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  1. A FRAGMENT FOUND IN THE NEW PAVIS LIBRARY (Date and author unknown) Argrath and Elusu prepare for a battle: ELUSU: Wa, Chief. What is the sound of a sword? ARGRATH: A metallic ping. A whoosh of wind as it swings through the air. A meaty crunch as it slices flesh and bone. Elusu shakes her head. No. Later, after the battle, women weep and the wounded scream in pain. ARGRATH: That is the sound of a sword. ELUSU: Ain’t it beautiful? ____________________________ Elusu and Argrath are deep in their cups: ELUSU: Look into the ale, Boss. Watch that bubble, rising. What do you see? ARGRATH: The World. ELUSU: Pop. Now it’s gone. ARGRATH: But look, another rises to take its place. Elusu chugs the beer then burps loudly. ELUSU: So die a thousand worlds. (Calls to the barkeep) More beer! ____________________________ Elusu and Argrath walk down a dusty road on a beautiful day. ELUSU: I am the blow that cannot be parried. I strike you dead, but you’re alone. What am I? ARGRATH: Suicide. ____________________________ Elusu takes a hit of hazia. Passes the pipe to Argrath. ELUSU: Imagine perfect Law. Perfect Order. Everything is the same. All is at rest. Nothing changes. As it was before creation. What else do we call this? ARGRATH: Primal Chaos. ELUSU: And what then causes creation? ARGRATH: More Chaos. ELUSU: Wa! Stop hogging the pipe! ____________________________ Argrath and Elusu ride a boat downstream on the River of Cradles. ELUSU: What color is the sky? ARGRATH: Today? Blue. ELUSU: What color would the sky be if I scooped out your eyes? ARGRATH: If you put out my eyes, I won’t be able to see it. ELUSU: But I'll still see it. ARGARTH: No. Because if you put out my eyes, you’ll be dead. ELUSU: Wa, if I’m dead and you’re blind, then what color is the sky? ARGRATH: There is no sky. ____________________________ Elusu and Argrath are at a tavern. ELUSU: Wa, Chief, what is this gold coin worth? ARGRATH: Twenty silvers. So… 200 horns of beer? Elusu and Argrath are lost and dying of thirst in the Wastelands. ELUSU: Wa, what is this gold coin worth now? ARGRATH: Nothing. Nearly dead, Elusu and Argrath reach an oasis. There are several Rhino Riders there. ELUSU: Now what is that gold coin worth? ARGRATH: If we’re lucky, both our lives. Argrath and Elusu loot the dead bodies of the Rhino Riders. Elusu finds another gold coin. ELUSU: Wa, no wonder. They already had a gold coin. What do you think it’s worth? ARGRATH: Everything. And nothing. ELUSU: Right now, I would trade it for a beer. ____________________________ Argrath and Elusu reach a fork in the road. ELUSU: We're lost. We don’t even have a destination. Which is the correct way? Argrath continues straight, taking neither road. Elusu follows. ELUSU: At the end of this road, there'd better be beer.
    36 points
  2. So I am wrapping up the text of this book, while making sure that it all ties into both the new Heroquesting chapters in the GM Sourcebook and into the Hero Wars Campaign. It is increasingly looking like this will be a two-volume book, as it includes the long form of more than 70 cults. It is perhaps easier to say what the book does not have: The Invisible God of the West. This needs its own book, as my notes keep expanding. Additionally, the Invisible God needs to provide a materialist and humanist interpretation of the Gods and Goddess book - and serve as the Sorcery Book. So this one gets pushed into its own book. Godunya and the East. Same deal. Pamalt and the South. Same deal - I toyed around with including Pamalt in this book, even wrote up his cult. BUT I've concluded that it would make far more sense to include Pamalt and his version of the pantheon in a Pamaltela facing book. Minor gods of purely local importance, such as Pavis, Lanbril, Flintnail, other city gods, etc. These are better placed in their settings. Deities that can be better handled as masks or variant names of other deities, e.g., Elmal, Buserian, etc. So what is left? Well the book is more than 50% bigger than what was previewed at GenCon and has been pretty intensively revised. Here's the current list of cults that are definitely in it: Kyger Litor Annilla Argan Argar Gorakiki Xiola Umbar Zorak Zoran Magasta Choralinthor Dormal Engizi Oslira Ernalda Aldrya Asrelia Babeester Gor Caladra & Aurelion Donandar Eiritha Flamal The Grain Goddesses Hykim & Mikyh (includes Telmor and Basmol) Maran Gor Mostal Ty Kora Tek Uleria Yelm Dayzatar Dendara Gorgorma Lodril Lokarnos Lowfires Polaris Shargash Yelmalio Orlanth Chalana Arroy Eurmal Issaries Lhankor Mhy Daka Fal Foundchild Heler Humakt Mastakos Odayla Storm Bull Valind Waha Yinkin Seven Mothers Danfive Xaron Deezola Etyries Hon-eel Hwarin Dalthippa Irrippi Ontor Jakaleel Nysalor Red Goddess Yanafal Tarnils Primal Chaos Bagog Cacodemon Crimson Bat Krarsht Krjalk Mallia Pocharngo Thanatar Thed Vivamort I am still debating about whether to add Horned Man, Triolina, Subere, Wachaza, and Voria to the list. For me this has been comparable to writing the Guide - especially realising how these various groupings of gods overlap, intersect, and form a magical whole. Even in the West, South, and East, these are the deities that form the cosmic foundation (although often with different names and different stories).
    34 points
  3. Hey all, it's your friendly neighborhood Chaosium convention coordinator. At conventions a lot of my job is talking to new people about Glorantha and introducing them into the world. Helping new people fall in love with Glorantha is a passion of mine but it wasn't that long ago that I knew next to nothing about the setting either. Glorantha has a massive learning curve. The amount of material available is daunting and that means being a newbie to Glorantha is a tough gig. I know first hand! Not only do you have to navigate all the massive amount of both current and out of date setting information you also have to learn how the Glorantha community aka the Tribe works. We are all here because we love Glorantha but sometimes we love it a little too hard. Sometimes the way the setting gets talked about is pretty unwelcoming to new members. We at Chaosium want to make sure Glorantha is accessible to everyone and hope you want to see it grow and thrive as well. What helps new people? Keep it RQG focused. Ask yourself if a new player actually needs to know this to play before hitting post. If it’s not in the main RQG book the answer is almost always no. (Or HeroQuest book given the circumstances.) The old stuff might have been great, but new players don’t have it, so it’s not helpful to tell them about it. Don’t argue semantics. If it is not a direct answer to something they asked, it probably is not helpful to post. Keep deep lore out of newbie threads. If you can’t say it in one paragraph it’s not appropriate for a new user post. Deep lore threads are awesome places to learn, but only when you are ready for them. Help new members by linking to existing deep lore posts with “Here is some more information if you are interested.” Have more in depth info to add? Make a new thread and link to it. Remind your fellow experienced members to continue the conversation there. Keep it upbeat. This is a game and should be fun. General negativity brings the whole Tribe down. Say hi! Being the new kid can be lonely and everyone wants to feel welcome. ____ The biggest take away here is to keep your answers simple. If you have more to say put it in its own dedicated deep lore thread. The big essay responses really drive new members away. I personally found them overwhelming and they made me not want to participate in the forum. It’s the responsibility of all Tribe members to make sure this is an inviting place. Let’s work together to keep Glorantha around for another 40+ years by helping new people fall in love with it just like we did.
    33 points
  4. Available now as PDFs and via Print on Demand. A couple of covers are not shown because they didn't fit in well and were, in a word, bland. Individual PDFs will be $2.49 each. The PDF bundle price for all 14 issues will be $24.99. We have not figured out the POD prices, but they would be a fair bit more.
    32 points
  5. Inspired by the map in "The Pegasus Plateau", and with the kind permission of Chaosium Inc., i made my own "Adventure Locations" maps. Map I. Adventure Locations in official RQG publications: Map II. Adventure Locations in Jonstown Compendium publications: Map III. Adventure Locations in official RuneQuest 2 and RuneQuest 3 publications (medium blue = RQ2 / dark blue = new in RQ3): Map IV. Adventure Locations in official HeroWars, HeroQuest, HeroQuest 2 and HeroQuest Glorantha publications (medium green = HW/HQ1 / light green = HQ2 / dark green = HQG):
    31 points
  6. Hi Folks, It's the Peter Cakebread half of Cakebread & Walton. Thanks for all the lovely words I can't really express how much the support and encouragement means to me, I'm passionate about our games and know that you all are too! Long story short, C&W is still on hiatus, although our stuff is still available. Whether I'll be able to resurrect the company and get back to publishing new material is very uncertain. I really want to find a way to move forward, but, as some of you have guessed already, things are not that simple. Long story, long... The really good news is that Ken is in remission from cancer and all seems clear so far. He is still suffering from diabetes and sarcoidosis. Unfortunately the sarcoidosis is of the severe and debilitating kind. So Ken retired from the company in 2015, although he still helps me by sending files and things (more on that in a bit!). He knows if he ever is up to it, there is Ken shaped hole ready and waiting for him to fill. Before Ken officially left, he had been getting increasingly unwell for quite some time. As a little insight into how we worked, Ken and I would regularly meet to bounce ideas off of each other, then structure our books and decide who was writing what. Then for the duration of a project, we'd gee ourselves up over the phone and via email, batting ideas off each other, re-writing, going "wow" at each other's extra ideas for a project, reviewing the evolving final book layout, etc. We probably worked more than standard f/t on the company, as do most business owners - although our reasons were more to do with being consumed with our flights of fancy than having any real business acumen or spending time doing the sorts of things that people who want to be really financially successful do. In fact, those important but boring things were pretty much anathema to us - we just wanted to make stuff up that we found cool. Anyhow, I'm a Luddite. I got to 40 and suddenly lost all tech ability to use anything other than rudimentary word processing software - oh, how the mighty had fallen, I used to be the go to person to sort out people struggling with their Amiga's and could layout an agitprop fanzine in Quark Xpress in a heartbeat... Anyhoo, Ken hadn't been hit by the same stupid stick, so he did all the technical things - layout, print uploads, dealing with publishers and download platforms, our website, etc. While I got on with doing the lion's share of the writing for most of the books and the art haggling. We still had lots of input into each other's spheres (Ken would tell me if I wrote something that didn't work and I'd tell him when something didn't look right - well, obviously it was a lot more complex than that, but you get the idea). Even at the point we were working on Dark Streets, Ken was already contributing less to the writing side of things. After the Pirates & Dragons Corebook, it became clear that he wasn't really able to work on anything other than layout. At this stage, neither of us knew how seriously ill Ken was, although he was obviously physically exhausted and mentally frazzled. He was seeking help and we hoped things might get back on track. But he felt increasingly worse and couldn't get the layout and print liaison side of things done either. When Ken finally had his cancer diagnosis, he had already retired due to ill health. I kept the company producing for a while, and Gary Buckland (who has done quite a lot of our covers and some of our interior art) helped out with the layout of the final few books. He put in great work, but was busy with other things and the finances weren't healthy enough to bring him on board for as much time as was needed. It became increasingly less fun - I think Ken and I had a working style that fitted very neatly. I could still edit and release other people's work (such as OneDice), and write my own solo efforts, but once Gary got a full time job, I couldn't even do that. And I missed the regular contact with Ken to go "Squeee" about how things were progressing. So, for the last three or so years, things have drifted terribly. I still want to take things forward, but I want to do it at the right time and in the right way. Whether that will be possible is unclear. Frustratingly, I have about a dozen projects in various stages of writing, and already have the art for three books which have not been completed. I still love the hobby (and still game a lot), still want to write for it and have plenty of mojo for writing. The reality is that it is not a lucrative job. I don't really mind that, I can live quite happily on half a wage, but I can't afford to buy in the expertise necessary. Also, I like working cooperatively - it's hard to get the mojo - we went into business because we could support each other and because we loved each other's ideas, buying that in is not impossible, but somehow the balance isn't the same. Where I go from here is genuinely unclear. I'm unlikely to ever be bothered to skill up on Indesign. I also don't really want to plough on alone. I am bursting with ideas and still have the discipline to write, so things aren't necessarily finished for good. It's possible that the same synchronicity that bought Ken and myself together, or Gary into the tribe, or all the other wonderful writing and art contributors, will throw something up. Or, I might get over myself and just take up the keyboard again and finish off the outstanding projects and buy in the tech side. Nothing might happen. Who knows? At the moment, I'm putting new releases on hold and keeping our stuff out there - trying to decide what to do and not putting pressure on myself to do a half-assed job. I only work part-time, so I'm not time poor and could go back to C&W full-time. I hope you don't mind me massively oversharing. I'm happy to answer any questions, and, if there is any new news, I'll let people know straightaway. Once again, if you've got this far, thank you all. So, perhaps more undead than dead or alive, but more lich than zombie.
    31 points
  7. Our next RuneQuest release is the scenario collection THE PEGASUS PLATEAU, and layout is almost done! It's going to be a fine-looking book; to whet your appetite here are a few layout spreads:
    30 points
  8. I Came across this forum and thread while looking for something else on google. It makes me feel awesome. Convinced to join the forum now, seems to be lots of useful tools and information here. Looking forward to bantering with you guys. (I am the artist btw)
    30 points
  9. I've been a fan of Glorantha for a very long time. I bought a copy of RQ2 way back in 1983 (just in time for everything to go OOP!) and just the little hints in that made me fall in love with the world. That and a copy of Griffin Mountain. But I never got to play it. One of the players in my school gaming group skimmed the book, took against it and that was it. Whenever the choice came up, it was "no" to Runequest. Sure, we had lots of good games. But never Runequest. After I left school, it was similar. Yeah, we played good games but I never managed to sell a group on playing Runequest. When Hero Wars came out, I finally got to play and run games in Glorantha. We did a lot of Hero Wars and HeroQuest. So I got my Glorantha fix in the end. But it still wasn't my first love, Runequest. Not until a few evenings ago. The runes were finally right and I ran a game of RQG for a couple of friends. I don't think the scenario itself was anything special. An encounter on the road leading to Apple Lane, a little skirmish. But when the PCs rode into Apple Lane with Gringle - who they had met on the road - and went to stay at the Tin Inn, where they met a troll trader? I have wanted to take some Runequest characters to that place for a very long time. 36 years. That's how long it took. I couldn't be happier. We had a beautiful new map of Apple Lane to show them (though my game is set when the pawnshop is still there). I'm a little surprised by how emotional I felt about it. Not right at the time, but when I was thinking about it the day after. As much as I liked the HW/HQ games I played, it was Runequest that introduced me to Glorantha. That carries some weight. To finally get to play in Apple Lane after all these years made my heart young again. It took me right back to the moment I opened the box and read about dark trolls and newtlings and runes for the first time. It took me right back to when I fell in love with the world that has given me so much pleasure down the years. Pleasure that sometimes came from playing, sometimes from chatting about it with friends, sometimes from reading and musing. What a wonderful creation it is and how grateful I am that people worked so hard over so many years to show it to us. And one of the best things about this current game is, these players are new to Glorantha. I get to see it be new again through their eyes, like it was for me all those years ago. There are rumours of trouble at the Rainbow Mounds. I can't wait to see the PCs go there.
    30 points
  10. Exciting news: later this month we're going to be launching the Jonstown Compendium on DriveThruRPG. Here is a preview of what it is all about: The JONSTOWN COMPENDIUM is an official online collection of user-made content, allowing creators to sell their own original RuneQuest and HeroQuest Glorantha (Questworlds) material set in Greg Stafford's mythic universe of Glorantha. Creators can make money from their published community content, or make it freely available – it is entirely up to the creator. Jonstown Compendium content can include original scenarios, background material, cults, mythology, stats for NPCs and monsters, and your own versions of handouts for official RuneQuest and HeroQuest Glorantha campaigns. Material must be set in Greg Stafford’s World of Glorantha – although YGWV ("Your Glorantha Will Vary") applies, and nothing published in the Jonstown Compendium should be regarded as "canon". Jonstown Compendium creations must be in English. We may add other languages later. Your content can use any any rules and setting materials from the books and materials published by Chaosium including RuneQuest Roleplaying in Glorantha, RuneQuest Classic (RQ2), and HeroQuest Glorantha or the forthcoming QuestWorlds SRD. We hope to be able to include 13th Age Glorantha in the Jonstown Compendium at a later date. Rules from the Mongoose or Design Mechanism editions of RuneQuest, or other variant d100 rulesets (e.g. Mythras, OpenQuest, Revolution D100, etc) are not permitted. Other prohibited content includes comics or fiction (unless short vignettes in roleplaying game materials), software or apps, crowd-funded content, or products that infringe on the intellectual property of others (obviously). Creator resources include Word and Indesign templates will be made available for Jonstown Compendium creators. The program is very similar to our existing Miskatonic Repository for Call of Cthulhu and Explorer's Society for 7th Sea. BRP Central folks: If you are interested in contributing to the Jonstown Compendium, and would like your creation to feature on launch or soon after, contact me at mob@chaosium.com and I can forward you the User Guidelines and templates etc so you can get started. nb we're not posting this material publicly yet in case we or DTRPG/OneBookShelf need to make any alterations.
    29 points
  11. Mythic Adventure; Culture and Community; Unique Adventurers; Brutal Combat — Check out everything that's going into the new RUNEQUEST STARTER SET! Just a few final tweaks and then it's off to printer...
    28 points
  12. RPGs elevated to fine art: sculptor Eric Vanel has cast Gloranthan hero Jar Eel the Razoress in bronze, in the 'heroic nude' style of classical antiquity. This magnificent work is for sale.
    28 points
  13. The original FB post is here: HeroQuesting notes But there's such good content there, and FB can be very difficult to search through after awhile, that I thought I'd repost here (and hopefully @Jeff you don't mind me doing so). "Some notes people mind find of interest or use: HEROQUESTING Heroquesting is a powerful and rare Gloranthan activity in which the participants leave the material world and enter the realm of legend and myth to interact with heroes and gods, gambling precious Life Force to gain miraculous powers. Heroquesting provides the method for advancement for a character to grow towards heights of greatness. It takes them from the ordinary world and places them in the league of immortals, and grants them the opportunity and awareness to find the paths of immortality and glory. TYPES OF HEROQUEST There are three basic types of heroquest: 1) The “In-World" heroquests. 2) The Magic Road heroquest 3) The Other Side adventures IN-WORLD In-World Heroquests mostly take place in the world that the heroes know. They set off from a temple or other holy place and travel across the normal map, occasionally having to stop someplace special or do something at a certain place. Despite this familiar terrain, the questers are present in the Hero Plane. They will run into the normal traffic of an overland adventure, but they must be doubly wary in case the things they meet are some ritual enemy, perhaps also on a heroquest, that has been summoned by the magic of the heroquest. Spirits and other magical beings often appear at places strongly tied to the gods or spirits, summoned by that same magic. It is often used to prepare the way for greater voyages, and to acquire magical items useful to the individual. MAGIC ROADS Dragon Pass and its nearby regions are crossed by several magic “roads” that enable a quester to quickly travel to specific holy places along paths that skip in and out of the mundane planes, covering the distance in far less time than travel wholly on the mundane plane. Deities and spirits, or their avatars, are presented here, summoned by the magic of traveling on the road; ritual enemies are often summoned by the same magic. The magic roads are often used in combination with an in-world heroquest. Travel along these magic roads is dangerous. There can be enemies along each path; although their type is often known, the strength of the foes may vary widely. They are also used for rapid movement, though there are occasionally side- benefits that can or must be gained to use the road. Examples: Hill of Orlanth Victorious to Kero Fin Dragon’s Eye to Kero Fin Kero Fin to Smoking Ruins to Arrowmound Mountain Sun Dome Temple to Hill of Gold Kero Fin to Cave of the Mother to Umath’s Point (this is going up the mountain) Arrowmound to Halikiv to Balance Split to Wonderwood City of Wonders to Durengard to Stormwalk Starfire Ridge to Whitewall to Larnste’s Footprint to Stormwalk Mountain to the Block OTHER SIDE Other Side heroquests are the most dangerous, for questers must leave the known confines of the paths and sacred ways to set off across the wilderness of the divine world. It involves actual travel in the Gods World which, if properly entered, will be as recognizable to the quester as his own world. In these travels the landscape and the inhabitants are set by God Time events, but this does not make it any more predictable or less risky. This is the region beyond that must be entered and returned from many times by the would-be Hero wishing for immortality, where they can find great powers and abilities that will make them remembered by mortals for many ages yet to come. It is the place of Godtime, where mortals are not welcome and which they cannot know except through experience. QUEST PREPARATIONS LONG TERM The long-term preparations can vary greatly from quest to quest. Some quests require lengthy periods of ritual purification and self-denial so that the quester can be a vessel for the divine powers. Others require merely that the quester has been a devout and consistent follower of the gods. Questers who have failed to make these preparations will find their task harder. Persons who are downright frauds trying to rob the cult are singled out for particular violence and overly vile opponents. LOCATION Many heroquests must begin in a specific mundane location such as a certain hill, group of standing stones, or temple to the god. Others are less narrow prescribed, requiring merely that it begins on hill, forest grove, open plains, etc. Many quests must begin at a certain time, such as at night, dawn, dusk, noon, or when a specific planet or constellation is in a particular place in the sky. MUNDANE SUPPORT Mundane support is provided by one’s cult or other community. This might be magical gifts, weapons, or treasures to aid the heroquesters, or might be mundane supporters, such as healers, worshipers, preparation of the site, etc. Some heroquests require that the sacred grounds be defended by guards and sometimes priests while the heroquesters journey. IMMEDIATE PREPARATIONS These are the preparations that need to be made immediately before the heroquest can begin. These include the preparation of the site by a cult priest, the summoning of spirits, sacrifices, and such rituals as the Arming of Orlanth or the Three Blow of Anger. These preparations typically take 1 to 3 days. HEROQUESTING TECHNIQUES VERTICAL QUEST Holy places are locations where the boundaries between the mundane world and the Gods World are permeable. From the temple of a god, a worshiper can transcend the ordinary world and enter the home of the god, in what the God Learners called a “vertical quest”. Such a journey takes place at every Worship ceremony. WORSHIP QUESTS Every worship ceremony is a heroquest. Some worship ceremonies have more complex quests than just a vertical quest, and the God Learners called these Worship Quests. When History began, people were performing these worship heroquests. Worshippers got together in a sacred place, performed their ceremonies to summon the deities, and reenacted the actions that brought them there. To worshippers the action enlivened them to transcend the ordinary world and they become part of the Mythic Realm. Individuals might then leave the house of the god and participate in the deeds of their deities. Worship Quests usually begin with a vertical quest, and then a departure from the god's house to be in the mythic story. Thus, an Oria priestess in the harvest ceremony summons the god plane of the Weeping Oria to her and departs from that place and wanders around the God Plane for a while, before returning with the secrets she sought. As time passes, the participants will participate in many of the major stories of their deities. These events are usually pretty well known, with few variations, and well contained within the established ceremonies. That is, they know the basic religious world through acquired experiences. SOLO QUESTING Sometimes a leader, whether religious or mundane, would undertake an individual quest to achieve a specific objective. These were usually some unusual activity, needed for extraordinary reason. These were the early and later Hero Cults. In these ceremonies, supporters, several other people typically remain attendant upon the welfare of the traveler. They pray or perform, as appropriate, and lend their strength to the quester in case of emergency. The supporters are linked to the traveler in both blessing and curse. SIDE LINING Very early on, it was discovered in that some supporters could actually go along as participants and gain normal experience, and not always in what the ceremony normally required. This was a special type of supporter going along as active participant. HARMAST Harmast Barefoot was the first person to perform extended sequential heroquesting. He linked a number of stories together to reinforce each other, and to achieve long term and powerful consequences. At the time everyone knew that even within a single myth, many variants exist and participants can actively and consciously affect which version of the story occurred by their preparations. Harmast discovered that it is possible to affect the very landscape of the quest after entering it. The God Learners called this Identification. ARKAT Arkat went even further than Harmast. Arkat had participated in several different religions and learned that different religions often portrayed the same event, but from different perspectives. He went a step further and discovered that he could actually change paths in mid-quest and invade the mythic space of other peoples. The God Learners called this Ranging. Ranging is extremely dangerous since more myths have many ways to preserve themselves and have little room for variance by intruders. But some people do it, and after Arkat learned how Harmast could manipulate the mythic landscape, he went to impossible places and discovered things to destroy his mystical foe. GOD LEARNERS The God Learners went further and discovered that they could forcibly alter the landscape. They called this Mutation. Later, they learned to mutate the myths permanently, effectively destroying myths and their participants. They did this by applying sorcery to the myths, draining them. This is called Tapping. HEROQUEST FOES Heroquesters develop enemies as a natural byproduct of their actions. Most people never leave the armies of the gods, and so have enemies that are large and generalized. They are not personal foes. People who engage in more personal heroquesting develop personal, recognized enemies. The effect of appearing as one's self depends on having enough personal power to appear that way. An entity with that kind of identity always attracts a similar foe of similar power. Once attacked escape is impossible except through death in the mortal world and a subsequent failure in the divine. People that persist on similar paths discover that their foe also does, almost haunting them. This link is called the Face Dance by the Orlanthi, because faces are visible in the otherwise generalized realm. It is also called Prey Love, Tempting Foe, Spider's Singer, etc. Face Dancers appear in the God and Hero Planes in their Otherworld guise. It is, however, possible to see through and identify the individual beneath it. Indeed, every Face who is dancing has a living foe somewhere in the world who is doing their own dance. As heroquesting advances these individuals are attracted towards each other, even though they are often separated by thousands of miles in the Mortal World." Added comments by from the FB thread for further clarification include: - "Many of the magic roads in the West are broken, thanks to the Sunderinng of Seshnela." - The Syndics Ban suppressed the magic roads of Fronela. "It is now up to bold and crazed adventurers to determine what Magic Roads work.... And whether they have changed." - "Yes this is for a forthcoming book. But I am uninterested in discussing the specifics of it, and at this moment am only interested in the implications of what I have posted." - "The take away from this is that at its core, a hero quest is about exploration of the mythic realms." Q: "Would it be correct to say that the different types of heroquest are not clearly divided in practice? That a given quest might be performable as a this world quest or an otherworld quest? That the same magic road might lead to the 'same' location in the physical world or the otherworld? That an otherworld quest may be performed either by this world travel to a location, or magic road travel, or symbolic travel, all with different consequences?" - "Correct. And sometimes part is on this world, then a magic road is taken, and then the Other World entered."
    27 points
  14. The divinations are correct: coming later this month... THE RED BOOK OF MAGIC! Behold Mark Smylie's beautiful cover for the book, which is the ultimate guide to spirit and Rune magic for RuneQuest.
    27 points
  15. Some notes people mind find interesting: WOLF PIRATES OVERVIEW In 1621 there are some 60+ Wolf Pirate ships, before Harrek's circumnavigation. Let's say that losses get replaced and by 1625, we have 60+ ships operating in the Choralinthor Bay, which comes out to about 3100+ Wolf Pirates. The average Wolf Pirate ship has on average 50 warrior-rowers, 1 captain, and 5 officers. Each ship has a small Dormal shrine and a protective spirit housed in the figurehead on the prow. <For comparison purposes, this is comparable to the total number of pirates in the Caribbean during the Golden Age of Piracy and comparable to most of the Viking fleets that operated around the North Sea.> Although they started in the Yggs Islands, by 1625 the Wolf Pirates are multi-ethnic, as soldiers, refugees, outlaws, and adventurers have joined Harrek's fleet. Yggs Islanders now form a relatively small minority of the Wolf Pirates. The lingua franca among the Wolf Pirates is a Theyalan creole made out of a simplified Ygg Islander with strong influences from Rathori and Jonating, Many Wolf Pirates also use Tradetalk. WOLF PIRATES NATIONAL ORIGIN No. Origin % 620 Yggs Islands 20% 620 other Fronelans 20% 155 Malkioni heretics 5% 310 Maniria 10% 310 Sartar 10% 310 Holy Country 10% 155 Teshnites 5% 310 Fonrit 10% 310 Other 10% SOCIETY The basic unit of social organization for the Wolf Pirates is the ship crew. Joining a ship's crew is an initiation into that community - the crew worships the spirit of their ship. Every crew elects its own captain and officers. Every Wolf Pirate is entitled to an equal vote when choosing their captain and officers; but once chosen, the captain and officers must be obeyed unless replaced or personally challenged. Every crew member gets an equal share of any plunder, except that the officers get two shares, and the captain three. The Wolf Pirates welcome anyone into their society who is willing to live by their rules. Captives are offered this opportunity if they have the skills, and many folk seek them out when they are in a neutral port, or even raiding the mainland. Others take ship or boat and sail to Three-Step to join. Despite this, Harrek the Berserk is the unquestioned Sea-King. Although all have the right to challenge his decision, none dare contradict the savage demi-god. WARFARE The Wolf Pirates do most of their fighting on land. In sea battles, they try to board enemy ships and use their superior numbers of warriors to overwhelm their victims. On land, the Wolf Pirates use a variety of arms and armor. Wealthy pirates often wear corselets of bronze and linen, or just out of boiled leather. They are famed for their horned or feathered helmets. They use javelins as distance weapons, and engage with sword and shield. RELIGION The most important cults of the Wolf Pirates is Orlanth (more than a third of all Wolf Pirates are initiates of Orlanth) and Ygg (about 20% of all Wolf Pirates are initiates of Ygg). The next most important cults are Dorma (more than 10% of all Wolf Pirates are initiates of the Sailing God) and Humakt (nearly 10% worship the God of War). Gods of lesser importance include Valind, various Sea Gods, Hrestol, Arkat, the Two Brothers, Abdamedric, and Tolat. YGG The North Wind Ygg is a rapacius son of Vadrus, and brother of Valind. He is one of the Vadruding, the terrible sons of Vadrus. He raged across the land and water, bringing death and destruction in his wake. Ygg took many hostages from the sea gods until Neliomi submitted to him. Ygg plundered and pillaged the Western Lands and aided his brother the Winter God in his attempts to conquer the world. Rune Spells: Increase Wind, Shield, and Sleet, and Wind Warp. He can command up to Medium Air Elementals. Ygg has a subcult (Wavebeater) that can summon and command enslaved Small and Medium Water Elementals. Ygg is served by Rune Priests and is associated with Orlanth and Valind. HISTORY The Wolf Pirates originate on Yggs Islands, a small chain of forested islands off the northern coast of Fronela. They were visited by Dormal in 1583, and the Islanders returned to the seas. The Yggs Islanders fought a long war with the Kingdom of Loksalm. About two dozen Wolf Pirate ships left Yggs Islands in 1598, and defeated the Loksalmi fleet. For a dozen years, these pirates plagued the West. Many settled on the island of Ginorth, in Old Seshnela. In 1607, Gunda the Guilty, a Jonating warrior-woman became a Wolf Pirate ship captain, and within a few years, made herself one of the leading Wolf Pirate leaders. In 1610, the Wolf Pirates settle on Three Step Isles, barren islands south of Kethaela that had been abandoned since the Dawn. This has became the main base of the Wolf Pirates. In 1615, Harrek was chosen by the god Ygg to lead the Wolf Pirates and be their Sea-King. He led the Wolf Pirates to raid the Genertela coast from Fronela to Prax, sailing as far abroad as Jrustela. In 1621 Harrek led his Wolf Pirates on a three-year voyage around the Homeward Ocean, raiding Teshnos, Teleos, Font, Umathela, Jrustela, and Seshnela, before returning to Kethaela in early 1624. Surprisingly, he allied with several Kethaelan leaders to fight the Lunar Empire at Pennel Ford. Later that year, he received his reward and plundered the magical City of Wonders. For the next several years, the Wolf Pirates raid Kethaela with impunity. The Kethaelans agree to follow Argrath of Sartar if the new Prince can get rid of Harrek and the Wolf Pirates. The Prince achieves this by allying with Harrek, and that year, half the Wolf Pirates follow Argrath over the Dragonspine into Tarsh. Although Harrek later quarrels with Argrath and leaves Dragon Pass altogether in 1631, many of the Wolf Pirates that followed Argrath into Dragon Pass remain. NOTES THREE-STEP ISLANDS A substantial island-bound population has settled on Three Step Islands now. These are wives, concubines, and families of the pirates, as well as refugees, merchants, shop-keepers, and fishermen who make the pirates lives bearable upon the isle. There are even a few farmers and a large number of sheep-herders. The only sizeable settlement is Skullport, which serves as the main port of operations for Harrek's fleet. Given that the Wolf Pirates themselves are transient, Skullport is normally populated largely by slaves capture by the Wolf Pirates, and by those foreign merchants (including Vadeli), shopkeepers, wine sellers, entertainers, and prostitutes who live of the pirate's plunder. It is estimated that there is at least one drinking house for every ten residents. LEADERS OF THE WOLF PIRATES Harrek is king of the Wolf Pirates. His authority is supreme and unquestioned. He is also a demigod, and doesn’t really care about administrative matters. Gunda is the military brains behind the Wolf Pirates. She leads the battles, as Harrek just kills. Gold Gotti is the organizational brains behind the Wolf Pirates. He keeps the food and supplies flowing. He organizes the efficient plunder of everything.
    27 points
  16. Great news! DriveThruRPG have let us know The Jonstown Compendium is going live this Friday (29th)! Here are the five initial releases from community creators - the first of many, exploring Greg Stafford's world of Glorantha:
    27 points
  17. I feel the same sick punch in the gut that I felt the night I heard that Roger Zelazny had died. Greg was the man I most respected in Gaming. Greg and I mostly went our separate ways, but I like to think we were friends, and it always hurts to lose a friend. It's just like you, Greg, to slip off on a new adventure of your own without telling anybody you were going. Fare thee well, Greg on your latest journey.
    27 points
  18. Available now from the Chaosium’s Jonstown Compendium webstore: the revised and expanded Rough Guide to Glamour. https://www.drivethrurpg.com/product/309765/A-Rough-Guide-to-Glamour?affiliate_id=392988 PRINT ON DEMAND version now available: premium colour hardcover, $29.95, comes bundled with the digital version. A Rough Guide to Glamour is your indispensible companion for any visit to the capital city of the greatest empire the world of Glorantha has ever known! This book contains: • A comprehensive map, gazetteer and guidebook detailing the capital of the Lunar Empire; • Portraits and descriptions of eleven Very Important People who can be encountered there, including Moonson, the Red Emperor, and the Lunar hero Jar-eel the Razoress; • A description and map of the Sultanate of the Silver Shadow, the throbbing heart of the Lunar Empire; • Sweeping overviews of the geography and history of the Lunar Empire; • RuneQuest writeups for the cults of the Red Emperor, immortal wizard-ruler of the Lunar Empire, and the goddess Glamour, the humble nymph who became the First Inspiration of Moonson; • Insights into the secrets of Kalikos Icebreaker, the Lunar College of Magic and the Imperial Monopolies of the Etyries cult; • Never republished supporting material from the legendary fanzine Tales of the Reaching Moon; • Rumours, fiction, poetry, and more besides! This is a thoroughly revised and expanded edition of the original Rough Guide to Glamour, written by Chris Gidlow, Mike Hagen, Nick Brooke, Michael O’Brien, Jeff Richard, Greg Stafford and friends, lavishly illustrated by Dario Corallo, Simon Bray, Julie Hudson and other artists. Foreword by Jeff Richard, Chair and Creative Director of Chaosium Inc. A Rough Guide to Glamour was first published as a players’ background book supporting Reaching Moon Megacorp’s Life of Moonson, a 50-player live-action role-playing game that debuted in 1997 and ran in the United States, Europe and Australia.
    26 points
  19. Hi there, I discovered RQ when I tired of AD&D and saved up my pocket money to buy GW's RQ2 in 1980. My friends and I played RQ through Balazar and the Elder Wilds, Pavis and the Borderlands up to and through the AH RQ3 period and the wonderful RQ Renaissance of the early 90's - Sun County, Strangers in Prax, Dorastor. I went to Convulsion several times, met Greg and even landed up with a copy of Sandy Petersen's campaign notes from the Convulsion auction in 1994 (?). Great memories. Then I guess life got in the way. I moved to Australia in 2005 and all my RQ stuff has sat in boxes in the loft for at least 15 years; I haven't played a game of RQ in at least 20. Keeping track of RQ and Glorantha became tiresome as it branched in so many different directions. Every now and again I would buy an RQ or Glorantha product mostly as a homage to my teens. I would leaf through the product and then consign it to the back of a cupboard. With the COVID19 lockdown in hand, I pulled out my copy of latest RQ Rules on a whim and gave it a good read. The years have fallen away and I'm a teenager again! The production quality is magnificent and the rules and the setting have been honoured admirably. I realise too that I now have potentially captive players - two children the age I was when I first lifted the lid on RQ2 and rejoiced at the lack of character classes and alignments. So... there's real no point or question to this post. I simply felt moved to offer my thanks to those who kept the spirit of RQ and Glorantha alive during a fallow period and have engineered such a magnificent rebirth. Thank you
    26 points
  20. I've been running games since the late eighties, and I can't remember the last time I felt so excited about my biweekly session. From stone woman to a trip to Greydog lands to return the corpses before the seven days are up, to today's session where the party has committed to go with Vostor (the one player who decided to use a pregen) on a Humakt pilgrimage to break his bonds to the Seven Mothers. The Battle of the Queens looms on the horizon. 2 players are new to RPGs, the other four have varying degrees of experience. Every single session has been a joy for everyone involved. I'm not sure why I'm gushing long form here, but I guess I might as well post before the game high passes.
    26 points
  21. Whilst perusing various old documents I stumbled across this awesome RQ2 skill: GREG: There have been occasions when I have been reffing an expedition and, in explaining events, appearances, etc. have dropped all the clues I thought necessary for the players to have gotten the message. Sometimes they don't, and I am occasionally aware that it is a situation which the characters would recognize, but the players don't. What to do short of telling them? I have them roll their SPOT OBVIOUS skill. SPOT OBVIOUS: (perception skill) If a successful role is made the characters which did so receive the information first and act on it. ("Hey you guys, that's not a statue!) To find your ability, use this formula: (20 minus INT)X5 as a percentile die roll. Yes, that's right. The dumber you are the more likely you will spot the obvious. Oh yea, this cannot be trained, but can only go up with experience. I will also agree that you should probably get your natural perception bonus, too.
    26 points
  22. I thought I'd post some working notes from some work we've been doing on cities in Dragon Pass (this ultimately is not going to be part of any book, but rather informs our art direction and map making). -------- Many of the cities in Dragon Pass are built atop the remnants of God Time settlements of the Vingkotlings. Now most of these ruins are some 5,000 years old, making them the equivalent of Neolithic ruins as seen by Alexander's Greeks. BTW, that's how I tend to try to understand Glorantha's history - I position myself at the time of Alexander the Greek and look backwards. Present year 162710 years ago - Lunar Empire invades Hendrikiland25 years ago - Boldhome falls to the Lunar Empire50 years ago - Battle of Grizzly Peak100 years ago - Apotheosis of Sartar300 years ago - Belintar unites Holy Country500 years ago - the Dragonkill War (1120)1000 years ago- the Kingdom of Dragon Pass. After this came the EWF.1500 years ago - the Second Council. The Theyalans dominate Genertela and war with the Pelorian horse people.2000 years ago - I Fought, We Won, and the Unity Battle. After this, came the Heortling kingdom, which lasted about 800 years (until Gbaji destroyed it).2500 years ago - The Chaos Age, which lasted until the Unity Battle.3000 years ago - the Ice Age5000 years ago - the Vingkotlings10,000 years ago - Orlanth kills YelmCompare this to a Greek at the time of Alexander (330 BC)10 years ago - Philip founds Philippopolis 25 years ago - the Sacred War50 years ago - Battle of Leuctra (371 BC)100 years ago - start of the Peloponnesian War300 years ago - fall of the Neo-Assyrian Empire500 years ago - the neo-Assyrian Empire1000 years ago - the Trojan War1500 years ago - height of Babylon2000 years ago - Sargon and the Akkadian Empire2500 years ago - Gilgamesh is king of Uruk3000 years ago - Menes units Egypt (first dynasty)5000 years ago - Neolithic cities like Catal Huyuk and Jericho10,000 years ago - beginning of Neolithic age The Vingkotling settlements had great walls of stone or earth and the more important were built with something of a spiral shape. The Vingkotlings enslaved dwarfs or used great magics to build these settlements. They ranged in size from 2 or 3 hectares to nearly 500 hectares (Nochet was the capital of the Vingkotlings). Most were between 2 and 40 hectares. As the God Time became more and more destructive, these settlements tended to be rebuild as smaller and more fortified. Many of these Vingkotling citadels survived the Great Darkness. During the Great Darkness, the surviving peoples of Dragon Pass eked out an existence in a few of these citadels, and after I Fought We Won they became the centers of the new Theyalan civilization. Old ruins were the first to be resettled. Broken walls were cannibalized to build new walls. In the early First Age, the Theyalans were allied with the dwarfs of Greatway (in the Rockwood Mountains), and some later settlements (such as the City of Miracles in Dorastor) were architectural wonders. This civilization was destroyed in the Gbaji Wars that ended the age. In the later Second Age, Dragon Pass was again the center of an urbane empire, best known as the EWF. The EWF ruled much of the continent and could command masons and builders from far and wide, particularly from Dara Happa, but also from dwarf allies and subjects. Population levels recovered and many of the old cities were rebuilt, sometimes to realign with mystic experiments of the ruling EWF. The EWF collapsed in the 12th century and then all human life in Dragon Pass was exterminated overnight in 1120 with the Dragonkill War. For two centuries Dragon Pass was largely abandoned by humans. Some of the ruins were occupied by the dominant trolls as strongholds and bases, but most were just left empty. Dragon Pass was resettled by humans after 1300 or so.The old ruins were often the first to be resettled. So places like Clearwine, Bagnot, Dunstop, Jonstown, Two Ridge, and so on, all incorporate citadel walls built by older, richer civilizations. Until Sartar's arrival, these settlers were dramatically inferior builders to those who came before, but thanks to Sartar's friendship with the dwarves, his cities tend to be as impressive as anything from the previous ages. Saronil taught the dwarf secrets to his followers; although this ended the dwarf friendship, it began a tradition of impressive stonemasonry among the Sartarites. So in lots of these cities, there is going to be a "citadel" (or "acropolis") that is maybe 2 to 10 hectares in size built within the old Vingkotling citadel. Then a later city that incorporates earlier and later defensive walls, and then later rebuilds them. The previous names and history are generally lost (the settlers weren't scholars!), although places of obvious power became cult centers. What might have been a Second Age temple to the Diamond Storm Dragon gets rebuilt as a temple to Orlanth Adventurous. The tombs of Theyalan kings became shrines of Orlanth Thunderous or Ernalda. And so on. The city of Furthest is something of an exception. The Lunars laid out a planned city, built along the lines they developed in the Fifth Wane to resettle their own Heartlands, which had been destroyed by the nomadic hordes of Sheng Seleris. Furthest is built on a grid, and was built largely by and for foreigners.
    26 points
  23. As author of a fair chunk of GtSA books, here's a little history and background from me. Canon was definitely ignored in the earliest releases. The writers at the time weren't familiar with either RQ or Glorantha and suddenly found they had to become very familiar with decades-worth of information even to get a rudimentary grip on the subject matter. It was easier for some more than others. Given the overwhelming amount of information one needed to absorb, even just on the Second Age and events leading up to it, one was faced with a truly daunting task. Couple that with a book-in-a-month timetable (standard for Mongoose at the time), and it was a fraught exercise. I was brought on because I had a reasonable grasp of Glorantha and exercised that from the start. My second book for Mongoose was the Dragonewt book, and so I went to the two authorities on Gloranthan lore that I knew well; Greg and Jeff. This continued with each Glorantha book I tackled, with both being consulted widely and deeply before I set pen to paper. 'Dara Happa Stirs' saw me spending a weekend with Jeff brainstorming and immersing ourselves in the Pergammon Museum's incredible exhibition on Babylon, the two of us formulating the Karvanyar campaign arc, understanding the Ten Tests and ensuring that texts such as Glorious ReAscent of Yelm were adhered to as precisely as possible. Despite the brutal deadline, which I managed to get extended to 6 weeks, it was a fun book to write and one that I remain proud of. Every Glorantha book thereafter I was involved in followed a similar pattern. Unfortunately, 'Pavis Rises' was handed to an author utterly unfamiliar with the canon who didn't liaise with Jeff despite my insistence that he do so. The original draft of 'Pavis Rises' (I still have the manuscript) is.... well, best I not say too much. I therefore rewrote it, from scratch, with Pete, Jeff and Greg's help, in about three weeks. That was the level of challenge I had working at Mongoose, and I'm still staggered I managed to write to the standard I did. There were a couple of misses for me, Glorantha-wise: I wasn't happy with Fronela, again due to the massive amount of information that needed to be conveyed; and there are elements of 'The Abiding Book' that I simply had to rush to meet the deadline. But 'Dragonewts', 'Mostali' and 'Darra Happa Stirs' I'm proud of and enjoyed. Even some parts of 'Pavis Rises' I really like - the Giant scenario was fun. I think Mongoose tried its best. I really do. The problem, aside from the deadlines and post-writing processes, was that it's production approach simply didn't mesh with the deep complexity of the subject, and was compounded by having writers unfamiliar with the canon having to rapidly assimilate it. I actually don't think Matthew (Sprange) was prepared for the huge amount of lore that surrounds Glorantha, and the vast wealth of understanding its fans have. Consequently, Glorantha was treated as a property with a relatively straightforward canon and background, like some of the other tittles Mongoose had, when it needed a very different approach from the start. And, irrespective of one's feelings for MRQ1, Mongoose did bring RuneQuest back to a wider gaming awareness after spending about a decade as a moribund, half-forgotten system. They got a lot wrong, but they also got quite a bit right, and so while criticism is justified, there are some things that do have merit.
    25 points
  24. FedEx delivered two boxes an hour or so ago. Please note that some of these items are the final printed versions, like the box itself, while others are printed on simpler paper, sometimes untrimmed with color matching swatches on the edges, and sometimes they have printer proof comments written on them. Everything is looking lovely and of high quality. The set will weigh over 3lbs. 8 oz. (about 1.5 kg). Please, no "what's with the weird white border" comments. That's what "untrimmed" means...
    24 points
  25. We at the Chaosium usually announce a book's definitive premier in the product lineup when layout of the final manuscript has begun. We have numerous books in the writing or editing stage, but we don't like to say "when" they will be done. We used to estimate "when" and ultimately ended up disappointing people when inevitable delays happened. We also spent a lot of effort providing "no update" on the status of these future publications, which then led to lots of "why" questions. Please use the following table to understand why Chaosium isn't telling you when a future book will be ready: 1D10 Result 01 Author is late on finishing the manuscript 02 Editor is late on editing the manuscript 03 Artist(s) are late on delivering art 04 Art direction is taking longer than expected 05 Manuscript requires extensive rewrites 06 Art requires extensive revision or was rejected 07 Author gives up and a new author must be found 08 Artist disappears and art must be reassigned 09 Roll twice on table and combine delays sequentially 10 Roll thrice on table and combine delays sequentially
    24 points
  26. I said someone will take a chance on a Magic World license, turns out that someone is me. https://reigndragonpress.weebly.com/news/sean-hillman-of-reign-dragon-press-signs-limited-license-to-publish-a-setting-for-use-with-chaosiums-magic-world-rpg I am happy and nervous as heck. I realize I did not specify in the announcement, but it is a single setting book for use with MW.
    24 points
  27. Nochet ba-doom-tish...
    24 points
  28. So let's talk about Yelm and whence he comes from. This conversation is about Greg's King of Sartar and Stafford Library material, so its deep in textual argument and probably pulls from sources that are no longer of ‘clear’ authority. So be it. It is a brain dump and probably riddled with errors, but let’s talk about it. It's not, for now, mostly, about Yelmalio. He can come later. First we need to talk about Yelm. I'll give you the proposition first, then talk about where it comes from: Yelm is not the god of the sun at the Dawn for Dara Happa, or anywhere else. The major cultures central Genertela all have their own god of the sun at the Dawn. Yelm is a synthesis whose consequence is Nysalorian illumination and the Sunstop. Although he predates the God Learners, you can think of Yelm as a monomyth creation (although it's really Nysalorian illumination at the root of all this, including God Learnerism). Anyway, at the dawn, in central Genertela, the sun is Elmal, and Antirius, and Kargzant, (and others, all cultures have a sun god, even Ehilim in the west). Orlanth kills the Emperor, not Yelm. Rebellus Terminus is the enemy of the Dara Happan gods, not Orlanth. Orlanth goes on the Lifebringer's Quest to bring back Ernalda, not the Lightbriner's Quest to bring back the sun. The Red Goddess was not the first divinity to be created inside Time in Peloria. That crown goes to Yelm. In many ways the birth of the Red Goddess is an echo of the birth of Yelm. So how do I get to this conclusion? First off, when Greg wrote King of Sartar (KoS), he looked in detail at Orlanthi culture. One aspect of that was to look at their religion. Up to this point we had tended to think about their being a single Gloranthan religion oriented around the monomyth. More than that, the cultures all worshipped an elemental pantheon. The Sartarites worshiped the Storm Gods, the Dara Happans the Sky Gods etc. This changed with King of Sartar. Greg started to think about the Orlanthi as worshiping a pantheon of deities instead. The cultures of the Dawn were isolated and complete. The Heortlings knew of the sun, they could see it in the sky, but they called it Elmal, not Yelm. To be a complete pantheon, there had to be a native god of the sun, among others, that had previously been only represented as foreign gods. But no foreign gods were known at the Dawn. Thus Greg's introduction of Elmal, a sun god for the Orlanthi. "This time I looked at things anew, as always. Importantly, while wandering throughout the Stormtime and Nowtime, I looked up and wondered, for the first time, “Who is the Orlanthi sun god?” I realized that the place of the Sun in Orlanthi myth, as revealed so far, was that of the enemy and foe, the Emperor. Nonetheless, there was the Sun of Life which anyone can see and feel when they go out on a sunny day. Without that then the Dark Tribe would rule again. The Orlanthi knew it and surely acknowledged the Friendly Sun. I knew that, but even as Storyteller I did not know where this might be." - The Birth of Elmal, Greg Stafford. KoS acknowledged that the religion of the Heortlings at the Dawn included sun gods, darkness gods, water gods etc. Any real reasoning about this had already needed to break the elemental correspondence anyway, the Heortlings had an earth goddess already in Ernalda, so they were never pure storm. Elmal was the name of the Orlanthi sun god. It was new to KoS, many of the names there were new to us. And it caused controversy because it changed how we thought about Glorantha, from one world pantheon, to multiple pantheons, originating in a different Dawn Age culture. Inspired by this revelation, Greg went on to write Glorious Reascent of Yelm (GRoY) to examine Dara Happan religion, the Entekosiad to look at Pelandan religion etc. Gone was the vision of 'one Gloranthan religion' with different regions favoring different elements that had graced the Gods and Goddesses of Glorantha articles in Wyrm's Footnotes. Now we had many religions that met, and tried to reconcile their different perspectives of the Godtime, sometimes peacefully, sometimes violently. "Third, my new status has freed me to explore other aspects of Glorantha which had previously been prohibited by the rules and laws of the RuneQuest tribe. As a result I have been delving deeply into the Solar Way (thanks to the entryway provided by the Many Lesser Suns) and, as a natural consequence, the Lunar Way." The Birth of Elmal, Greg Stafford For Greg the touch point of this conflict was the identity of the sun. He refers to this in both KoS, GRoY, and Fortunate Succession (FS) as the conflict of the Many and the One. Consider, that when two cultures meet, we can rationalize most differences between our pantheons by creating regional earth, river, city or storm deities. "Esrola is your land goddess down there, and Pela is our land goddess up here," folks say. "Orlanth is the great storm that blows down in Dragon Pass, but Entekos is the calm air of our region." The two cultures can share stories and agree that their gods are the gods of their region. Sometimes they share stories and tales, and people wonder: "Is your goddess also our goddess?" And when people meet in peace, as they did in the Unity council, this can create a synthesis that is greater than the sum of the parts. But there is only one sun. So how can we reconcile competing sun gods? Now, if you hear Greg speak at cons it is clear that Glorantha is a platonic universe. The 'All' of the 'Green Age' is unknowable except to the mystic and likely to drive anyone who experiences it mad without preparation. Most religions see the 'shadows on the wall of the cave' of that reality, a projection of their culture over the fundamental truths of the runes to create something approachable for worship. It is a 'soft' polytheism not a 'hard' one. "In the Beginning, before there were people, before there was a sky, an earth or an ocean, before there were gods, before there was a Before, was Vezkarvez. Vezkarvez is not something which can be thought about, remembered, felt, or even imagined. Do not bother to try, for to try to do so is only to fall into the trap of the Other. Vezkarvez, pure and undivided, can be touched only by the highest gods who know secrets which you can never know." GRoY, p.6 Now someone might object to soft polytheism: "But in Glorantha you can heroquest and check the details!" But it is clear that heroquesting is still a projection of the mortal mind onto the cosmic "all", you can heroquest to cement your version of the truth and if enough people agree to it, then that is a truth for them. Harmast learns this and does this. But so does the Red Goddess, and (spoilers) so does Yelmgatha. So, as we stated earlier, there is just one sun in the sky, so rationalizing that becomes a little trickier. Here is the problem of the Many and the One. We can't pull the region trick. How can the sun be your sun god, and my sun god? We have some options, which mostly boil down to: they are both names for the same god or you are wrong. Synthesis or conflict. The sun becomes the touch point for the conflict of the Many vs. the One. Either we accept that we don't have truth, just a "shadow on the walls of the cave" or we declare you a heretic. IMO Greg was pretty clear what the scenario was at the Dawn in KoS and GRoY. The Heortlings have a sun god called Elmal, the Dara Happans have one called Antirius and the Horse Nomads have one called Kargzant. "Elmal is the Orlanthi god of the Sun, a trusted thane of the Chief God who is charged with defending the homestead when Orlanth and his companions depart upon the Lightbringers’ Quest. His priests participate in the great festivals and important Sacred Time annual rituals, and have parts in many of the most widely known stories. ... The deity gave its initiates blessings upon the earth, good barley crops, healthy horses, and winter protection" King of Sartar, p.188 Now, as KoS instructs us, the horse nomads were driven off, and so the Heortlings and Pentans never exchanged their mythologies in a peaceful fashion. But the Dara Happans and the Heortlings did. And they wrestled with the problem? How can your sun god and our sun god both be the sun. Either we are hard or soft polytheists. "During the Dawn Age there was a clash of cultures as the Elmal magic impacted with the fierce Sun God who was worshipped by the nomads of Peloria. The beliefs of the two cultures in their own Sun Gods [Elmal and Kargzant] were challenged for the first time. Each held true, but the fierce nomads were weaker and unable to withstand the shock. The war ended with their defeat, and they retreated to places where no people had ever lived before. The withdrawal of the nomads revealed a greater threat: the native Dara Happan Solar religion which covered all the regions previously occupied by the nomads. The impact upon the Theyalans is recorded, but the crushing splendor of the great golden towers of the Dara Happan Sun God was especially strong upon the Elmali. The Theyalans recognized that Yelm, the Dara Happan Great God, was the manifestation of their own Emperor, an enemy of Orlanth. The Orlanthi also realized that Yelm was also the Sun God." King of Sartar, p.188 and then later in GRoY "Eventually these two cultures fused into a single entity called the Golden Empire of Nysalor, but that did not begin until the reign of Emperor Khorzanelm (c. 111,368 to 111,405), a century and a half after the era covered in this book. During the friendly century of this era occurred a fusion of the two mythologies of Dara Happan Yelm and Theyalan Orlanth. For instance, the part of Rebellus Terminus was taken by Orlanth, and he was associated with the Disruptor constellation by other peoples. Likewise, it was an easy step for the Orlanthi Emperor to become the god Yelm. The harmonious duality of Nature was thereby shown, especially in a myth of their competition for the hand of Ernalda, a Sairdite manifestation of the earth goddess. " From GRoY, 'Where is Orlanth' p.73 Fortunate Succession tells us more about this merging, which GRoY refers to as 'after this book' which occurs at the Sunstop: "Khorzanelm was the emperor who supported, blessed, sanctioned, and oversaw the incorporation of the World Council of Friends within Dara Happa. With imperial support, the project was prepared with the best of everything. It was located in the south, because everyone wished to heal that direction first because it harmed everyone the most and was itself the most damaged. In 111,375 Khorzanelm assembled all the best people of the Empire, and they spoke the Prayer to Yelm, and this time were answered by the appearance of the One God Himself. It was not just Antirius, the ever-reliable bright Disk, but instead this time was truly Yelm Overlord who rose. Yelm wished to honor and praise the mighty Emperor who had tamed the world and provided the security for him to rise. Thus Yelm stood motionless in the sky and the Heavenly Choir rained praise upon all the faithful whose lives were enriched until their deaths as wise elders. Such a unique opportunity was possible only because Nysalor had been born, the incarnation of the Many, born among mortals to bring the divine light to us." Fortunate Succession, p.32, emphasis mine FS later moves events so that Yelm appears prior to the Sunstop, the result of debates about who the sun is, but gives birth to Nysalorian illumination because recognition that both Elmal and Antirius are the sun requires such insight. "The time spent for Yelm to re-manifest the world was from 110,666 until 111,111 when he became manifest as the Real Sun. Yelm's insight into the secrets of the cosmos was originally the province of only himself and, perhaps, a few of the other immortals. But in 111,375 Illumination was delivered to mortals as well. This occurred when Nysalor was born. The burden of bearing the Impossible was beyond the power of even the One. Yelm paused in the sky, and he separated the Illumination from himself, and placed One among us mortals to keep our awareness of the First Being alive. Thereafter it was possible for the Many to be the One as well. A further benefit was that Yelm was purified. The Sun had purged itself completely from the Many when he gave this great gift to humankind. Thereafter, too, Yelm was less of a god and more of a Sun." Fortunate Succession, p. 74 Nysalor is the 'incarnation of the Many' and also 'seperated the Illumination from himself, and placed One among us." What does that mean? IMO it means that Nysalor is 'soft polytheism' the idea that many gods could be associated with a phenomena because they are all 'shadows on the wall of the cave' not the all. If the sun is not Elmal, or Antirius, but something essential which we project these ideas onto, a Fire Rune perhaps, then we can create a new projection, synthesized from existing ideas: Yelm. Greg reiterated this a number of times. From the WoG list: "The unification of the Orlanthi and the Solar religions, under the council that created Nysalor, was a fusion of two different religions under a mystically oriented demigod. A truly unique event for the times. And one that did not last under its own internal pressure." https://groups.yahoo.com/neo/groups/WorldofGlorantha/conversations/messages/2130 and discussing the emergence of illumination in the First Age: “In Dorastor, the Amalgam Deities were imported and incorporated. It is probably the origin of the Monomyth, in which Yelm and Orlanth play such significant parts in each others' myths. After this period the Dara Happan role of Rebellus Terminus is permanently grafted to Orlanth, while the Orlanthi role of Emperor is immutably assigned to Yelm.” Fortunate Succession, p.72 Wait, you may say, GRoY has Yelm in its mythic history. Of course, because it is a document that post-dates this syncretic deity. But Greg left a lot of hints as to the ‘puzzle’ he was creating for us. GRoY itself reveals the contemporary debates about Yelm. The most significant is the absence of Antirius on the God’s Wall. Why is Antirius absent? “The Plentonic Debates began within a century after the author first circulated copies of his document. Debate started with worshippers of Doburdun, the Darsenite Thunderer, who pointed out that figure I-18 was precisely their deity, icono-graphically. They did not know Antirius, who was not associated with Doburdun at all. Attributes, powers, and myths were all different. Apparently many learned people had also been quietly wondering what I-18 had to do with Antirius. The priests’ questions thus began debates about the nature of the Plentonic Truth which, in turn, led to debates about the nature of Truth.” The ‘problem’ of Antirius is only a problem if he is not the figure on the wall now identified as Yelm. Replace Yelm with Antirius on the wall, and recognise Yelm as a deity created in time, and he can take his rightful place on the wall again, as can Doburdun the Darsenite thunder god. The ‘Plentonic Debates’ on ‘Truth’ are ultimately a debate about the identity of the sun and the revelation of Yelm inside time — Antirius is only absent because we must have one sun that takes aspects of Antirius, Elmal, Kargzant, the Emperor etc. That is why the sun becomes ‘the one’ split of from the many for the Nysalorians. Because we feel the need for their to be ‘one sun’ we divorce the ‘sun’ from the many deities that can represent him It seems that the early Yelm cult, like the modern lunar cult, is a state religion whose purpose is worship of the Emperor and the organisation of the Empire. It seems little worshipped outside of this role: “Emperor Khordavu, as well as his household and certain office holders, were considered to be divinities. They were a part in the natural hierarchy of life, along with spirits, demigods, and other deities.” Fortunate Succession, p.65 Parallels with the lunar cult of the Red Emperor seem reasonable, at this stage the Yelm cult is essentially worship of the divine emperor over the sun. So that is how we can say: “ Thereafter it was possible for the Many to be the One as well. A further benefit was that Yelm was purified. The Sun had purged itself completely from the Many when he gave this great gift to humankind. Thereafter, too, Yelm was less of a god and more of a Sun” Yelm is the sun, separate from the cults of the sun, Antirius, Elmal, Kargzant et al. but also from the cult of the divine emperor that bears his name. But what happens after the break up of the Bright Empire? "When the Nysalorite Empire broke apart and the barbarians invaded, the unified belief continued, although unified religion was broken. Differences were encouraged by politics taking a turn for the worse, and the natural differences between deities being emphasized. Working harmony was gone again, leaving only the Ideal." From GRoY, 'Where is Orlanth' p.73 In other words though the belief in Yem vs Orlanth continued, the imperial cult was no longer the sun cult worshipped by both Heortlings and Dara Happans after that event. But of course this creates a difficult moment. Who is the sun for Heortlings now? Yelm or Elmal? I suspect that the answer is 'both' but that this is problematic, because it contains within it traces of Nysalorian thinking, the acceptance of the One and the Many. Yelm is the sun god, Elmal is the sun cult. Our only real evidence about what folks may believe in this age is compounded by the dominance in subsequent ages of the EWF in Orlanthi areas. However, it is clear that in Dara Happa, at least, the cult of Yelm runs into trouble post-Nysalor. "After Nysalor, the commoners' backlash resulted in extensive anti-Yelm feeling and activity. The anti-Yelmic passions were increased when the occupiers offered their own seasonal rituals to their storm gods, and many commoners joined. This, of course, is the way of the Many." Fortunate Succession, p.66 I believe by ’storm gods’ we should imply ‘Elmal’. Re-read this as: “After Nysalor, the commoners' backlash resulted in extensive anti-Yelm feeling and activity. The anti-Yelmic passions were increased when the occupiers offered their own seasonal rituals to [Elmal], and many commoners joined. This, of course, is the way of the Many." Of course this is likely the cult of the divine emperors, who intercede with the sun, over the sun himself. The implication is that identification does not collapse. It seems likely then that whilst the unified mythology was known to the Heortlings, worship of Elmal predominated among the Heortlings after the collapse of the Bright Empire, due to the association of the cult of Yelm with Nysalor and the divine emperors of Dara Happa. Yelm might be the sun, certainly, but Elmal was their sun cult. Indeed, it’s unclear if Yelm’s cult really spread to the Orlanthi much outside Dorastor and Saird: “Incorporation of Yelmic Rites into Dorastan Rites: avidly welcomed, and incorporated. Nysaloran Rites (especially in Saird) combine multiple cultures. These combined ceremonies are well-attended in Dorastor and Saird, but much less elsewhere, and poorly through most of Dara Happa. The popularity in Saird and Darani must be modified by remembering that both were thinly populated.” Fortunate Succession, p.71 So it is in Saird that the most-significant ‘mixing’ occurred. but it seems not to have spread. Saird lacked the population to spread its support for the Bright Empire's celestial beliefs. There is no implication of spread or persistence of these ideas in Ralios or the Shadowlands. So if Orlanthi were worshipping Yelm, it seems to have been in Saird. But what were they worshipping, if Yelm was a cult of the divine emperor? Under the Ordanestyan Reforms in Dara Happa there was an attempt to re-assert the Imperial cult and thus the divine emperors, but shorn of Nysalorian mystery. Worship instead seems to have focused on the twenty celestial deities. At this point, Anitirus is no longer one of the twenty (or wider eighty) but a part of the cult of Yelm Imperator, that is he is not distinguished from the sun. The ‘mystery’ of the Many and the One cannot withstand the lack of Nysalorian insight, it must be reconciled by eliminating Antirius. So it is possible the Sairdites were worshipping deities from amongst the twenty (or eighty), which makes more sense than the cult of the divine emperor. So it is the spread of solar cults, over the cult of the divine emperor I suspect. But even this cult waxes and wanes and seems unlikely to have impacted areas outside Saird. Why? Well, look at what happens next. The cult of Yelm disappears under the pressure of first to the Golden Dragon and later to the Carmanians. Fortunate Succession is clear on this, there really is no Yelm cult during these periods. The cult, because it is really the cult of the divine emperor of Dara Happa is underground when foreigners rule Dara Happa. An ‘underground' Imperial cult is an unlikely point of gravitation for second of third age Elmali. Why gravitate to an imperial cult in hiding? In fact, it seems likely that the Yelm known to the Orlanthi, is unrelated to the Dara Happen cult, existing mostly as ‘the Emperor’ the enemy god, over a genuine understanding of the Imperial cult of earlier ages. If the Yelm cult itself was constantly shifting, being driven underground, how could the Heortlings look to it for their solar identity? Indeed, the alternative for the Heortlings is draconic mysticism or Carmanian dualism. So at this point the Heortlings have two, almost irreconcilable notions of the sun: Yelm whom they have projected the characteristics of the Emperor on to, as befitting an imperial cult, and Elmal the loyal thane. But the implications of the Yelm cult's association with divine emperors leads me to suspect that Yelm remains the Emperor for most Heortlings at this point, his identity as the sun a 'mystery'. Now this mystery is difficult, for it implies the Many and the One. And it must be a source of questions for the priests of the cult, much as the textual legacies of the Caananite religion provide interesting questions in the Christian bible. But I suspect they continue to worship Elmal as the sun cult, with Yelm both celestial Emperor and sun. After all, the cult they have encountered up to now is an imperial cult, whose purpose is to empower the divine emperors. Not one they would gravitate to. In fact, the cult of Yelm does not really resurface in Dara Happa until Yelmgatha, who uses the return of Nysalorian thinking and heroquesting to bring back a ‘fogotten' Yelm cult, centred around Dara Happen sovereignty following centuries of EWF and Carmanian rule: “The suppression and destruction of the ancient Yelmic religion drove worship underground… Yelmgatha was a minor nobleman with a short temper who drove the Carmanians out of his land. When they sent armies to destroy him, the leader went to the Red Goddess nearby to ask for help. Thus Yelmgatha became one of the first Dara Happan Heroquesters. Heroquesting differed from previous forms of worship in being experimental and conscious. In fact, it was a return to Nysalorism in many ways, and openly acknowledged as such. Yelmgatha went several times into the Other Side, and emerged with the tools and powers1 he needed to complete the Ten Tests to make himself Emperor, which he did in 112,235. Then he cast out the Carmanians, and Yelmgatha became the new Emperor of Dara Happa. The event was called the Sunburst... During this whole time he was friends with the Red Goddess, who was performing similar quests. Their tasks were often intertwined, and strengthened each thereby. Sun and Moon became a pair of travelers in the Hero Plane.” In other words, the cult of Yelm returns with the spiritual liberation of the Red Goddess. And the parallels between the two ‘created’ gods, synthesised from older religions via ‘Nysalorian illumination’ is drawn clearly here. These gods are made! I believe Greg was trying to draw direct parallels between the First Age emergence of Yelm, synthesised from existing sun cults and the Sunstop, and the emergence of the Red Moon, synthesised from existing lunar deities and the Sunburst. We associate Yelm with older religion in Dara Happa, but it seems that it co-exists in modern form with the Empire. Remember, it is the cult of the divine emperor! Now that emperor is the Red Emperor. In many ways the cult of Yelm and the cult of the Red Emperor are one and the same. The association of Yelm with the Red Goddess of course makes it any influence of the cult on modern part of the missionary work of the Lunar Empire. The promotion of “Yelm” as the sun and the elimination of Elmal, as Antirius was once eliminated, is in essence a Lunar project, driven by heroquesters. So, when we learn that in Saronil’s reign "Once the Eyetooth Clan brought in the antesmia statue. They did it because they were rebelling against their king, and they wanted to be able to bring a Sunspear down from their god, and were willing to pay eternal worship and tribute to a foreign deity in order to succeed.”, King of Sartar, p. 169 it is the missionary work of the Lunar Empire, that is also a renewed Bright Empire that is at the heart of this struggle IMO. This is worship of the imperial cult, and by implication worship of the Red Emperor, not just ‘Yelm’ the sun as opposed to Elmal. But this sweeping change must be dated to the emergence of the Lunar Empire, not earlier, because the Yelm cult was underground before that. The implication of this is that Elmal is the sun during the reign of Tarkalor for the Sartarites, not Yelm, otherwise this act of rebellion means nothing. We have to see this in the context of Lunar celestial theology overwhelming the Heortlings in a way that could not have happened under the EWF or Carmania. There was no dominant solar cult to export post Nysalor and prior to Yelmgatha. But what is true for the Sartarites would seem to be true of everyone, for until the Lunar Empire, after the Bright Empire, there is no Yelm cult to gravitate to, and the sun cult remains Elmal (or Kargzant). Now, we risk getting into Yelmalio territory — remember his temples are in Saird and they seem to revitalise alongside the Empire, but let’s park where that leads us for now. But Monro’s vision is surely one of illumination. His talk of the Many Suns echoes talk of the Many and the One. What Monro sees is one sun, many sun cults. His vision is not an objection to Elmal, but a reinforcement of the Bright Empire doctrine that there is one sun, and many sun cults (and we may well call that sun Yelm, because the cult worships the Emperor). But no sun cult is more ‘true’ than the others. But of course the implication is that Yelmalio is the sun too. Another sun cult. One amidst the Many. But it is a dangerous vision, for it is a vision of the Nysalorians and their Bright Empire. All those priests in their retirement towers contemplating the sun. Sure sounds like a journey into illumination. But it is clear that there is no cult of Yelm at the Dawn. Yelm is the name given to sun in the Nysalorian insight that there is one sun and many sun cults. It is also the name of the source of power for the cult of divine emperors that ruled during the Bright Empire, and now rule again in the Lunar Empire.
    24 points
  29. As I sit in my office cluttered with notes, sketches, and fragments of stories that I am trying to arrange, edit, and complete so that they can be published, I happily acknowledge that Greg Stafford has influenced by professional and personal life more than anyone else. Greg was my mentor, my teacher, and such a profound influence on me that I can't even imagine how to delineate where Greg ends and I begin. Greg introduced me to my wife (even gave us the key to a castle eyrie before we knew we'd need it); he was my business partner, writing partner, and friend. Greg entrusted me with his world - a world made up of fragments of his dreams, fantasies, nightmares, anxieties, hopes, and fears. With just 24 magical symbols (two fewer than the Latin script, two more than the Major Arcana), Greg assembled an entire cosmos, large enough to contain multitudes. Greg's cosmos was deeply personal but also reflected universal human themes. Themes that embraced both our best and our worst aspects - hope and hubris, humanity's desire for unity combined with our drive for division and destruction, the need for each new generation to overthrow the last. The cycle of birth, new hopes, old fears, death, and rebirth. Greg did the monomyth better than Campbell, the Matter of Britain better than Mallory. Greg's mythology is both new and as familiar as half-forgotten dream. Greg Stafford is now part of the God Time. The God Time, for those unfamiliar with Greg's mythology, is that part of the cosmos that is endless and eternal. In the mundane world we are ephemeral - we all will die and disappear from the earth; but in the God Time we endure as part of the fundament of the cosmos. So although Greg the Mortal is no longer with us in Time, Greg the Immortal exists eternally, because Greg helped make our universe. Maybe that is all just a metaphor for Greg's boundless creativity. Greg's works, his love, his thoughts, his dreams - they continue to inspire. Not just the stuff he's rightly celebrated for - Glorantha, RuneQuest, Pendragon, Nephilim, a lifetime of game design, and so much more - but all of it. Greg's thoughts on shamanism and the invisible world, discussions pre-Clovis habitation in North America, interpretation of Huichol art, thoughts on life and love, and so much more. All of that is still with us - part of the God Time. Greg once told me shamans and heroes exist simultaneously in our ephemeral world of Time and in the immortal God Time. Like so many of the things Greg has told me over the years, even when I have been able intellectually grasp the concept, it takes experiences to truly understand it. In this case, it takes Greg's passing for me to truly understand the difference between Time and God Time. Greg's mortal self - that part of him confined by Time - is gone, but his immortal self is with us always in the God Time.
    24 points
  30. Might be of use if you are using a virtual table top in the unlikely circumstances that your drawing skills are worse than mine 🙂. Drawn as there isn't a map without the key and locations marked AFAIK. You can always tell your player that a Eumali with no fingers made a sketch for them. HTH
    23 points
  31. The Greg Stafford Memorial Award for Gloranthan Fandom was established in November 2018 in memory of Chaosium's revered founder and original creative visionary Greg Stafford. With the blessing of Greg's family Chaosium will occasionally and irregularly present the award to recognise a significant and exceptional contribution to Gloranthan Fandom in a current year. The inaugural recipient of the award, in November 2018, was Lev Lafayette, the driving force behind successfully bringing back RQ Con Down Under after a hiatus of twenty years. This week marks the second anniversary of Greg Stafford's passing, and we are pleased to present the awards for both 2019 and 2020. The 2019 Award The 2019 Greg Stafford Memorial Award for Gloranthan Fandom goes to Martin Helsdon. Martin created the impressive fan work The Armies and Enemies of Dragon Pass, based on Greg's writings. This 382 page opus has been a bestseller on our Jonstown Compendium community content platform, received rave reviews, and done much to promote interest in Gloranthan scholarship. (Martin has since followed this up with a new 182 page sequel and Art Packs from the series that can be used by other creators.) On receiving the award, Martin said: "I would like to express my thanks and gratitude in accepting the Greg Stafford Memorial Award for 2019. I am indebted to Greg Stafford and all the creators of Glorantha, past and present, for building a world of such inventive depth and extraordinary color for all of us to play in, whether we adventure there, run games there, or attempt to add to it. Glorantha is one of the few fictional worlds that really takes on a life of its own. For me it came alive when reading Cults of Prax, long ago, and I believe it still stands as one of the most influential and imaginative game books ever written. This was a world, I realized, with its own mythology and history, its own secrets and wonders, and every new boxed set and book became an object of anticipation, for the glimpses and insights they offered. I am deeply honored that my own contribution is thought a worthy addition. Thank you." The 2020 Award The 2020 Greg Stafford Memorial Award for Gloranthan Fandom goes to Nick Brooke. Nick Brooke has been a long-time passionate Glorantha fan and advocate of Gloranthan gaming. This year Nick has kicked that advocacy to another level through his support of the Jonstown Compendium, Chaosium's community content platform for Glorantha on DriveThruRPG. As well as releasing well-received products of his own, including The Duel at Dangerford, Nick is using the community content format to bring back Gloranthan material from the golden days of the 1990s including the gloriously updated A Rough Guide to Glamour. This is based on the Reaching Moon Megacorp Freeform that Greg so memorably played Great Sister in at RQ Con Down Under in 1998. It's great that via the Jonstown Compendium this sort of long out-of-print yet richly-resonant material has a means to reach an all-new audience of Glorantha fans, and Nick is a driving force behind that. In addition to releasing highly-received products of his own, Nick has also been very supportive and helpful to other creators, and maintains a comprehensive list of all the content being added on a weekly basis. The list has grown from 5 to 35 pages, and is being updated by Nick on a regular basis, reflecting the success of this fan-driven program and the growing interest in Greg's world. On receiving the award, Nick said: I am honoured to receive the Greg Stafford Memorial Award for 2020. I first met Greg 35 years ago; I think of him every day. He changed my life by introducing me to David Hall and the Reaching Moon Megacorp, the leading Gloranthan fan publisher of the 1990s. Now, through Chaosium's community content programme, everyone can publish works set in Glorantha -- the kind of easy-going creative collaboration Greg always encouraged. "Your Gloranthas Will Vary: please share them with us." It has been a pleasure to write for the Jonstown Compendium, and to support my fellow creators. My profound thanks go to Suzanne Stafford and the Chaosium board. I dedicate this award to Steve Thomas, who taught me everything I know about layout when we worked on Tales of the Reaching Moon magazine. JONSTOWN COMPENDIUM CREATIONS BY MARTIN HELSDON AND NICK BROOKE
    23 points
  32. Now up for sale. Men of the West The timeless appeal of the legends of the Hero Wars has resulted in an enduring interest in the period. Surviving texts, supplemented by archaeological evidence, are used here as the basis of this reconstruction of the combatants of the initial phases of that world-shattering conflict. This volume is a companion to The Armies and Enemies of Dragon Pass. Many mercenaries and adventurers from the West have been drawn to the conflict in Dragon Pass. Their homelands of Seshnela, Fronela, and Ralios are also fighting their own Hero Wars. Seshnela strives to impose the ambition of One God, One King, One Empire on the divided city-states and kingdoms of Ralios, where many look to the long-prophesied return of the hero Arkat for their salvation. In Fronela the idealists of Loskalm must confront the bloodthirsty armies of the Kingdom of War raging across the land bringing destruction and death. And there are yet more threats and perils. This book presents details of the warriors, soldiers and mercenaries fighting during opening periods of the Hero Wars, their arms and armor, their ships, their cultures, histories and organization, terrain, the battlefields on which they fought, their fortifications, their magic, and their religions. Army Lists provide details of some of the regiments which fought in these epic conflicts, supplemented by numerous illustrations of the participants. Warning: adult themes - some aspects of Bronze Age warfare may be distressing. There is also a description of Gloranthan sorcery. Note: The Armies and Enemies of Dragon Pass provides details of arms and armor, formations and many other things useful to the reader. https://www.drivethrurpg.com/product/325525/Men-of-the-West?src=newest_community
    23 points
  33. RQ1 debuted in June of 1978 and was totally out of print by some time in May of 1979. In all, according to company records, they printed 4000 copies of it at most. That means that less than 4000 GMs and their gaming groups played it for less than a year before RQ2 debuted in October of 1979. That was over 40 years ago. RQ2 really took the gaming world by storm in comparison. It outsold RQ1 within a year, especially when the boxed RQ2 set came out in October of 1980. RQ2 sold tens of thousands of units between 1979 and 1984 went it officially went out of print. I have only anecdotal evidence, but it is safe to say that the vast majority of people who stuck with the game they started playing in 1978 switched to playing RQ2 in 1979 or 1980. I have personally been to dozens of Gloranthan and Runequest themed conventions on 3 continents over the last 25 years. The only person I have ever met or even heard of that still plays RQ1, especially on any sort of basis beyond a nostalgic "one-off", is Frank Filz. Frank, I officially declare, as President of the Chaosium, that you are the "iron-man champion of RQ1".
    23 points
  34. Greg once told tell me that to keep the goddess Glorantha alive and eternally youthful, he needed to be an Arkati Trickster Shaman. Now that that duty has fallen to me, I've donned my coyote mask and taken on the role. It is fitting that I've decided to revisit Greg's heroquest to discover Elmal, only this time to reject that god in favour of restoring the god he had supplanted - Yelmalio. Elmal was discovered to answer an important question for Greg's Harmast novel, a book that he worked on fitfully from 1989 until 2009 or so. Harmast was set in the late First Age, some 400 years after the Dawn. Greg posed himself the question - who was the Orlanthi Sun God before the Orlanthi encountered the Yelm-worshipers of Peloria? In the early drafts of the novel, the answer to that question was Yelmalio. Yelmalio was the last light that survived the Darkness. He held out throughout the Greater Darkness, although he became weaker and weaker, after being robbed by Orlanth, Inora, and Zorak Zoran, and then savaged by Chaos. But he endured and was not extinguished and was there to greet the Dawn. But that's the Third Age myth - what was the story at the Dawn? Greg concluded that the Orlanthi recognised this god as Elmal, who loyally protected the people of Dragon Pass throughout the Greater Darkness. When Orlanth left on his Lightbringers Quest, Elmal remained behind, "the loyal thane". At the Dawn, Elmal took the Sun Disk and carried it through the sky as the Sun God. Presumably, he is also Lightfore, the "little sun" that appeared in the Grey Age and who rises when the Sun sets, and sets when the Sun rises. This might mean that Elmal never died - he is always in the Sky. When he sets in the West with the Sun Disk, he immediately rises as Lightfore in the East, and vice versa. Let's fast forward to the late Third Age. We know that there is Yelmalio all over the place. Sun Domes in Sartar, Prax, and all over Genertela. We know he is the main Fire/Sky god worshiped in Dragon Pass - heck, he is in White Bear Red Moon and his most famous initiate Is Rurik Runespear. So where did Yelmalio come from? Greg's answers were properly contradictory, as is the nature of such things. He came from the elves. He came from Monrogh's Vision of the Many Suns. He was revealed by Nysalor at the Battle of fNight and Day. All are correct, all are partially false. Or least not entirely true. But equally, all contain some truth. Then came the real tough question - what is the status of Elmal in the late Third Age? And by that I mean Hero Wars Sartar. Greg let others answer that question as his interest was in the First Age. He didn't know. David Dunham tried to answer it in his amazing computer game, King of Dragon Pass. Elmal is one off the main gods in that game, and Yelmalio is nowhere to be seen. But like a number of elements in that game, that never seemed right to me. And later Greg let me know that he agreed with my doubts. Note: that is not a dig at KoDP which I consider to be the best introduction to Glorantha ever made. But there are elements of the game that never set right with me. Elmal. Anglo-Saxon clothing and skin colour. Etc. These are tiny critiques of a master piece, and pertinent only in an essay like this. As I worked on the Guide to Glorantha with Greg back in 2012, Greg hinted that we should be reconsidering Elmal. Vinga had already been revealed to be the female incarnation of Orlanth, and not merely another Thunder Brother. Yelmalio, Greg suggested, was the main Sun God of the Third Age Orlanthi. And so Yelmalio got much more attention in the Guide to Glorantha than Elmal did. As I started putting together RuneQuest, Greg and I talked about the player character cults. "Gotta have Yelmalio," Greg said. "We've always had Yelmalio in RuneQuest." The elemental progression wheel and the conflict between Air and Fire are hard-wired into the rules. The Storm fights with the Sun. That's a driving theme in the setting and the game mechanics reflect that. But where does that put Elmal? We didn't even include poor Elmal in the book. In the Cults Book, the time to evade the question is over. This is a game book, not a speculative collection off essays. So here's the answer: Yelmalio is the Sun God of Dragon Pass and the Lunar Provinces. The Yelm cult among the Grazelander Pure Horse People is the exception that proves the rule. Since the 1550s or so, even most of the solar worshipers among the Sartarites have agreed that Yelmalio is the god of the Cold Sun. Elmal is still present - as a subcult of Yelmalio. If you want to have your Elmal cultist who is allied to Orlanth and the loyal defender of the Orlanthi clan, you can. He just has the ignominy of being treated as a member of a special Yelmalio subcult. And the even greater insult of being largely ignored by the Sartarite Orlanth cult. But Elmal can endure. And who knows, he might endure long enough for Arkat to need to betray his gods and become a passionate devotee of something old, something new. Who knows - I mean it has happened before!
    23 points
  35. Ann Arbor, MI, August 20, 2021—Chaosium, publisher of the Call of Cthulhu tabletop roleplaying game, has acquired Cthulhu Britannica and World War Cthulhu from publisher Cubicle 7. Cthulhu Britannica was produced under license from Chaosium from 2009-2017. Cubicle 7 released twelve titles that explored the Cthulhu Mythos in the British Isles. The World War Cthulhu line was also published under license, from 2013 - 2017. Eight titles were released focussing on the Cthulhu Mythos in conflicts of the 20th Century including World War 2 and the Cold War. Both lines received critical acclaim and won multiple awards. Cubicle 7's Call of Cthulhu license wound up at the end of 2017. Chaosium plans to rerelease these lines for Call of Cthulhu 7th edition, with all-new layout and art. New titles are also planned for each. No release dates have been announced. Covers of various releases from Cubicle 7's Cthulhu Britannica and World War Cthulhu lines
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  36. Chaosium is pleased to announce that The Dragon’s Eye, a new sourcebook for RuneQuest: Roleplaying in Glorantha, is in development. Originally conceived as “Your Glorantha May Vary”, this collection of locations demonstrates the versatility of the setting, putting that phrase to work by showing new and veteran gamemasters alike how to customize and make the world of Glorantha their own. The Dragon’s Eye gives gamemasters more possibilities than they can possibly use. For each location, the book details multiple ways to interpret it and use it in a campaign. Adventure hooks and engaging nonplayer characters get the adventurers involved in the action. From homely villages to the mind-bending limits of mortal reality, the adventurers encounter everything that Glorantha has to offer, expanding upon locations such as the Dragon’s Eye, the Wasp Nest, Wilmskirk, Old Wind Temple, and many more. The Dragon's Eye is being written by renowned game designer Jonathan Tweet. For decades, Jonathan’s roleplaying designs have shown players and gamemasters how to get more personality, drama, and action into their games. His design work includes Ars Magica, Everway, Dungeons & Dragons 3rd Ed, and 13th Age. For Glorantha, Jonathan co-wrote the RuneQuest 3rd Edition supplement Strangers in Prax with Mike Dawson and Chaosium's Michael O'Brien in 1994. More recently, he partnered with D&D 4th Edition's Rob Heinsoo for 13th Age Glorantha, their "400+ page love letter to Greg Stafford’s World of Glorantha". The Dragon's Eye sourcebook is being produced by the award-winning RuneQuest creative team of Jeff Richard (The Guide to Glorantha, King of Sartar, HeroQuest, etc.) and Jason Durall (Basic Roleplaying, RuneQuest, The Laundry, World War Cthulhu, Conan, etc.). "Jonathan Tweet has been a Glorantha fan since the ‘80s, and this new book shows how much he still loves the setting", said Jeff Richard. No publication date has been announced. Dragon's Eye artwork by William Church, from the cover of Wyrms Footnotes #5, Summer 1978.
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  37. Some useful notes from Jeff I thought I'd get cross-posted here on Kallyr: FB Kallyr Starbrow notes Notes on Kallyr Starbrow for the Homeland Book: Dark Season 1625, Kallyr is acclaimed Prince. In some areas she has a lot of support, in others, not much at all. She didn't liberate the Colymar, Lismelder, Locaem, or Balmyr tribes. She's got no backing among the Pol-joni or other Praxians. but she has deep support among the Kheldon, Culbrea, Aranwyth, Sambari, and I think the Cinsina. That's where she draws her companions from. When she is acclaimed, she needs a Ring who she trusts and who can work with her to do what she thinks needs to be done. And so she draws on companions and kin, as well as some friendly clans and tribes. Randella and Insterid Fire Eyes are kin from her own clan, the Black Rock. A few thoughts on them - the Black Rock are a leading clan of the Kheldon, for as we know Ernaldinni Wolfkiller was on the Kheldon Ring when Sartar came to the land. They are largely matrilineal, and have lands around Sacred Top and Lambnet Fort. They of course also have homes inside Boldhome - the Kheldon are probably the most urbanised of all the tribes. They are a small tribe of four clans, surrounded by sacred hills and wealthy off Boldhome. Think of them like the Phocians of Ancient Greece. Insterid is a Yelmalio cultist who is a maternal cousin of Kallyr. She's been the loyal bodyguard of Kallyr since the Batlle of Boldhome. Rendella is also a kinswoman - a trained scribe who joined the spirit society of Oakfed, and is drawn into Kallyr's Sky focus early on - probably as early as 1605, when Kallyr first quested for her star, back when she was 21 (a starting RQG character!). So you basically have three kinswomen - Kallyr, Insterid, and Rendella. This makes them a nice inverse of the wandering male kinsmen so common in stories. Which btw brings us to an interesting point - Kallyr's Sky fascination. She's figured out the maxim As Above, So Below. In many ways, she would have made a good 2nd Age Dara Happan. Her quests are all based on a sky map that has been put together by herself, Randella, and Insterid over the decades. Of course Kallyr has Celestial Lore at 85%+ - but her Orlanth Cult Lore is much lower. That by the way is why she doesn't use the LBQ Ring. Umath was a Sky entity and that is what she is more comfortable with. Orngerin is from the Greenhaft clan of the Cinsina (but were Culbrea until after Starbrow's Rebellion). He showed up with warriors to support Kallyr in the Rebellion and has been her chief lieutenant since then. He's a Wind Lord, and got his nickname from his ability to "hold fast" onto an enemy in battle, giving Kallyr time to hit them with everything she has in reserve. If I were Ivartha Wolfskinner, I'd be watching this guy. Especially once Kallyr puts him in charge of Jonstown. Ernaldesta is an Earth Priestess of the Culbrea. She's not part of the Chan Dynasty that rules the Clearwine Earth Temple - Beneva Chan was down-right hostile towards Kallyr Starbrow. The Chans view Starbrow as an ambitious interloper. Ernaldesta has supported Starbrow since the beginning, and now gets to reap the reward of that support. Elmalandti is a Storm Voice of the Culbrea Tribe. He's the lover of a river nymph, and is now installed as the high priest of the Boldhome Air temple. As for friendly tribal kings, Kallyr enjoys the strong support of the Cinsina, Culbrea, Telmori, Aranwyth, and Sambari leaders. So that is Ivartha Skinner, Ranulf of the Culbrea, and whoever are the leaders of the Telmori, Aranwyth, and Sambari. Jonat Trollbane is probably the Aranyth leader. And the Ducks support her. Opponents include the Colymar - in particular the Chans and Leika. Leika knows Kallyr, having been in exile with her. Both were lieutenants of King Broyan, but Leika stayed and fought at Pennel Ford, while Kallyr was involved in her Sky World Boat Quest. Leika was there when Broyan was killed by Lunar sorcery, while Kallyr was involved in the Dragonrise plot (which horrified both Leika and Kallyr). Leika shares her family's hostility towards Kallyr, and views her as an overly-ambitious rival. As the leader of the largest and most powerful tribe in Sartar, Leika views Kallyr as a peer with fewer resources than herself. The Chans (Erenava and Erannina, as well as the Ernaldori clan) dislike Kallyr for a variety of reasons, all going back to 1613. They blame Kallyr for the rebellion that resulted in their exile. The Pol-Joni are largely hostile to Kallyr's claims, as they already have thrown their support behind Argrath White Bull. The Malani are deeply suspicious as well, fearing the Lunar reprisal (remember Larnste's Table is in their lands after all). Kallyr is a divisive figure among the Volsaxi. Some want her to claim King Broyan's mantle and take the Sword and Helm, while others blame her for not being present when Broyan was assassinated. But in the end, Kallyr's biggest enemy is herself. She is proud, haughty, and volatile, and early goes into fits of shouting and accusations. Her loyalty to the nation of Sartar is unquestionable, but she will not allow it to ruined by fools and cowards. Although many of her outbursts are for dramatic effect, her haughty and unapproachable personality makes it difficult for her to work with strangers - people must earn her trust. As a result, she draws on those she knows and trusts - an increasingly narrow circle. ... Another thought is that Kallyr represents a more parochial and tribal aspect of Orlanth - and actually comes out of the Orlanth Thunderous cult. Her approach is Sky-oriented, and surprisingly conservative in its approach (with the exception of her Pole Star connection, which is both unsettling and cosmologically harmonious). Argrath comes out of the Orlanth Adventurous tradition and is anything but conservative or parochial. His life in many ways mirrors Orlanth's myths. This may help to explain why he succeeded in the LBQ and Kallyr did not. Or it may not. ... Q: What happens to the "Star" after Kallyr dies? A: It returns to the heavens. The Starbrow is a minor star manifest as a bright light on Kallyr's forehead. Her allied spirit is also her Hero Soul, which powers her Heroquest Gifts. The star can lead her (or her soul) to the Pole Star at any time. When she dies, it returns to the Celestial Realm.
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  38. @Nick Brooke was recently awarded the Greg Stafford Memorial Award for Gloranthan Fandom for 2020 for his passionate advocacy of the Jonstown Compendium. We're happy to formalise that advocacy with this appointment and pleased to have him on board to work directly with our growing band of independent writers and artists at DriveThruRPG.
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  39. Chaosium is pleased to announce award-winning RPG designer Chris Spivey will be developing a new BRP-based science fiction line to add to the company's suite of roleplaying game brands. Last year Spivey's Darker Hue Studios produced the licensed Call of Cthulhu/Trail of Cthulhu supplement Harlem Unboundwhich has received critical acclaim for its groundbreaking treatment of issues of race and the Lovecraft Mythos, and is a nominee for the 2018 Diana Jones Award. "I am excited and honored to be brought on by Chaosium. I grew up playing Call of Cthulhu, Stormbringer, Nephilim and more. Now the chance to fully manage a science fiction line that only previously existed in my own mind has left me speechless, but let's hope not wordless.”—Diana Jones Award nominee Chris Spivey https://www.chaosium.com/blogchris-spivey-to-develop-scifi-rpg-game-setting-for-chaosium
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  40. Hi, I'm French and I made Boldhome City Building Maps from Olivier Sanfilippo's card. the east gate I made the map of the temple of humakt, I made the Colymar mansion, and I made the sartar palace. (in level 22 from Olivier Sanfilippo's card)
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  41. LATEST NEWS: We are very close to having a Print on Demand (POD) version of Horror on the Orient Express ready. By "very close" I mean in a month or so. It's not going to be a big box full of 6 books and bling. We have redone the interior layout of the FIVE original main books and combined their contents, without cutting anything, into two books. Each of those books is about 360 pages. The first volume is a combination of Book I (Campaign Overview), Book II (Throughs the Alps), and Book V (Strangers on the Train). The second volume is a combination of Book III (Italy) and Book IV (Constantinople). The original Book VI (all the handouts done single sided) hasn't changed, and will be available as an optional purchase. This new "version" is not a full color treatment like you see in our latest books. It's a modest reworking of the original B&W layout, no new art, and a few typos corrected. The full color poster map of the campaign will be available on redbubble.com as well. We'll also have a POD version of the small Traveller's Companion booklet (it's already done). We will do an updated full color version of HotOE some day, much like we did with Masks of Nyarlathotep, but that is far down our production schedule. It's in the queue behind Gaslight, Dreamlands, and Beyond the Mountains of Madness, which means it's at least 2-3 years away. Lastly, we intend to make more older CoC titles available via POD. Unfortunately, that's not always as easy as it sounds.
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  42. 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 - Claudia Loroff Nisk the Unlucky, Colymar Noble - Neil Robinson Kulbrast One-Arm, Ygg Islander Wolf Pirate - Philip Glass and of course The GAME MASTER - Jeff Richard The Episodes: Episode 1: Storm Season 1624. one day before New Pavis is sacked. Guarding Agrath against Black Fang assassins. Kulbrast loses his left arm! Episode 2: Storm Season 1624. Liberation of Pavis. New Pavis is sacked. Takeover of Malavar Patroma's villa. Episode 3: Storm Season 1624. Sharing the loot. Sacred Time. Agrath becomes acclaimed King of Pavis. Episode 4: Sacred Time 1624/1625. Sea Season 1625. Training. Fire Season 1625. Agrath's march to the New Lunar Temple is repelled near Hender's Ruins, his army of nomads is routed and retreats to New Pavis. Clayday/Harmony Week/Earth Season 1625. The Dragonrise! Between sessions: Enkala gets her fetch and becomes a shaman! Episode 5: Earth Season 1625. In the wake of the Dragonrise. In Agrath's palace. Through the Long Dry to Dwarf's Knoll. Meeting Sable Riders on the way to Moonbroth. Episode 6: late Earth Season 1625. The 'Raid' of Moonbroth. Episode 7: early Dark Season 1625. Visiting Swenstown. Visiting the battle field near Hender's Ruins. Episode 8: early Dark Season 1625. Exploring the battle field near Hender's Ruins. Entering the Eternal Battle! Fighting an avatar of Ragnaglar! Episode 9: early Dark Season 1625. Meeting Morocanths at Day's Rest. Visiting the Storm Bulls at the Block. Episode 10: Dark Season 1625. Tourney Altar. The Paps. Episode 11: Dark Season 1625. Back to New Pavis. Audience with Argrath, King of Pavis. A door to Dwarf Town. Episode 12: early Storm Season 1625. Into the Big Rubble: Griffin Gate. Episode 13: early Storm Season 1625. Into the Big Rubble: the burial mound on the place inside of Griffin Gate. Back to New Pavis. Episode 14: Death Week/Storm Season 1625. Recruiting followers. Into the Big Rubble: Blind King's Hill. Episode 15: Death Week/Storm Season 1625. Into the Big Rubble: The Central Bridge. Episode 16: Fertility Week/Storm Season 1625. Back to Pavis. Gimpy's, Treasure Trove Hurbi. Base Camp in Griffin Gatehouse. Episode 17: Stasis Week/Storm Season 1625. Into the Big Rubble: Back to Blind King's Hill. Episode 18: Stasis Week/Storm Season 1625. Into the Big Rubble: Invading Blind King's Castle. Episode 19: Stasis Week/Storm Season 1625. Into the Big Rubble: Invading Blind King's Castle, part 2. Audience with King Argrath of Pavis, the White Bull. Episode 20: Stasis Week/Storm Season 1625. Preparing the voyage to Boldhome. Voyage to Boldhome: Through the Plains of Prax. Episode 21: Stasis Week/Storm Season 1625. Voyage to Boldhome: Smashing a broo ambush. Episode 22: Stasis Week/Storm Season 1625. Voyage to Boldhome: Cleansing the battlefield. The Obscure Plinth. Moonbroth --> Swenston --> Boldhome Episode 23: Stasis Week/Storm Season 1625. Entrance to Boldhome. Audience with Prince Kallyr Starbrow. Episode 24: late Storm Season 1625. Orlanth's High Holy day. Meeting the Maran Gor representatives at the Grazelander embassy (including the Brontosaurus dance). Meeting Sarostip Cold-Eye at the Humakti temple. Episode 25: Sacred Time 1625. Kallyr's Lightbringer Quest: The Arming of Kallyr. Episode 26: Sacred Time 1625. Kallyr's Lightbringer Quest: Descent to Hell. Episode 27: Sacred Time 1625. Kallyr’s Lightbringer Quest: The palace of the Maggot Liege, Yelm's court of the dead gods. Episode 28: Sacred Time 1625. Kallyr's Lightbringer Quest: Testing Kallyr/Orlanth at the bridge to the palace. Kallyr's Ligthbringer Quest: The Ritual of the Net (for catching the Devil) goes awry! Episode 29: Sacred Time 1625. Getting the rewards of the Heroquest. HeroQuest --> Hero Soul --> Hero Points --> Hero Cult.
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  43. I was rummaging through my old posts from this site (plus some other bits and bobs), and thought: why not find a way to share these with a wider audience? So, with many thanks to @MOB for a lightning-quick approvals process, here's a 58-page document I'm modestly and optimistically calling Nick Brooke's Gloranthan Manifesto - Volume One. It's yours for free, under Chaosium's Fan Material Policy (NB: some bits needed additional approval). Subjects covered include RuneQuest, heroquesting, inspirations for Gloranthan games, a miscellany of Sun County stuff (inc. maps and diagrams), Argrath vs. the Lunars, four Gloranthan songs and a few personal notes at the back. Gloranthan Manifesto - Volume One.pdf
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  44. And some people say ducks don't like necromancy... A peculiar little supplement for a peculiar little people, coming in a month or so! (When I finish a couple more pieces of art at my usual glacial pace.) It will focus on the DUCKS, the DUCKS AND and the MORE DUCKS counters of Dragon Pass (Chaosium, 1980). Included will be: the wyters and guardian spirits of the three duck counters, and their history, lore and mysteries detailed stats and descriptions of the duck warriors, their arms and armament, and insights into the secrets of duck warfare new Rune spells, spirit cults and magic items expanded character-creation options, including additional Family History tables and all-new occupations and skills
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  45. All of the current answers from Jason's RuneQuest Core Rules Questions thread have been added to four Q&A pages: RuneQuest: Roleplaying in Glorantha – Q&A by Chapter RuneQuest Gamemaster Screen Pack – Q&A RuneQuest Glorantha Bestiary – Q&A The Red Book of Magic – Q&A They are organised by Chapter and in page number order. You can search them: minimum of three characters - eg Q&A use quotes to find an exact reference eg "page 54" It not only contains Jason's thread, but : Rune Fixes 3rd July 2018,Second Printing Clarifications, Corrections and Additions 1.0.0. and clarifications from a translation document. Due to the limitations of this site, answers by Jason outside of his main thread have not been added as I can't search easily for them. If you know of any please add the link below. If there are any relevent answers by Jeff I will also include them them. This is a growing resource and further answers will be added when available. If you have a Question, please ask on the RuneQuest Rules Q&A thread.
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  46. Some notes on Heortland: Heortland This plateau occupies most of the eastern part of the land around the Mirrorsea Bay. There is a narrow coastal strip which quickly gives way to thousand foot high cliffs ending at the plateau. Five rivers have cut gorges from the plateau top to the sea and these fjords form the only access from shore to the upland farms. Only in the northern part, around the Marzeel River, does the land sink into Volsaxiland. Little remains of the once great woodlands that once covered most of this plateau in the First and Second Ages. East of the farmlands rise low wooded hills, then a steep, snow-covered mountain range called the Storm Mountains, inhabited by Wind Children and other beings of the Air. Most prominent among them is Stormwalk, where Storm Bull resides at times. The rugged nature of the land prevents easy passage between Heortland and Prax, which lies on the far side of the Storm Mountains. Short History When Belintar defeated the king of the Hendrikings in 1317, he broke that ancient tribe and bound its spirit to his service. As long as the God-King ruled, the Hendriking tribe did not exist. Instead, the God-King appointed a governor to rule the Heortland region. The clans loyal to the God-King were called the Vandari ("loyalists"); in the north of Heortland, the Volsaxi tribe of the lands between the Shadow Plateau and the Marzeel River (the heart of the old Hendriking tribal lands) refused to acknowledge the authority of the God-King. In the 15th century, as the southern third of Heortland came under the domination of Aeolings, that region became known as Esvular. In Vandarland, the threat of Chaos from the Footprint resulted in a peculiar institution. Bands of chariot-riding (and sometimes horse-riding) armoured warriors are supported by nobles who are in turn chosen from within certain families and approved by all free members of the community. As a result, central Heortland become known as Gardufar ("People of the Watch"). In Esvular (also called Bandori after the Aeoling tribe), the Aeolians are divided into three hereditary castes: free, noble, and wizard. These castes are hereditary and endogamous: the free and noble castes use Rune and spirit magic; the wizard caste uses sorcery. For nearly three hundred years, the God-King kept peace in Heortland, broken only by the occasional rebellion among the northern hill tribes and the rarer Chaotic eruptions from the Footprint. When the God-King disappeared in 1616 and did not return, the land quickly fell into disorder.In the north, an Orlanthi holy man proclaimed himself the High King and resurrected the long-dead Hendriking tribe. In Vandarland, a Western adventurer seized power with the support of his Esvular allies, calling himself the King of Malkonwal. In 1619, the Lunar Empire invaded Heortland, capturing Karse. The following year, they conquered Malkonwal, while the Hendrikings held out at Whitewall, defeating everything the Lunars threw at it, including the Crimson Bat. Whitewall finally fell in 1621, at a terrible cost, but the Lunar triumph was short-lived. In 1622, Broyan reappeared with a new army and raised the hill clans in rebellion. He defeated the Lunar army at the Battle of Auroch Hills. Scorpion Men erupted from the Footprint, forming the Queendom of Jab in Gardufar. After forcing the Scorpion Men back into the Footprint, in 1623 Broyan left for Nochet with a small army. The High King returned to Whitewall late the following year with a new army of adventurers, mercenaries, pirates, and devotees, preparing to invade Dragon Pass, but in 1625 the High King was assassinated by Lunar sorcery. Heortland is now in turmoil. Although much of Broyan's army has drifted away, the core of it is still there, dominating the local temples, claiming land and herds. Without Broyan, they have no single established leader. Some look to Kallyr, some to Harrek, others to Argrath, and still others think about making themselves kings or warlords in their own right. Meanwhile, Scorpion Men reemerge from the Footprint, raiding ever deeper into the former Vandarland and Bandori. Stereotype Bronze-armored clans of Orlanth-worshipers, herders famous for their quarrels and feuds. Men are emotional, often violently passionate, with swiftly shifting opinions and feelings. Women are cunning, practical and vengeful. The Vandari are mostly loyal to the God-King, while the Volsaxi are inveterate rebels. In comparison to the Vandari and Volsaxi, the Esvular are seen as comparatively prudent and less adventurous. They all hate Chaos. Common Attitudes Heortlanders are loyal to their clan above all, and are devoted to their gods. They are open to foreigners and foreign ideas, particular from Esrolia, whom they have much contact with through cult, trade, and marriage. Religion They worship the Lightbringer gods and Esrolian goddesses. Storm Bull is an important war god, and the bull god resides atop Stormwalk Mountain. The Invisible God is revered as the Creator by the Aeolians of Esvular. Climate Heortland is wetter than either Esrolia or the Shadow Plateau and is the only part of the Holy Country that regular gets snowfalls in winter. Durengard Temperature and Precipitation Season Temp (low/high) Rainfall (cm/days) Prevailing Winds Snow (cm) Sea-Early 6/22 15/20 Southwesterly — Sea-Late 11/23 15/18 Southwesterly — Fire-Early 16/26 8/8 Southwesterly — Fire-Late 22/32 5/6 Southwesterly — Earth-Early 13/26 2/3 Southwesterly — Earth-Late 9/19 3/4 Southwesterly — Dark-Early 2/13 6/6 Northerly — Dark-Late –4/6 12/11 Northerly 40 Storm-Early -3/7 15/18 Northerly 45 Storm-Late -2/13 7/18 Northerly 1 Sacred Time 3/22 6/9 Southwesterly — Total Precipitation: 94 cm rain, with 86 cm snow. REGIONS Esvular Culture/Religion: Esvularing/Aeolian Bandori: This Esvularing tribe has an ancient alliance with the sorcerers who rule the city of Refuge. The Lunar conquest of Heortland did not extend to the Bandori, who maintain a tenuous independence from the Empire. Duchamp (small city): This city, surrounded by fertile countryside, sits along the main road down from the Heortland Plateau. It is governed by a council of guilds and temples. Duchamp is the location of the Jelenkev School, famous for its copying of manuscripts from all over Glorantha. Mount Passant (large city):The largest settlement of the Esvularing people was built with the aid of Belintar after the old capital, Bensval, was razed. It has the largest Aeolian temple in the Holy Country. The actual name of the city is Demthal, but everyone calls it Mount Passant after the hill that stride forward to defend this area in the God Time. Vizel (small city): This city is squeezed between the Vizel Inlet and the high cliffs of the Heortland Plateau. The inhabitants are mostly Aeolian fishermen, who nonetheless offer sacrifices to Pelaskos and Choralinthor, and a surprising number of scholars and sages have been attracted to the city by its protection of Free Inquiry. Gardufar Culture/Religion: Heortling/Orlanthi Backford (small city):This fortified city is the safest crossing of the cursed Syphon River. Backford was the center of the God-King’s cult in Heortland, and was connected to the City of Wonders by a magical bridge. The magical Fish Road still stops here on its run from Deeper up the Syphon River. Durengard (large city): This was once the tribal center of the Hurlant tribe, and later the capital of the Sixth of Heortland. Located on the Bullflood River, Durengard is the main port for Heortland and its political center. The massive fortress-palace was built in the Nochet style by Belintar for the rulers of the Sixth of Heortland after the Volsaxi rebellion. Jab Hills: These wooded hills are currently infested with scorpion men from the Footprint. The Chaos Queen claims this area as part of her “Queendom of Jab”. Jansholm (large city): This fortified river island was the tribal center for the Jondalaring tribe and is now the capital of Karhend Province. The Lunar army took this city by treachery in 1620; it was reclaimed by rebels in 1622. Karse (small city):Karse is the most important port for offloading goods destined for Sartar, or through Sartar to Prax and Tarsh. The locals are expert boat makers. Temples to Diros, Pelaskos, Poverri, and Choralinthor stand near the harbor. Despite its strong fortifications, the city fell to the Lunars in 1619 after a dramatic assault by land and sea. Since the collapse of Lunar rule, the city now alternates between Esrolian and Wolf Pirate rule. Larnste’s Footprint: This large, unnatural, Chaos-tainted valley is surrounded by steep cliffs. The unnatural Syphon River flows up backwards into the Footprint. Larnste the Changer once saw the squirming thing Krarsht and sought to eliminate that Chaos evil from the world. When Larnste tried to step on the foulness, Krarsht sprang to bite the god. Where Larnste bled, there rose up a foul and evil forest, a perfect nesting place for all things chaotic. A forest made entirely of stone trees grows at the edge of the Foulblood Woods and halts the spread of the Chaos within. Leskos (small city): This seaside city lies at the mouth of a steep ravine leading up to the Heortland Plateau and is surrounded by thousand foot high cliffs. It is defended by an ancient fortification; most of the inhabitants are Esvularing. It serves as the port for Durengard and is ruled by a ring of local merchants. Lylket (ruin): These are the ruins of a port city founded by the God Learners near the mouth of the Marzeel River. It grew rich off trade between the Middle Sea Empire and Dragon Pass, and contained a major Lhankor Mhy Temple, famed for its troll lore. The city was destroyed when trolls entered in by secret tunnels known only to them. Malkonwal, Kingdom of: The southern half of the Heortland Plateau is divided by several fast-moving rivers that flow down from the snow-capped Storm Mountains. It is a hilly land of farms and woods. The farmers are mostly Orlanthi, but the southernmost area is Esvularing, as are most of the city folk. When the governor of Heortland died in 1617, the Western adventurer Rikard the Tiger-Hearted seized power in Gardufar and Esvular as the “King of Malkonwal”. However, he was defeated by the Lunar Empire in 1620. Stonewood: A forest made entirely of stone trees “grows” in the Footprint, halting the spread of Chaos from the Foulblood Woods. Everything here is made of living stone, even the animals (which move incredibly slowly). Sklar (small city): This city is squeezed between the mouth of the Solthi River and the cliffs of the Heortland Plateau. The people are fishermen and boatwrights, best known for their colorful houses. The city boasts shrines to Orlanth, Pelaskos, and Poverri. Storm Mountains:These formidable crags rise abruptly from the Heortland Plateau, separating it from Prax. Forests cover their upper slopes. Several clans of Wind Children live in aeries which cluster about the steep peaks and cliff faces of these mountains. Stormwalk Mountain:The largest peak of the Storm Mountains, Stormwalk is one of the Great Sacred Mountains of the Orlanthi. Urox the Storm Bull took a mountain god and twisted its head off, and the mountain is the body. It has a discernable spiral pathway rising around its sides, seven times around to reach the ice-covered top. Some say that the temple there can call winds which lead upward to the inner temple of Orlanth and beyond, to other celestial realms. Like many geographic features of the Holy Country it is colossal: some 10,000 feet in height. Herds of sky bulls can always be found nearby. Syphon River: This evil river flows backward from Choralinthor Bay some 80 miles uphill into Larnste’s Footprint, and then down a deep hole into the Underworld. The Syphon River has always flowed into this hole, for it alone of all the waters of the world refused the call of Magasta. Volsaxar Culture/Religion: Heortling/Orlanthi Tribes: Volsaxi, Kultain, Sylangi, Bacofi Derensev: This Great Library of Lhankor Mhy is located in the tribal lands of the Kultain, who are sworn to defend it. The sages are famed for their oratorical prowess. Hendrikiland:This rugged land between the Storm Mountains and the Shadow Plateau is the ancient homeland of the Hendriking tribe. Whitewall is its capital. It is populated largely by herders and their livestock of cattle and sheep. The Hendrikings were famed as fierce bandits and magicians, and that reputation continues with their Volsaxing heirs. Ancient tombs of kings and heroes litter the landscape. Marzeel River: This river flows 140 miles from its headwaters in the Storm Mountains to Choralinthor Bay. Its upper reaches are fierce and rushing, but the lower river is wide and slow near its mouth. The Marzeel used to join the Creek-Stream River before Belintar diverted that great river’s course. Sen Senrenen: This is the ancient homeland of the Hendrikings, a rugged land of hills and valleys populated by herders of sheep and cattle. The locals have a reputation as fierce bandits and powerful magicians. The tombs of ancient kings litter the landscape. Smithstone (small city): This city is wealthy from its abundant bronze and from its many redsmiths, considered the finest in the Holy Country. The Redsmith Guild dominates the city’s affairs. The city was built around the anvil stone of the smithing god Gustbran. Volsaxiland: This rich valley is home to a stubbornly proud people who harvest barley and raise dairy cattle. Bronze is very common here. The Volsaxi successfully rebelled against Belintar in 1340 and established an independent kingdom here that on occasion ruled most of Heortland. After over a century of rebellion, Belintar aided the Kitori to defeat the Volsaxi and they imposed a harsh tribute on the tribe. In 1550, Tarkalor of the Royal House of Sartar defeated the Kitori with his Yelmalio allies and forced the half-trolls back to the Troll Woods. In 1617, King Broyan of the Volsaxi magically resurrected the Hendriking kingdom and proved himself heir to the demigod Vingkot who once ruled all of Dragon Pass and Kethaela. Whitewall (small city):Capital city of the Volsaxi and ancient religious center for the Hendrikings. An impregnable fortress built atop solid rock, it is surrounded by high gleaming white stone walls some 50 feet high and 30 feet thick, and the city is well-provided with granaries and wells. Within the walls are temples to Orlanth and Ernalda, and their pantheon. A star god has defended the city since the Darkness.
    21 points
  47. So I have been working on a master map of Dragon Pass, Kethaela, and Prax, as part of the RQ Campaign. The map is two A0 posters in size and consists of four A2 maps each. Here's some drafts of the A2s, complete with labels and vegetation layers. Some explanation of the colors: Dark green: heavy forest Light green: mixed woods and grassland Yellow: Either rich grasslands or SPECIAL (in the case of the print) White: Grasslands or cultivated land. Or areas that we haven't figured out a color for, like the top of the Shadow Plateau. Square with a dot: large city Square: city Circle with a dot: tribal center or other fortified settlement Circle: Settlement Dot: Place of interest Three dots (Illusion Rune): Ruins Enjoy!
    21 points
  48. A young Vingan runelord has stopped to ask the way from a settler of Sartarian heritage from Zola Fel valley.
    21 points
  49. Out now in PDF: The Pegasus Plateau & Other Stories Seven Ready-to-Play Adventures for RuneQuest https://www.chaosium.com/the-pegasus-plateau-other-stories-pdf The full color hardback print version will be out later this year. Buy the PDF direct from Chaosium.com now and get the full price of the PDF off the print edition. Also available at DriveThruRPG.
    20 points
  50. The definitive list of cults and spirit cults in the Cults of Glorantha are: 1. Kyger Litor 2. Anilla 3. Aranea 4. Argan Argar 5. Gorakiki 6. Himile 7. Subere 8. Xentha 9. Xiola Umbar 10. Zorak Zoran 11. Magasta 12. Choralinthor 13. Dormal 14. Engizi 15. Oslira 16. Ernalda 17. Aldrya 18. Asrelia 19. Babeester Gor 20. Caladra & Aurelion 21. Donandar 22. Eiritha 23. Flamal 24. The Grain Goddesses 25. Hykim & Mykih 26. Maran Gor 27. Mostal 28. Ty Kora Tek 29. Uleria 30. Voria 31. Yelm 32. Dayzatar 33. Dendara 34. Gorgorma 35. Lodril 36. Lokarnos 37. The Lowfires 38. Polaris 39. Shargash 40. Yelmalio 41. Yelorna 42. Orlanth 43. Chalana Arroy 44. Eurmal 45. Issaries 46. Lhankor Mhy 47. Barntar 48. Daka Fal 49. Foundchild 50. Heler 51. Humakt 52. Lanbril 53. Mastakos 54. Odayla 55. Storm Bull 56. Valind 57. Waha 58. Ygg 59. Yinkin 60. Horned Man 61. Earth Witch 62. Evening Star 63. Frog Woman 64. Kolat 65. Morning Star 66. Rainbow Girl 67. Raven 68. Six Sisters 69. Sun Hawk 70. Thunder Bird 71. Traveling Stone 72. Twin Sisters 73. White Princess 74. Robber 75. Sky River Titan 76. Oakfed 77. Seven Mothers 78. Danfive Xaron 79. Deezola 80. Etyries 81. Hon-eel 82. Hwarin Dalthippa 83. Irrippi Ontor 84. Jakaleel 85. Nysalor 86. Red Goddess 87. Teelo Norri 88. Yanafal Tarnils 89. Yara Aranis 90. Primal Chaos 91. Bagog 92. Cacodemon 93. Crimson Bat 94. Krarsht 95. Krjalk 96. Mallia 97. Pocharngo 98. Thanatar 99. Thed 100. Vivamort
    20 points
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