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Showing content with the highest reputation since 02/09/2019 in all areas

  1. 12 points
    Since Troll Gods has been open today I was struck by the little decorative ornaments in the layout. They always worked really well for me to convey a sense of an elder underworld culture's expression of the sacred: archaic, inscrutable, maybe a little brutal. Alien: This time around I know exactly where I've seen them before. They're Clark Ashton Smith rock carvings: How great is that? My guess is that somebody had a copy of The Fantastic Art of Clark Ashton Smith around and ran off a few stencils. Since I only have the Avalon Hill box I can't say if they showed up then (how wild would it be if they were a Dobyski idea) or (more likely) were inherited from the Chaosium side. What's especially exciting is that there's a lot more of this stuff extant so if you like this vision of gnawed troll fetishes, treat yourself. And then there's this character, who I haven't been able to track back to a klarkashtonian source yet and may actually be original:
  2. 8 points
    I feel like that's still too formal for friends who see each other every day or husband and wife or close family. I like something along the lines of "Good wind" or "Orlanth bless you" to men and "Ernalda bless you" to women. Could be shortened some way in Sartarite: Or'var: Orlanth bless you. Said to a man or a Vingan. Er'var: Ernalda bless you. Said to a woman or a Nandan. Vor'var: Voriof or Voria bless you. Said to a child not yet initiated. Works as both a greeting and a farewell. During the occupation, when in a trusted setting, could substitute "Free Sartar" or "Come the Hurricane."
  3. 7 points
    Just want to mention, Greg would have been 71 tomorrow. Walk proudly in the Spirit World Greg.
  4. 5 points
    You know, during my current work on my master's thesis, I spent a little while reading about everyday, casual greetings in the region I did work, which prompted me to look into it a bit more generally, just out of curiosity. Often, these "mundane greetings" meld a bit together with people's ideas of the public and private, "important" (in an everyday sense) activities and so on. Greetings might incorporate references to well-wishes or blessings, they might also incorporate queries that are almost formulaic. Small talk in a sense, but ingrained into a greeting, as it were, kind of like the ubiqutous "how are you?" So for example: "Greetings, Kjarr - seen the clouds today? / You noticed the easterly winds last night? / Did you catch the morning rain?" (I come from a place where the weather often changes, and the weather is our immediate focal point if no other topic is apparent. I imagine Orlanthi too would see weather as a natural, everyday topic to shoot the breeze about.) "Greetings, Kjarr - did you eat yet? / What's for dinner?" (This one might seem a bit off to some others, it certainly did to me - but in South India where I did my fieldwork, the weather stayed pretty much the same for weeks on end, and so talking about the weather everyday was a non-starter. Instead, their daily, polite icebreaker smalltalk was about whether you had eaten yet, and what you had eaten. It was as natural to them as mentioning the possibility of rain is to me. Maybe not entirely thematic to the Sartar people, but Esrolians, maybe?) "Greetings, Kjarr - coming or going? / Off somewhere? / Off the stead? / Out and about on the tula, eh? / Business with the thane?" (It's pretty common to idly inquire about everyday business. It's trivial enough to not be offensive, but interesting enough to keep local chatter going. Gossip is incredibly important in small-scale societies.)
  5. 4 points
    There are lots of ways to do this. I'd just pick one that fits with how you want it to work and go with that. For me, HeroQuest is not about the mechanics. The mechanics are a quick and easy way of achieving a result. In my opinion, anyone who agonises over detailed mechanics in HeroQuest is missing the point of the game.
  6. 3 points
    Damn nice pics! I also liked the word 'kygerlith' for stone carvings of the Kyger Litor that was used in the guide.
  7. 3 points
    FWIW on this one (fully aware that Peter considers me one of the usual suspects here): - the idea that the gods get to decide what gets done with their rune magic after it has been granted seems to be the primary argument against vampires stealing Rune magic, and appears to have no basis in Gloranthan reality. Spell Trading exists, Atyar Consume Mind exists, etc. But not only that - even becoming an apostate might remove your ability to renew your Rune magic, but not the ability to cast it, and in many cults it appears that Spirits of Retribution exist for the purpose of removing Rune magic from apostates. And then, of course, Illumination makes it clear that it is the mind of the initiate that carries the magic, and there are no meaningful restrictions on the use of granted magic to someone who does not mentally alert Spirits of Retribution etc. It appears to be a pretty core part of Gloranthan metaphysics that once the power is granted to the cultist, the god has no active control over it after that point. In fact, vampires CAN use Rune points in RQG ("If a vampire already had Rune points from its former life, it would keep them."). - is it scary? For some of the same reasons Illuminates are scary, and Thanatar is scary. It makes an antagonists powers unknown and hard to predict and defend against. It also, like sanity in CoC or level drains in D&D, changes how the possible outcomes of a battle goes - Players are used to fights that leave them either dead or better off, and generally may not feel the latter that much, from expectations about how PC death may be handled. Rune Point drain is a mechanic that makes it very clear the encounter may leave characters alive, but permanently weakened. Players generally hate that. Chopping people up with a scimitar is really really scary, or an (MP draining admittedly) punch? I don't quite understand what you are saying Peter. And MOBs notes here are pretty clear that for that particular vampire, the scary thing isn't that he can steal your spells (he is trying to kill you quickly, not feed), but that he already has stolen spells - and that gives him the edge that will likely let him defeat very powerful PCs, as he has a big array of stolen spells to use (many pointless in combat, but including a lot of useful combat magic like Shield, Truesword, Lightning, Madness, Crack, etc. ) - is it in myth or pop culture? It certainly occurs in pop culture (the idea of magical power being transferred between magical creatures by blood drain is present in properties like Anita Blake or True Blood), in myth we have sympathetic magic as a magical link - but it hardly matters. Gloranthan vampires are both blood drinkers, and separately psychic vampires, and the idea of taking magical power is arguably inherent in the psychic vampire concept, which isn't that connected to the mythic blood drinker. Besides, Rune spells are a more or less uniquely Rune Quest concept, why would we expect the idea of vampires draining Rune magic to even exist? - Peter hasn't seen anything cool in many years of asking? Well yes, because he declares anything he doesn't like uncool. This is not a strong argument. - the Daughters of Darkness don't have the power? Well no. I do think the Daughters are vampires in most meaningful respects, but they also aren't quite the same as the vampires of Vivamort it appears. It may be a mystery of Delecti exactly how they differ. - claims its not represented in stories we have about vampires? Literally there are almost no stories about specific vampires in Glorantha, apart from the Vivamort writeup in Cults of Terror, and that writeup says "He used his demonic abilities to rip Power from the harried gods " which sounds ok to me. If you don't like the idea that the gods have limited control over Rune magic once it is granted, the worshipper must have an on ongoing magical connected to the gods, which could be used to 'rip power' from them. Either metaphysical justification works. Note that we have no myths that explain *most* vampire abilities, or anything other than second hand assumption of earth myths. Why can vampires turn into bats or wolves? Even though there are bat and wolf gods, we have no myth. Why basilisks? No myth. Why enthrallment? no myth. We have standards being applied to the spell stealing power that are applied to no other powers. You want myths? Perhaps it is related to the vampire lords of Tanisor being Nysaloran, and creating means to steal power in defiance of the gods will via means similar to that that allows Illuminates to use magic in ways their gods would hate. Or perhaps it is something to do with Nontraya being the Taker. Or it is a ritual the vampire kings learnt from ancient Vadeli grimoires (that the Vadeli never use, because it threatens their immortality). Or something awful the God Learners discovered. Whatever justification you like. There was never a published RQ3 Vivamort cult - and there was a published vampire with piles of stolen Rune magic. So, it is unclear. Personally, I am inclined to think it isn't a default power of vampires, but then, the Vivamort cult (and presumably the Nontraya cult) are known to do plenty of things that aren't intrinsic vampire powers, such as creating Basilisks. So, I'm sticking with stealing Rune magic as not a power that all vampires have, but that some vampires might have in your game. Which ones we might never have an official answer to, but don't let that stop you - we might never have an official answer (unless the Forgotten Vampire Monograph mysteriously appears).
  8. 3 points
    I also dont think they'd characterize Barntar-ish interactions with the land to be feminine, what with all the plowing, planting seeds, and so on.
  9. 3 points
    Sounds like 'The Halls of the Dwarven Kings' by Integrated Games (tied in with Endless Plans) 1984.
  10. 3 points
    We know that when someone skins a dragonewt corpse, the reincarnated dragonewt will pursue them because the re-use of their skin binds them to the physical world in a way that screws up their spiritual progress. So an interesting twist on this might be that the dragonewt either A) reincarnates and stalks them, but without part of their soul/magic (which is bound in the head) or B ) turns into a sort of headless zombie that homes in on them and attacks them. I love the macabre image of the PCs fighting a Thanatari villain and then a dragonewt corpse bursts into the fight and helps them out.
  11. 3 points
    I agree. All reconstruction is difficult, because we are looking at fragments that 'leak' the older concepts. And I have not really sought to try and tackle Entekosiad - although I believe that there is probably a whole that we can pull from including that, I have just not really tried to include that yet. I was more interested in this question of the Many Suns and who is Yelm in this thread.
  12. 3 points
    While I’m happy to see the myths subject to multiple interpretation, 1. The Riders are from Nivorah (GRoY.30); 2. Verapur is a northern city.
  13. 2 points
    In Yelmalian clans the short greeting is of course 'Oy!'
  14. 2 points
    He is described as Baron of Sanuel on p44 of the Glorantha Sourcebook.
  15. 2 points
    So that's where the Closed-handists are hiding out!
  16. 2 points
    "Glory Hole Dwarven Mine"?
  17. 2 points
    I ran a solid portion of t1-4. Frankly, some of the best fights I’ve had were in it. For whatever reason, it flowed extremely well. We had one where the party made a bunch of noise and got surrounded by ogres (1st level of the temple I think). They did some amazing damage and the ogre leader ran. They gave chase... through the nearby gnolls. Alarms went up, troops started prepping. It was fantastic.
  18. 2 points
    Has anyone used CF to run one of the classic old "Megacampaigns" ? I suddenly got a hankering -- or maybe it was a bizarre suicidal urge -- to use Mythras/CF and begin with Village of Hommlet & Temple of Elemental Evil T1-4 and onward thru A1-4 SlaveLords & thence to G1-3/D1-3/Q1 ... Amy thoughts? Or better yet, experiences?
  19. 2 points
  20. 2 points
    They probably would, but not for entertainment, or rather not finding the combat entertaining. They would find beauty in the forms and moves, treating it like a Dragonewt dance, exploring the subtleties and inner meanings of the various moves.
  21. 2 points
    Generally the problem with getting higher point spells is that fewer spirits are capable of knowing them, due to the higher INT/CHA required. Yes, this is partially from RQ3, but is also partially just an extension of logical reasoning. Namely that high characteristics are rarer than average characteristics. The key factor is is just what is considered an average INT/CHA for a spirit. If it's 10 or higher then Bladesharp 10 might be readily available, and potentially half of the spirits that know Bladesharp could potentially know it at 10. But, if the average is lower, as would seem to be the case. Now RQ3's Summon Encounter Table (Magic Book, p.54) would indicate that sprirts capable of store Bladesharp 10 are rare. However, RQ2 Spirit Contact Table (RQ2 Classic Edition p. 46) paints a different picture, with around one third of spirits having a high enough INT to do so. I haven't seen the equivalent Spirit Encounter Table in RQG. If there is one, maybe someone can look it over and see how rare a CHA 10+ spirit is in RQG?
  22. 2 points
    Thank you, I was focusing on the p.120 explanation and had forgotten that p.65 says that First Aid can be continued each round on a Dying subject. But I still think that the wording on p.120 needs amending slightly, because it appears to contradict p.65 (specifically saying that it can only be used once). When I was referring to a pushed roll, I meant that in the example on p.121 Harvey's companion failed his First Aid roll on his first attempt and presumably elected not to push the roll (in case a failure meant severe consequences), instead waiting till the next round to try again with a new roll. So that's what I meant about him "not wanting to risk it". So yes, I understand that his second attempt was in a new round and wasn't a pushed roll. I'd play it like that too since as you say it makes total sense. Just that the wording on p.120 is a bit confusing. Rather than my initial suggestion, I think it would be clearer if the exception wording on p.120, at the start of the second column, was updated along the lines of "An exception is allowed when treating a dying character (see Dying, below), wherein the best that can be achieved with First Aid is to temporarily stabilize the patient, and where a First Aid attempt may be made each round until stabilization or death."
  23. 2 points
    Great to see Cults of Prax being used alongside the new books (even if its only as a coaster)!
  24. 2 points
    Dazzling fore and aft but this bit triggers a Recognition that's been emerging throughout the thread thanks to the 6A material, etc. In a planetary environment "little suns" behave a lot like "storms" wandering freely and struggling for a place in the sky's lower reaches. As we know one of the siblings is enthroned, some are subjugated, others exiled, a few killed. "Umath" is another child of the sun from a different mother. Call him a "little sun" too or call him a storm. He aims high and is brought low. One of the "little sun" peoples develops a little differently in his memory shadow. Maybe they were raised in isolation, unconnected with their cousins until later. This has all happened and the copper records, being flat circles, imply that it will all happen again. The Dayzatar cult remembers and is gently elevated to irrelevance, leaving dirty buserians behind. Lodril is more complicated. Weird vestiges persist on the fringes, places like Pent where archaic sun and storm are still at war, the vestigial elemental cults of Ignorance, whatever they had in "Umath"ela before their mythology was combed out. Put an umath back together, find a lost city (did he ever have a city or just need one of his own when there weren't enough), be a lost tribe, raise a planet.
  25. 2 points
    Um, that's NOT how it works... One force is active, one passive. Match the active vs the passive to determine the chance of success. If it's a situation where one of those is involved is a PC, I always let the PC roll (so sometimes invert the relationship), but in 36 years of using the resistance table I've NEVER had two percentage rolls for one resolution whilst resolving a single round contest using it. no, but the same us equally true of every rule in every RPG - to pick on example why use roll under on d100 vs a total rated on a percentile scale, why aren't skills on the same scale as attributes and resolution done by rolling a d20? Neither is intrinsically better in any general sense. In most BRP games a creatures core attributes are rated on a non-percentile scale; the resistance table (or the calculation in tabulates) lets you use those attributes in contests; it defines in use their inherent relative power (any attribute 10 points or more greater than what opposes it will always win) in a way opposed percentile stat rolls don't. An arm wrestling match on the resistance table between a STR9 character and a STR18 one (5% / 95% chance depending on how it's framed) is a forgone conclusion; using Effort rolls (45% vs 90%) it's simply not. Neither is "better", they provide different feels to resolutions whilst still both using the core mechanic of roll d100, roll under. Which means in play a character exercising a skill has a subtlety different feel to a challenge against their inherent qualities (STR, CON etc etc); which is why I've long been a fan of. Cheers, Nick