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  1. If someone has an interest in working on RuneQuest Classics and similar, please feel free to message me. The main skill needed is use of InDesign. As for putting any RQ3 titles through the JC as fan projects, that isn't going to happen. Please note that we are willing to pay for people to do layout.
    6 points
  2. From Jeff's recent FB posts on Saird (one of my personal favorite places to explore): Notes on Saird The original "homeland" of the Yelmalio cult was Saird, a border land between Dragon Pass and Dara Happa. In the early First Age, this was a mixing ground of settlers from Dragon Pass, Pure Horse People, and various other groups such as the hunter-gatherer Jajajarings. It became part of the World Council of Friends by 150. Between 375 and 425, there was an incredible mixing of cults and cultures in Saird. The Orlanth Thunderous cult was suppressed, many of the Wind Lords worshiped a mortal demigod as the incarnation of High Storm - we all know the story. Rebels like the old Berenething tribe were exterminated in Saird and their lands given to those loyal to the Broken Council. But outside of the Orlanth cult was a tremendous exploration of the paths of Light, encouraged by the Broken Council (and their new Light God). The Sons of the Sun were powerful and popular, and later given rule over Dragon Pass, with its unruly tribes, trolls, and dragonewts. Arkat and his troll, Orlanthi, and Praxian allies defeated the Sons of the Sun and rule was given to the trolls. The Yelmalio cult (which were the spiritual heirs of the Sons of the Sun) overthrew the trolls in Saird. Although they initially fought against Dragon Pass, they soon joined the Empire of Wyrms Friends and became an important military arm of the EWF and aided in the conquest of Dara Happa. Sun Dome temples were built from Fronela to Prax. But the Empire of the Wyrms Friends was forced out of Saird in 956 by a coalition of Carmanians, Dara Happans, and Orlanth Rex warlords, ruled by cadet branch of the very heterodox Karvanyar Dynasty. For almost 200 years, Saird was a melting point of Yelmalion, Orlanthi, Dara Happan, and Carmanian cultures. Chaos and dragons were identified with Ganesatarus the Devil, the Lodril cult was imported but Dendara did not take, every man was the Last Light against the dragons, and Yelm and Orlanth were viewed as the Rival Brothers - who would naturally quarrel unless held together for a greater purpose (usually by Yelmalio). Real world analogies - the Mitanni, Seleucid Syria, Lydia, etc. Then came the Dragonkill War of 1120. The dynasty was extinguished, and Saird was briefly conquered by Dara Happa. When Dara Happa was dissected by the Carmanian Empire, Saird became dominated by Orlanthi and (to a lesser extent) Yelmalion tribes. When the Mad Sultanate showed up, the tribes were horrified by the Chaos brought by the new Lunar Empire. Many Sairdite tribes followed Jannisor in his Great War against the Lunar Empire (1270-1275) and were defeated at their moment of victory inside Glamour. As the Lunar Empire marched south, conquering Sylila in 1309, the Sairdite tribes unified into the Kynnelfing Alliance, but were ultimately defeated by Hwarin Dalthippa in 1347. This sent the most anti-Lunar groups south across the Death Line into Dragon Pass. In Saird, the Seven Mothers and Hwarin Dalthippa became important cults. Over the next century, Saird became a battleground between mostly Orlanthi Tarshites and the Lunar satrapy of Sylila. A stable Provincial system didn't really come into existence until 1555 (Phargentes was the first Provincial Overseer). Hon-eel early had came to Saird with her maize en route to Tarsh, and by now (1625) about a third of the population follows the Lunar Way. The Yelmalio cult is still important, although secondary to the Seven Mothers and Ernalda, and the Orlanth cult holds on with surprisingly large numbers, although largely subsumed into Barntar. Many peasants are descended from Pelorian colonists and worship Lodril instead. > Now Monrogh only shows up into this story after around 1582 or so. The Provincial Kings, seeking military allies, encourage the local Yelmalio cult to organise along Monrogh's lines and into Sun Domes, thus returning the cult back to where it was in the Second Age, as valuable mercenaries for whoever is the regional ruler. > But you can see from this, Yelmalio has been around in Peloria since the beginning. > When you tell the story from this perspective, the Praxian Sun Dome Temple is just a weird footnote ("did you know that Yelmalio made it all the way to Prax in the Second Age, and there is a weird little colony of them still there! Wow!"), and the whole Elmal-Yelmalio thing becomes another footnote ("did you know that the rebellious Hendriking tribe had a weird little Yelmalio variant that was tolerated by the trolls and the Only Old One, but it died out in the 1550s when they embraced the larger Yelmalio cult?"). > and also remember, the Carmanian-Dara Happan-Orlanth Rex coalition that liberated Saird would be made up of weirdos, experimenters, hyper-pragmatists, and all sorts of desperate folk willing to work together because otherwise it means extinction. > One can think of the Seven Mothers and the early Lunars as being within that tradition, just this time they are focused against the Carmanians (and the horse nomads). > And this Long History of Peloria is askew to the Comprehensive History of Dragon Pass. The Hero Wars is a meeting of tectonic plates. > So I encourage you to imagine Saird as a densely populated and very urbanised place with three large cities (including one metropolis) but also with many rural tribes who often play kingmaker in city politics. The Daughter's Road runs through it on its way to Jillaro. The three large cities are all within 90 km of each other (Mirin's Cross and Fyllich Kwan are only 50 km apart). It is a melting pot, with Lunar missionaries, bureaucrats, and officers, Yelmalion Sun Domers, Earth Priestesses, other Lightbringers, Dara Happan nobles and Lodrilli peasants, all jostling against each other. > Although Yelmalio is associated with Yelm, the Yelmalio cult is autonomous. Within the Lunar Heartlands, the Yelmalio cult is of course subject to the Red Emperor and his satraps, but so is almost every other cult (Red Goddess, Seven Mothers, Lodril, Dendara, Polaris, even Shargash). In the Lunar Provinces this gets a bit trickier. The Provincial Overseer has rule over the Provinces, and many Sun Dome Temples have treaties of alliance with individual provincial kings. Plus there are likely some long-standing contracts between the Lunar rulers and individual Sun Dome Temples. But the Provincial Overseer is dead. Many provincial leaders lack the coin to pay their contracts, and besides the Lunar Empire is a bit preoccupied right now with a Pentan invasion and a White Moon uprising. > Thus in the Hero Wars, individual Sun Dome Temples will go their own way, fight both for and against the Lunar Empire. But Yelmalio dislikes the Red Goddess, so the Lunars need to pay extra.
    5 points
  3. I think the powers Subere offers would pretty much be incomprehensible to all but the greatest heroes, and even they would struggle to grasp her secrets. Look at what Argarath had to do to penetrate her realm - a LBQ which shook the universe, when the gods couldn't deliver on their promises, then a deeper quest when he finally reached the realm of Subere, and discovered a path to the private hell of Sedenya. Or the original stealing of death, and all the trouble that caused. Subere is surely the goddess of unknown unknowns - the secrets so hidden in the dark only the greatest heroes even think to look for them.
    4 points
  4. I agree. These are the supplements worth reprinting. Personally, I'd buy Sun County and Strangers in hard copy. For the others I have the originals in good enough condition. I might well get the PDF of Shadows to better run those awesome adventures. On the other hand, I'd gladly pay for a sturdy RQ3 hardback. I don't play RQ3 anymore, being quite happy with the current edition (RQG), but I gladly go back to reading RQ3 rules, for the sake of comparison, rules tinkering, houseruling and mere idle speculation, just as I do with RQ2. However, while for RQ2 I have the sturdy RQ Classic hardback so that I can leave my fragile originals alone, for RQ3 I have to pick up either the flimsy booklets of the "Deluxe" (?) boxed set, or the 1993 softcover with the weak binding falling apart. So, if someone manages to find the time to put together a nice and sturdy RQ3 hardback I'll be grateful and buy it.
    4 points
  5. That pre-order date for the Starter set is probably optimistic. We'll have the books in our US warehouse by then, and they will be available to distributors some time in late September. Unfortunately, your UK game shop has to get the books from a distributor that has to order those books from our US warehouse and have them shipped to the UK. That makes me think maybe November at the earliest for an appearance in UK game shops. We'll be selling the Starter set on our website for probably 2 months prior to that UK game shop debut, and offering shipping from our UK warehouse. Please note that our UK warehouse is very expensive when it comes to storing product. Thus, we can't have stock it with enough books to support distributor and game shop orders. We mainly have it for our UK fans who want to buy direct from us, and as soon as the product is available.
    4 points
  6. Yes. Massively so. Things that might only consist of a single adventuring party got written up as if it was some important or significant cult. Ulanin is not particularly important in Sartar, but he has a local shrine. If you ever read Pausanias Description of Greece, you get all sorts of details on local cults and heroes that are are unimportant or even unknown elsewhere in Greece, but HERE are their shrines. So for example: [2.16.6] In the ruins of Mycenae is a fountain called Persea; there are also underground chambers of Atreus and his children, in which were stored their treasures. There is the grave of Atreus, along with the graves of such as returned with Agamemnon from Troy, and were murdered by Aegisthus after he had given them a banquet. As for the tomb of Cassandra, it is claimed by the Lacedaemonians who dwell around Amyclae. Agamemnon has his tomb, and so has Eurymedon the charioteer, while another is shared by Teledamus and Pelops, twin sons, they say, of Cassandra, [2.16.7] whom while yet babies Aegisthus slew after their parents. Electra has her tomb, for Orestes married her to Pylades. Hellanicus adds that the children of Pylades by Electra were Medon and Strophius. Clytemnestra and Aegisthus were buried at some little distance from the wall. They were thought unworthy of a place within it, where lay Agamemnon himself and those who were murdered with him. And that's the tomb of Atreus. No other mention elsewhere, but in the ruins of Mycenae are a bunch of ancient tombs of those famous heroes.
    3 points
  7. As you have surmised, we do not take pre-orders on products on the Chaosium.com website. The Starter set has been printed and is currently being shipped to all 5 of our warehouses. We'll announce its availability via our Ab Chaos newsletter. You can subscribe to it via our website. Ab Chaos comes out about once a week.
    3 points
  8. And one more post by Jeff on FB: Here is a far more detailed map of Saird, which gives an idea how densely populated this lowlands here are. Lots of villages! And the Daughter's Road running from Jillaro to Filichet is going to be the symbol of Saird for most people. Over 250 years old, this is an incredible monument of magic and engineering. No wonder Hwarin Dalthippa is a goddess! >Now something I find particularly interesting on this map is that we get Furthest in the very southeast corner. You can't really talk about the Lunar Provinces without mentioning Furthest, which is the jewel in the Provincial Crown. As I have mentioned before, Furthest is one of the most Lunar cities in the Lunar Empire, built to glorify the Lunar Way and extend the Reaching Moon. Interestingly, that means that the area around Furthest has some of the deepest Lunar roots on the map - only Jillaro is comparable. > Now it is only about 170 or so km between Furthest and Mirin's Cross, but that is still about the distance between Rome and Capua. > So if you think of Saird as about 190 km by about 190 km (36k km2) you get something a little bigger than Belgium or a little smaller than Brandenburg. It is the cockpit of Peloria, where Dragon Pass and lowland Peloria like to fight their wars. Q: Is Aggar part of Saird? A: Part of it is. Most of it is not.
    3 points
  9. Hilarious - if Barbeester Gor captures a trickster on high holy day, he has to give her all his money and mind the bratty kids while the girls party. But he is under a cult obligation to teach them bad habits
    3 points
  10. Bearing in mind he got her stupid drunk, and Baeester Gor is the goddess of fermentation, maybe the god of hangovers?
    3 points
  11. It is wrong. Ernaldela is the land of Ernalda - which happens to coincide with the lands south of Kero Fin down to the Spike. Saird is north of there. But I am certain First Age Dara Happans assumed Ernalda comes from Saird.
    2 points
  12. Thanks @Jeff (and @jajagappa for bringing this here). It's fascinating to read the history from a slightly different perspective.
    2 points
  13. Poof <cough, cough>, er yes... it is a bit of work, I have run it a few times from the trollkin point of view and quite enjoy running it, but yes the prep is there and hard to avoid... the biggest thing is it will require a bit of a change to start and that the GM take note of a few realities... As this will be a fair bit of work, make life easy by not including Passions and augments. You will need Runes for the few initiates (and better) and Rune Spells as well. See the note on doing prep on spells. Good luck and let us know how it went. Yep!
    2 points
  14. Yes. Had Monrogh not had his vision, the Elmali would have broken the Kingdom of Sartar, been destroyed themselves in feud and vengeance, and the Lunar Empire would have conquered Sartar probably in the 1570s if not soon.
    2 points
  15. Just popping in to make a suggestion - this came up in the Discord the other day and I think it would be a great help to players. Adding the associated Rune next to the Skill category (or Skill if its different) for ease of reference. Example:
    2 points
  16. This was why I set my original campaign back in the 80's/90's in this region - lots of opportunity to incorporate a variety of backgrounds in a group of PC's. And lots of opportunities to fight, rebel, build up your own petty kingdom, etc. The Provincial Overseer is dead, as Jeff notes. Tarsh is still mucking about in Dragon Pass, the Red Emperor is dealing with a Pentan invasion and White Moonies, and Saird is up-for-grabs. (Too bad the Brass Gates of Hilltown were closed by the dwarfs cutting off a good supply of metal..., but perhaps the trolls of Yolp will aid you, if not one of the local Sun Domes.)
    2 points
  17. Not that I’m admitting to have done this to my players, of course not, perish the thought, but should a spirit have telekinesis capable of throwing things for say 1d3 damage per 3 points of SIZ thrown & there’s nothing else handy in the room, the spirit can always throw one adventurer at another adventurer….
    2 points
  18. She can join the queue. Mind you, this does mean she legitimately gets the title "Mother Of All Hangovers".
    2 points
  19. As you have probably already guessed, doing these sorts of classic reprints mosts comes down to three factors: 1. Time/Resources that we have to balance against new/future projects. 2. How the older item lines up with current/forthcoming products. 3. How much in demand they are. In general, that means that products like the RQ3 Gods of Glorantha and the Glorantha: Genertela boxed sets are very very unlikely to happen. The same goes for the RQ3 Glorantha Bestiary. They have been replaced with deeper, richer, and more up to date books that are currently in print or soon will be. We have pondered doing some of the RQ3 adventures published during the RQ Renaissance, though. Some of the lessons learned from the RQ Classics campaign is that the popularity of some of the older titles varied greatly. On hindsight, we would have skipped redoing some of the older titles because they didn't meet sales expectations. (i.e. redoing a book to sell a couple of hundred copies just isn't worth it)
    2 points
  20. She didn't chop him up into little pieces, so that's certainly amicable on her part. If she left him with a curse in parting, well he's a Trickster, so deserves some "gift".
    2 points
  21. Splitting headaches seem appropriate. Babeester's revenge upon the Trickster.
    2 points
  22. To the learned Scholars of all things Gloranthan. So way back in the the day we freed Firshala. We sacrificed POW to her to get her "back on her feet". We didn't stay and develop a cult and eventually left for the next horizon. One player dropped out at that time and the story is his character stayed and became her "High Priest". Now years later the now NPC is returning to Sartar to establish her worship here. Can her power extend to Sartar or is she strictly regional. If so what with it take to make happen? I liked her powers and story and would not mind initialing with her. but I am a high level Orlanth imitate almost a Rune lord or God talker. will this work? Yes OGMV but what is the canoncial answer?
    1 point
  23. Hello hive mind! Someone knows where to find myths about Subere?
    1 point
  24. Looking forward to this, any day now! https://www.kickstarter.com/projects/arcdream/delta-green-the-conspiracy
    1 point
  25. This makes sense. (Unless you get a bit conspiratorial and argue that Ernaldela is a post-Dawn name attributed to a region that previously carried another name HOWEVER I will refrain from doing this as I'm sure you get enough obstinate folks in the Elmal thread. 😄)
    1 point
  26. That has been suggested in the past. I wouldn't focus too much on the name origin - Ernalda is the Earth goddess of Saird, not Dendara.
    1 point
  27. So from a Sartarite Orlanthi perspective, the Sun Domes are those Solar mercenaries that live between Sartar and Volsaxiland. They fight as mercenaries, generally hold themselves aloof from most festivals, except to show up at the big Ernalda ceremonies. Some are friends, some are enemies, but generally we are neutral towards them. Trust them when they agree to do something for you, but don't assume they will do the right thing unless they have already agreed to it (which usually means paying them).
    1 point
  28. Making Gods, from King of Sartar. Also hinted at throughout the History of Dragon Pass materials.
    1 point
  29. I cast "summon @Bill the barbarian"
    1 point
  30. I'm not on the inside, so don't know for sure, but god-talker seems to me to be unnecessary for Issaries. At least according to the old RQ2 references: Cult compendium says: "Temples to Issaries are rarely found except in cities or other major trade centers. Temples may also be set up in any place where many merchants temporarily meet. In either of these cases there may be more than one priest, and in such cases there will be an election among all the Initiates present to select one Chief Priest among them to be the High Priest. This must be renewed at least every year in a city, and in a temporary market place the status does not last more than a week at most. " and on the next page, "No special place is revered by the Issaries cult, although many places claim to be an ancient market where Issaries or his sons once stopped. These spots are all markets, and often have some ancient statue of the god nearby, but they are places of power only when a priest of Issaries is present. The cult considers every place where they make a Market Circle or store goods to be a seat of worship. " so what I get out of this is - the market spell makes a market and that is your Issaries temple [I would really like an authoritatve statement as to whether for Issaries the Create Market spell is also a Sanctify. It doesn't say that in RBOM.] but that last sentence says to me that that the Issaries market is their temple. - and the initiates present elect the chief priest from among the priests present, if there is more than one candidate. - and an "Issaries shrine" isn't really a shrine without an Issaries priest present. I don't think it says that if there is no priest an initiate can step up and be a "priest" for other purposes - though I can see room to interpret it that way, and if it's time to worship you should worship. It is not stated that an elected initiate would be a god-talker - but for the purposes of the cult that may not matter much. Nor is it stated that the market is a shrine instead of a temple. As a GM I would be tempted to determine how many Issaries initiates and lay members are present or are nearby, to ask if they have worshiped there recently, and to categorize the market's magical potential in accord with the site/shrine/temple size rules on p. 284 of RQiG. That would let an Issaries priest do rune spell teaching in a market of a city. "Holy Days of the cult are any market days, but like most Lightbringers cults they especially revere the Sacred Time, and set aside many days there to worship, especially Wild Day." so basically on any market day you can do your Issaries temple functions at the market. If you need a week for Rune Spell learning in a smaller or weekly market, in my game the ceremony can be concluded or started on "market day" / Wildday. YGMV, but an authoritative answer would be good..
    1 point
  31. The bestiary has just kickstarted.
    1 point
  32. Could a wyter play Trollball???
    1 point
  33. Ulanin the Rider appears in The Pegasus Plateau & Other Stories (page 32) - A small cult worships Ulanin here as the Horse Lord. It should be noted that in Heortling Mytholgy (2010), Ulanin is a Hero of the Orlanth cult. Gathering Thunder (2004) did indeed have Ulanin as a subcult (page 72), but even there it said - only a few rebel bands still call on him. So although a subcult under Hero Wars rules, didn't really have the numbers. Hero Wars did really over detail the small points. Overall Ulanin seems to be a tiny hero cult of specialist and localised interest.
    1 point
  34. And it's hit he first goal in 32imutes.
    1 point
  35. Do we have any specific Rune on how the humanoid Aldryami came to be? Either from the perspective of elves or other groups? Do Aldryami recognize Grandfather Mortal as an entity, or is it a more abstracted thing?
    1 point
  36. Forcing her way to the front past the other people who want a piece of Eurmal is likely the first station of the Heroquest.
    1 point
  37. IMG this is the deepest of the lost mysteries of the Baroshi complex. We don't actually know a lot about archaic "Varalz" but identification of the female statues is pretty easy. I like the notion of the father being ritually dismembered after the annual rite (john barleycorn is dead) and the first man to survive was a local eurmal, who reportedly enjoyed the experience so much they never tried it again. This is an aspect of Dismember known vulgarly as the detachable penis . . . itself another deep earth mystery open to the initiated but rarely discussed. And thus Sir John in each respect, so paid them all their hire That some lay sleeping by the way, some tumbling in the mire There's a lot of eurmal drifting around the Mirrorsea. The hangover propitiatory superstitions reflect and distort these fragments like ghosts in a haunted skull.
    1 point
  38. This is a win, win, win for everyone. We are fortunate to have the talent within our fandom engaged, leveraged, and nurtured.
    1 point
  39. A story repeated every year, as the cult reenacts the myth of "Babeester Gor Shakes Down Eurmal For His Child Support Payment."
    1 point
  40. They aren't a triarchy anymore (that got busted up about two centuries ago) and are usually just called Colymar, or Runegate clans. Some Lonisi or Enhyli might recall old stories about the "Hyaloring Triaty" - but the Taraling have no connection to that. The main legacy of the original settlers is a nice big Yelmalio the Horse temple, continuing horse worship, and horsey elements in their architecture. Horse worship is in the background with a lot of Orlanthi, even if they aren't noted for being great horsemen like the Pol-Joni or Pure Horse People. Think Hayagriva, the horses used in divination according Tacitus or at Arkona on Rügen, and so on. A wealthy Orlanthi cavalry warrior might well be a lay member of Yelmalio for the horsey-ness (plus the cheap training in Ride probably pays for itself pretty quickly).
    1 point
  41. Revenge? I dont think we have reason to believe they didnt part amicably
    1 point
  42. Elmal is Yelmalio. Pretty much every person in the 1550s agreed. I don't know how often I need to repeat this, but let me try again. By the 1540s, the Elmal cult in Sartar was spiritually disintegrated under the influence of the Lunar Heartlands and the Yelm cult. Yelm IS the Sun. There's just no way around that - the Yelm cult can prove that, have massive resources for proving it, know the mythic pathways of the Sun a thousand times better than any Orlanthi sun worshiper, and so on. And so many Elmali embraced Yelm. These Elmali waged war against their clans and tribes, murdered a Prince of Sartar, etc. Really bad stuff that nearly destroyed Sartar. This is all straight out of King of Sartar by the way. Monrogh righted all of that, by showing that Elmal is just a name for YELMALIO. Who is not Yelm. Who has his own myths and paths that Yelm does not know. Who persevered in the Darkness and was never extinguished (unlike Yelm). Monrogh could prove this and you could experience this as well. This wasn't some syncretic religious argument - you would start the ceremonies to Elmal and Monrogh would show you how to go further into the rites and have the clouds cleared, the haze removed, and see the brilliant true light. This went fast - by the 1560s there was a Yelmalio cult in Sartar that fought the trolls, supported the House of Sartar, supported the rights of the Earth Temples - you name it. The name Elmal was by then a byword for treason, murder, and kinstrife. So now, the Yelmalio cult is how Sartarites worship the Light. Yelmalio is a frenemy of Orlanth, which is not uncommon in polytheistic pantheons. But the Orlanth cult supports Yelmalio, and Orlanth Rex has built him fine temples (include the Sun Dome temple). And that basically is the end of the story.
    1 point
  43. I believe she will appear in the forthcoming Cults book. She is the darkness where light has never been - Goddess of the Inner Dark, or the deep regions of Hell. There's a few notes in RQ Classic Trollpak. p.45: she has a temple in the Redstone Caverns: TEMPLE TO SUBERE is the temple to the goddess of the Hell-darkness. Her priestesses also live here, and are responsible for guarding the entry to and from the deep pit which leads to the Underworld. p.74: in the troll adoption rites: The trolls then mutilate the initiate to make him into a troll. At some point he will die and his soul itself will be reforged by Subere to be a troll. In the Guide p. 288: she has a significant temple at Black Well in the Kingdom of Ignorance Black Well: This temple to Subere is an entry to the deepest Underworld. Powerful magicians gather here to summon demons or other Underworld entities; occasionally, something crawls out of its own volition and haunts the surrounding plains. She can summon, command, and dismiss almost any spirit, elemental, or monster of Darkness. And she hides those creatures within her Darkness so there would be myths of her she rescued or saved creatures of the Dark from the fiery, burning light of dead Yelm. Xentha, Goddess of Night, is her daughter, so one myth would clearly be the birth of Night and the sending of Night out into the world to give shelter to the trolls forced from Wonderhome.
    1 point
  44. They are updating Countdown and Eyes Only also. But I do not know if both of these books will be as stretch goals in the same Kickstarter.
    1 point
  45. I use mostly RQ3 rules. I did not like a lot of the changes made. My players did not want to learn another set of rules as well.
    1 point
  46. This is Greg's personal RuneQuest campaign map. There are lots of things he added over time, some of which he later removed. There are dozens of these notes, changes, and additions on the map. It was given to me already framed, and I have never taken it out of it to look closer.
    1 point
  47. The WB&RM map looks cool when hanging on the wall. This is hanging immediately to the right of the Griffin Mountain painting in my office. It's three hole punched because Greg used to carry it around in a binder with his campaign notes.
    1 point
  48. If you mean any one ITEM (sorry for the reflection on the glass) it's probably the original Jaquays painting used for the Griffin Mountain cover. It's labelled as "Harmony at Twilight" and it hangs on my office wall:
    1 point
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