Community Content Platform. In this episode with talk to the author of the Six Seasons in Sartar, Andrew Logan Montgomery." https://www.podbean.com/media/share/pb-s9gnk-ee0305 If anyone is feeling generous you can help out with our hosting fees! https://www.patreon.com/runequestproject I'd also like to highlight the excellent work by the Wind Words team. New episode out soon (???? I Hope!) https://windwords.fm/
    1 point
  21. Thanks! So with regards to combat styles, that means that I best decide whether one or several of the listed weapons are part of a combat style based on campaign type? (I'm using the German edition of Mythras, so I don't know what p. 87 would be in there, but I guess it is the paragraph on Combat Styles in General). I'm still not sure if I get the new professions right, because they're so different from the format used in Mythras. If there are no standard skills listed (like for the Diarist), does that mean that the profession gets to spend its 100 points between 3 of the professional skills and all standard skills? That would actually make these professions potentially extremely versatile. Or does it mean that they can spend their 100 points only on the listed skills? That would conflict with the core rules, where you can only choose 3 professional skills and raise each one by a maximum of 15. I mean, in the end, I don't have a problem with treating the profession skill lists as suggestions and having everyone just raising the skills that make sense, so this is not really a problem, more kind of a nitpick ...
    1 point
  22. I think that a lot of Ernalda serpent/draconic powers were lost, or suppressed, when the EWF fell, as Ernalda the Dragon didn't have the same ring to it. So, sure, the cult has Serpent Guardians, but they are not as prominent as they might have been. With the Hero Wars, these long-forgotten practices can come to the fore again and be reawakened.
    1 point
  23. Looking at the cover, our fantasies may differ.
    1 point
  24. Ah, yes, of course! And down deep we discover that the Font of Chaosium is actually a turtle belching its secrets into the world. And when it gets tired and decides to turn around after some 600+ years, all the turtles above come toppling down and then they have to slowly climb back up.
    1 point
  25. Or perhaps this is that first "war" between Sea and Earth? A struggle between the fluid and the solid that ultimately produces the Earth cube.
    1 point
  26. Good question and off the cuff: A little bestiary for wondrous creatures in and around Fioracitta. More Infos (or secrets) about Lake Lascha and/or Lake Ippalia. The supplement gives some teasers. Maybe some NPCs regarding the mentioned important organizations. Further secrets of Fioracitta (e.g. sinister ones, about the old cults, the underground levels of the city...) Additional magic items or wondrous things similar to the great ones we already have in the supplement. Give us more about this awesome city.
    1 point
  27. Any plans for additional Fioracitta material besides the upcoming scenario?
    1 point
  28. It's Cthulhuween Day 3 - this is Emanuele Desiati's “The Fall of Lomar” from the Pulp Cthulhu campaign A COLD FIRE WITHIN. Available on all sorts of merch over at our Redbubble store: https://www.redbubble.com/people/chaosium/works/58510602-cthulhuween-day-3-the-fall-of-lomar-by-emanuele-desiati
    1 point
  29. Kinda resurrecting an old topic, but you all forgot about matrixes. If you want to get technical, a bound spirit has access to things that it's touching. e.g. the person holding the crystal. The problem with a crystal is that you can't modify it. What you want is to have an item inscribed with spirit binding enchantment, then a power storing enchantment. Your instructions to the spirit is to fill the power storing matrix. (they're touching so it 'should' be able to do this.) Then if you want to take it further you add on a linking rune and inscribe spirit magic spells, so you can use the stored magic to cast them. Add on some conditions and you can get pretty wild. Take a sword and do all this with the condition that anything that's touched by the blade of the sword (not the hilt) gets hit with a disruption spell. If you want to get vicious on area effect spells, Have a block in a temple enchanted, if you have 100 worshippers you can make it store one 10 point Dispel Magic, 20 disruptions with 22 linking conditions, 10 points in area, exclude worshippers, target enemies of the temple, link to power storing, store 36d10 of MP, and allow anyone in the vicinity to either use the MP stored or refill it. It'll only have about 5 uses, but the first 5 will die spectacularly. If you add on a binding enchantment you have an automatic refill as well. Also, i might have messed up my addition a little, but you get the idea. I know most of the spells are limited to RuneMasters in RQG, so you'd need to either make it a huge endeavor or find a bunch of sorcerers to do it. Though it should still work fairly well on small scale stuff. Now if this is overpowered, (Which it is) another method would be to bind spirits into animals, and then command them to replenish the power storage of the stone. Each member can probably have one animal. now you have a small army of cats/dogs/crows/goats/etc hanging around making sure the storage matrix stays full. Add in any humans defending the area... Most of this came from my brother and i playing Avalon Hill RQ3 using Sandys Sorcery rules. He took a dark troll followed in the steps of Arkat then made a shade his familiar, and dumped most of his stats into it. (There was no 1 point max limit in the version we had) The shade learned sorcery from the Troll, then the rest of the campaign was the familiar exploring while the Troll stayed home and made magic items using POW from trollkin who were eager to please their master. (Troll had 18 INT, dropped it to 9, the shade got 18d6 INT as a sorcerer.)
    1 point
  30. Hardly! The Parloth are, on the surface, Celestial-ish, but way less stuck up than the Dara Happan pantheon. I'm drawing a lot of Puranic mythology, in which the Vedic devas (gods, parloth) and the various asuras (antigods, adpara) are constantly in battle, until some antigod gets a boon, overthrows the Cosmic Balance, and one of the High Gods (Brahma, Vishnu, Shiva, Shakti) are called in to defeat the antigod and teach you some esoteric spiritual lesson as well. Hinduism has 18 major ones, and about 100 or so minor ones, and the fascinating thing is that they clearly tell many of the same stories over and over again, in different order or remixes, but with the emphasis of different sectarian High Gods. We have introduced a Hasamadori mystic, who may or may not be a Keet and may or may not be drunk or perilously in your way while you are attempting to do important hero things. Larn's runes are weird - Moon seems the most apt, and then either (Stasis/Change) (Disorder/Harmony). Our Glorantha Has Varied, and for the sake of Maximum Game Fun I might allow any of those Runes to have Immotion Lessons taught off them.
    1 point
  31. Amongst the larger named Parloth named in Revealed Mythologies... no, not really. There is of course space in Vithela to discover new Parlothi (or ennobled antigods) to possess those aspects, and we're willing to do that. A Parondpara or Demigod would make the most sense, in that case.
    1 point
  32. The deities (or at least the non-antigods) in Revealed Mythologies appear to me quite stodgy, a typical Celestial pantheon problem. A possible trickster character could be Larn Hasamador, one of the three sages, who meditated on Nothing. All mentions of him run like "And Larn Hasamador? Oh, nothing." Other than Nenduren and Mashunasan, this sage has no heroic moments.
    1 point
  33. Are there any Vithelan gods vaguely similar to, say, Hanuman or something? Heroic, but playful, as it were?
    1 point
  34. My campaign has been hijacked by the younger players, and has become focused on pet fetishes. The Humakti Duck in the party, has decided that he is going to be a dinosaur rider. So there have been forays to Tink to see Forang Forash, who has told them about the path of mastery, i.e. a second age sage, who learned the skills of dinosaur mastery, with the book hidden in a lost tower in Delecti’s Marsh. However, this has been superseded after the killing of the Dragon of Thunder hills, and the grateful Dragonnewts split the Ducks tongue so that a) he’s got a lisp, and b) he can now cast a spell to communicate with dragon kind. Flash back to a Lunar Sorcerer with a Dragon speciality, who fled into Delecti’s marsh on the Dragon Rise. Though he was expecting a welcome (the ego of some academics sorcerers), Delecti instead killed him, and, with a sense of irony, bound him into a zombie Allosaur. Said sorcerer has fled to the Spinosaur flats, and, in his first steps at world domination, has dominated two Spinosaurs, who he’s using to decimate the local Hadrosaurs (their usual tactics don’t work against Spinosaurs working together and with spirits with dispel magic…) Party turn up, off both Spinosaurs, and the Zombie Allosaur, and pack of Deinonychuses. All of which impressed me. One Spinosaur was kept fanatical, chasing the duck with flight cast on it who kept its attention with a chain of disrupts, leading it off a cliff. So now the party have the undying gratitude of last surviving Hadrosaur of the tribe, with a clutch of 5 eggs. And next stop is Pegasus plateau (I might have to pretend the Hippogriffs are Pegasi, to avoid tears…). Also, there I’ve heard muttering about Alynxs. I’m probably going to have to something about. And I did (once) have a campaign planned. Perhaps one day we might progress some of the ideas for that…
    1 point
  35. Cthulhuween Day Two: 'Stalked by the Hound of Tindalos' by M. Wayne Miller. Available on t-shirts and all sorts of stuff... https://www.redbubble.com/people/chaosium/works/58509909-cthulhuween-day-2-stalked-by-the-hound-of-tindalos-by-wayne-miller
    1 point
  36. Well the Kickstarter ended just after breakfast this morning, and 545 backers have funded all 12 stretch goals! Maximum thanks to all the backers! This is what the campaign has achieved: Stretch goals 1-3 More art and enhanced graphic design for the main rulebook. Stretch Goal 4 The Whispering Warrior Quickstart Rules/Adventure Stretch Goal 5 An OpenQuest OGL SRD that will be hosted here. Stretch Goal 6 The Saga of the Savage North, an adventure/setting book. Stretch Goal 7 The Clockwork Palace, an adventure/setting book. Stretch Goal 8 The OpenQuest Companion, a compendium of alternate rules and guidance. Stretch Goal 9 OpenQuest Dungeons, a collection of adventures, with a mini-setting, and rules guidance. Stretch Goal 10 Support for a Virtual Table Top. Stretch Goal 11 The Four Emperors Preview Adventure. Stretch Goal 12 OpenQuest Patrons choose OpenQuest Next (the next OQ powered project) everyone gets 1st draft in pdf. As a thank you to the generosity of the backers and the Master of Ducks (a unique special high tier reward that has been claimed), The Book of Ducks, a culture book including character options, culture details, a mini-setting and an adventure. There is a new reward for OQ Patrons and add-on for all other backers, called The Book of Patrons (a working title) a collection of 25 NPC + rules for patronage. The main rulebook is due to be released early in 2021, with the rest of the stretch goals being delivered throughout 2021.
    1 point
  37. Google has been a boon to me during the writing of this book. Quite out of sheer laziness, while looking for the floor plans of a famous house of ill repute in Fioracitta, I googled "Italian mediaeval brothel floor plan" for inspiration. Pages and pages of source material later ... I didn't get to put it into the sourcebook. But I owe you an adventure module ...
    1 point
  38. Not sure about Vithela, but Nagas would definitely suit Glorantha. We currently have Lamias and Serpent Guardians, which are basically similar to Nagas, but there is always room for more half-serpent folk.
    1 point
  39. This topic has me thinking a bit about Wyrm's, and wondering if there is a place for Naga's in Vithela.
    1 point
  40. 1 point
  41. This month's #MOTM is now available on the Jonstown Compendium! Children of Melikaphkaz previews material from a forthcoming work for the Jonstown Compendium, Melikaphkaz: the O-God of Traps. Included in this issue is a short-form version of the cult of Melikaphkaz (like those in the core rulebook), as well as several monsters for his worshipers to summon, or for the gamemaster to use elsewhere in their Glorantha. MAY THE SHELTERING DARK PROTECT YOU ALL! About this Series: 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.
    1 point
  42. The Five Returning Arkats are all fakes. The scorpion-armed Broo Ralzakark is the real Arkat.
    1 point
  43. The steeds of the Ostrich Riders are completely invulnerable when they stick their heads in the sand. Just the mounts though, not the riders.
    1 point
  44. There is also the World Serpent in Hsunchen animistic traditions, which are themselves fairly populated with dragons in the upper hierarchy (Korgatsu, Hykimikyh). My overall theory is that dragonness is a state of being anyone, including gods, can be in, but that it's also one so withdrawn from material concerns that in surviving mythical cycles, the stories are ones of resisting or overcoming draconic temptations. Cutting out the Inner Dragon, as it were. (Or in Aroka's case, cutting out the inner raingod.) And snakes have strong draconic connections because they share more parts of the original dragon bodyplan- sinuous form, scaled skin.
    1 point
  45. Deezola is not analogous to Chalana Arroy, she is Lunarised Ernalda. She has significant healing powers, but comparable to Ernalda (or more precisely Dendara), not as deep as Chalana Arroy. Deezola also command over the Earth, an association with sovereignty, etc. Deezola was a Dendara priestess when alive. The Dara Happan equivalent of Chalana Arroy is Erissa the White Lady, a daughter of Yelm - but the Chalana Arroy cult considers it just a sub-cult, so Erissa cultists May freely join and associate with Chalana Arroy cultists.
    1 point
  46. Snakes are Ernalda territory, and there is not much association between the Earth deities and dragons. There's definitely a difference/distinction between reptilian snakes and water serpents (which as you note are associated with rivers). The latter do have strong mythic associations too though - e.g. the 'serpents' of Prax are the occasional water ways.
    1 point
  47. People seem to forget that Issaries, Lhankor Mhy, and Chalana Arroy largely try to stay out of the fight between Orlanth and the Red Goddess except when Chaos gets brought in or Orlanth uses the Lightbringer's Summons.
    1 point
  48. I'm in absolute awe, that's not dumb, that's fucking brilliant
    1 point
  49. Thanx but I'm a GIMP fan myself. Why use a hammer when a wrecking ball is so much bigger!
    1 point
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