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  1. OK, now this is cool: this morning I was handing over my advance copy of the RQ Starter Set to my colleagues David and Jim so they can go make the 'Chaosium Unveiled' video for it. Look what happens when you line up all the back covers of the booklets within... Posted as RuneQuest Design Diary.
    17 points
  2. So I recently fell down the RuneQuest rabbit hole and purchased most of the available books and have spent the last few weeks immersing myself in the system. I’m lucky enough that my main friend group expanded out of a weekly D&D group and there’s a good 15 or so of us who are in various games and campaigns the others are running. It’s mainly D&D 5e that gets played but I ran a Call of Cthulhu game before the pandemic rudely interrupted and I realised how much I dislike running games online. We’ve started playing D&D in person again and tonight I took along a few books (Core book and Glorantha Sourcebook) to see if anyone was interested in playing it. Most of them had played in my Call of Cthulhu game so aren’t going in blind on the rules. Everyone loved the art and if anything that alone sold them on the system (I think they could see how enthusiastic I was about the system too). One of my friends is strongly considering just buying the books because he loves the art so much (I also shared the forum topic with sneak peak art from the gods book and Belintar alone might of convinced them). I’m going to spend the next few months learning the system inside out and hopefully will have the starter set at that point to ease me in. I do have Pegasus Plateau but the starter set looks so good! On a first impressions side I’ve never been more impressed or enthralled by a setting than I have Glorantha. I’ve been playing 5e (and pathfinder before that) for years and I do not care about the Forgotten Realms or any of the other settings like I now do Glorantha and I haven’t even played in it yet! It’s just so in-depth and weird (in a good way) that I can’t look away. I’ve got a long way to go in my studies but I’ve got a copy of the guide sitting ready for when I need to go in depth. In the mean time I’m trying to absorb the info from the sourcebook and rule book. I also have to say the more I read the more cool ideas for adventures and even campaigns I get.
    15 points
  3. EMBRACE THE SUN DRAGON "My lord Argrath is the White Bull, but one of his other titles is Dragonlord," said Rurik Runespear. "And so Count Belvani has decreed that veneration of the Sun Dragon will resume in Sun County, an aspect of the Yelmalio cult that has been lost for centuries. "The Sun Dragon's return was presaged by Windwhistler the Wyrm. Argrath's mystic insight helped us understand it is none other than a living avatar of the Sun Dome Temple's long-lost Guardian of Above. "To mark this new dawn, Windwhistler gave gave a rapturous flyby over the battlefield, trailing the Sun Dome banner, now stitched with a golden dragon. A sight to behold! Count Belvani then sent us here to find you". He looked at Melo Yelo and saw the handle of the stone knife sticking out his dilly bag. "Pass me the blade, the utuma, that is what we have come here for." The Light Son took the blade and returned to Windwhistler. He gestured for Melo Yelo and the others to follow, but only Cornspot hesitantly joined the baboon in coming forward; the fear of dragons and dragon-kind was long ingrained in the Sun Folk, and they were scared of this sight. "Ourobo," said Rurik Runespear earnestly to Windwhistler, and then he bowed. "Ouroborrrrrrrrrrr," trilled the wyrm in the reply, and rolled over on to its back. Rurik ran the tip of the blade along Windwhistler's knarled and mottled scales until he found a spot close to its head. Melo Yelo and Cornspot gasped as Rurik plunged the stone knife into Windwhistler's hide and began slitting its belly open, slicing a long way down its tail. But where they expected to see spurting blood and viscera there was none – instead, inside the cut they could see a whitish shape moving and pulsing. "Windwhistler dances the Dance of Being," said Rurik, returning the knife to Melo Yelo. By now a crowd had gathered to see this wonder, prisoners and guards alike, all keeping a fearful distance though. After some minutes the white shape slowly emerged and uncoiled; it was Windwhistler refreshed, new and nascent! The wyrm's scales looked soft and were a flawless, unblemished white. It took many minutes for Windwhistler to twist and shrug itself out of its old skin. Eventually, laboriously, it came free and then the new wyrm lay flat on the ground beside its old self, panting deeply. "Ourobor," said Rurik. The recovering wyrm lay basking in the sun. As it absorbed Yelm's life-giving radiance it slowly swelled to its new true size, and as they hardened its scales began to take on a dazzling a golden hue. Finally, the transformation was complete. Windwhistler lifted its huge head, opened its jaws with a great yawn, and stretched out its new enormous wings. Many in the crowd ran away terrified. "Melo Yelo," the baboon heard in his head, "Father Yelm sees all, and for what you have done, for what you have sacrificed, the Sun Dragon bestows this boon. Take your knife and go to my old skin. Cut a long strip and get your liegeman to wrap it on your shoulder where you gave up your arm". By "liegeman" Windwhistler must have meant Cornspot, thought Melo Yelo, so he got him to assist as instructed. Although Windwhistler's old skin was thick and leathery, the utuma knife cut through it with ease. "Your liegeman may cut a strip too to make a jerkin," Windwhistler continued in his head and if a wyrm could smile that's what it did, "For I'm sure danger abounds when following the likes of you." Cornspot dutifully cut several strips of skin, enough to make himself a decent hauberk. When he finished he handed the blade back to Melo Yelo, who almost dropped it in surprise when he realised he'd reached out to take it with his left hand, from the arm he did not have. The wyrm skin wrapped around his shoulder had transformed: the new arm was baboon-like, but there were scales under the fur. "You'll need to step back," said Rurik, though he stayed where he was. Windwhistler shook and began to change colour again, this time a fiery red colour. The wyrm radiated intense heat - so hot, its old skin erupted in flame. "Ouroboro," said both Rurik, seemingly unaffected, and Windwhistler. Very quickly, the old wyrm skin was little more than ash. "Ouroboros," they said, though Windwhistler's hiss went on and on until his old body was completely consumed. The heat then died away and the great wyrm resumed its golden colour. "We must go back to Pavis now Melo Yelo, the Count awaits us," said Rurik. "You and your 'liegeman,' he nodded to Cornspot and also smiled, "are welcome to come too: there's plenty of room on the back of the Golden Wyrm, the new Windwhistler." Cornspot was happy to do anything to get out of Pent Ridge, and was all ready to jump on board the wyrm's back. Before he could do so a voice called out: hurrying across the bare ground from the encampment was a group of Yelmalion soldiers. As they drew closer it was clear they weren't templars but militia; farmers on temporary duty, a long way out from home. "Halt!" they cried officiously, "We are the Militia from Sandheart. Sent here by command of Lady Vega, Guardian of the Sun Dome. We are to escort the baboon Melo Yelo back to the Sun Dome Temple. This is the order for his immediate release." For want of anyone better to give it to, they handed the warrant to Rurik Runespear. "It seems they already think better of you at the Sun Dome," the Light Son said to Melo Yelo. "Go with your friend and prepare the way for the triumphant return of Count Invictus. Tell Lady Vega we'll be back when our business is finished outside the walls of Pavis. "Tell her we return embracing the Sun Dragon." *** Here I must suspend this Sun County saga for the time being. It's been fun, but I've been been posting every day since June 9th and after 48 days straight I really need to take a break for a bit! But I'll return with the second part of the saga - The Time of Two Counts - later this year. In the mean time I will go back through these parts and tie them all together as one continuous narrative. (I also have a scenario to finish for Jon Webb's wonderful Sandheart series... he's been very patient.) Cheers, and thanks for everyone's kind comments, MOB.
    14 points
  4. We (the german RQ fan club, the RuneQuest-Gesellschaft e.V. aka The Chaos Society) started to publish in english language in 1996 with Tradetalk 1, and published two issues almost every year. 2005 was the year in which all fan publications were asked to stop, until a new fan policy was published. So Tradetalk 14 in may 2014 was the last one published before that. Tradetalk got the okay from Issaries Inc./Greg without any problems, and we continued with Tradetalk 15 in 2007, but we only managed to publish one issue per year. In 2009 our last issue was Tradetalk 17. Why we stopped publishing Tradetalk? Many reasons: - We, the publishers, were almost never the authors of the articles and adventures, but relied on fan authors to send us material to publish, or sometimes we asked our buddies if they would write something for us. - We at Tradetalk were not really interested in writing Second Age fan stuff for Mongoose RQ - Some of the old RQ fans haven´t made the transition to HeroQuest... and wouldn´t/couldn´t write for Tradetalk anymore. - Since HeroQuest is less crunchy, we needed MORE text to fill an issue with content (a RQ adventure with three NPCs and four Broo was made up of 3 to 4 pages of stats!.. in HeroQuest these many stats were not needed, so we needed more content to get Tradetalk to the size we needed to fill the 48 pages). - We wanted to make theme issues, and not only a complation of various articles... That is why it took so long (to long) to get the next issue ready. - Many other fanzines were around (Hearts in Glorantha, The Zin Letters, and Rule One) in which potential Tradetalk authors could publish they stuff - Some of the fans moved on to write for Issaries/Moon Designs official line of HeroQuest books, and had no time for writing for Tradetalk - Some of the stuff we asked to publish took to long to get published, and the authors changed their minds (because they were assocciated with official publishers, and don´t wanted to get their "fan stuff" published, because it could be viewed as canon if the author was part of the official publishing house*). *NOTE: The author(s) never said it so explicitly, but i read that between the lines... maybe i am wrong about this. Maybe, at some point, we will publish something on the JC and call it Tradetalk 18... but it will not be like the Tradetalk 18 that was planned in 2009.
    13 points
  5. Yes. And the Cults Book will provide tremendous amounts of information.
    12 points
  6. The EWF logo exists because of psychic contamination. When attempting to summon up a sigil to characterize the Waltzing and Hunting bands, the early draconic mystics of Orlanthland found themselves meditating on this sign: \ Not knowing what it meant or where it came from, they believed it to be a repeating thought of Ourobouros impressed upon the outer cosmos. As it descended into the material, it grew entangled with the body plan of a wyrm, and so EWF came into being as a symbol.
    10 points
  7. Chaosium President Rick Meints shares stories from a life-time as a collector of all things Chaosium. Recently the Grognardia blog wrote about the strange serendipity between the bibliography in RuneQuest, which came out in 1978, and the bibliography in the Advanced Dungeons & Dragons Dungeon Masters Guide, which came out in 1979: "Both bibliographies are the fourteenth appendix in their respective volumes, which is quite a coincidence – and a coincidence I am sure it is (for logistical reasons, if nothing else). Even if it weren't, the writers of RQ make it quite clear that, despite superficial similarities, their Appendix N is actually very different in both its content and intention than Gygax's own list. This becomes even clearer as you take a closer look at it. "RuneQuest's Appendix N offers a fascinating contrast to Gygax's own... Reading them side by side, one is immediately struck by the different cultures that produced each game – as anyone who has played them can attest. It's precisely those differences that enabled them to exist side by side, appealing as they did to different tastes, sensibilities, and interests." — Grognardia." RuneQuest’s bibliography humbly preceded D&D's Appendix N, and its genius is in its simple motivating force for others to do likewise. It inspired, sometimes subtly. But it was technically Appendix M! Here’s why... The first edition of RuneQuest (published June 1978) was divided into 10 sections, the last of which was X. Referee Notes. The thirteenth topic in that section (p.116) was a Bibliography of inspirational books, followed by a short list of Gloranthan games, other fantasy roleplaying games you might like to try (including Dungeons & Dragons), and the contact details for the Society of Creative Anachronism (SCA) and the dice manufacturer Lou Zocchi. The parts of RQ1's Section X were not assigned letters, but if they were, the bibliography would have been assigned the letter M. The second edition of RuneQuest (now available as RuneQuest Classic) was in layout by the summer of 1979, and was published in September of that same year. RQ2 updated the overall organization of the book and Section X was renamed Appendices. The Bibliography was now the 14th topic, so it was assigned the letter N. (The list of Gloranthan games had grown substantially and was moved into its own listing as Appendix O.) Just as Grognardia thinks it's a coincidence, I am 99% certain that Greg and company did not deliberately make the RQ2 Bibliography "Appendix N" because Gary Gygax had done so in the first edition of the DMG, which was published one month earlier in August 1979. But both bibliographies offer fascinating insights about the literary inspirations for each game. In our obsession with original creation, we too often forget simple coincidence. Tell us your inspirations, your call to arms, and the shadows of the past that inspired you to shine a light upon the future.
    9 points
  8. There is no public archive. That said, we do have a large amount of Greg's papers archived.
    9 points
  9. Or wait until the new Sun Dome County book that Jon Webb and I have been working on comes out. That presents the main Yelmalio cult in Dragon Pass.
    9 points
  10. Well, it's been a year, and now there's a second collection of clan questionnaires been produced by us, and available at the Jonstown Compendium. https://www.drivethrurpg.com/product/363702/Alakorings-Legacy This one covers the Orlanthi of Tarsh and Aggar in greater detail, as well as the Tusk Riders.
    9 points
  11. A novel I read recently, which other Glorantha fans may enjoy: The Grace of Kings, by Ken Liu. It's a secondary world fantasy set in the archipelago of Dara, inspired by tales from the Han Dynasty of China, with additional elements from Polynesia/Oceania. The story is a sprawling epic focused on a warrior and a trickster. It's fairly low-magic, especially compared to Glorantha. The term "silkpunk" has been used; wuxia warriors, grand airships, and Imperial bureaucracies make it a good fit. I think the book's focus on the importance of stories, and how the gods subtly (or sometimes not-so-subtly) shape the world of Dara, will make Glorantha fans feel right at home. I've recently started the sequel, The Wall of Storms. An early myth in the book, about how the years got their totem animals, is what inspired me to share the series. Oh, and there's straight-up a heroquest at one point. I won't say more, for fear of spoilers.
    8 points
  12. THE MIDNIGHT EXPRESS Daystar turned and said something to the dragonewt, a series of sibilant incomprehensible spits and hisses formed with his curiously split tongue. Silently, the great reptile came down from the mound and joined them. The priest then called to the lone figure at her brazier, "Forgotten! To my treasury we must go". The woman put down the skull she was holding and went to stand sullenly at the opening of a tunnel close by her bivouac. The priest indicated to Melo Yelo he should come with them. They followed the woman a short distance into the passage and then stopped. Another hundred paces or so ahead the excavation abruptly ended; the beams of the baboon's helmet picked out a jumbled collection of boxes, crates and jars stacked there. Daystar waved impatiently at woman Forgotten. From around her neck she removed two leather thongs. She handed one to the dragonewt, which put it around its thick wrist, and the other to Melo Yelo. Threaded with hair, on each of these thongs was a tarnished silver coin and a finger bone that had been flensed of its flesh. "Go, help The Midnight Express," said Daystar to the baboon, "Don't worry, Forgotten's little baubles will protect you." Melo Yelo went down the tunnel with the oddly-named dragonewt. After they'd gone only a dozen steps they were suddenly assailed by a swarm of moaning ghosts, erupting from recesses in the walls. When Melo Yelo shone his light he saw each of these culverts contained a severed human head. They were packed in tightly with salt, and their preserved leathery faces had gaping mouths as if shouting out in horror or perhaps surprise. Having been bought up among shamans, the baboon recoiled in terror as the mad spirits assailed him. The Midnight Express simply ignored the ghosts and kept walking, and soon Melo Yelo understood they could not harm either of them. "Yes, yes," said Daystar impatiently, gesturing to him to hurry up. With only one arm, Melo Yelo was in fact not of much help when they came to Daystar's stash of valuables. But the dragonewt knew what it was looking for. It took some time, for whatever it was seemed to be near the very bottom of the pile. Daystar's treasury contained all manner of preserved foodstuffs, barrels of salted mock pork, amphorae of oil and wine, an assortment of trade goods, and more. As he helped drag boxes out of the way, Melo Yelo noticed that several were filled with the same packet of wrapped leaves that Cornspot had given him. He remembered his human friend's advice, and reminded himself he needed to give Daystar his offering when the moment presented itself. Eventually The Midnight Express found what it was looking for: a very large, very heavy wooden box. Even it grunted with effort lifting the box clear. The dragonewt carried the box back to where Daystar was waiting expectantly, once again completely ignoring the ghosts. Melo Yelo followed behind and did his best to ignore the evil spirits too. He found it helped by keeping his gaze away from the alcoves. The Midnight Express set the box down before the priest and handed his leather necklace back to the woman. Forgotten snapped her fingers at Melo Yelo, demanding his too. He handed the talisman over and, with a look of bored contempt, she abruptly turned and left. Daystar hissed and spat excitedly at the dragonewt. The box had been nailed shut, but with relative ease The Midnight Express wrenched off the lid. Daystar pounced and started removing handfuls of old, dried straw. With a cry of elation he then drew out something wrapped in a cloth: it was a strange looking dagger, gleaming dully but very, very sharp. It was made of stone. The old priest smiled, and once again licked his lips with tips of his split tongue. And there was still another object in the box, far heavier. Wide-eyed and eager, Daystar nodded, and with another grunt the dragonewt began lifting it out.
    8 points
  13. HeroQuesting is an awful lot like playing an RPG (or a LARP), if you think about it…
    8 points
  14. Sounds like a question that could have yielded hundreds of tablets of Commentary developed during the Plentonic Debates by the sages and scribes. No, Plentonius never knew of Splendid Yamsur, and the Dara Happans never knew of Splendid Yamsur. He is simply a Praxian name for Yelm. Yes, Splendid Yamsur IS Yelm the Sun, thus he is #1 on the Gods Wall. Yes, Splendid Yamsur appears on the Gods Wall. He is one of the radiant beams of Light that streamed out of Yelm's Eye. Yes, Splendid Yamsur appears on the Gods Wall. He is #5, the brave General of the Solar Army who stands upon the Surface World and protects Yelm. Plentonius later ascribed this to a star named Arraz who circles the Pole Star. Yes, Splendid Yamsur appears on the Gods Wall. He is #8, the Indarthrad, the Yellow Overseer of the East, Keeper of Insight. He was the Master of the Amber Camp (GRoY p.8) which has now been transformed into the Wastes. Yes, Splendid Yamsur appears on the Gods Wall. He is I-1, the Keeper of the Surface World, Emperor. He was murdered. Yes, Splendid Yamsur appears on the Gods Wall. He is I-4, one of the Sons of Yelm and Master of Serenity. His name was subsequently lost to the Dara Happans when he was slain. You can discern this from his position in GRoY and the Copper Tablets in the Last Stable Sky (p.5).
    8 points
  15. RuneQuest fans, did you know the Arkham map from Call of Cthulhu first ed (1981) has a #Glorantha easter egg? The poster version of the map was unlocked in our last stretch goal in the Call of Cthulhu Classic Kickstarter https://www.kickstarter.com/projects/chaosium/call-of-cthulhu-classic
    8 points
  16. What is the Hill of Gold, but a Footstool? (Of course, that question makes you wonder what is really hidden under the hill...) And there are two Hill of Gold incidents with Antirius as well, so yes, between Murharzarm, Yelm, Yelmalio, Antirius, the theme of the rightful ruler blinded or disarmed, ambushed and slain by the usurper, seems to be a good repeating theme.
    8 points
  17. I figured the ancestors of unicorns broke into two tribes at one point, both of which had two horns. One of the tribes, however, lost their horns -- either someone stole them, or they wagered them in a game of chance. The next time the two tribes got together, the two-horns felt sorry for the no-horns since they kept getting mistaken for horses. They each donated one of their own horns so everybody could have at least one.
    7 points
  18. One person's 'let them have their say' is another person's platforming of intolerance. I'd hardy call Popper a 'burn it all down and start over revolutionary' — and I disagree with him on many things — nonetheless:
    7 points
  19. As an aside, the moment someone who doesn't belong to a cult or occupation that would deal with geometry (so let's be kind and say Lhankor Mhy, Flintnail, Sartar the Builder, philosopher, etc), then it is perfectly ok to say that the character knows less geometry than the player. So start by asking "how does your character calculate that?". I kind GM might say INTx4, a cruel GM might require a more specific Lore or Crafting skill. And then how do you measure this out? There's a reason why geometry largely developed to meet some practical need in surveying, construction, astronomy, and various crafts. Most Gloranthans have no training in it what so ever, and are just going by approximation and innate spatial awareness.
    7 points
  20. I don't believe anyone has done anything formal yet for Balazaring background. One of the players in my Colymar Campaign runs a Balazaring Yelmalion though so I had to come up with some background material for him. The following is explicitly for a citadel dweller in Balazar (vs. the nomadic hunter-gatherers). Hopefully it is of some use though it doesn't have much development of explicit background events. Homeland: Balazar (citadel) Starting Passions: Love (family): 60% Loyalty (temple): 60% (e.g. Sun Dome Temple) Loyalty (citadel): 60% (e.g. Elkoi) Rune Modifier: Fire +10% Homeland Skills/Weapons: Skills: Swim +10%, Dance + 5%, Sing +10%, Speak Own (Balazaring) (50), Speak Other (Tradetalk) +10%, Customs (Balazaring) (25), Herd +10%, Track +15%, Survival +10%, Hide +10%, Move Quietly +10%, Spirit Combat +15% Weapons: Dagger +15%, 1H Battle Axe +15%, 1H Spear +15%, Composite Bow +15% or Sling +15%, Javelin +10% Relevant Occupations: Apprentice Shaman, Bandit, Crafter (in citadel), Healer (in citadel), Herder (in citadel), Hunter, Scribe (in citadel), Warrior (light infantry - in citadel) Light Infantry - Balazaring Sun Dome Scan +10%, Battle +30%, First Aid +15%, Listen +10%, Hide +10%, Move Quietly +10%, Survival +10% Unit Weapons: Javelin +25%, 1H Spear +25%, Medium Shield +25% Other Weapon: 2H Spear +25% Dagger: +15% He gets this Equipment Linothorax (3 pt. protection), cuirboilli greaves and vambraces (3 pt. protection), composite helm (3 pt. protection), his weapons, 1D3 notable scars (if desired), sleeping roll, traditional Balazaring clothing, war booty worth 2d100 L Yelmalio Cult Lore (Yelmalio) +15%, Worship (Yelmalio) +20%, Meditate +5%, Area Lore (Balazar) +15%, Speak Other (Tradetalk) +20%, Sing +10%, Devotion (Yelmalio) starting at 60% (or +10%), Honor starting at 60% (or +10%) add +20% to one of the above and +15% to a second. He gets 5 points of Spirit Magic. He can choose from: Coordination (2 pt), Detect Gold (1 pt), Farsee (variable), Lantern (1 pt), Light (1 pt), Lightwall (4 pts), or Repair (variable) He gets 3 Rune Points to start. He can use these to cast Common Rune Spells or to Special Rune Spells that he has specifically sacrificed for. Yelmalio only has two special rune spells: Catseye and Sunbright. You can include both on his list of Rune Magic. He gets a Gift and its corresponding Geas from Yelmalio. Roll 1d10 for the Gift and 1d100 for the Geas to see what Teron has. (and depending on the Gift, he may need a 2nd and/or 3rd Geas) ------------------------------------------------ The player just mapped out a rough background where he was a citadel dweller whose parents were pig-herders, and subsequently Lunar slaves. The character escaped to Dykene, and joined Yelmalio temple there. The citadels with Yelmalio temples are Elkoi (which was ruled by Lunar Empire and where he was a slave) and Dykene in the far east of Balazar. There's an annual caravan between the two temples. The player drafted the following for background: He worked as a slave in Elkoi for five years, developing a deep hatred for Lunars, as well as a fear of aberrant creatures of chaos (due to events that he has repressed from memory). His cleverness gave him better treatment than many slaves, and he learned a fair amount, but he always hated his status. At age 15 (or thereabouts) he managed to escape Elkoi. He lived in the wilds well enough until he found his way to Dykene. There he managed to stay alive by doing odd jobs, hunting, gathering, etc. He hung around the small but disciplined group Sun Dome Temple spearmen, and developed a keen admiration for their candor, honor, and fairness. He’d imitate their training when no one was around, often going out into the woods to do so. At this time he swore his devotion to Yelmalio, Mercenary God of the Winter Sun and Lord of the Last Light. Trouble began brewing in Balazar, and, lured by the promise of fame and fortune, he joined a mercenary unit (little better than a militia), which had been hired to supplement the crown for a war against Elkoi and its diminishing Lunar presence. During this time, he tried creating a variety of tough-sounding nicknames, but none ever stuck, since he was so young. He fought in several skirmishes and one battle before the failed siege of Elkoi. During this siege, his militia captain deliberately led his troops to the slaughter in order to pocket more of the mercenary fees he’d collected from the king of Dykene. Teron escaped this fate as he was off hunting for provisions, but he overheard the mercenary leader gloating about it, and he hated the mistreatment of the soldiers. To Teron’s gratification, shortly afterward the mercenary leader choked on a goose bone and died, which Teron credits to Yelm’s vengeance. After the war and the Lunars’ withdrawal from Balazar, Teron continued as a mercenary. One fateful day, he hired on with a caravan, which made an unexpected side trip to Elkoi. Once he found out, he did not want to back out, because doing so would require him to reveal his status. Instead, he hoped that he would be able to pass his time there unnoticed. Unfortunately, he stumbled into one of his former owners in Elkoi, who demanded his immediate return. He escaped the area before he was forced back into slavery. With word of his status now revealed, he quickly laid a false trail, spreading word of his intent to return to the safety of Dykene, with a possible flight to the wilds around Griffin Mountain if need be. The deception in place, he headed to Dragon Pass, pushing westward deeper into Lunar territory (where no one would expect an escaped slave to run). Finally reaching Sartar (safely outside of Lunar control), he tried to fit in, but Baranthos, the Chieftain of the Ernaldori clan, refused him admittance. Instead, he had to make his living on the fringe of society. He got by as a mercenary... really, not much more than a hard-luck vagrant with a spear. He wanted to go further south to see the massive Sun Dome Temple of which he had heard, but had no funds and no idea of where to go. I noted: Elkoi in Balazar is in Lunar hands from 1563-1622. The Great Winter approaches but does not cover Balazar (would have been strange winds all year though coming down from the north-northeast) Now there certainly could be a failed siege of Elkoi by the Kings of Trilus and Dykene somewhere in the 1617-23 period. Maybe best in 1621-3, roughly 3-4 years ago, possibly coinciding with the Great Winter. If Teron escapes to Dragon Pass, then most likely in 1623 after the Great Winter - perhaps has heard that conditions are better there again. He reaches Clearwine somewhere in 1623. Clearwine is both the center of the Ernaldori clan and the Colymar tribe. He's not granted clan membership as he's not an Orlanthi. But in the wake of the losses of the Great Winter, additional hands are welcomed generally in Clearwine even though the Lunar presence via King Kangharl and the nearby Lunar slave farm is still felt. Why does he stay in Clearwine and not go on to the Sun Dome Temple? As an initiate he would usually want to go there to participate in rituals and services so that he could renew his rune magic (if he has any)? The next closest Yelmalio temple is a good ways to the north in Alda-Chur among the Far Point tribes. One possibility is that he did go there, but was rejected as a backwater primitive by the Lord of the Sun Dome. Clearwine would be the closest town to then settle in. But would he have tried to still go to the Sun Dome Temple to meet at least his annual obligations to his deity?
    7 points
  21. AN UNSUNG HERO The smoke made Daystar garrulous, though most of his talk was the distant Sun: how its beating heart was growing louder, its lustrous wings, its shining scales; all this he described in loving detail. At odd times that seemed to have no regular cadence he would stop to chant, and The Midnight Express would repeat it, and then they'd expect Melo Yelo to follow. At some point – when the baboon did not know, as proper time began to drift away from him – Daystar started chanting "OU". "OU" chanted Daystar. "There is no other that knoweth thee save thy Light Priests, thou hast made them wise. In thy designs and in thy might." Although the priest was declaiming in Firespeech, somehow Melo Yelo wasn't surprised he understood perfectly. As the haiza opened his mind Melo Yelo thought back to when he was first drawn to the Golden Light of the Sun Dome, and how simple it seemed then. There were clearly more sides to Yelmalio than he knew, or even imagined. He now realised his eyes were first opened at the Cradle. There the baboon was an unsung hero, the only Sun Domer (if he could call himself that) who made it onto the deck. The Harpoon had shot gigantic chained arrows into the sides of the great boat, and Lord Invictus had ordered his Templars to clamber up the chains. Not one of them had made it to the top – trying to balance while fending off the defenders' furious rain of missiles and magic proved impossible, even for the elite of the Sun Dome's best regiments. But with his powerful arms (he had two then, he thought wistfully), Melo Yelo had swung up to the top on the underside the chain, avoiding being a target. When he leapt onto the bulwark, the baboon was astounded to see facing him on the deck a warrior in the distinctive panoply of a Yelmalion Light Son. He was clearly one of the defenders, and by the state of his amour and weapons had seen much action. Melo Yelo was temporarily dumbstruck and confused by the sight, and his opponent took the advantage to give him a great shove with his shield. The baboon fell tumbling into the water, and soon after the Sun Dome attack on the Cradle was called off. At enormous cost Lord Invictus had achieved nothing, and despite Count Solanthos's boasts to Governor Sor Eel, the Cradle escaped free. Melo Yelo's wasn't the only act of conspicuous bravery that day, but there were no accolades offered to anyone by the humiliated Sun Dome leadership, let alone a baboon hanger-on that everyone laughed at and treated with pitiful scorn or (at most) amused contempt. As the silent trollkin added yet more hazia to the bowl of the hookah, Melo Yelo noticed a gaggle of Dark Detail prisoners had gathered at the foot of the mound. They were all on their knees. "OU" chanted Daystar. "Dawning, glittering, going afar and returning, all eyes see before them..." "Oh mighty Daystar, we beseech you, we must have our water!", they cried. Through the smoke Daystar looked like he had been on the cusp of something when this interruption broke his concentration. He gave an exasperated hiss to The Midnight Express. The dragonewt roared and a made a mighty leap off the mound, landing right in the midst of the prisoners and scattering them in all directions. When it returned to take up the position behind the priest, several of the unfortunate inmates lay dead. The others had fled back to their places, some badly hurt. "OU" chanted Daystar.
    7 points
  22. I'm considering putting together a Jonstown book on Ralios and I'm putting together a history of Ralios combined with some bits of homebrew to fill in gaps and spice up the play dynamic. I am taking all comments and criticism! Recent Ralian History Anything in Italics is not strictly canon, but is placed to infill gaps. This history goes from when grandparents are at adulthood until the adulthood of the player characters. 1561 - Grandparent is born. 1582 - Grandparent comes of age, parent is born. Marost is seized by Naskorion. 1595 - The Partanites attack a gathering of the Ancient Beasts Society in a raid called the Beast Butchery. The Count of Jorglaban’s brother is one of those killed in the raid. 1597 - Fleet of Jorglaban is sunken and the ruler of Tinaros is lost at the bottom of Lake Felster along with his regalia. His widow sacrifices her three children to get revenge and they say she lay with the Devil. Soon, Argin Terror is born. 1599 - Fleet of Partan is sunken by the Estali league. Rumours spread that this was done at the exact moment that Argin Terror uttered his first word. 1600 - Partan is razed by the Estali League. Rumours spread that this was done at the exact moment that Argin Terror took his first step. 1604 - Parent comes of age, character is born. 1605 - Surantyr the Non-Heretic overcomes magical ordeals atop Top of the World Mountains and experiences the Chariot of Lightning revelations. 1608 - Surantyr becomes master of Valantia. 1610 - Jarabolos is conquered by the Duke of Naskorion. 1611 - Surantyr conquers Fiesive and unifies Otkorion. 1613 - Kadesos (a city known for the quality of its kafl leaf) is conquered by the Duke of Naskorion. 1615 - Seshnela controls Dangim after the count is killed and replaced with a rival member of his family by the King of Seshnela. 1616 - Utorost is conquered by Naskorion 1617 - The Guild of Chaos Monks began their uprising in Dainmol. 1619 - The city of Dainmol is retaken by the Prince. 1619 - The army of Sentanos is destroyed by Surantyr's forces after the Hero Garundyer of the Seven Storms liberates Siglolf Cloudcrusher. This battle is thereafter known as the Battle of Falling Stones. 1621 - Meime the Tournament King marries Ingye the Queen of Galin. Scandalously, they are actually in love. 1621 - Great Winter, Year One. The Seventh Malkioni Council occurs. Surantyr the Non-Heretic is amongst those summoned and is severely injured before making his escape. At the same time, the Dangans perform a ritual to bind / harm Orlanth at Hreler Amali. One or both of these events causes Orlanth's magic to become greatly weakened in Ralios. 1622 - The trolls of Guhan complete a magical ceremony generations in the making. They move across Ralios with the help of the Argan Argar Chain although they are helped and hindered by humans all along the way. 1622 - Great Winter, Year Two. It is broken by a small group performing the Lightbringer ritual at Hreler Amali. 1623 - King Guilmarn invades Safelster to eliminate all Arkati. 1624 - Broo invasion from Dorastor into Karia. Hezel Darong is a new Chaos deity worshipped by their powerful shaman. 1624 - The Duke of Naskorion is wed in a ritual that takes place in utter darkness. Those few men who are invited must crawl on their hands and knees to find their place. It is said that he has married a powerful troll-wife. 1625 - Argin Terror performs a great ritual that Taps all Chaotic beings within Tinaros. For a brief moment, Tinaros is completely free of Chaos, before the energy flows forth transforming Tinaros into the City of Terror. 1625 - The Safelstran states finally unify and fight back against King Guilmarn, revealing new secrets of Arkat as they do so. During a battle at Dangk, Archon Foyalfine of Azilos betrays the alliance at a critical moment, leaving Guilmarn weakened but undefeated and the forces of Safelster scattered. 1625 - The Duke of Naskorion declares that he is allied with Guhan and Halikiv and titles himself the Stygian Emperor in a ritual that transforms him into a troll.
    7 points
  23. I've only read parts of this collection of genius, but I can contribute what I believe to be an original dumb theory of my own: Ginna Jar, of Lightbringers fame, is the same entity as "She Who Waits" of the Seven Mothers -- an entity whose function in the Universe is similar to the Horned Man, that of cathartic change. She is not a "spirit of enterprise" or a wyter, but more of a figure who guides the collective subject through the painful catharsis to a new form, "same as the old, but different." She/they may also be the same as the entity Arachne Solara, who performed this function with the whole cosmos, during the Ritual of the Net.
    7 points
  24. A SUN DOME PALLADIUM *** Everyone in Sun County knows there is a legendary object in the temple vaults that guarantees the sanctity of the Sun Dome. They take great comfort from the fact that, despite all the vicissitudes and indignities they the people suffered in the Solitude of Testing, the Great Temple itself has never fallen. This cube-shaped artefact, a gift of Ernalda to Yelmalio, her husband-protector, is the hexomino. Inside it resides the Temple's defending Spirit Guardians. When the Sun Domers purged themselves of draconic influences in the aftermath of the Dragonkill War(1100 ST), they abandoned their old temple and built a new one. Answering their prayers, Yelmalio sent the Sun Folk the great spirit Feshoaar to dwell in the altar of the freshly-consecrated Sun Dome. In an interesting mythological parallel with Umath's Camp of Orlanthi legend, Sun County too originally had Six Spirit Guardians – north, south, east, west, above and below, one for each face of the hexomino. The legend is Feshoaar subjected the original Spirit Guardians to Yelm's cleansing fire and found that of the six, five emerged from the flames pure. Together, they righteously drove away the sixth, the Guardian of Above, whose draconic urges were too deeply ingrained. They were then to be bound again into the hexomino, which Feshoaar had commanded the people to retrieve from the deconsecrated temple where it lay broken in pieces. But the truth is only five of the hexomino's seven parts were recovered intact from the Old Sun Dome. The Guardian of Above's part simply could not be found. Successive Custodians of the Old Sun Dome fruitlessly searched for the missing piece for many years afterwards, until it gradually passed from memory. The part associated with the Guardian of Below had been smashed into many pieces by the furious mob as they desecrated the temple. When reassembling the hexomino, the Mostali who helped the Sun Folk construct the new temple did what they could to put together the Guardian of Below's broken fragments. As befit its ties to the earth, the Guardian of Below had a feminine aspect. It served to defend the temple from subterranean attack and, by extension, from trolls and other Darkness creatures. Several hundred years ago during the horrors of the Solitude of Testing, its piece in the hexomino shattered to dust defending the temple against rampaging Uz. The aggregate the Mostali had used to repair it was obviously inferior.* The people of Sun County's faith in the hexomino remains rock solid. But they might be disquieted to know that two of its components – that of the banished and forgotten Guardian of Above and now equally forgotten Guardian of Below – are today mere dummy parts. Unlike the genuine pieces that were fashioned from matter taken from the very Sky Dome itself, these replacements are of baser stone. They in fact have no special properties whatsoever, other than helping the hexomino retain its Earth rune cube shape. Hector the Wise hopes that is enough. This particular knowledge remains a deep cult secret. *** From the box, the Midnight Express lifted out a solid, heavy object. It looked something like a large "⅃ "-shaped block, deep blue in colour with shimmering flecks of white. Melo Yelo was nonplussed. "A part of the Sky Dome, praise Yelmalio!," explained Daystar, though this didn't help the baboon's understanding at all. "Come, we must prepare." "Prepare for what?" thought the baboon uneasily, as he followed the strange light priest back into the chamber. *The Light Guide at the time was a member of the Goldbreath family and he swept up the broken remains of that piece and gathered what psychical remnants he could of the Guardian of Below's annihilated spirit. With these fragments he fashioned a magical artefact which became a family heirloom. It is now worn by Lady Vega Goldbreath (it's her Protection-10 matrix, see Sun County p.13). The 'Guardian of Below' continued on, this time as a new cult rank, the leader of an elite band of troll-killers. As the troll threat abated, the position evolved into that of the more general 'Guardian of Sun County', the leader of the militia: this is Vega's current position in the temple hierarchy. She is the first such Goldbreath to hold the rank. [Just reiterating that the Light Lady Vega, a female rune lord of Yelmalio, wearing her family heirloom, is the first Goldbreath to hold the rank of *Guardian* of Sun County. Hmmmm]
    7 points
  25. I know you're knocking the idea, for some ironic reason that doubtless makes sense to you, but why not join the Jonstown Compendium Creators' Circle on Facebook and check out the Creators Helping Creators directory? It lists more than three dozen community members, all keen to help their fellow creators with editing, proofreading, layout, art, maps, handouts, playtesting, and print prep (among other services). Your assumption that everybody wants to be paid is incorrect: some creators will work for a share of royalties, some will barter services ("I'll draw you a map if you'll check my text"), and some will work for free. (I like being able to pay artists, myself: the great thing about my first scenario -- the one with the public domain clip-art -- doing so well is that I've been able to afford original Gloranthan art for everything since). And you don't have to do this on your own: we've seen successful creative teams coalescing around the Jonstown Compendium. Just check out the work done by the Beer With Teeth collective, or Austin Conrad's merry band of helpers, or the Phipp/Kirshtein mutant extravaganza, or our own Sandheart shield wall. I agree that that group is the first and most obvious place to look: I mention the group in my forum .sig for a reason, and I direct people there all the time. If you haven't yet joined because you didn't think there'd be anything useful, you made a mistake, but it's one that can easily be fixed. If you're steering clear of the Zuckerberg Panopticon on principle, email me and I'll help you out without violating your personal honour code. If you're obstinately ignoring everything Chaosium tells you about how to get the most out of the Jonstown Compendium, you'll be ignoring this post as well. Psych! Some of the Jonstown Compendium's best-sellers were laid out in MS Word, nothing fancier. And none of them, to the best of my knowledge, has ever been exported to MOBI/EPUB, so I'm not sure why you mention that? It's actually much less confusing than you are trying to make it sound. If your word processor can export as PDF, you have all you need to publish on the Jonstown Compendium. If it can't, find a friend who can help you out. Please don't put potential contributors off by making it sound harder than it is. There are plenty of people who want to help you. There are communities set up to support people in your position. Finally, I am Chaosium's ambassador for the Jonstown Compendium community content programme. I can guarantee you that an email to nick.brooke@chaosium.com will get a sympathetic and constructive response: so why not try it some time? I've reviewed manuscript submissions, provided feedback on potential projects, cleared up confusion about what is and isn't allowed in our community content programmes. I enjoy encouraging prospective authors: it's part of my job. (And if for some twisty reason of your own, which you certainly don't need to explain to me, you'd prefer not to deal with me, reach out to my colleagues: Allan Carey or Bridgett Jeffries. We are all here to help) EDITED TO ADD: for a sense of perspective: in its prime (1999-2009), Tradetalk magazine published on average maybe 60 pages per year. All Jonstown Compendium publications together added up to 3,900 pages from its launch to year-end 2020, plus 3,200 pages more in 2021 YTD. We think the JC is pretty accessible to creators; we doubt the zine model would scale up as well. But if a former zine crew wants to start producing stuff for the JC, go for it! Check the FAQ, ask me if you have any concerns about what's allowable, and show us your stuff! (That's how we created Glamour, after all)
    7 points
  26. "BEG THE COUNT TO PLUCK OUT YOUR EYES RATHER THAN SEND YOU TO PENT RIDGE." - SUN DOMER ADAGE Still not comprehending what had befallen him at the Sun Dome Meeting House, Melo Yelo had been joined to a chained coffle of prisoners and marched away. The baboon later learned from one of the other prisoners – a dour farmer from Cornspot who'd been illegally growing dummy* until his neighbours ratted him out – that they were headed to that terrible place of stinging salt and punishment out in Vulture's Country, Pent Ridge. That was the dark place Lord Belvani took him to before, where he'd been unnerved by the strange old light priest and frightened by his monstrous dragonewt. What had he done to so disappoint the rune masters of the Sun Dome? Cornspot said he was lucky – through his contacts in the dummy trade he'd called in a favour, and he'd been promised his time out there would be served in the Dawn detail; a cushy assignment working on the surface, maybe in the cookhouse. He'd never have to go into the mines. But Melo Yelo? Cornspot simply shook his head and sighed. Having picked up more convicts in a winding route through the Sun Dome breadbasket, a week later the chain gang was trudging through the arid badlands of Vulture's Country. Now they were but a few hours from Pent Ridge. Prisoners and guards alike were parched, but they shuffled on with the promise of mugs of water – barely drinkable for the overseers, almost brackish for the criminals – and bowls of steaming date mush if they got to the prison by nightfall. With Yelm low in the sky, Cornspot next to Melo Yelo gave a dry croak of alarm and pointed to the direction they'd come from. Framed by the setting sun, flying low towards them was a great winged wyrm! Melo Yelo's spirits rose when he saw the Light Captain Lord Belvani was on its back. With a mighty flap of its wings, Windwhistler landed before the column. Without dismounting Belvani gestured to the startled guards that he wanted to talk the condemned criminal Melo Yelo. *hazia
    7 points
  27. Jeff has shared more art for the Sartar box on FB. One of the goals of the Sartar Book is to really show the people of Sartar, how they look, how wide the range of diversity is, down to things like hairstyles. So the amazing Anna Orlova and Jaye Kovach put together this awesome Hairstyle and Beard sheet as an art reference that will be in the book. And because I thought it would cool, here's Jaye's wonderful art direction: RQSS14 Hair and Beard Guide General: This pieces will be two halves with the top half as men's hair and the bottom half as womene's hair. We need drawings similar to what is seen in the source art that shows an example layout. These are just head and neck views. In middle-aged and older men, we should see one or two with balding or bald styles. Hair colors should be black, dark brown, medium brown and 1 dark auburn but only 1. Eyes should be brown, black, green, or hazel. Skin tones should be C3-D9 on the Human Skintone Chart. Hair textures and shapes can be super straight, slight wave, light and fine, heavy and course, and curly. Men's Hair: In longer hair and beards, they can have a few larger, colored, stone beads as well as a few brass, gold, or bronze rings. Make sure that the faces have some tattoos and at least 1 person is painted blue with white lines similar to Orlanth. Tattoos can be runes for Orlanth, The Storm Bull, Humakt, Ernalda, or The Red Goddess. I've also included some other designs that will be great for tattoos so you can be creative. Some men can have a few small braids or be partfially buzzed. Jewelry on men can be neck torcs and/or necklaces. You can use Bronze, Silver, or Gold. You can use stones as long as they aren't faceted. 1a. Long hair + long beard: The hair is tied at the brow, with long locks. The beard is long and allowed to curl. Most popular among older men. 1b. Long hair and Beard is in ringlets, hair is braided. We should also see a slightly greying and a mostly grey as well. 2a. Long hair + no beard: The hair is tied at the brow. The face is clean shaven or might have a few days of stubble. Most popular among younger men. This is the "Argrath" look. I've included Argrath's head turn for reference. 2b. Hair Braided: Hair is braided and no beard 3a. Short hair + beard: The hair is fairly short, and the beard is kept trimmed. 3b. Short hair + no beard: The hair is short, the face is clean shaven. 4a. Broad Brimmed Hat: A stout, broad brimmed hat with band of larger, blue beads. Should be made of leather. 4b. Tall Brimless Hat: This is primarily for warmth. Made of wool. 5a. Holy Man Head Gear: Conical Hat with Ram's Horns. There are source pics for each of these. 5b. Man of Higher Standing: Ruling men sometimes wear a circlet if they are officiating Women's Hair: In longer hair, they can have a variety of, colored, stone beads as well as a some brass, gold, or bronze rings. Make sure that the faces have some tattoos and at least 1 person is painted green with white wheat shafts painted on. Tattoos can be runes for Orlanth, The Storm Bull, Humakt, Ernalda, or The Red Goddess. I've also included some other designs that will be great for tattoos so you can be creative. Most women have medium to long hair. They wear it down, partially down, or in elaborate up-dos. Warrior women should have their hair pulled back into braids or ponytails. Please create at 8-10 heads for women's hair. Women wear earrings, necklaces, hair jewelry, and 1 woman should be wearing a headdress. The woman from 1a who also has an up-do should have an elaborate, many tiered necklace. You can use Bronze, Silver, or Gold. You can use stones as long as they aren't faceted. 6a. Long with Braided Bangs: See Source 6b. Long with Bun: Up-Do into a tidy bun and a few simple decorations 7a. Long partially shaved: Hair should be down. Skull should have a tattoo where the hair is shaved. 7b. Elaborate Ponytail: See Source and be creative. 8a. Shoulder Length Down: Down and loose. 8b. Shoulder Length Braids: Smallish braids. 9a. Fillet: See source for the fillet and ring. Leave off the neck Whimple. 9b. Headdress: See source 10a. Holy Woman: Should be painted green with Runes of Ernalda on her. She is s priestess of Ernalda. She should have snake jewelry and wheat shafts. Plus a crown similar to the one Ernalda is wearing. 10b. Woman of Higher Standing: Long hair is in an up-do. It has jewels and gold rings throughout. There is an elaborate circlet holding things in place.
    7 points
  28. The Brass Jar Sealed Tenderly gazing at his suffering Count as they hid in the dark, Melo Yelo recalled something he saw long ago, back when he still ran with his troupe and was barely more than wild. An old baboon shaman had taken them to see the great Painted Wall, the mile-long cliff-face in Vulture’s Country. Engraved among the ancient petroglyphs and symbols, the young baboon saw this very scene. That was, he now realized, the first awakening of the unlikely path his life later took, when he was drawn in from the Wastes to follow the golden god of the Sun Dome. Slinging the now debilitated Count over his back and patting him gently as he ran, Melo Yelo resolved to bring Invictus back to the Painted Wall to seek out the old baboon shaman’s aid. He kept them hidden the whole way, hiding in dry channels and hayricks; the baboon was resigned to the fact the Sun Folk probably wouldn't understand, no matter how hard he tried to explain. By the time Belvani and his Templars arrived at Stablefort the fracas was over. Several militiamen were dead, and more were mind-blasted. The attackers, whoever they were, were gone too, having fled by boat. Of Count Invictus or Melo Yelo, there was no sign. Belvani decided to keep the Count's mysterious disappearance a secret, for now, confiding only in Gaumata the Seer. That noon the high priest cast a divination and received a vision revealing Invictus was "still of this world", yet "safe with Yelmalio". (Being careful not to lie, Belvani did not dispute it when temple officials blithely assumed the count had just unexpectedly departed on another of his consultation visits to New Pavis.) Meanwhile, Duke Raus's Wand of the Seven Phases was found to be missing from the Sun Dome vault. When Vega Goldbreath learned Melo Yelo had scarpered away from the temple in great haste the night before, she named him the thief. Orders were sent out to her militia to be on high alert. Belvani also had his Templars out discreetly looking, and so they conveniently joined the hunt to apprehend the fugitive baboon. Several days later Melo Yelo and the Count reappeared together at the Sun Dome Temple. Vega's militiamen or Belvani's Templars could not arrest the baboon if they tried; Melo Yelo and Invictus were surrounded by a throng of excited Sun Dome citizenry, rejoicing that Daga had been defeated at last! What happened out the Painted Wall Invictus and Melo Yelo would not say, but the Brass Jar was now permanently sealed, and the count was mercifully free from torment. Invictus’ whole arm, golden vambrace and all, still held his hand in place, sealing in Daga, but had somehow been separated from his body. Together with the Brass Jar, it was now encased in packed mud inscribed with weird shamanic symbols. Where his own left arm once was, Invictus now had the lanky furred limb and claws of a baboon: Melo Yelo had literally given his own left arm to save the count. *As noted in The Guide to Glorantha, "This mile-long cliff face is carved with many large runes, symbols, and petroglyphs. Shamans are often found here speaking with the spirits of the Wall; they will often tell visitors where to find their story on it."
    7 points
  29. Pent Ridge Melo Yelo had found the visit to Pent Ridge strange and frightening. Belvani led him far out into the parched wastes of Vulture Country, near to where he had once run with his troupe when he was barely more than wild. But rather than go south towards the Painted Wall they headed north. Here a great ridge serves as a pointer for the animal nomads to the broad grasslands of Pent. The exposed cliff face is made up of horizontal layers of chalk and limestone, and at Pent Ridge, it is interspersed with veins, layers and domes of precious salt. Until the Lunar conquest, the mines at Pent Ridge lay abandoned and nomad bands squabbled over control of the salt lick above. As as part-payment for their services at the Battle of Moonbroth, the Lunars recognized the Sun Dome's ancient rights to the site and Count Solanthos established a prison. Pent Ridge is a hell under the sun for prisoners and guards alike. Inmates curse "Yelm the Torturer", yet fear breaking discipline lest they be banished into the deepest caverns with the worst criminals, shut off from Yelm's light forever. Belvani led Melo Yelo far into the mines, past the wretched inmates chipping away at the salt to places where the sun could not penetrate. His magic helmet guided the way until deep within they came across an elderly man, bearded and frail. He was sitting cross-legged in the darkness as if waiting for them. Melo Yelo thought the old man looked like a light priest but some of the runes on his threadbare and much-patched robes he did not recognise. The two humans conversed for a while, but it was all in Firespeech so the baboon understood next to nothing. His voice suddenly rising, Lord Belvani ordered Melo Yelo to transfix the old man with beams of light. Caught in the Yelmalio Helm's glaring spotlight, the prisoner recoiled and cringed, shielding his eyes. The conversation grew more heated until the old man sighed, seemed to resolve something in his mind, and then stared fixedly straight into the light. He raised his left hand and made a curious gesture. A huge figure stepped into the light from the gloom behind him. This was a monstrously large dragonewt – beaked, frilled, and far more dangerous-looking than Belvani's pet. It stood there, unblinking and undaunted by the Light. It hissed, unfurling a long purple forked tongue which wrapped itself sinuously around the old man's outstretched fingers. The old man softly chuckled and said, "So now you understand." But the baboon did not. Melo Yelo did not return to Mars Melus's farm after the mysterious trip to Pent Ridge; Lord Belvani now kept him close by. The Light Captain's Templars were encouraged to treat the baboon like they did his strange little dragonewt servant – an amusing but essentially harmless curiosity.
    7 points
  30. Yes. This is what I keep trying to emphasise. I think it is more likely that there are Lunar plots to win independence from Dara Happan dominance.
    7 points
  31. Nomads on the Move As life along the River of Cradles slowly returned to normal after the Great Winter, out on the plains the Animal Nomads began to bring their herds back to their traditional grazing lands. Though the Armistice of Prax forbade attacks on settled territory, Sor Eel’s abrupt departure with most of the Lunar garrison during the Great Winter tempted increasing numbers of nomad bands to raid along the borders. Vega Goldbreath increased patrols and vigilance in Sun County, so most of the raiders tried their luck in Pavis County or better still the Grantlands, where the Lunar forces were spread the thinnest. In the Grantlands, a growing reliance on mercenaries backfired when Halcyon var Enkorth reneged on paying them what they thought their due. Even before the Windstop the Grantlanders had led a precarious existence, and since then had suffered at the hands of the governor’s pitiless tax gatherers. The Longspear Slayers and Sir Holburn’s Axe brothers simply took to plundering themselves, forcing Duke Raus and other leading landholders to raise money of their own to pay them off. The Sun Domers knew from their Yelmalio kin among the nomads that the tribes were becoming restive. Years of overweening arrogance by the Sables and their repulsive leader, the Great Khan Inire the Red, was sure to one day come to a head now there wasn’t the same Lunar force in Prax to back up their pretensions. While Vega Goldbreath’s policy was increased watchfulness on the borders, to safeguard the Sun Dome’s interests Lord Belvani began making regular visits to the Paps, bringing the elders gifts of gold, grain, and salt. It's here he first heard stories of the White Bull society's spread among the tribes, and of its enigmatic leader, Argrath.
    7 points
  32. You should. Your take on this would have some validity back in the First Wane, when many Yelmites feared that the Red Emperor had used Lunar trickery to be acclaimed as Yelm's incarnation in the world. Back then the Tripolis was bound by treaty oath, but was NOT a portion of the Lunar Empire(!) - and the god Alkoth had never sworn to a treaty with the Goddess. Think the Kingdom of Hungary under the later Habsburg dynasty. The Red Goddess used trickery, strange magic, and illusion to achieve many victories over the Carmanians, and the Yelmites understandably feared that their new emperor was less a Solar Emperor than a Lunar Emperor. And so they rebelled, allied with barbarians, but were ultimately defeated. The barbarians made their way into the gates of Glamour but were defeated when the Lunars revealed more secret magic. Then followed another ten years of sieges under Dara Happa was conquered. By 1285 the city of Alkoth surrendered, and their god was humbled before the Goddess, and accepted the pantheon. So that is 340 years ago. Since then Dara Happa has been incorporated into the Lunar Empire, the gods and goddesses of Dara Happa are accepted the pantheon and so on. When Sheng Seleris invaded, some Dara Happans threw themselves in with the Pentans and became Dara Happa On Horse, but when the Pentans were expelled from Peloria, they were exterminated. Hon-eel married Yelm. The Red Emperors have firmly established their connection and control over the Pelorian Yelm cult (especially since the alternative is Sheng Seleris). So again, it is just as easy to say that in the centuries after its conquest in 1285, Dara Happa managed to capture the Lunar Empire. Certainly many in the White Moon Movement would say just that, with the Red Goddess fighting wars in distant Dragon Pass and sacrificing thousands to fight the Storm God rather than bring forth the White Moon Era.
    7 points
  33. Sequences update. Version 0.962 is up at https://github.com/ChaosiumInc/QuestWorlds/blob/master/docs/QuestWorlds.pdf
    6 points
  34. Unicorn was one of the sons of Storm Bull who followed his family into Prax, fighting against Chaos, and romancing the daughters of Eiritha. Unicorn was the most like his father, for Unicorn was a lover and a fighter, who hated Chaos with a passion that his brothers lacked. But that passion prevented him from finding a partner. He found no one who shared his pure hatred, and so although he had many lovers, he was never joined with the marriage bond to any of them. And so the Unicorn is a half-beast, only males like their father, who romance Eiritha's other beasts to find love for a while, before returning to their lonely vigil. At least that's how Unicorn tells it. His brothers instead tell of their little, lazy brother, who always comes around to mooch off their families, drinking their koumiss, and eating their food. He's a great storyteller and romanticist, and so he's always got a bevy of young bulls and cows who want to go with him, to their parent's displeasure. After the contest, Unicorn and his sons were left alone, without protectors. He claimed he needed none, but his brother Waha knew better. He went among the tribes, seeking volunteers to guard a beast that produced nothing, and took everything. Among the tribes, there were those unsatisfied with Waha's plan for their life. They agreed to leave their homes and protect the Unicorns, in exchange for being able to choose their way of life. Waha agreed, knowing there was no way that Unicorn could be protected by people following his way, and introduced them to Unicorn as those who would follow his lonely battle against Chaos, while teaching them how to best trick Unicorn into following their instructions. And so the Unicorn Women found a way to live their lives. And the Unicorns found protectors, while still believing they were perfect. And Waha found a way to deal with those who would not be happy with his plan, and appear generous. And everyone was happy. -- A myth told by the Bison tribe.
    6 points
  35. no, they are interesting in the wrong way And also, Alkor was clearly green because the land was lush from slash-and-burn crops, because Shargath was originally the god of slash-and-burn agriculture who is now just a mortuary cult because that's deprecated tech uh, so where do unicorns come from? because, like, griffons don't have horns. don't say "lesbians mount their dildos on their horses to confuse stupid Praxians" because I'll mock you
    6 points
  36. "Another couple of titles I need to mention are Gaslight and Dreamlands for Call of Cthulhu 7th edition. Both of those settings are getting the full color treatment and should also be going into final manuscript form soon. Each of those would also feature a boxed Starter set as your entry point into those realms of the Mythos." Rick Meints on Grognardia http://grognardia.blogspot.com/2021/07/interview-rick-meints-part-ii.html?m=1 😍
    6 points
  37. Chaosium's art director Jaye Kovach talks with James Coquillat about the process of creating art for Greg Stafford's world of Glorantha, setting our RuneQuest RPG. Part of our Chaosium Interviews series on YouTube.
    6 points
  38. you guys suck at making dumb theories
    6 points
  39. Do I agree with David Scott's interpretation? Well, I have another viewpoint, just based on reading the texts. And I thank you for the motivation to study the sorcery chapter of the RQiG rules. This is what I read: RQiG occupations pp.63-73 are part of the six cultures outlined on pp.24-27 and 103-133 of RQiG. These are archetype jobs. In the limited geographic area that is so defined, there is no usual employment as "sorceror", any more than there is a job of 'rune magic user' or 'spirit magic user". There is employment as a "philosopher", or as a "scribe". "Philosopher' appears to be a little valued occupation, since its Ransom is 150L, less than a farmer's or a fisher's ransom. This implies to me that Diogenes is the model, rather than the Zzaburi. Just as another adventurer will start with Farming skill and never use it as an adventurer, so the philosopher will start with Orate skill - and will have occasion to use it as an adventurer. It's character background, I don't have any heartburn over it. As I read RQiG, it is implied that people from those six cultures will not have a career path that easily leads them to top level sorcery knowledge, nor full time employment doing sorcery. This implies to me that no starting character from the six cultures will know more sorcery than the Lankhor Mhy cult or the "philosopher" employment provides. (Lankhor Mhy scribes may learn sorcery, but the brief cult writeup in RQiG just says "the initiate is taught to master the Truth Rune and the technique of Command" and by default the GM is to determine the availability of further teaching and teachers in his or her campaign. The list of LM sorcery spells taught is short. The game mechanic for achieving mastery of other runes or techniques is explained as an INT+POW roll p.384. I myself would require some undefined schooling before making that roll, but there is nothing official to back me up; I am curious about what you think. We can't get anything from the LM writeup in Cult Compendium because that is an RQ2 book and sorcery only came in with RQ3. We all await the forthcoming gods book.). If you want your character to come from outside the six cultures defined in RQiG, such as Malkioni or Aeolians = people coming from Fronela or God Forgot; or from the Lunar schools of magic in Peloria, then [1] There are references for the Malkioni and Aeolians on how to get the masteries and the techniques before adulthood, essentially in character generation, pp.388-389 of RQiG; not so for the Lunars. Techniques and masteries are "not skills". I don't see any more references for learning the sorcery spells, which are skills, even though no spaces for them are provided on the character sheet. Nor do I see what the starting skill would be if the sorceror creates new spells. [2] All the additional canon you have to go on for those cultures is the Guide to Glorantha, which is an atlas and encyclopedia but not rules. [3] You are getting into area in which Chaosium has not yet published a culture book. Jonstown Compendium does include fan writeups of the West, but not being Chaosium material they may be superseded. In this situation neither your nor David Scott's interpretation can be 'right' or 'wrong". There are many unknowns about sorcery which would cause me not to allow starting characters as working sorcerors in my campaign because frankly I don't know how to GM it. I will continue to watch and see how how those unknowns are getting filled in. Thanks for the discussion.
    6 points
  40. It is ridiculously easy to use the Jonstown Compendium template to create reasonable-looking supplements. There is no reason why an author couldn't get other people to write articles or short sections and put them together to form a supplement. I had work from Tal Meta, Nikk Effingham and Leon Kirshtein for the temple of heads, for example. Austin Conrad asked me to write something for Treasures of Glorantha. So an ensemble of authors works.
    6 points
  41. A MESSAGE DELIVERED With Cornspot's shout of encouragement still ringing in his ears, Melo Yelo lowered the faceplate of his magic helmet. Twin beams of light shot forth from the eyes, illuminating deep into the tunnel. The baboon didn't understand the message Lord Belvani tasked him with delivering to Daystar, or what the Light Captain was doing consorting with the strange light priest. But Belvani put his trust in him: he was a Light Sun of the Sun Dome, after all, so Melo Yelo resolved to diligently carry out his mission. What the baboon tried to put out of his mind was what would happen to himself afterwards though? Belvani didn't say. But Melo Yelo trusted in Yelmalio. He knew his calling. It was deep, deep in mines that Melo Yelo found Daystar again. This time, in an open cavern full of pillars and bulbs and domes of salt. Everything was streaked and stained from the smoke of braziers and lamps burning the substance known locally as black gold, but the ceiling was illuminated by some sort of light spell, giving the whole space a sickly yellowish glow. This is where the wretched Dark detail had their camp. It was cold down here, and Melo Yelo could see them dotted about the space, huddled around their small stoves. There were errant Sun Domers, outcaste Praxians, downcast adventurer types, and by herself away from the others, a young woman in rags stacking human skulls into a small pyramid. She eyed him for a moment and then looked away with disinterest. The middle of the chamber there rose into a mound. Sitting cross-legged atop it on a beautiful silken rug was Daystar, the old man he and Belvani had met in the tunnels before. The priest was smoking a long-handled hookah pipe, sending gouts of yellowish smoke up to the faintly glowing roof of the chamber. Standing with crossed arms behind him, as motionless as a statue but for the gently swaying tip of its tail, was the monstrous dragonewt. By them, a pair of naked trollkin with ears cropped and noses slit operated the winch of a crudely built-well. A bucket of water came up, and Daystar gestured towards one of the braziers. Someone detached themselves from the group and approached the priest. Melo Yelo thought he looked like one of those jeering Storm Bullies from the Bison Tribe who'd teased and tormented him in times past. But when he got to the mound he bowed low and then prostrated fully, literally propelling himself the last part of the way on his belly. After liberally kissing Daystar's feet he was allowed to fill up a large waterskin and return to his group. The trollkin released the rope again and the bucket clattered down the shaft until there was a distant splash. They began the process of slowly winding the rope up again. The baboon came to the mound. He was uncertain if he was supposed to get on his knees - was this how you approached a Light Priest? He did not have to find an answer because when Daystar noticed him he threw down his pipe and sprung up, almost running down the slope to him. "And so what does your master say?" Daystar asked eagerly, with a hungry gleam in his eye. Melo Yelo hesitated. He wanted to say the word right. He'd gone over and over it in his head, ever since Belvani quickly told him, seated on the wyrm's back. "Well? Well?," urged the priest. "Ourobor," said Melo Yelo hesitantly. Yes, that was the word, Ourobor. He said it again: "Ourobor -" "- Oossssssssssssssssssssssssssssssssssssssssssssssssss," hissed the Dragonewt from top of the mound. Daystar smiled, revealing yellowing mottled teeth. He licked his lips. The baboon noticed that the end of his tongue was split.
    6 points
  42. I am currently updating the miniatures section of the Meints Index to Glorantha (MIG). One of my current woes is that I am neither a good photographer, and most of my minis are unpainted. Thus, I am reaching out to all my fellow miniatures painters/collectors for your assistance. What I am looking for: High quality photos of licensed RQ/HQ/Gloranthan miniatures from the following companies: Archive, Citadel/Trollkin Forge, DragonClaw/Tabletop, Infinity Engine, Lance & Laser, Mad Knight, Martian Metals, Mongoose/Rebel, Ral Partha, and Rapier (UK). I would prefer pictures of individual painted miniatures, or perhaps 2-3 minis next to each other in a row. I would greatly prefer that the background is simple, clear, or white. I can clean up the background to remove shadows and some grey, but it's hard to remove a lot more than that quickly. I've included a few sample draft pages from the new edition of the MIG, giving you an idea of what I am aiming at. Depending on what pictures I end up getting from all of you, these pages might get updated with cooler and better pictures. I might show an unpainted mini and one of you might send me a cooler painted version of it that I will happily use instead. What I am not looking for: Please do not point me to (or send me) images you found on the internet. I would need permission from the creators to use them in my book. They also may look very good on a computer screen but they look fuzzy when printed out at high resolution. Please trust me when I say that a 72 DPI JPG picture that is 75K in size will not print out well. Also, I don't need any miniatures that were not licensed for RQ/HQ/Glorantha.
    6 points
  43. DOME ABOVE, BROTHER Melo Yelo was unchained, and with a mild kick from an overseer, scampered expectantly over the golden Light Son perched on the back of the wyrm. Had the Sun Folk realised their mistake? Was he now to be forgiven? They spoke for a short while, and then Lord Belvani pointed back at the coffle of prisoners. With a look of resignation, the baboon slunk back to the line. "I'm in great haste", Belvani told the guards. "This prisoner has been singled out for Dark detail punishment but is under my protection – see to it he is delivered to the mines the moment you arrive at Pent Ridge. Believe me, there are geases you can't even imagine if you fail me in this". With that the great wyrm rose into the air and headed back towards the setting sun. When Melo Yelo returned to the chain-gang Cornspot next to him whistled, drawing in breath. "Dark detail means once you go in, you never come out, not until your time is done... If you live that long." Looking side-to-side, he pulled out something hidden in his beard and passed it surreptitiously to Melo Yelo. It was a small package, wrapped in leaves. "Daystar rules inside the tunnels, I've heard nothing goes on without his say-so. Give him this choice dummy as an offering and maybe you'll get on his good side. No take it, I insist," Cornspot said. "I know what you did for us all at Angle Fort even if those Goldbirds at the Sun Dome don't seem to appreciate it." The rest of the way Melo Yelo heard more about this Daystar. Cornspot said years ago, back when he was a kid, Daystar was a high-up in the temple hierarchy, official custodian of the Old Sun Dome, a light priest. "Great buddies with the old count too – everyone sure loved the dummy back then, though folks won't talk about that these days. Anyway, when the new count came in Daystar was on the outs, and got sent here. Things were pretty wild in the Summer of Love, but he apparently got up to some real hinky stuff. Who knows why Solanthos didn't just poke out his eyes and stick him in a tower?" Such fear the overseers had for Lord Belvani's wrath that Melo Yelo was not even given a chance to take a drink when they arrived at Pent Ridge, shortly after sundown. "Dome Above, Brother!", called out Cornspot, giving a hopeful sign of encouragement as the baboon was deposited at the yawning mouth of the mine and roughly prodded in with the butt of a spear. But this was the first time a Sun Domer had called him "brother", and although very frightened, Melo Yelo was also as happy as he'd ever been.
    6 points
  44. I like the idea of cultists sometimes not realising they’ve switched allegiance, so Orlanthi degenerating into Gargarth, particularly brutal Storm Bulls degenerating into Uraini. Kind of one spirit of reprisal too many, then something else slides into the spiritual vacuum and the lost soul feels relief they have a new understanding with their god, who is no longer being so harsh on their transgressions. This could lead to all sorts of craziness, like Uraini who still think they worship Storm Bull, operating under the delusion their insane murderous impulses are because they “sensed chaos”. Or Gargarthi murdering kin because they believe the kin are all traitors to Orlanth, they’re hunting traitors. Adds a glorious tinge of additional insanity to people who are by most definitions already insane. Even more fun, their sincere delusion might convince PCs to help them, all the while their murderous paranoia about strangers is a ticking bomb which could erupt any moment. The Gargarthi could even say issue a lightbringer summons to the PCs - because the Gargarthi still thinks he is an Orlanthi. How long does it take for the PCs to figure out something is terribly wrong?
    6 points
  45. I do not subscribe to "only Bronze Age terms will do." But I intensely dislike "cottar, carl, godi, thralls" and the rest of the semi-Scandinavian terminology that got used. I find them incredibly drab - and result in people thinking they are playing yet another setting based on the Norse (e.g., Skyrim, Valheim, Banner Saga, Vikings, et al). Greg and I talked about this quite a bit while working on the Guide - in the late 1980s, Norse terminology was largely unknown in the broader American geek population. You might get a few elements of it from Tolkien or some snippets of dialogue from a Walt Simonson Thor comic. And so back then it didn't connect with something that many people had seen or experienced - so it hinted at something, but wasn't particularly restrictive. That's not the case anymore. The Sartarites have paved roads, libraries, caravans, caravanserai, a large city with stone residences carved out of the cliff side, reside on the edge of a arid plain filled with allied nomads - these are things we want to emphasize. They have far more in common with Hellenistic Bactria or Bronze Age Greece than they do with medieval Norseman (although they are not either). Using pseudo-Germanic terms just confuses things. Free are next, the free class of farmers and guild members. They have a life-price of 500 Lunars. Free people have the widest range of legal rights and responsibilities. This rank is sometimes called a “Cattle man.” To qualify, a household must have a whole ox‑team and a plow, and they receive as much land as they can plow in two seasons: about 80-120 acres total and called a “hide” of land. Free people are also expected to own a minimal set of military equipment, and use it to defend the community whenever the chief says to. Tenants, also called “Sheep men,” are the next class and are considered “semi-free”. They have a life-price of 200 to 250 Lunars. These are the people who work land assigned to others, apprentice crafters, and/or make much of their livelihood from sheep herds and garden plots.
    6 points
  46. ## THEORYCRAFTING ## Was the original Hill of Gold incident Yelm on his throne, facing Orlanth, ambushed by the dark/moon Bat goddess? I'm fascinated by this mytheme, it appears a lot in Solar mythology Side note: in my head, this is the moment the Red Bat was born. Only Chaos could start time moving and break stasis; by changing the rules, the moon Bat goddess enabled Orlanth to win.
    6 points
  47. So, the first thing I worked up was the Tarkali clan. I have to find my notes on it, but the highest rating for the clan was Magic. That suited me fine -- I wanted to introduce my players to the idea of high-magic mythic level gaming, and having some clan treasures would work well that way. I also thought that would make the Lhankor Mhy shrine more interesting. Lhankor Mhy's only real presence in the boonies of Sartar is in the Lawspeaker/Lawthane role, and most Orlanthi would follow one of the Orlanth Lawgiver aspects, like Andrin. With a shrine on the tula, I thought it would give me an excuse to add in a scribe or two. Maybe the shrine had a few items in it that came from Elder ruins on the clan's lands, and occasionally a sage would come through to look at them. I also thought it would work well if somebody wanted to play an Alchemist. I could give the shrine a grimoire, one of the Torvald Fragments, that dealt with some of the old RuneQuest alchemy stuff -- maybe a formula for Blade Venom and another one for Magic Point Restoration. The Blade Venom would be easy to adjudicate (probably as an augment for the first round or so of the next fight, then it would have wiped off the blade) but the Magic Point Restoring potion would be trickier. I thought it could work like one of the Humakti geases, the one that regenerates Advantage Points during a Combat contest, except this one would work that way during a Magic contest. The Argan Argar shrine was a little trickier. While the first group I had planned this campaign for were well-versed in Glorantha and loved trolls, the second one would have been Glorantha newbies. I thought Argan Argar troll encounters would be a good way to ease them into Uz Weirdness, but I wasn't happy about the name. Orlanthi follow Orlanthi gods. They don't call Orlanth Aeol, or call Humakt Humath, they call the gods by their customary Orlanthi names in their native tongue. Argan Argar is the Uz name for the god, but what was the Orlanthi one? In King of Sartar, I found a reference to Orlanth's Evil Uncles who try to kill the young gods. One is Dojor the Black and another is Vestkarthen of the Deep. A different thread had clued me in to the fact that Vestkarthen was the Orlanthi name used for the Orlanthi parts of the Lodril myth. And Lodril had had a big scrum with Argan Argar that he lost. Could Dojor the Black be AA's Orlanthi name? A post to the message boards (circa 2001) confirmed that this was the case. So I had a name. But what about powers. A short time later, Unspoken Word #3 came out, and it had an Argan Argar cult in it. Some of the interpretations in that book are a little weird, and it's for Hero Wars, but the AA material was later revised and reprinted in the HeroQuest: Roleplaying in Glorantha book, so it turned out to be okay. Of course, at the time I didn't know that would be the case, but I liked the writeup for the most part. He has three affinities in that interpretation: Exchange with Others, Son of Night, and Ruler of Komor. That last one is obviously from the Only Old One, and I wasn't sure it was super-appropriate for Dojor the Black. UW#3 had another subcult, but it was a "Spearkin" subcult for trollkin. But I thought a "Dojor the Spearman" subcult would be more useful for the Tarkali. The myth has Argan Argar defeating Lodril and chaining him, and taking his spear; the Spearman affinity could then give Bond Unit ritual, Gut-Stab, Hurled Spear, Lava Spear, Stand Together. That would be something useful to the clan. But I also wanted a Simon Bray style image for the cult, if it was going to be that important, so I made one myself.
    6 points
  48. Some momentary thoughts on Tatius, the Assiday, and just what the hell was up with that garishly oversized Reaching Moon Temple... -The location of the Sartar Temple of the Reaching Moon was chosen very specifically for geomantic purposes. -The Brown Dragon is associated with the powers of Storm and with Orlanth. -The explicit purpose of the Temple of the Reaching Moon was to pacify Sartar and environs. -The Temples of the Reaching Moon anchor the Glowline- you could perhaps analogize them to a spike or tent peg, embedded deep in the Earth and providing a place for Yara Aranis to spin her webs. -The Sartar Temple of the Reaching Moon was of unusual size and involved unusual amounts of effort. -And of course, good old Tatius the Bright does have a fondness for the Sunspear, of a bolt from Heaven impaling* and incinerating the impure foe. We can perhaps draw analogies to the long-standing efforts by Pelorians to get those rambunctious rivers/dragons to stay in their banks and not flood, except that of course, trying to nail water to anything is obviously futile. And although it seems a bit of a stretch, the center of the Reaching Moon Temple was at the head of the Brown Dragon. Though the jaws opened up to swallow the place, it's not all that far from the jaws to the cranium, and from the cranium to the anterior lobes of the prefrontal cortex. But surely no one would be, ah, so blinded by the light as to think that psychosurgery of such a crude and literal form would be a practical way of handling your god problem? *I suppose there may well be some psychoanalytical fruit here, or else an extended riff on the second act of the 1970s The Wicker Man...
    6 points
  49. As an aside, there are plenty of late Third Age commentators that the Celestial Deities have been dimmed or otherwise submitted to the Crimson Light of the Red Moon. Although I present the Sky Deities and the Lunar Deities as different pantheons, I very easily could have presented them as ONE celestial pantheon, now headed by the Red Goddess. Like how Marduk supplanted Enlil and became the head of the pantheon.
    6 points
  50. Invictus Challenged The wonderful harvest proved to be everything predicted, but Sun Dome relations with their Lunar overlords grew ever worse as the year progressed. Halcyon var Enkorth’s own natural rapacity clashed with his superiors’ insistence that the province now pay for itself. The new governor taxed Pavis County relentlessly and the Grantlands were simply bled without mercy. But by the terms of the Armistice of Prax, Sun County was exempt from direct Imperial taxation. Yet it seemed every time Count Invictus went to Pavis for ‘consultations’ even more concessions were offered up to the Lunars by Sun County. On one such visit the Count sent word to the Sun Dome that rather than traverse their lands by boat, Lunar troops would now be permitted to march through at will and even to bivouac in the Lands of the Sun! This proved to be too much for the Light Son Bakchos, Captain of the Sun Dome Temple's elite Golden Guard*. "What next?", he called out, "Will decent Sun Folk be forced to billet dissolute Lunar soldiers in their own homes?" Lord Bakchos said Yelmalio compelled him to speak only Truth. As he saw it, the truth was all the calamities and indignities now assailing the Sun Folk began with Invictus's failure at Harpoon. Surely the heavens were calling out for a better Count than he? Shouting for justness, Bakchos set off for Pavis to have it out with Count Invictus. The duel was fought in the forecourt of the Yelmalio temple in Suntown, with the Lunar governor and Marusa intently watching. Despite Invictus’ infirm condition and seeming unfitness to fight, his challenger was surprisingly defeated in mere seconds. As Bakchos was carried away, Laertes Coatilon deferentially presented the Count with a dossier. It detailed a litany of discreditable conduct by members of the Golden Guard and its captain, stretching back some years. This, the Light Guide confided, had been helpfully provided by Gimgim the Grim. Though he knew in his heart he too was a base fornicator, there on the spot Invictus summarily pronounced Lord Bakchos guilty of “outrageous conduct” and “gross moral turpitude”. Bakchos was promptly degraded, mutilated and banished to Pent Ridge, along with the few Templars who unwisely followed him to Pavis. Invictus then guiltily slunk back to Marusa. On his return to the Sun Dome Temple, the Count withdrew to the inner sanctum and the comforting radiance of the Goldenblood Light. *The Golden Guard are the elite First Square of the Sun Dome Templars, described in Tales of the Reaching Moon #20. While they regularly serve as an honour guard for the Count, their true role is to protect the Sun Dome Temple itself. On cult holy days the Golden Guard literally turn their backs on the ceremonies to face whatever foes might wish to do harm to the People of the Sun. Their symbol is a toothed sun-rune, typically mounted on lapis lazuli; the jutting projections around its edge signifying each individual brother, uniting in an outward-facing circle together to protect the centre at their backs. The blue of the lapis is evocative of the cold of night, when their vigilance is most needed. (See shield on accompanying pic). During the drama of the Great Winter they were doing their job, resolutely standing guard at Sun Dome Temple, which is why they haven't come into the account until now.
    6 points
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