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Showing content with the highest reputation on 02/16/2019 in all areas

  1. 2 points
    Pelandan and Dara Happan hoplite compared.
  2. 2 points
    I’m putting the call out for submissions for content for Issue 8. To help inspire you this issue has a Sacred Time theme. What I’d like to see are articles/scenarios about what Gloranthan folk get up to during these festive two weeks where the veil between the mortal and Heroplane is thin. Sure its a time when damn big Heroes and Heroines go off on BIG IMPORTANT WORLD SAVING HEROQUESTs, feel free to write about these, but what do the little people do? From my first encounter with the idea in the Genertela box set in the early 90s, I’ve been fascinated with what happens during Sacred Time. No worries if you don’t want to write to the theme, and have something else in mind. Read the submission guidelines here. Send your pitches in (500 words max) by the end of this Month (Feb 28). I’m aiming to get this issue out by April. Some of the regular contributors already have their pitches in, and Stewart Stansfield is doing the cover again (which may be only slightly Duck related). As ever I look forward to seeing what people come up with.
  3. 1 point
    Provided that the mind is the seat of that mystical experience, which may not be the case.
  4. 1 point
    Okay, you seem to be saying a lot about how boats cannot make it past the horizon without sinking but can we get a source? Like a quote from the guide of another generally canonical source that? Sure, they never return, but as far as I know (and to be honest I know very little) it's never been explicitly said that they sink, as in going straight down to the ocean floor.
  5. 1 point
    And if you can't make it to Melbourne, Australia, our friends at the H.P. Lovecraft Historical Society are having a Call of Cthulhu Game Night at their HQ in Glendale, CA: https://store.hplhs.org/products/call-of-cthulhu-game-reign-of-terror Join Keeper of the Arcane Lore Sean Branney for another evening of tabletop RPG gaming at HPLHS Headquarters in Glendale, California on Thursday, February 21 at 7pm. The good folks over at Chaosium have given us a sneak preview of a new scenario they're getting ready to publish and we thought we'd take it out for a test drive. No previous experience with Call of Cthulhu™ is necessary. NOTE: To discourage those who book a seat at the table and then don't show up, we've had to implement a policy of charging for gaming reservations. For your $5 fee, you'll get a seat at the table and we'll provide tasty refreshments! Seats are limited and reservations are required. Book your ticket now.
  6. 1 point
    Yes, but Consume Mind actually promotes a rapid uptake of that mystical experience. You make experience checks to the limit of the available skill and everything, and if you fail one, you stop, and gain no more skill. There is no implicit reason why a dragonewt couldn't pass through the crested and beaked stage etc and go on to become a full dragon without needing a rebirth after it is first laid and hatched, based on it having a natural affinity for the process. Remember that most dragonewts alive today are basically the remedial class. If Consume Mind can grant you spells, then there is no reason why it can't grant you mystic insight. For example, if a character had experienced and answered 15 Nysalor riddles before being mentally consumed, the Thanatari would be subjected to those riddles too.
  7. 1 point
    For those who haven't seen it, Inwils hosts regular Mythras play sessions and walkthroughs of the rules. He's doing a fantastic job, and TDM is very pleased to sponsor and support Ian and his team in their bid to bring Mythras to a wider world. You can do you bit by subscribing to the channel, sharing the link, and spreading the word! https://www.youtube.com/user/inwils
  8. 1 point
    Every time you show any of your work I just want to read it more!
  9. 1 point
    Another example of Glorantha not really being a Bronze Age world in the way that we understand it in the real world. Glorantha has paper, parchment, papyrus, clay tablets and so on. Far more than existed in the RW Bronze Age. Depending on your interpretation of Dragon pass, Pavis definitely has libraries, as one of the Heroes of Pavis is a librarian, is is according to the P&BRC Series. I would say that all temples have libraries of some kind. Yelmalian Temples do, as one of the Priests is in charge of the library, or so I recall. The Truth Rune is also the Knowledge Rune, so Truth cults might have libraries. I see Humakti libraries as being records of duels fought, locations of undead and so on. Ernaldan temples libraries might contain inventories of grain, as well as records of births and maybe marriages. Ty Kora Tek libraries would contain records of deaths. Black Fang temples would contain lists of hits, who hired them, who carried them out and who was targeted, mainly for insurance purposes. Thanatar also has libraries, as Thanatar is the Chaotic equivalent of Lhankor Mhy or Irrippi Ontor. Yes, they would be recorded and yes, some people marry at a Temple or Shrine. Although the traditions of jumping over a bonfire, jumping over a broom, trying hands together and so on, exist, important or devout people could get married in a Temple. You can also get married as part of a HeroQuest, quite often if the marriage is taboo or forbidden, HeroQuests are ways to get around the rules. Yes, Lhankor Mhy would have access to all kinds of text. Earth cults would use the equivalent of cuneiform, with letters stamped or written on clay tablets, for their most sacred texts, with permanent records having the clay tablets fired to turn them into ceramics. Troll Cults carve Darktongue into rocks. Other Darkness Cults might do the same. Water Cults wouldn't use parchment or paper for their most important documents, as they need to be available underwater. They do have a good supply of ink, though. Fire cults may well brand letters into wood, or something similar, for their most sacred documents. Air/Storm Cults don't have an obvious way of writing, unless you count smoke signals. Thunder Rebels, I think, mentions Cat Scratchings as a form of writing, the equivalent of Ogham, scratched into bones. That could work for some cults. I think that all cults make use of writing on scrolls, parchment, paper, papyrus and so on. This means they are easily stored, don't decay and can be easily copied or transported. I am not sure if texts would be routinely loaned out. Certainly you can visit a library and study the texts there. Scribes make their living by copying texts, so they would be paid to copy a text. Cult Secret texts would not be allowed to be removed from temple libraries, but could be studied by Associate Priests, I would think. Particularly embarrassing secrets would be restricted. Lore that reveals cult weaknesses or describes enemy cult secrets may well be forbidden, or at least only available to the High Priest of the temple.
  10. 1 point
    The Storm Tribe definitely took heads as trophies. That is why Tien was beheaded - Storm Bull's Son took his head as a trophy.
  11. 1 point
    I think these suggestions and comments by Morien are interesting and easily applicable (as usual: thanks Morien!). In particular, I tend to play with very few PKs (1 to 3), and of course a 1-PK party cannot compete internally, while competition within a 3-PK party is quite limited in scope... Moreover, I'm a big fan of collaborative, non-competitive play (it was my main reason to start playing RPGs, back in 1984...). Although not strictly needed, maybe some form of these suggestions could be included as alternate rules in future iterations of the book (hint, hint...)?
  12. 1 point
    You've got an introductory scenario at the back of the HQ:G rulebook. Also check out Newt Newport's Gloranthan Adventures 1: New Beginners, which is an introductory mini-campaign - https://www.drivethrurpg.com/m/product/83270
  13. 1 point
    In standard play, you wouldn't normally oppose a trait with it's opposite, you'd check to see if you passed one and if you failed, roll for the opposite. In Feasts you rolling to see which of the opposing traits wins out, and if you get any appropriate checks. While in normal play a character who fails two opposing traits is free to choose how he acts, he doesn't get the checks associated with a a successful opposed roll.
  14. 1 point
    Exactly! Some things are clearer in HQ:CR (2009) & others are clearer in HQ:G (2015). There are, for instance, more examples in HQ:CR with probably one example for each & every rule whereas in HQ:G the examples for the core rules (sic) are longer, much more detailed & better explained but the rest of the rules can be sometimes hard to swallow due to the lack of examples. It's really a shame that HQ:CR is not available in POD on Chaosium's (Rick's?!?) Lulu page. When HQ:CR (HQ2) came out, I expected to hate it: just like RQIII, generic, bland & cut-off from Glorantha... urgh! Not so, not only is it one of the best written RPGs ever & a massive improvement to the rules of HW:RiG (2000)/ HQ:RiG (2003) but Glorantha is also cleverly hidden most everywhere in the game before the last, purely Gloranthan chapter. Thank you very much Robin, Jeff, Rick & all the others involved for this masterpiece!
  15. 1 point
    Thank's. As it stands now it works and it's fun, and those are important things, so I'll be careful and cautious with any changes. So far the only deliberate change I made was to increase the geniality for all PKs by 1 point per round when they went to a feast in Faerie. The idea being that as mortals they were intrinsically more interesting to the Fae than the other Fae.
  16. 0 points
    The point is, no ship can make it over the horizon due to the Closing. Yes, Glorantha has a horizon, and the Closing made things such that when any vessel sailed out of sight of land, it sank immediately. The Cradle didn't do that. It went into the Maelstrom eventually, but it did not sink immediately upon losing sight of land as it should have. This should raise a lot of questions, but it seems that nobody really wants to address it, other than to find reasons why it doesn't matter, when it obviously does and should. For all anyone knows, the Shiprise was caused by the Cradle. After all, the Cradle heads down the Zola Fel in 1621, and the Shiprise occurs in 1624, so logically could quite possibly have made the other possible. Remember also that Giants (the children of Larnste) are tied to Issaries, who likes things like trade and communication, which the Closing and Syndics Ban have curtailed.