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Showing content with the highest reputation on 01/24/2021 in all areas

  1. Hot off the presses (quite literally!). Chaosium fan Jamie – who also happens to be a printing press operator at Bang Printing – sent us this. We're excited our new reprints of Horror on the Orient Express and Beyond the Mountains of Madness will be ready to go on sale soon!
    9 points
  2. I think vertical windmills make a kind of sense - they're vastly simpler than Dutch windmills. And Old Wind canonically has sacred windmills, I think?
    3 points
  3. It's the hook for the adventurers to meet and mix with the important people. It's a roleplaying opportunity not a rules opportunity.
    3 points
  4. Maybe initiation to Aldrya is akin to shamanic awakening? The Elf Bow (or some other "plant brother") appears to make the initiate a dual-body, dual spirit entity.
    3 points
  5. Here's an interesting late Second Age document that I find deep in the Library of Nochet. Although it was written in Theyalan, I suspect it is of Jrusteli origin, given its materialist nature. THE AGES OF THE WORLD 1. All was Darkness and Water. Then came Earth and Aether. 2. Earth formed a perfect lozenge floated atop the water, rooted or pillared to the ancient base of Darkness. At first there were only gods, but later came life - algae, prokaryotes, arthropods, and fish. 3. Earth became irregular as it grew faster in some areas than in others. F
    2 points
  6. Yes, according to current info: Orlanth Rex is a special subcult of Orlanth which is only found in Dragon Pass, Kethaela, Peloria, Ralios, and Maniria.
    2 points
  7. The sizable blobs that were the first life forms leaving a geological record were prokaryotes, too. Already "Darkness" in them differentiating an outside from an inside, but more primitive than bacteria. Masses of bacteria can be seen with the naked eye. They are observably alive in that they grow and they digest. Rot is a Darkness process - it is digestion. Its agents can be quite amorphous, but they can also take more physical forms. Darkness is fluid that way. Putting Dark and Blue Age into a single category simply implies that the God Learners found no way to quest that far
    2 points
  8. There's a chance, but unfortunately doing so generates too much grief and debate over why we are or are not reprinting various books, followed by "when" questions. Suffice it to say that we mostly base it on how well we think a reprint will sell, how easy it is to reprint, whether we even have the rights to reprint it, and whether it is better off being updated first. Reprinting HotOE was mainly done due to the large volume of requests we were getting to buy it at non-collector prices now. What we got as part of that was a fair bit of "why not update it to full color, etc" grief instead of jus
    2 points
  9. I outline the differences a little more in our Miskatonic Country scenario guide, but in a nutshell: Scenarios - AU has “A Little Knowledge” which was later moved to the 2003 Miskatonic University book. HPLA’s has, as mentioned, “The Books of Uncle Silas”. It is not a scenario I find especially engaging. Numbering. Between thr release of Arkham Unveiled and the Compact Arkham Unveiled (not a bad purchase option if scenarios aren’t an issue as they were omitted in tCUA) Chaosium reworked many of the location numbers. This only truly matters if you are like me and like to reference
    2 points
  10. We know that the green elves of the Stinking Forest have some excellent winter ski troops. Perhaps the humans have learned the technique.
    2 points
  11. From Six Ages: Ride Like the Wind: https://sixages.fandom.com/wiki/Skiing_Horse (so these are Hyalorings)
    2 points
  12. The list of skills in Call of C'thulhu is good, but there are a few extras that could be included imo. Please consider the following, and make your own suggestions for skills you would like to see. Police Procedure (05) Police procedure is a knowledge of what is expected of a police officer when investigating a crime or allegations thereof. Police procedure covers things such as how different types of crimes should be approached, taking statements from witnesses and obtaining their contact details and whereabouts at times relevant to the events being investigated. It also includes
    1 point
  13. Here's an old bit by Greg which mentioned Windmills, Between the devil and the dawn age. It wouldn't surprise me if windmills are viewed as sorcery, seeking to tame the winds, and are usually found only in Brithini territories.
    1 point
  14. Dear all Is there any info about Argrath managing the heroquest ? I m interested by : When it happened (before 1621 I believe ), who were his companions ? What were the stations ? who were the gods ? Then the meeting with Gonn Orta, was it in mundane world, or still during the heroquest ? My only source is http://www.princeofsartar.com/comic/75-ruined-home/
    1 point
  15. My default assumption, in re two-handed swords and other such things, is that Gloranthan bronze behaves an awful lot like iron, and Gloranthan iron is basically a magic supermetal.
    1 point
  16. Here is Jeff's original drawing that is posted in a thread on this site in 2017. It was expanded slightly to include the Praxian languages splitting from from Earthtongue and merging with a strand of Theylan after the Dawn IIRC:
    1 point
  17. The thing to remember is that our world runs on physics. Glorantha doesn't, it effectively runs on Mythology. The bronze dug up is actual bones of dead gods, it's not necessarily what we call bronze. The Sun really is a guy in a chariot riding across the Sky (well, depends on who/what you believe). There are rivers that run uphill. You can go to the Sky, descend into Hell, and meet gods. This changes a lot of the way things work and perceptions. It's not this Earth, but it has internal consistency (well until somebody changes the rules under you...)
    1 point
  18. Hmmm, so...I am lazy. I just converted Rifts to BRP and borrowed the Palladium megaverse and just added other stuff to that. That sounds pathetic -STS
    1 point
  19. I've seen this come up several times on different boards and barring an intervention via an official ruling, the general consensus has been to adjust it based on the kind of game you want to run.
    1 point
  20. Revenge. Jack Vance got the five Demon Princes books out of that. And they’re ace.
    1 point
  21. The answer is the same as this Q&A one (link), except you are sitting on the other target. Although horses have a Dodge, I would likely only allow a warhorse a dodge. Horse training just keeps a horse steady in normal circumstances for its type. Injure the horse and it will like bolt (flight) for riding and cavalry, and fight for war horses... Blinkers existed in the bronze age, so it's appropriate to use them in RQG - then it will never dodge. They aren't appropriate for all horses, but this is already going into to much detail... https://www.metmuseum.org/art/collec
    1 point
  22. Blue elves perhaps?
    1 point
  23. “Welcome to your new apartment, Citizens! New to Glamour? Well, I’m sure you’ll fit right in. Rent is payable in advance...” Citizens of the Lunar Empire by Chris Gidlow is a sourcebook for urban adventures for RuneQuest: Roleplaying in Glorantha. It focuses on the day-to-day lives of the working-class heroes of the Lunar capital. Inside, you will find a detailed home base for your adventurers: The Insula, a typical multi-storey residential city-block. A self-contained microcosm of Lunar urban society, it is home to many families and businesses, ranging from scribes and traders on th
    1 point
  24. First off remember that all attack and parry skills are capped at the riders Ride skill. A trained horse wouldn't try to dodge, that would be up to the rider so a Ride skill test would be appropriate. An untrained horse would react and try to Dodge using its own skill, but a Ride skill may then be required so that the rider can remain mounted.
    1 point
  25. Yeah this is the reason why I thought that Sartarites didn't use them, even though they would be useful and Sartarite craftsmen being able to make them. But looks like that they are more widespread than the Guide says, even if not common.
    1 point
  26. Very loosely - Nysalorism, and especially the Red Goddess, are tantric traditions, including the transgressive aspects. Venfornism is tantric too. But not all mysticism is tantric, or particularly includes the taboo aspects of tantric practice (many are tantric without the taboo violating aspects). In game terms, not all Illumination traditions include the abilities to ignore cult restrictions or ignore spirits of retribution, or think it in the slightest desirable to do so. Many do not.
    1 point
  27. And it is a valid theory, and surely shared by some Gloranthans, and I just don't subscribe to it myself, definitely not in the stronger versions of it (though, for example, Arkat using Chaotic powers that one single time in his life, as a necessary means of finally defeating Nysalor, might be a possible twist - and one probably unknowable by any living Gloranthan). Arkat certainly did not seem to become a Chaos adherent or user of Chaotic powers at any point before or after that unknown confrontation, at least according to everybody but the few 'Arkat Deceiver' adherents, who trusts them?
    1 point
  28. My thought is that Ingolf's failure is not in using draconic magic, but that he used his draconic magic incorrectly, externalizing it from himself, making it very obviously part of the world, and producing a monstrous Dream Dragon from his actions which then reunited with him for a long stay of purification in Kapertine. Well, doesn't this depend on how we read transcendence as a concept? Most, perhaps even all of the RW religious traditions which inspire Gloranthan mysticism argue for some kind of eternal existence for the liberated mystic. The Shakyamuni Buddha is accepted to have s
    1 point
  29. And adding the sessions I've seen. 23: Storm Season 1625, Entrance to Boldhome and audience with Prince Kallyr Starbrow. 24: Storm Season 1625, Orlanth’s High Holy Day and the Brontosaurus dance. 25: Sacred Time 1625, Kallyr’s Lightbringer Quest, the arming of Kallyr. 26: Sacred Time 1625, Kallyr’s Lightbringer Quest, descent to hell. 27: Sacred Time 1625, Kallyr’s Lightbringer Quest, to the Court of the Maggot Liege; Yelm's court of the dead gods. 28: Sacred Time 1625, Kallyr's Lightbringer Quest, the Summons of Evil goes awry.
    1 point
  30. Other references to the Drinking Giant's Cauldron in general include: Guide page 459 (same as Genertela Book page 90) Eleven Lights pages 124-126 There's also a few gems in Hardy's excellent Glorantha mail list engine: https://glorantha.steff.in/digests/swish-wrap.cgi?query=The+Drinking+Giant's+Cauldron&submit=Search!&metaname=swishdefault&sort=swishrank
    1 point
  31. Pretty much all Aldryami join Aldrya. The Marching Aldryami often join Yelmalio. Some Healers join Arroin. I can see Aldryami as worshipping Babeester Gor and maybe Asrelia or Ty Kora Tek, maybe not Maran Gor but who knows? So, Aldryami do join other cults as well. The difference is that in non-Aldryami societies you have herders, hunters, fishers and farmers, all of whom have different cults, but for Aldryami all of these are handled by Aldrya as they do not need to hunt, farm, fish or herd for their food, clothing and so on. The Forest provides everything. Now, Aldryami might
    1 point
  32. Yes. 5% chance of an increase of 0.
    1 point
  33. Yes. They worship Yelmalio.
    1 point
  34. Meeting Gonn Orta was not part of the quest - having done the quest was what gained/will gain him Gonn Orta's aid for his glorious return for the Battle of Gargantuans.
    1 point
  35. Orlanth’s HHD in 1620. You can see Elusu, at least. Is it Yazurkial with the blue face? Some Yelmalian, Rurik supposedly? Word of God says the final one is Jarang. Myth: https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/the-drinking-giants-cauldron/ . Main participants are Orlanth and Daliath. Pretty sure Gonn Orta is encountered in the mundane world.
    1 point
  36. This is a really great resource for those looking for a comprehensive guide of what to seek out for a Lovecraft Country campaign. Really recommend it!
    1 point
  37. Trolls have been raising their children in quarantine ever since Yelm died.
    1 point
  38. RQG, Crossbow, Repeating, page 193 Don't confuse clip with magazine. The point of a clip is it is a way of quickly loading a magazine. They are likely similar to en bloc clips for firearms, however mostali are smart so there could well be stripper clips too. Either way it's +5 SR to load a clip into a Repeating Crossbow magazine.
    1 point
  39. I would suggest that most, if not all, trolls raised in troll communities are at least lay members of the Kyger Litor cult (trollkin excluded, naturally) in addition to their other affiliations. Given how carefully child and adolescent trolls are kept secluded from the world beyond their clan's caves, I would expect most initiation rites to begin with Kyger Litor, with the young troll crawling from the embrace of the Mother to assume their new role in society.
    1 point
  40. Bacteria exist in Glorantha? I thought diseases, rot etc. were caused by spirits and such...
    1 point
  41. Well, Heortal from the "cattle raid" adventure have accompanied the PC's as a pathfinder and carrier for a few adventures and now become the backboy(squire) and servant of the thane of apple lane. He's the one-boy fanclub of the PC's, who gifted him a sword after the battle for apple lane. His mum is rather upset with them, as a PC feud got him nearly killed but she also got hired as a house servant by the thane and she cant keep Heortal from becoming a warrior forever...
    1 point
  42. It's probably a matter of degree. The crappier your fields are, the more you have to rely on herding and hunting, and there's a tendency for this to lead to a more warlike nature (if for no other reason than that you're out of options otherwise). The British in India classified some tribes, mostly hill-based ones, as "martial", seeing them as better recruiting grounds for local soldiers due to a stronger martial ethos. In Glorantha though, this also has an actual impact - if you're a War clan, you focus more on the Death rune than the Life rune, which will make you better fighters and wor
    1 point
  43. All the Torkani children wait year-round for Waterday, Harmony Week, Dark Season, when each clan's highest Argan Argar initiate dons a goosefeather cloak and rides a twelve-trollkin sleigh between the steads through the night, bringing gifts for the little ones in exchange for mead and cookies.
    1 point
  44. The headwaters of the Zola Fel River are called the Leaping Place Falls. Those heights are the place where Zola Fel, a crusading river of the Sea's invasion of the Land in the Storm Age, witnessed the destruction of the Spike and felt the call of great Magasta to assail the void opened at the heart of the world. Zola Fel retraced the path of his conquests of the Land to rejoin the deep currents of the Ocean and take part in Magasta's victory over Chaos. This much is fairly common knowledge in the lands along his modern banks. The particulars of this journey have never been explored in
    1 point
  45. Please, let's avoid diverging off into something else, and keep on topic. Thanks
    1 point
  46. The effect is psychological, Lloyd (hence the POW). Suppressive fire scares you, it does not paint a target on your chest. Think of it as a failed SAN roll: it does not make the Mythos more likely to hit you, it just freezes you in place, unable to throw your dynamite stick.
    1 point
  47. Rifts does it well, portals to the cowboy universe, alien planets, fantasy realms appear in all of the above, linking the worlds to each other.
    1 point
  48. The lack of Shield has definitely a sticking point with the Yelmalio PC in my game. He wants to recon his PC to another cult. Even some of the Geas requirements made him balk at gifts. He feels his PC is weak in combat versus the Babeesta For, even though he does most of the slaying. He lacks punch versus the heavy infantry without certain magic. I was thinking some kind of Shield Wall Ritual Spell for Yelmalio, something each member of a Phalanx can cast together... a bonus versus knockback, bonus to each Shield AP, maybe more. Some kind of Unit Wyter magic. I don't have a problem
    1 point
  49. Wow - well I guarantee you that some "American Taliban" has ABSOLUTELY ZERO to do with this. Instead, it is that the key myths of Christianity simply are completely incompatible with Malkionism and its fundamentally humanist world view. Medieval Europe developed in an environment utterly unlike the Gloranthan West and is simply a terrible model for understanding it. I hate the idea of plugging some real world model into a fantasy setting without thinking why that real world culture was what it was and how it is even relevant to the fantasy setting. IMO, that results in sterile, derivative
    1 point
  50. Harald, MOB, and I have done a fair amount of work on the folk of God Forgot and of the Esvulari. A few notes: BACKGROUND INFOFirst a few facts. There are about 100,000 Esvulari people in Kethaela. About 30,000 of them are in Bandori County and Marcher County, where they make up about 50% of the population. Another 60,000 of them are in what used to be the Kingdom of Malkonwal, where they made up only about 20% of the population. The remaining 10,000 are scattered in the County of the Isles, in God Forgot, the Left Arm Islands, Hendrikiland, and in Nochet. Lets say there are about 1500 in Noch
    1 point
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