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  1. 12 points
    In our last Glorantha Campaign, the River Voices investigated the Gorp Spring on the Zola Fel. They worked out that the Gorps were coming from deep underground and wanted to find out where. One of the PCs had a magical eye that could see through things, so she used that, with some other magic, and scored a critical roll, so she saw the Eye of Wakboth glaring at her and weeping, the tears becoming Gorp and rising through the cracks in the ground. She managed to roll a stupidly low POW roll and didn't go insane, receiving a Heroic Power of See Into the Void as a reward. They didn't like the idea of Gorp squeezing through gaps in the rocks and stones, as they reasoned that the Gorp as Gorp are acidic and would make the gaps wider and wider until the Eye of Wakboth could be revealed to the world, something they weren't too keen on. So, they decided to travel down to it. They had a Lead Barge that could magically travel through even the tiniest places, as long as it was floating on water, so they used their River Voices powers to raise a flood and send it through the cracks. There followed a terrifying descent through the cracks in the earth to Wakboth's Pool, where the Eye floated in a pool of its own tears. I can't remember how they defeated Wakboth's Eye, but they managed to blind it and return to the surface. Of course, this was a HeroQuest.
  2. 11 points
    Comparing the output for any roleplaying game against the output for D&D is always going to come out the same way. D&D in all its editions has wildly outsold all its competitors. It's pretty much had an 80-90% market share for all or most of its lifetime. TSR became a very large company compared to any other RPG company. By larger, I mean larger by a factor of 10. A few things on product output: Chaosium produced 23 RQ products between 1978 and 1983, of which 21 were Gloranthan. (The wargames WB&RM and Nomad Gods not included) Avalon Hill produced 29 RQ products between 1984 and 1995, of which 23 were Gloranthan (6 of the RQ products were mostly reprinted/updated material) Mongoose produced 63 RQ products between 2006 and 2011, of which about 30 were Gloranthan. (I excluded French language titles) The Design Mechanism published a lot of great RQ material, did not publish any Gloranthan material for RuneQuest Since 2016 Chaosium has resumed publishing RQ and has published 6 RQ products for Glorantha. (I include the Sea Cave and the Glorantha Sourcebook) You can slice and dice and categorize those products slightly differently, but that's what was produced. Of course, the NUMBER of products is less telling than the page count produced. I have that tallied somewhere, but that seems a bit overkill for this conversation. In the end, we are trying to produce quality Gloranthan material for RQ on a regular basis, with the goal of getting to at least 6 RQ products per year. I believe 2020 will see a number of great RQ products come out.
  3. 10 points
    We're making the RuneQuest Glorantha Bestiary 'Pay-What-You-Want' on DriveThruRPG for the next seven days (regular price is USD$19.99). If you download it, instead of paying us, we encourage you to make a donation to the Australian fire-fighting and recovery effort. We at Chaosium think Gloranthan beasts are special; however Australian animals are unique and precious - and real. But it is estimated up to half a billion of them have perished so far in the devasting wildfires still raging across the continent. That number is expected to rise dramatically, as vast swathes of habitat have been consumed by flame. Some places where you can donate: WIRES is a wildlife rescue nonprofit rescuing and caring for thousands of sick, injured and orphaned Australian native animals. World Wildlife Fund Australia is directing its efforts towards koala conservation. Thousands have perished so far. The Port Macquarie Koala Hospital is raising funds to distribute automatic drinking stations in the burnt areas to help in koala and wildlife survival, and sharing the funds with other wildlife organisations in the fire affected regions. Other places to support: Australian Red Cross, New South Wales Rural Fire Service, Country Fire Authority Victoria.
  4. 9 points
    I'm very late to this party--been offline for a couple of days--and I really love this whole thread. It seems to me that there are a couple of inter-related issues going on with Glorantha in terms of gender. 1) A majority of those who have played in Glorantha are male because the gaming community skews male (although I think that imbalance is slowly evening out). Male gamers have tended to focus on violent conflict as the interesting story to tell. So the published scenarios have often focused on violent conflict as the obvious solution. Ernalda's 'Other Way' to resolve problems has often been an after-thought in scenarios, where it was considered at all. The number of published quests that are essentially non-violent is much lower than the number of quests that culminate in some sort of violence. For example, the three major non-violent cults of the Storm Tribe (Lhankor Mhy, Chalana Arroy, and Issaries) have one published quest each, whereas the violent cults have at least 7 that I can think of off the top of my head--Orlanth has at least 4 (more than all the earth cults combined). 2) Fantasy literature (particularly male-centric stories) have compounded this tendency (although again, this has improved as fantasy has matured as a genre). When the average gamer thinks of fantasy stories, they probably picture orc-killing and the like. Women are usually positioned as healers and earth priestesses who need rescuing more than they rescue everyone else. Women are situated as 'home', which men leave and return to, defend, and procreate with, and the assumption that what women do at home when men aren't around is the boring stuff like cooking. So we have a lot of models for how to make male-centric activity (violence, mostly) interesting and few models for how to make women-centric activity interesting. RQ's elaborate rules focus on combat and hand-waving focus on things like cooking (the former is a long, drawn-out process with many steps, whereas the latter is a single roll) nudges us in this direction much more than HQ's system, which resolves all forms of challenging activity the same way (a Cooking challenge could as easily be an Extended Contest as a fight with a band of Broo might be). 3) The majority of people who created Glorantha (in terms of published material) have been men, and consequently their notion of what a truly gender-egalitarian society/religion looks like has been filtered through male assumptions about such things. That's not meant as a slight to Greg or MOB or Jeff Richards or anyone else--just as an observation. For example, Sartar becomes King of Dragon Pass by pleasing the FHQ and 'marrying the earth'. This nominally situates the feminine principle as superior--the Earth Queen chooses her king. But it's still the male Sartar who's doing all the cool stuff and the FHQ is just choosing from a slate of potential candidates, not going out and making herself the ruler of the Kingdom of Sartar. The whole ruling line of Sartar is men. Kallyr is an impressive female candidate for Prince of Sartar (apparently the first one), but her story is ultimately one of valiant failure, followed by the male Argrath succeeding. A truly gender-egalitarian society would have produced at least one Princess of Sartar in 150+ years. The 'active' earth goddesses--the ones who go out and get things done instead of finding men to do it for them--are both depicted as semi-monstrous figures. The Babeester Gor write-up in Sartar Companion positions her worshippers as nearly psychotic anger-ridden ball-busters (the classic trope of the Angry Woman in fantasy literature) and both she and Maran Gor engage in cannibalism (IIRC, MGs cannibalize their own children, another classic misogynist trope). It was left to Jane Wiliams to find a way to present a female warrior goddess who was actually a fully-playable and non-stereotypical idea of what a warrior woman might be. (Again, this isn't meant as a slam to any of the men who mapped out Glorantha. It's more a testament to the difficulties men have in viewing the world the way women view it.) 4) The decision to frame Sartarite women's religion as 'secrets' is problematic--it's discouraged the publication of myths/quest from the women's PoV. For example, the Making of the Storm Tribe myth is written so that it's clear that Ernalda was doing things behind the scenes, but we've never gotten a myth about how Ernalda Forms the Storm Tribe (although it seems that we've gotten a few peaks at it in Six Ages). If women are 50% of the population, their myths and quests aren't 'secrets'--they're just gender-specific knowledge, like how to weave. None of this is to say that we need to tear Glorantha down to the studs and make it gender-blind. One of the things I love about it is how deeply gendered the universe, because it's such a breath of fresh air from the Generic Fantasy Europe that most other fantasy RPGs are descended from. I love that instead of saying 'women can act like men', it's trying to create a game world in which men and women generally act differently. You can see a lot of this in the scenario that gave us the Humakt, Raven, and Wolf myth (off the top of my head, I'm forgetting the name of the scenario and don't want to bother to look it up). The magic spindle that the women need to perform a key clan ritual has been stolen. The solution is to do a violence-focused quest to get the ability to locate and kill the baddies that took it. If all goes well, the spindle is returned to the women, who then walk off-stage to perform the clan ritual that is supposedly the most important thing in the scenario. So the Spindle and the Mahomravrand ritual are actually MacGuffins--the thing the characters care about that the audience doesn't care about--and the quest and violence, which are nominally just the agents through which the ritual is saved, are actually the interesting bit of the scenario. There is no option for the women questing to get a new spindle. There is no option for Babeester Gor to go and get it violently (using her ability to track those who have offended the earth). There's no sequence in which the women actually perform the ritual, perhaps struggling to bring the clan back into full harmony. My point here isn't to beat up the author of that scenario for not writing a different one--it's a good scenario and I've run it three times. My point is that the way we conceptualize a lot of what happens in scenarios (therefore shaping our sense of what happens in Glorantha) generally defaults to male-centric patterns. If we want a more gender-balanced Sartar (and a Sartar that is therefore a bit more friendly to female players in general), we have to swim upstream against strong currents.
  5. 8 points
    Beginning around 1992, Greg's focus was really on the First Age, not the Third Age. So he was interested in the Orlanthi under the First and Second Councils, the early Dara Happans and Pelorians, etc. He also played around with how many polytheistic religions give a separate name for each local cult of the god, hence the explosion of subcults. Interesting stuff, but it ultimately masked more than it revealed and also resulted in us missing the forest for the trees. Also Greg wasn't gaming much in Glorantha, which was a big problem (Glorantha for Greg was fundamentally a setting for games and not for academic discussion of mythology). I think we realised it hit rock bottom with the Lunar cults book and started to pull back from that with Sartar: Kingdom of Heroes. But we quickly realised we should have pulled back more - and thus HQG really moved away from that. We both concluded RQ2 - Cults of Prax - had struck a magical balance between how religions operate for practitioners and how to use mythology and cult in a gaming setting. Elmal was a big flashpoint on this, although Greg was always quick to point out that he never wrote up an Elmal cult and he assumed in the Hero Wars it was Yelmalio, not Elmal who was engaged. Elmal was discovered in order to understand who the Orlanthi understood as the main solar deity BEFORE they encountered the solar worshipers of Peloria. By the late First Age, Elmal the Sun had already given way to Yelm the Sun, and Elmal was left with his Lightfore horse. The Orlanthi Elmal syncretised with the Elf Yelmalio cult, Kargzant and Antirius - plus the revelations of the Broken Council to form what later became Yelmalio. By the end of the First Age, that had already pretty much played out. But in order to get to the Broken Council, Greg first needed to understand what was there before. How these cultures looked at their deities early after the Dawn, before the great communication between Dara Happa and the Orlanthi, before the Orlanthi picked up bits from the trolls, the elves, the dwarfs, and the dragonewts. RQG is not set in the First Age. It is set more than 1200 years later. These cults changed with Time even if the gods did not. Harmast changed how people understood the Lightbringers, Alakoring changed how Orlanth was viewed among the gods, just as he changed how kings are viewed among priests. The God Learners revealed commonalities previously unknown and all educated people adopted the interpretatio god learner to some extent. And RQG reflects how things are in 1625, not in 1350, and definitely not in 350. It presents information so you and your players can game in the Gloranthan setting with vibrant cults.
  6. 6 points
    A very common theme for me with the Hero Wars are that <your culture> just isn't ready! Prophecies are spoken, one sided battles with the Lunars are hilariously lost, chaos rears its ugly head and the community that the players live in suffers significant losses. The players wind up being the ones asked to go out and rediscover, uncover, explore, or steal new sources of potency for themselves, and also the clan. This is a theme that the underlying plot sort of rests on. To make it work: 1) The players need to have established for them what the "standard" power levels are. Duels with farmers, fights with trollkin, cattle raids are the order of the day. Relatively safe conflict that shows the player(s) where they stand in the world. Also a chance to introduce the current clan top guns, as well the <useful person/item>. To keep the power levels stable, I strictly enforce starting player rolls ups to as the rules state. 2) Something bad happens that the players may or may not be present for, but a major battle that is lost, like Dangerford, really rubs it in their faces just how unprepared they are for conflict of this type and/or scale. The clan top gun(s) go down in flames, and the <useful person/item> is lost. Nothing like losing your Humakt Rune lord in battle, only to then have to turn over your clan Chalana Arroy priestess as part of the terms of surrender. 3) So the fairly green (but probably at least a little prepared up by the clan) PC's get unleashed on the world outside of their tribal norms and have to take serous risks and have adventures. It is in these "out of the usual" adventures that introduce items, abilities, allies, and opportunities to be gained. If the PC's get enough of these, their characters can progress in power rather quickly. This is where the stored power, extra spirits, bonuses Rune points, matrix'd weapons, stat enhancing maguffins (Royal Jelly anyone?) come from. What they get can be anything, but normally I focus on strict "within the rules" benefits to start. Usually opportunities to "fix" character problems will come up, sometimes without me doing anything in particular. Really I just make sure that that it is a "rich" world, if they can overcome the challenges. 4) Extraordinary powers would be the ability to break game rules. These normally come when the players are ready to step into the role of the new clan War Chief, have rescued the never-returned Chalanna Arroy High Priestess, and are possibly ready to take another go at the problem that defeated their whole clan. From this point on, they may start to become movers and shakers of the world of Glorantha, locally at first, but maybe more generally as their influence and reach expands. When they get "stuck" on a major problem here, it is likely a heroquest of some type to come up with an answer. I've only had two campaigns really go this distance, and the amount of playing to get there was considerable (3 to 5 year campaigns) but they were a ton of fun. If the players start off powerful, I don't think that the world looks quite the same to them. The initial, almost innocent adventures stealing cows, or negotiating a better price with a malicious stable boy set the world up, establish the daily life and rhythms, and tremendously benefit the richness of the campaign as the players gradually realize that their little bubble is in big trouble, and they have to exceed it, in order to save it. And that may also have role playing consequences........ So in short, I would not skip the "weak PC" phase. Just make sure that after a tone setting period (I like 4-5 sessions but favor more and more the longer I do this) there are opportunities to correct or improve the characters. The more extraordinary the adventure, the better the opportunity to improve the character. And the players should be active with the process too. A player hating his INT score should be nagging his Lhankhor Mhy priests about a solution. When they finally get fed up and relate the tale of "John the Sage" who went to <some mountain> and came back a superior scholar, that player should then have his bags packed and be halfway out the door. And it need not be what he expects, or thinks he needs, but it will be something. In short, heroes are made, not born. That's my 2 cents as a GM, anyway.
  7. 6 points
    This is from Greg's Son of Sartar #3 contribution to Wild Hunt #46 in 1979 "RUNEQUEST doesn't have a magical system for mages, just a very well developed clerical system." (Warren James) METHODS OF WIZARDRY There are three general methods of Sorcery. To make it fit within a conception of the previously presented theistic form of Gloranthan worship it is useful to envision the individual human being as the deity which is worshipped or invoked to perform. This fits in perfectly well with Gloranthan mythology and cosmology wherein people are all descendants of Grandfather Mortal who was created with bit of all of the deities in the cosmos, therefore being a microcosm of the universe himself. The three methods are: 1. GENERAL SORCERY – In this manner a wizard may attempt to cast a spell using his own innate skills at that particular magic. This is a Knowledge Skill which must be learned for at least 25% before it can be used alone. 2. CEREMONIAL MAGIC – In this a magician is able to reproduce a magical act by use of sympathetic magic and other skills. It requires props and time. Ceremonial Magic can be used to cast a spell or to bolster one cast by Sorcery. It is a Knowledge Skill. 3. DEMONOLOGY – This is summoning a spirit or demon or god and engaging it in spirit combat to force it to teach magic to the individual. This is essentially a way of learning magic without books or reading rolls.
  8. 5 points
    One of the players in my Monday Night Group (Adam!) wrote it!
  9. 5 points
    It might be, but if you roll under it, you are compelled to give the Chaotic creature a stern look, pointing your finger at it, and then walking backwards slowly to safety
  10. 5 points
  11. 5 points
    Dear God, I hope you meant Polyandry. My mind is teaming with images I can't dispell😭😧
  12. 4 points
    Chaosium has a number of RQ projects in the works, including books on the West, the East, and Trolls to name but a few. We tend not to talk about forthcoming books much until we have a complete first draft of the book submitted. We don't want to set false expectations for when things will be published. We also prefer to not have continual/regular questions like "when will X book be done". If we knew, we would announce it, as opposed to just having to give vague answers. As has been stated in this thread, Chaosium is reliant on the desires of our work for hire author pool and the projects they want to work on. Most of the authors have only agreed to take on projects because we did not demand a firm deadline for manuscript delivery. The only in-house authors we have are Jeff and Jason. Jeff (as an author) is mostly working on Gods of Glorantha, and Jason wears many hats besides "author". We want to communicate, and we love announcing new books as and when we can. Usually, the hardest question to answer for any specific book is "when?". When don't enjoy that, but we just don't know when a book will be ready until the book has gone to layout.
  13. 4 points
    It might be easier to just define a ”cultural packet” consisting of Speak Local Languages, Local Customs and Local Area Lore, that is always available for occupational experience.
  14. 4 points
    Yes, David Millians is heading up the Kralorela project. We have not had a final draft submitted yet, so no ETA on when it will be published, although probably not in 2020. Last I saw it was 150,000 words, or about 200 pages in MS Word.
  15. 4 points
    A (slightly belated) update on the fate of the Uhrwerk Verlag: The insolvency has been overcome, the company still exists, and has managed to fulfill or pass on most of its past obligations, and is tackling new projects. When and whether RuneQuest Glorantha in German may re-surface is yet unknown, though.
  16. 4 points
    It was a couple of decades before I finally realised that the title was, in fact, Moon-son and not Monsoon. That said, I always found the title "Inspiration of Monsoon" beautifully poetic, if weirdly inappropriate to a northern, largely landlocked empire. !i!
  17. 4 points
    It always annoys me when an image of an Orlanthi man wearing woad shows him wearing a loincloth. Come on! The bad-assery of going into battle naked is going into battle NAKED! Of course, as a wannabe artist, I have to say that the men's wedding tackle is a pain to draw sometimes.
  18. 3 points
    What we know of Godtime is what we or others have experienced - those moments the separate worlds unite together. I saw the Battle of Stormfall, and watched Vingkot take a terrible wound. But in another quest, I saw Vingkot immolate himself atop his fiery pyre, surrounded by gods who died at that battle. I am mortal, I do not exist in the Godtime. I piece it together as well as I can but even that is subject to mortal limitations. I know it is there - I've seen it, experienced it, tasted it - and I know it is endless and eternal, always there, always recurring. But it is divine, not mortal.
  19. 3 points
    They also hop about if given shore leave. This is a perfectly reasonable question so I am going to go out on a limb and offer you an interesting hypothetical answer... Suppose for a moment that you are an Earth priestess with access to a spell that allows you to resurrect the dead, but you are lazy and haven't done your research, or perhaps you are in a perverse mood and want to experiment. Now rather than going to the fresh bodies of those folk who want resurrection, you instead choose the body of someone who has been dead for hundreds of years. The spirit of the person who once inhabited the body has long since been reincarnated, perhaps multiple times, and so there is no original spirit to take possession. Instead, the earth and fertility magics would summon the spirit of an obedient gnome to inhabit the body. The body itself is a creaky and decrepit mummy that is hard for the gnome to move, but it contains enough earth for it to be possible, and so we get a slow moving earth zombie. With Zorak Zorani, they are inevitably restless in death as they died violently without overcoming their foes. By nature they want to be revenants. Now Zorak Zoran cannot offer them true life, but he can help the spirits of his dead take up the fight, aided by their bloodlust and hatred as the motivating factor. These zombies are created by disorder rune power. Rinse and repeat for Vivamort, Gark, and the Kralorelans. Some zombies are chaotic, because it is chaos that motivates them. As far as Humakti are concerned, it is more than mere man-rune-shape that makes a person; it is the living functions of the body and mind. Now, when a Chalana Arroy restores the dead to life, they do it within a week, so that the spirit is able to retain memories of their former life, as well as having life function restored to the body. Even this makes Humakti uncomfortable, as death is the severing of the spirit from the body and ne'er the twain should meet again, save as an affront to the power of death. I might also argue that at some level all zombies have some undeath rune in them as a byproduct of their reanimation, but then humans also have undeath in their bodies in their hair, nails and teeth, which are simultaneously alive and dead. Anyhow, how do you rationalize this?
  20. 3 points
    I wouldn't say so, that is one of the functions of Detect Magic and Identity Spell. Though you may suspect the item is enchanted not all enchanted objects are obvious.
  21. 3 points
    Actually, this is a really good model for any sort of "lifestyle" skills; like, if there are any wholly-shipbound cultures in Glorantha(?), where kids are born on board, grow up, live their lives, and die... coming ashore only to harvest trees to build new ships or repair old ones. Etc... It looks to me like it's an error to consider this "a special experience rule for Riding" -- it should be a default rule for skills that are raised-from-birth / day-in-day-out skills.
  22. 3 points
    Now you've got me imagining some kind of sacred elephants with fire altars on their backs or spewing fire from their trunk. Why not. Go wild. Some special temple-mount of an effigy of Solf or Somash or something.
  23. 3 points
    This afternoon I run Paper Chase from the Starter Set for my son, who is 16... His ex-alcoholic policeman messed up quite a bit but did not die (dying in Paper Chase is hard). We had a heap of fun. I am a long time CoC player but it was a long time I had not run CoC and my very first running CoC7, having played only the CoC7 solos. I love my old CoC books and my resistance tables , but I must say that the 7e rules run smoothly in play and add to the fun.
  24. 3 points
    Well, that hit the inevitable end-point right away. Bringing it to more realistic ground, a person walking the streets armed to the teeth is going to be avoided by just about everyone, including people they want to interact with. No one trusts someone who's clearly prepared for armed conflict unless they understand the circumstances and context in advance of the encounter. Add personal biases and cultural bigotries to the situation, and that understanding gets murkier and harder to arrive at. Even in municipalities with "open carry" ordinances, most people give wide berth to those who are clearly trying to make a statement by being overtly or exaggeratedly armed. Those who don't are typically fellow travelers or looking to create a confrontation (which, quelle surprise, is exactly what the armed individual was intending to provoke). If the question is really about what would happen in a game situation, assume that the local citizenry will have to treat a stranger displaying arms as a threat and respond accordingly -- probably by avoiding them, maybe by confronting them. Your favorite Western movie probably sets the right tone. A stranger comes riding into town, pistols at his side and a rifle across his saddle, the locals head indoors and the sheriff comes out for a little talk. !i!
  25. 3 points
    I normally ignore both the non-species max characteristic caps and the unchangability of INT and SIZ. It doesn't change how the game works too much, and it gives some more hope to those with crappy starting stats.
  26. 3 points
  27. 3 points
    Not to mention the brutalist breakpoint of the 13 INT. Very retro? 13 INT you can learn this stuff, 12 = nope, sorry, you're too stupid to even grasp the basics. Far better to have INT either cap your manipulation, or even better, something like a memory check (d20 vs INT or an INTx5 roll if you're wedded to d100s) to 'remember' how to cast that spell. That's not a bad fantasy trope, the brilliant greyhair wizard absent-mindedly trying to recall the spell while the party is desperately holding back the beasties. "Oh, what was that spell again?"
  28. 3 points
    If you need a trap, narratively, I wouldn't worry too much about compliance with RQG enchantment rules. But if you want to, you could say that a guardian temple spirit (as per RQG Bestiary) that belongs to the god of the ancient site activates the spell and provides the renewable MP for it.
  29. 3 points
    The God of the Silver Feet may have been the Kachisti ancestor. Where do I get this from? There is an overall agreement that both Issaries and Lhankor Mhy are from the West, or at the very least found in the west. Revealed Mythologies gives us the six tribes of Danmalastan, with three already well established players - Vadeli (formerly Vyimorni) vs. Brithini (formerly Enjoreli), with the Waertagi going to the seas, but there are three more - the builders (Kadeniti), the writers (Tadeniti), and the Speakers (Kachasti). It isn't a great leap of imagination to connect the Tadeniti with Lhankor Mhy, and from there another small step to compare the Kachasti Speaking Tour with something Issaries would do. The Vadeli love having their slave populations. The sundering of matter and energy in the Tadeniti may have been a special revenge they have had for the ones who invented the flensing of their ancestor Vadel to make Zzabur's Blue Book, Brown Book and Red Book. This is a magic doing with (living?) skin suspiciously close to what Thanatar does half-living heads. But the Vadeli didn't wipe out any of their other slave populations - they were happy to conquer the Kadeniti and the original city of the Malkioni. Of course, those refugee Tadeniti who had mingled with the Kadeniti after that first assault, and many a Kadeniti too will have fled from Zerendel to Brithos. Whether enslaved or assimilated. I posit that the temple cities of e.g. the Telmori were also built and inhabited by wolf people with Kachisti ancestry, and that many a wolf brother outside of those cities had such ancestry, too. On the other hand, this could be little more than a sinister claim that all the people of Western Genertela have Danmalastan ancestry, and are apostates whose claims to their land are inferior to those of the true Malkioni way. It certainly would aid Malkioni magical claims for the land.
  30. 3 points
  31. 3 points
  32. 3 points
    Not in my game at least - I'm very happy (as are my players) with the RQG version.
  33. 3 points
    The sense in which I was speaking had little to do with mechanics or runes. The Orlanth cult is the primary vehicle by which Heortling boys are taught to be a man. The Ernalda cult is the primary vehicle by which girls are taught to be a woman. Whatever deeper mysteries lie beyond, defining and expressing gender norms and work is their main presence in day to day life.
  34. 2 points
    This is a bit of a compilation thread to offer some advice for people who are new to Pendragon. Feel free to post your own if you feel like it, but here are some of the main things I'd tell new people: 0. Have Fun! When it is all said and done, the main thing is to have fun. If you misread a rule but had fun playing, it is all good. If you made sure that the rule was correct but the game was miserable, was it really worth it? That being said, since the rules are the 'physics engine' of the game, it is necessary for the GM to strive to be consistent in their rulings. It is better to be upfront about it with the players, too, if you made a mistake or need to change a rule. But even better if you have thought about all the rules you might want to tweak before the game begins (see my point 7. about my own house rules). 1. What books are required and which order should you buy them? My full answer is in this thread: https://basicroleplaying.org/topic/9244-prioritizing-the-5th-edition-supplements/ In short: KAP 5.2 (with some fixes) and GPC is all you NEED. Now, I am very fond of Entourage, especially the marriage tables within and rules to make the NPC wives a bit more interesting (alas, you still need to come up with the personalities on your own), but you don't absolutely NEED it. I also think that KAP 5.2 + GPC Expansion 480 - 484 + The Marriage of Count Roderick (which is free, see below) would make for a decent starter pack to test the game out, with GPC left for later, although it needs to be noted that GPC Expansion was not written to be newbie-friendly. Also, don't forget the free stuff: The Marriage of Count Roderick: https://www.chaosium.com/content/FreePDFs/Pendragon/NM14 - Marriage of Count Roderick.pdf Quest of The Red Blade: https://www.chaosium.com/we-are-all-us-free-adventures/ The Dragons of Britain #1 - #4: https://www.drivethrurpg.com/product/121452/The-Dragons-of-Britain-1 Oh, also note that there are BIG changes between KAP 5.2 and Book of Knights & Ladies chargen (especially cultural speciality skills and the Luck Tables, which are much much more generous than in KAP 5.2, both of which I personally dislike). So the GM will need to sit down and make up their mind which book and chargen method to use, since having some players use one and others use another is a bad idea. 2. You should fix Childbirth and Child Survival in KAP 5.2, ASAP. The first and the most important thing to fix in KAP 5.2, IMHO, is Childbirth and Child Survival in Winter Phase. The full thread and reasoning, as well as some quick fixes, is here: https://basicroleplaying.org/topic/10315-childbirth-and-child-survival-moriens-recommended-quick-fix/. Also, check with the players how realistic you wish to play these things, as these are potential trigger issues. It might be that they prefer to not deal with death in childbirth & child survival, in which case, just roll 11+ on 1d20 and congrats, your wife gave birth to a child, who will survive to adulthood. Skip next year and then continue rolling again from 2nd year onwards. 3. Quick explanation of the manor and income of a vassal knight The standard (average) manor is valued at £10. The knight sees £7 of this: £6 to support himself, his horses, his squire, his wife* and children**, and £1 per year to spend as he wishes. The rest of the money goes to pay for a chaplain, a lady's maid for the wife, and three foot soldiers. Any additional manor adds 1 household knight, 3 foot soldiers, +£1 to maintenance of the family and +£1 to spending money. That is all you need to know. Anything else, you want Book of the Estate. * If he is unmarried (or a widower), he will need a steward to look after the manor. Cost is £1 per year, so no savings for not having a wife. ** However, if he is childless as well, he can add an extra £1 to his spending money per year (so £2 per year). 4. And the next thing we do, is revise the Heiresses One of the VERY common 'mistake' I see new GMs doing is using the Heiresses in the KAP 5.2 book as the default wife candidates. They are not that (see my rant in the following link, omitted here for brevity). Also, the manors they have in KAP 5.2 reflects the older, much common abundance of vassal knight manors than the newer* BotW & BotE. Hence, Greg was revising them here: http://kapresources.wpengine.com/Pendragon%20Forum%20Archive/index.php/t-2091.html * KAP5.2 is actually newer than BotW & BotE, but it was mainly a layout improvement, with quite limited 'fixes' otherwise. This, amongst some others, were not corrected. 5. Speaking of Inheritance (of land) and Widow's Portion Each manor follows the bloodline of the family. The eldest son gets everything. In the case of heiresses, it is THEIR eldest son, not the husband's, who inherits HER manor. If the eldest son is dead, his children (if he had any) would still inherit before other brothers/siblings. If he was childless, then it is the 2nd eldest brother who gets it all (or his children if he is already dead). If there are no brothers nor their children, then it is the sisters' turn, and they share equally. Any children of already predeceased sister would inherit their mother's share, as per normal. Widow's Portion is is 1/3rd of the husband's lands (if he was landed), gifted to the widow for life to help to support her and her children in proper style. The Liege Lord appoints a guardian (default: himself) and it is he who collects the income from the Widow's Portion, and ensures that the Widow and the children are maintained properly. If the Widow remarries, the husband collects the Widow's portion. For simplicity, assume that the Widow's portion is £3.5 of the £10 manor, of which £1.5 go to maintaining the 3 foot soldiers for the army, and remaining £2 goes to supporting the Widow and her children. This leaves £6.5 to whoever inherits the manor, which is not ideal. It is just enough to support a knight (with squire & family) and a Lady's Maid for the wife, but those 3 foot soldiers are already paid from the Widow's portion, so there is that. 6. Chivalry Bonus ought to be 96, not 80 Word of Greg himself: http://kapresources.wpengine.com/Pendragon Forum Archive/index.php/t-1306.html Personally, I like the tiered system (see my house rules, link below). 7. Here are my house rules. Have fun. Here is a link to my house rules: https://basicroleplaying.org/topic/10356-moriens-house-rules/?tab=comments#comment-153611. They work for us in our campaigns. Maybe they'll work for you too. EDIT: Since there were also a couple of 8A. and 8B. suggestions, I am numbering this as 9. 9. Starting a campaign (specifically at 480 instead of 485, but valid for all starting times, actually) Here is a link to an advice I wrote in the old Nocturnal Forums on starting a campaign in 480 instead of 485. However, there are some other points there as well, such as why it might be a good idea to keep the PKs' fathers around for a bit longer rather than kill them off before the start, and also, why it is a very good idea to tweak the PK's family trees to give them a couple of younger brothers. http://kapresources.wpengine.com/Pendragon%20Forum%20Archive/index.php/t-2552.html EDIT2: Here are a couple of links to the old Nocturnal Forum archives, where I wrote a quick Pendragon Primer and some chargen advice for my players: Pendragon Primer: https://greathall.chaosium.com/Pendragon Forum Archive/index.php/t-2161.html Advice for chargen: https://greathall.chaosium.com/Pendragon Forum Archive/index.php/t-2162.html
  35. 2 points
    Here is the updated version which will appear in the upcoming Cults of Glorantha and replaces the two previous versions:
  36. 2 points
    I received mine a few days ago, and yeah, they are some beautiful books! I look forward to putting them to use.
  37. 2 points
    By Jeff Richards, https://glorantha.steff.in/digests/WorldofGlorantha/2007/4567.html (Oh, and if anyone could point me to the post that this is an addition to, that would be fantastic!) Hagodereth Hago was a storm god whose first action, according to his oldest worshippers (amongst the Talastarings and Anadikkings), was to court his wife, Hethana. She wished him to bring to her the golden fleece of Dereth, king of the storm sheep which thundered across the skies of their world. He did, and after that Hethana has been the Golden Ewe. Hago himself wore the skull and horns, and was called Hagodereth. Hagodereth taught the Talastarings three special abilities. He taught them to raise the wind, and to call the storm sheep to them. Finally, he taught them to walk upon the air when the storm sheep did so. Sacred Places: Mount Matu. However, the Hagodereth cult is found throughout Talastar as he is the ancestor god of about 1 in 6 clans. Varnaval the Great Andam The Young God of the Vikuranthings, Varnaval was a shepherd and the first king of men. He tamed the ordeeds and, after he hitched them to his chariot, raided the foreigners and forced them to pay tribute. Aided by Vorios the Iron Ram, he waged war upon the foreigners and conquered the world, until they murdered him with demons and sorcery. He then explored the Underworld and aided the Lightbringers. Each year his worshipers celebrate his death and his rebirth in Sacred Time. [...] Vorios Vorios is the Storm Ram, with five curled horns, brass thunder hooves, powerful iron horns, and a fleece of living lightning. In this form, he leapt from mountaintop to mountaintop across all Genertela. After each leap, he seduced a goddess and fathered sheep, clouds, or other creatures. He is the divine mount and companion of Viskuranth and carries him to the top of Mount Visku. Sacred Places: Mount Vorios (also called Thunder Mountain).
  38. 2 points
    I just assume that the Healer knows the best way to purge the poison. Animal sting - Cut it and suck out the poison * Vapour/Gas - Blow healing smoke into the lungs Irritant - Put some kind of salve on it Swallowed - Make them vomit it back up It isn't necessarily going to be accurate and Doctors, Nurses and Paramedics can tell us of the many reasons why this wouldn't work in the real world, but for a Fantasy World and a RPG Rules system, it works well enough for me. * Reminds me of the old Castlemaine XXXX advert, where someone has been bitten on the backside by a snake, so his mate calls the Doctor. "You need to suck out the poison, or it'll be really bad", he says. "What did the Doc say?", the stricken chap asks, "He says it's going to be really bad ..."
  39. 2 points
    Okay, time to get a little wild here, and some rampant speculation is involved. Just as it's been clarified that the Galanini were not "true" hsunchen/hykimi but merely associated with them by others, I'd like to suggest that the Tawari/Enjoreli/Lofak are similar. They're what may be called an Orlanthi people, although Orlanth is a very distant figure to them, instead worshipping the Storm Bull, his mother, his wife, and his son. While Minotaurs are sacred to them, they lack the traditional shapeshifting magic, and likely would only be able to transform through summoning Bull Spirits. My guess is there may have been a wide bull belt -- or if you'll forgive me, an ur-culture -- many of whom got absorbed into the local peoples as they needed to, learning to ride horses instead of bulls, and settling. Others changed in other ways, possibly even the praxians with their beasts as well. There's also a likely connection to the Barntar cult. One of the early Orlanthi events given in KoDP and SKoH is Barntar taming the Bull and harnessing oxen to plough fields. This strikes a chord with the mythology of Bisos' father, KefTavar, whose brother was castrated and so in vengeance KefTavar hardens the ground to make them reliant on Brother Ox.
  40. 2 points
    I noted much the same in another thread a week or so back, specifically: "I'm very much inclined to extend the Group/Extended Contest concept from HQG to RQG to create the similar climactic effect for non-combat situations as all the mechanics except for the larger framing of the contest are already in place." All you need to do is to carry over the HQG point values for differences in result levels (e.g. tie = 0 or 1 point; 1 level difference = 2 points; 2 level difference = 3 points; 3 level difference = 5 points), and determine where you want to draw the line for victory occurring in the contest (e.g. 5+ points like HQG). Difference in final points determines how complete a victory the result is for you.
  41. 2 points
    Not familiar with these folks. Google shows me nada. 😕 Ifaldor is how it is spelled in the Xeotam dialogue. Born from the union of two Srvuali (single element deities), like Aerlit and Warera. Mortals. (Although Aerlit is technically a Burta already.)
  42. 2 points
    I'm gonna keep the Hsunchen talk in the Western Hsunchen thread, we can debate about whether the Enerali are the Galanini there, but here's some interesting bits for this thread. Interestingly we can actually see the origin for the Galanini's matrilinearity, it comes from the Vustri of all people. https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/the-enerali-circa-130-st/ Check the Galin section of the document, it was at 130 ST the only location that used matrilinearity at the time, but by 265 ST (according to the maps in the Guide) it's conquered by the Dari, and not controlled by the Vustri. I could very much see a situation where the Queen of Galin was willing to surrender if the Dari accepted her hereditary rights to Galin, and converted from Humat (Storm) to Ehilm (Solar) in exchange, popularizing this kind of primogeniture among the Dangkae (later the Galanini).
  43. 2 points
    Yes. In the example I gave, you start with a total of 2 techniques, 3 runes, and 6 spells when combining the benefits from your occupation (philosopher, +1t, +1r, +3s) and cult (homebrewed Aeolian, +1t, +2r, +3s). I don't know why you're restating that. The way I interpret it is that Aeolian sorcerers initiate to the Orlanthi pantheon, but their versions grant sorcery to the sorcerer caste in place of spirit magic (similar to how baseline LM can be), so yes they would get Rune magic. I don't now how accurate to canon this is and it'll probably be supplanted once we learn more about Aeolianism. You need to spend a full season and then succeed at a 1d100 >/= INT+POW roll too. I wouldn't allow a sorcerer to master more R&Ts during character creation than what they get from their occupation and religion. Philosopher is the closest we've got, yes, but I think it'll be close enough. You seem to be implying that being a philosopher precludes joining a cult, which is not true. Without the occupation you're down to 2 runes and 1 technique assuming you go Aeolian, or only 1 of each if you go Lankhor Mhy. And you don't need to be able to fight spectacularly - with your buffs the party should be able to pick up the slack. Most homelands grant decent weapon skills anyways, which are augmented by your necessarily large INT (and possibly POW) as a sorcerer. Just plop in a +10 and you should be able to help out somewhat, but it's not your main job unless you're travelling alone (and any sorcerer who does that is an idiot). I don't see any benefit in passing up attempts to increase your spell skills. It's the job of the party to keep you alive - you die and they lose one of their biggest assets. Once again I wouldn't worry about not having great combat potential, if you absolutely need that then that's what you should spend some of your personal bonuses on. Going Lankhor Mhy and not taking philosopher also means you only have Truth and Command to start and can't use some of the best spells for adventurers until much later in the game. I don't understand what benefit you see in taking a martial occupation+LM is you want to play a sorcerer.
  44. 2 points
    I just saw this post so figure i'll add my 2 cents. DG is utterly frikken amazing/brilliant. You can read their source books just for the love of good fiction and a great read. You'll be like WTF!!! I would go ahead an pony up $19.98 for the old Core rule book... forget the rules, you're getting it for the content. It is soooo rich with tons of content. It will set the tone for you and you will know. https://www.drivethrurpg.com/product/99212/Delta-Green Then, when you're left crying for more (because you will be) pick up Countdown https://www.drivethrurpg.com/product/99299/Delta-Green-Countdown ... the encounters, background, write ups, cults, etc. are unmatched! Then soon you'll want Eyes Only and Targets of Opportunity and you'll find, where the hell have i been all this time, seriously, you will not be let down. These don't just set the stage or the bar, they roundhouse kick you and break your jaw!!! Edit - I checked Amazon and you can get copies of Countdown in the $44-$50 range and the $50 one is Amazon prime so free shipping and quick delivery. 5 out 5 psychiatrist recommend this https://www.amazon.com/Delta-Green-Countdown-Cthulhu-Roleplaying/dp/1887797122/ref=olp_product_details?_encoding=UTF8&me=&qid=1577838398&sr=1-1
  45. 2 points
    Any updates on the Chaosium BRP OGL plans?
  46. 2 points
    That's the Pelorian way, if my extrapolation of RQG's wyter rules and the statement in the Guide are correct. The Pelorian priest must deliver, or his temple wyter won't be able to support the necessary magic. Yes, this is sort of a return to "single use initiate rune magic", only now it comes from the priest who uses the POW donated by the congregation to cast his blessings on multiple members of the community - making "Bless Pregnancy" better served via the wyter and one-time POW sacrifice of a couple of people than blocking the priestess's ability to cast magic on behalf of the congregation. Whether and how using Bless Crops or similar magic via the wyter is possible hasn't been explored yet.
  47. 2 points
    The Cumulative Parry option is alive, though I don't remember if its in the Big Gold Book (BGB). It does exist in Magic World, which is essentially Stormbringer 6, but without the Elric setting. There though it is a cumulative -30%, but that would be an easy switch. The 90% rule you mention, I think has gone. Now Riposte is where a Critical Parry allows an additional attack on the DEX rank of the parry. Disarming exists in various implementations, though I have no references for you (no books handy). SDLeary
  48. 2 points
    I had interpreted the rules as "Rune magic always fires on SR1". Then, I was about to post a question about it on the Core Rules Questions thread, when I found, on page 194, in the section labeled "Magical Attacks and Strike Ranks", Rune magic spells always take effect at strike rank 1. If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, 1 strike rank is added for each additional magical point after the first. Which makes it pretty clear that, yeah, sometimes, Rune Spells DON'T go off on SR1.
  49. 2 points
  50. 2 points
    But you'd have to get rid of those before the Green Age could come into being. After all, the Green Age is a time of innocence. No hunger, no death, no separation of us vs. them, no concept of good vs. evil, etc. As soon as you bring any action like that into being, the Green Age ends for innocence has been lost.
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