Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/17/2021 in all areas

  1. The White Bull Campaign Follow a group of Gloranthan heroes on their way to Herodom. This is a continuous recording of the current Chaosium house campaign regarding RuneQuest: Roleplaying in Glorantha. You can watch original airings on Chaosium Twitch. All episodes are availabe also on YouTube. (Bullet titles below (e.g. Episode 17) are direct links to the respective episode on YouTube.) The Cast: Enkala, Blue High Llama Apprentice Shaman - Linda Borgen Garan Grimseeing, Colymar Heavy Cavalry - Richard August Gina Gravedancer, Necropolis Funeral Dancer - Cla
    10 points
  2. After completing going through the first batch of ten sessions from the White Bull Campaign, I've decided to follow my promise and create a time table including short contents descriptions regarding the recorded sessions, that I've seen so far. I will update the above list while going through the remaining session recordings (which are already up to session 27, so there is still a long way to go ... 😉).
    5 points
  3. Yelm's passivity is sort of like Arthur's passivity in the few Welsh Arthurian stories that survive in the Mabinogion. What we have in Solar stories for Glorantha is only part of the story. We have the long middle age of Yelm and only hints about Yelm the Youth (or Brightface) who does all these fantastical cosmogonic acts that are reiterated in the Ten Tests and the Mustering (or assigned to Lodril in the later synthesis, etc.) and then overthrows the existing order in order to produce a new and better justice, etc. That being said, we have multiple faces of the Cold Sun. Some (Antirius
    5 points
  4. How about we put it up for sale as a poster and such on redbubble.
    4 points
  5. It's funny, that kind of reminds me of how the old Hero Wars and Sartar Rising stuff portrayed Valind and his place in the Great Winter. In Storm Tribe, Valind's write-up states that the Heortlings see him as the "bad child" of the Thunder Brothers; he's that annoying punk no one likes (apparently "valindi" is often used synonymously with "entitled whiner"), but he is still family in the end, so you try to put up with him. And in the context of the Great Winter, that's potentially where Valind finally makes himself useful (again, to the Heortling perspective), because Valind doesn't just
    4 points
  6. I'm a newbie but already a big fan of RQG. But I bounced off the game originally on launch because I struggled with the rules. I was new to BRP games, which didn't help. It wasn't until running Pendragon, typing up summaries of the RQG rules in my Notion (note-taking app) and running another 10 sessions, did I start to get the intent behind some confusing elements (wound levels, strike rank, combat actions per round, attack-parry matrix, armour layering, seasonal advancement). Once you understand the intent, you don't have to clutch onto the official rules as tightly. I hope the star
    4 points
  7. Oho! Happy to know you all are still in it. Sorry to misremember . . . long couple of years. It sounds like you are discovering amazing things. Look how happy we all are to hear them! The middle question is easiest. From a pure experiential perspective, this is not a part of the world where sun worship emerges or thrives organically. It gets cold and cloudy. While the sun is a source of light and heat, for much of the year that can feel like a tentative proposition. The sun might not formally "die" every winter, but sometimes it's hard to be sure. We don't trust the sun as much as we d
    4 points
  8. I've decided to create a new topic for the promised episode list to make it easier accessible and more visible:
    3 points
  9. "Impromptu con" was something thought up on Tuesday and launched on the following weekend. It was mainly talked about on Facebook. It was an event on Discord, and many of the events were thought up only a few days prior. I only got my two events added to the con the day before it went live on Saturday. The event was free. We didn't promote it heavily anywhere. We did it because it was fun, and it took very little time to organize and run. We'll probably do another one in a month or so. NOTE: John wrote up his "super simple game" very recently. It's not like he has vowed to never let it se
    3 points
  10. Valind would make an exellent cult for a bandit, in MG it's widespred between orlanthi bandits. The Ouori walrus folk, a northern race of mermen, worship him too (the Guide pg. 105). He is said to be worshipped through Fronela, partly propitiatorily, but also to summon his destroying powers (pg. 231). I imagine that by the northern Hsunchmen and by the Janubian and Nidan Orlanthi, though no temple to him is mentioned. Also a people called Neechen live on the Glacier's edge and "fashion the ice into great monolyths towering towards the heavens", which sounds cool as fuck. They mo
    3 points
  11. There's also the section on the Young God in GRoY (page 69), where Lightfore's path through the heavens tells the story of the Young God, aka Yelm. It does mention that the stories used to be told about Kargzant before the anarchy year "turned everything around", and that path is also the way of life for the Nomads. The Perfect Sky (page 50) is even more interesting, as Lightfore and Kargzant are originally spaced out so that when one sets, the other rises, only to eventually merge into one. This happens in ST111, at the same time as Antirius is said to rise, suggesting the renaming
    3 points
  12. I'm running The Coming Storm HQ campaign, and one of my players chose the "full text writing creation" and created a valindir... Indeed, such a character isn't thought highly of in Red Cow Clan, and when the Great Winter will come, he certainly will have big problems (a lynch mob...). Then, his background is also certainly the most creative of all the party: he's some kind of a village idiot (a handsome and strong one, but yes, a village idiot) in Red Cow Fort, a stickpicker, and there was some really good prophecy dedicated to Valind in his background, with strong links with the clan and the
    3 points
  13. I also like the idea of "Folk Magic", like tiny rituals that have specific effects. Bind these seven flowers into your hair to dream of your husband-to-be. Transfer your warts to a toad using this conjuration. Wield fennel at night against the forces of darkness.
    3 points
  14. That misses the most important aspect of Yelm though. In Hell, he becomes active. He conquers Hell. He meditates in Hell and comes to an understanding of the Other. He summons his enemies to him, and proves his Justice, accepting that he cannot be All and must acknowledge the Others. And, finally, he resurrects himself, gathering his parts to him and rising intact as the Sun. Without the last, there is no Dawn, no Time, no escape for Life from Hell. That's cool! I would tend to say the Rathori Sun is Yelm, but that he is weak in Fronela (as he was never able to conquer
    3 points
  15. True in RQ. However, this brought me to an insight on RQ Mythology, gameplay, stories, and life in general. A good friend in High School wrote in my Yearbook "Becoming is superior to being." (a Paul Klee quote) Somehow, it stuck, and I really took it to heart. Yelm is the Sun. Humakt is Death. And, frankly, neither ever really did anything interesting. They never mythically changed or became anything. Both are passive characters, best known for what others (e.g. Eurmal, Orlanth) did to them. Orlanth screwed up mightily then labored to fix it. He became king of
    3 points
  16. 3 points
  17. I think you'd need to lead others from the cult on a Heroquest. Start on a holy day at a temple. Successful Worship. Enter the Godtime quest and reenact the myth with others aiding you. If successful, others now know and remember this quest, but it is specific to the temple.
    2 points
  18. Recently I was reading some old HeroWars/HeroQuest-era cult write-ups and realized that the Rune abilities there can be used for a wide variety of situations. In many cases, they let your character accomplish magical or semi-magical feats that an equivalent RQ character can't. IMHO HQ's Glorantha is arguably a more magical place than RQ's Glorantha, but I was wondering about bringing some of that magic back to RQ... so for instance do you allow Rune rolls or Rune augments to accomplish non-mundane ("semi-magical") actions? What about allowing a Rune roll with a Rune Point spend to do something
    2 points
  19. Yes, you can certainly go to a more complex level and one-use vs. reusable is an option. Or, maybe, with a success you have to spend x points POW, with a special it is x Rune points, and a critical is x Rune points but you've now got the reusable spell. RBoM has some discussion about devising new rune spells. It suggests that a 1RP spell is about 4x more powerful than a 1 point spirit magic (or perhaps that is equal to a point spirit magic, but longer duration). A 3RP reusable spell is generally the epitome of a primary deity's power (e.g. Humakt Sever Spirit, Yelm Sunspear, Chalana
    2 points
  20. Who was Lightfore/Yelmalio before the death of Yelm? The heart (and justice) of Yelm. So in that sense, their "youth" is coequal - what Yelm did as the Young God is what Yelmalio did as the Young God.
    2 points
  21. The Telmori don't have to strike at the people, they can strike at the herds of the neighboring clans. Without any custom or obligation to pay weregeld, this is hard on the herders, too. Without the distant pastures, the neighboring clans face economic ruin as pastoralism is essential for wealth generation in pre-Sartar Quivinilands. Wolves strike at soft targets, and avoid the strong ones. They find and separate the soft targets by disrupting herd cohesion. The Maboder apparently took up Hill Fort farming as a countermeasure to the Telmori raids, limiting their livestock to the imm
    2 points
  22. They could be. I have no idea. The spells from the Book of Doom came about because I wanted to use the abilities mentioned in various Hero Wars and HeroQuest rules/supplements, so I converted them into Skills, Spirit Magic Spells, Rune Spells and Sorcery Spells. I have a list of deities that have the spells, but need to amend it to take into account my renaming and consolidation of skills. When I have done that, I'll add it as an extra to the Book of Doom. Those deities might be SubCults of major deities, or might be mentioned in GaGoG.
    2 points
  23. I'd suggest if doing this, then making a pre-requisite of 90% in the deity's Rune(s). You can't do your god's things if you're just not that much into what s/he is about... And, obviously, you can only do those things associated with those Runes (at 90%+). This would mean, if you have Ernalda and Fertility at 95%, you still don't get to use any of the Harmony or Earth powers until they get up high as well.
    2 points
  24. Until the topic was brought up and clarified in the Q&A, this is exactly what I did. I simply assumed that "minimum rollable" was an inconsistent way used to describe exactly the same thing described under species maximum. For human it gives the same result and reading "minimum rollable" too literally was opening up non-sensical results for non-human. If not for the forum, I would not have ever known that the non-sensical approach is actually the official one. Thankfully it is a edge case easily ignored. It is still not 100% fixed in the second printing This is one case whe
    2 points
  25. "Bronze is the most important metal of Glorantha. It can be mined on its own but is more commonly made by alloying copper and tin. No Enchant rituals for it are common, but normal non-magical forging makes perfectly serviceable weapons, tools, and armor." -Rune Metals table, taken specifically from Red Book of Magic p. 47 Essentially, enchanted bronze is a rare secret. Now, it's easier to enchant copper or silver or lead, but these make bad weapons in most cases, and more importantly, if you start making them, it's apparent you're going to be going wolf hunting soon. Which may we
    2 points
  26. How exciting! Please keep us posted as the campaign rolls on. The factional structure in particular sounds interesting. Thank you for prompting me to look here. The deep history of solar religion in Fronela turns out to be quite illuminating. In terms of your question, Cold Sun worshippers can always challenge the authority of Imperial Sun on theological grounds. Maybe the entity they worship in Southbank after the Ban isn't the same as the one they started with . . . or the one the people in the Dome recognize as their mythic overlord. In that scenario, the Dome can simply defer
    2 points
  27. Yelmalio was born when Yelm was murdered by Orlanth, as a blindingly bright glare of magnificence which radiated from Yelm like light from the sun. He became known as the Little Sun or “Yelmalio”, although he has been given many other names and titles.
    2 points
  28. Correct, thought technically you are trying to *fail* against the average statistic on the resistance roll, in which case this means that this not only reuses the resistance table rule, but it also reuses the experience check rule. And you are then *always* rolling high for experience, pow gain, and characteristic research. I like this very much, it has become so in my RQ.
    1 point
  29. Haha that's awesome Frankly I don't know if it's necessarily a bug. It could be one of those animals who just keep growing and growing until they're killed. Several animals like crocodiles were thought to be like this IIRC. I like this a lot because it basically looks like the Resistance Table formula, no? So you just try to beat the average stat on the Resistance Table to improve? (IMHO RQG needs to remove a lot of "custom" mechanics and do a lot more "reusing" of mechanics from one place to the next... so I tentatively approve this)
    1 point
  30. not so much, you have 24h in a day, so wednesday you will finish ! more seriously thanks for the job !
    1 point
  31. I wrote a blog post about Genre emulation in QuestWorlds inspired by Panda's Talking Games podcast episode. How much do you feel that you can bend the QW basic core system for some specific genre? It will be interesting to see what kind of extra rules and ideas the upcoming QuestWorlds based games will introduce. Any spoilers from the designers?
    1 point
  32. You might want to check out the latest iteration. The SRD has been developed in the open: https://github.com/ChaosiumInc/QuestWorlds/tree/master/docs A quick summary. TN is given by ability + modifiers. A modifier is one augment, a stretch, or situation. Usually GM just hands you a + 5 or a +10 GM determines resistance Roll D20 under or equal to your TN, GM under resistance Under or equal: one success TN exactly: two successes Fail: No successes A mastery or story point adds a success. Most successes wins, high roll if number of successes tie.
    1 point
  33. Yes, they can. And my players used them to create standard breakouts (effectively like Rune spells, but often a bit more freeform, less specifically defined), used them as augments to other abilities (pretty much the RQG Runic inspiration), used for personality tests/opposed rolls (as you can do in RQG), and sometimes used to try to get new effects (which often after the end of a session became a new breakout ability). If you think about a Rune augment (e.g. adding +x% to a skill or skill category), you are basically doing the same thing as say casting Bladesharp or similar spell. An
    1 point
  34. When Argrath led the attack on the wolves they didn’t do so well, so maybe they relied on their enemies never quite getting organised to eradicate them.
    1 point
  35. Valind is about as localized as Lodril or Heler. As Lodril in the sense that the Glacier is the manifestation of Valind's power on the surface world, just like Lodril's (local) mountain (or open pit lava bed) is the (local) representation of the Volcano god, with lesser volcanoes designated his sons. As localized as Heler as in wherever it snows, there is Valind. He appears to be an ally of Inora, the goddess of mountaintop glaciers and hoar frost, as one's presence enables the other. I don't recall having seen speculations on Valind's mother. Two possible candidates woul
    1 point
  36. You touch the item to be Imbued. Basically, you add a Quality or Power to the item. Crafter A and Crafter B could both Imbue an item with a Quality or Power. You can look at this as the crafters building things into the item as they work on it, or them magically augmenting it in the final finishing stages, both work for me. Self spells affect yourself. Touch spells affect something/someone you touch. Of course, Touch spells can affect you, if you are the target. The difference was put in because crafting deities tend to enhance their worshippers, so the crafters themselves, r
    1 point
  37. I agree with this. If you think of the species maximum as an extension of a distribution, it maxes sense that amplitude of extension is related to width of the distibution, i.e. the number of dice rolled. The modifier is simply a translation of that distribution, so shouldn't really change the amplitude that much (if at all), so RAW of species max = max rollable + no of dice (+1 if there is a modifier), makes sense.
    1 point
  38. Very nice. To be honest, I do not know much about the Spider except that he may be a Shadow analogue without the psychic power. I did not even know that your avatar was the Spider!! I like the Backstory section. I'd happily put 2 to 4 traits and 2 to 4 significant people in that section.
    1 point
  39. Like some of those described in the Book of Doom.
    1 point
  40. Valind's reach extends well beyond the Glacier, so yes there are mortal human followers of Valind. You'll certainly find them in the hills of Talastar, Brolia, and likely Charg. (I believe his cult will appear in the Gods book.) Now, if you mean human mortals on the Glacier, that's likely different. There it would be mostly: Ice trolls, Hollri (the ice creatures of Himile), and hrimthur (aka frost giants). Given the great expanse of the Glacier, I'd expect demigods and other children of Valind as well.
    1 point
  41. As the Guide p.569 notes: "Mondoro. Within it lie Barueli, Fanjosi, and Jokotu." And see map p.570 where it is at the base of Zarygue Mountain: or the map on p.567:
    1 point
  42. My subjective (and not objective) answer to this: I have read and played RQ3, a little bit of RQ2, a little bit of RQ4 (the one that was never published), a little bit of RQ4 (aka Mongoose RQ), played RQ6 aka Mythras, AND CoC 3rd to 6th editions, Stormbringer 3rd to 5th editions, plus BRP Big Golden Book), a little bit OpenQuest, and some other BRPs, and NOW i read and play RQG. Yes the rules are not always as clear to me, but most of the time it is not the fault of RQG, but because of myself mixing in all the informations i have in my head from previous editions and related RPGs.
    1 point
  43. It's actually the same campaign as the one in the link below (thanks for the help to all of you who helped me back then and now), but in a subsequent arc. In the first arc my original Rathori PC:s managed to intervene in the murder of God of the Silver Feet on a heroquest (in my game the perpetrators do this by transform his Communication rune into its opposite, turning him into a god of Death). The PCs could not stop the murder, but they managed to contain the emerging entity into a mortal shell (the NPC heroquesting as GoSF and a lover of one of the PCs), so that the resulting creature cease
    1 point
  44. A frighteningly on-target post.
    1 point
  45. Casting the Runes, Investigative Roleplaying in the World of M. R. James, is the latest release from The Design Mechanism. Using the acclaimed Gumshoe Engine (designed by Robin D. Laws), players take on the roles of Edwardian investigators involving themselves in the supernatural, uncanny, and sinister workings of the occult. From ancient demons to haunted artefacts; biblical monsters to ghosts and vampires; secret societies to lone sorcerers dabbling in the damned; Casting the Runes contains everything you need to recreate the tales of M. R. James and his contemporaries such as Arthur Machen,
    1 point
  46. On the print release of the new two volume Malleus Monstrorum Cthulhu Mythos Bestiary for Call of Cthulhu 7th Edition, we spoke to one of the co-authors (and creator of the original edition), Scott David Aniolowski @sdaniolowski: https://www.chaosium.com/blogthe-malleus-monstrorum-qa-with-original-creator-scott-david-aniolowski
    1 point
  47. For some reason this reminds me of this thing I see popping up again now and then
    1 point
  48. Man, I might have to buy Cold Fire Within now... I was just thinking that The Phantom's strength should maybe be lower. I can't remember how strong he was supposed to be, but room has to be left for people like Conan (assuming 100 is the highest human value.) In my build for Conan it looks like he would probably have a 90 or 95 Strength. He's one of the strongest men on earth in his time. Baal-Pteor, one of the two strongest men Conan faces in the Howard stories probably rates 90 Strength (but a larger size than Conan, probably 90 or 95 to Conan's 85) Still working on Conan, The
    1 point
  49. I've developed a scheme for the disposition of Artmal's skeleton. Don't know if my players will ultimately choose to join Gabaryanga on the world-crossing quest to restore Artmal, but they encountered the resting place of his skull in Fire Season of 1626. The following is material for an active RQG campaign, and is now a pretty solid blend of actual 'canon' from the Guide and other sources, and new or expanded ideas I've added. I decided to partition Artmal seven ways, Pelorian Lunar fashion, with the pieces falling thusly: Legs - Shape - Physicality - Jrustela (Eradinthanos).
    1 point
  50. Tonight the group meets up to make characters for the next part of our Anmangarn Saga. This story will center around the youngest son of Chief Vestorfin after his curse was lifted and he became the heir. His first responsibility is to gather a group of people who will adventure with him to prove he is capable of leadership. While Elmalric was an NPC in the first part of the saga, he is a PC in this part. Cast of Characters: Elmalric Broken Curse - Orlanth Rex initiate and son of the chief Elara Mapmaker - A Lhankor Mhy scholar and sorcerer originally from Balazar. Ji
    1 point
×
×
  • Create New...