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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. 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.
  3. 5 points
    One of the players in my Monday Night Group (Adam!) wrote it!
  4. 5 points
    Lots of good advice above, which is useful for me too as I’ll be running my first RQG soon. Here is what I am intending to do to introduce my players, which maybe of interest to you. I was going to use Cattle Raid from the screen pack adventure book to start my players, who are unfamiliar with Glorantha, but I have decided instead to run Yozarian’s Bandit Ducks (https://www.drivethrurpg.com/product/296285/Yozarians-Bandit-Ducks?src=hottest_filtered). My reasoning is that its a light hearted story in which they can get on with learning the mechanics of the game without worrying about the history and politics of Glorantha. It’s also a bit more like a DnD adventure in how it is structured. I’ll give them a very brief intro to the world at the start and, as has been mentioned above, explain differences such as they all have magic, combat can be deadly, etc., but I want to get into the game quickly. My group are familiar with the percentile system having played Call of Cthulhu, which will help. They also like the idea of playing ducks for a bit of fun – other groups may not. My intro, roughly, will be a picture of the whole world, map of continents, map of Dragon Pass and point out where they are. I shall mention the ongoing troubles with the Lunars and the beginning of the Hero Wars, but tell them that as a bunch of outcast bandits that’s of little interest to them. Anything else that comes up in play that needs explaining will be dealt with when it arises. The goal is to introduce them to RQG in a way that is fun rather than earnest; a way that will incline them more towards playing again. If they like it, then I’ll have a session zero where I let them roll characters and give them a more in depth understanding of the culture and politics of world. After that, it’s using the published scenarios as episodes in a campaign.
  5. 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.
  6. 4 points
    In my Glorantha, I normally have the following. Vivamort is the God of Vampires, he is the First Vampire, created to heal a wound from the Devil and cursed by the same action. he was involved in causing Death to enter the world, as he was tricked into letting Eurmal steal it. He creates vampires and his worshippers create vampires. Gark the Calm is a god of Zombies, not the only one. However, his is a cult of silent contemplation, or it can be. Anyone dying in a Gark the Calm temple comes back as a Zombie, this is automatic for Gark worshippers and not always automatic for non-worshippers. some worshippers of Gark the Calm sit around meditating in circles, where they deny themselves food and drink, sometimes sealing themselves in, so they run out of air, when they die they immediately awaken as zombies and continue their eternal meditation. Gark's zombies are normally harmless, unless disturbed or commanded by someone who has a Command/Control Zombie spell. In my Glorantha, Gark has a Command Zombie Horde spell that causes the mass of Zombies to obey simple commands.
  7. 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.
  8. 3 points
    Character creation and getting it off the ground are the most intensive phases. Once underway, the games develop a particular pace for the group. The "workload" varies somewhat proportionally to the number of characters (and I do mean characters as you may have multiple per player and you should account for 'significant' NPCs who might accompany the PCs). Anything over 8 becomes very challenging. I tend to be more narrative "heavy" or descriptive, and that takes more time too. Combat (in RQG) or other extended contests (more an HQG concept, but can be applied in RQG) require more interaction. (RQ2/3 are worse in that regard than RQG as magic and augments help shorten the combat.) Combat for RQ often needs layouts for positioning, and diagramming those and updating round-by-round. (One plus with HQG is you don't generally need to worry about positioning.) As with tabletop, creating your own scenarios takes more time and consideration than those you can buy. The latter often have text or dialogue you can weave directly in (particularly if you have pdf to cut-and-paste from). I've got both RQG and HQG games active right now. Some nights, it may take me 15 minutes to respond to updates for both, 30 minutes is probably typical, but can be longer depending on factors noted above. My RQG game tends to have updates almost daily, the HQG one varies more and may stretch to every other day or so. Sessions or scenarios can take awhile to get through. But overall I've found manageable. The HQG one has been going over 5.5 years now (though the cast of players has completely turned over), the RQG one over 2.5 years.
  9. 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?
  10. 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.
  11. 2 points
    I originally posted this on the RuneQuest Facebook group, but thought that i might get some answers here from people that are not into facebook: Question to the reaaaally longtime RuneQuesters: In Gregs house campaign about the Temple of the Wooden Sword who were the real world players of the main characters? Londra of Londros = Ken Kaufer Naimless = ? Alebard = ? Eril Silksword (aka Errol Silksword, aka Errol Flynn) = ? Urrrggh the Ugly = ? Bagtrap = ? Genevieve Leclerque = ? Ashborn Demonslayer (aka Twiceborn, Thriceborn) = ? Alexander Yellowbelly = Charlie Krank (?) Redbird = ? Jean-louis Levesque = ? Alwine Hrale = ? Maldon = ? Urgrurl The Iron Baboon = ? Jonathon Trollsbane = Bill Keyes Jondar Blackmane = Bill Keyes Only to mame the most important (according to the summaries of their adventures that i have read). I edit this post every time the name of a player comes up.
  12. 2 points
    Have you seen the crazy amount of detail Jeff puts in art direction? I wouldn't be surprised if one page of Prince of Sartar was half a page of dialogue and action description followed by 3 pages of references and details about every single object/statue/weapon/tunic/etc. featured in the panels. To go back to the OP, one thing to describe about magic usage in Glorantha is how many focii people typically carry on them for Spirit Magic. They touch a tatoo or an object on their belt or bead on a braid on their head or a piece of jewelry or the hilt of their sword or some carving inside their shield or whatever. RQG p254 has a whole bunch of examples. I ask my players to come up with ideas of these focii as they use their spells the first time (after combat), with a guarantee that their choice won't be used against them (so that they don't need to worry about losing access to a spell because they lost the object on which the focus was.... MGF over simulationism and all that). It adds flavour as opposed to an actual visual/auditory cue, but it's another part of describing magic.
  13. 2 points
    Here is the updated version which will appear in the upcoming Cults of Glorantha and replaces the two previous versions:
  14. 2 points
    You can probably look up a playthrough/Let's Play on youtube, they are quite common these days. If only to get the story/inspiration.
  15. 2 points
    I am very excited to learn about the nearing Trollpack!
  16. 2 points
    Maybe, haven't played enough tough combats to know. But remember Rune Magic means most fighters have access to Shield and everybody has emergency Healing 6, both of which prolong combat.
  17. 2 points
    Isn't everybody born with a fetch? (or almost everybody) And it's just that only a few actually "awaken" it and get to control it? I don't want fetches to become the new midichlorians Maybe not what those assholes on the 4shaman forums say... "you're not a real shaman unless you have a shaman mentor who gives you drugs in the desert while you're dehydrated"... there's gatekeeping in Gloranthan tribes, too!
  18. 2 points
    From my pov Bring out the uniqueness of the world (without overwhelming them with the sheer amount of stuff there is in Glorantha). A good games system with a mediocre background will never be more than mediocre. I think the advice about making them all Sartarites from the same clan and mainly Orlanth or Ernalda worshippers is good but if any of them have a burning desire to play a Praxian or a durulz try and accommodate them. A player who is enthusiastic about their character is a happy player. Get them to create their own characters as soon as they are reasonably happy about the game system. A character they have created (especially when its as detailed as RQG character creation) will mean a lot more to them than a pre-generated one.
  19. 2 points
    Basically, there is a strip of the Underworld sky around the northern Jumper star (Kalikos) which only appears in winter, when the sky tilts soutwards. These lights are only seen in the north, when the sky has its greatest tilt (with the Sunpath and Pole Star wandering significantly south of the former Spike, now Magasta's Pool). The winter southward tilt (which re-creates the Fire-spill that keeps the Nargan dry) is stronger than the summer northward tilt. I find it a bit ironic that the quest is sent out to aid Kalikos. Kalikos pushing the sky dome back too strongly is what causes the fire spill and the cold in the north. I feel that the Lunar "aid" brought to Kalikos is a distraction to keep him from pushing the dome too far and too fast in the summer.
  20. 2 points
    Pedants can consult Guide 651, hipsters will always have Elder Secrets 1.45 although the Kalikan Lights are new to the Guide.
  21. 2 points
    I believe the word you're grasping for is "pedantic". Ha. !i!
  22. 2 points
    Do you have the HeroQuest core rules, as well as HeroQuest: Glorantha? My biggest issue with the HQ:G rulebook is that far too many of the great examples in the HQ:CR have been missed out (or not updated to reflect Glorantha, since most of the HQ:CR examples are non-Gloranthan). Sure, there are examples of play in HQ:G but I found the examples in HQ:CR much much clearer.
  23. 1 point
    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
  24. 1 point
    The Early Family History is a great little document that I picked up on DrivethruRPG via the Jonston Compedium !!! It's perfect for what I'm looking for, as I want to run characters thru some of the intial RQ2 and RQ3 material, and I like that era with the Lunar Empire overseeing everything in Sartar. By the time a decade of game time passes I hope the surviving characters will be Runemasters so they can jump into some of the RQG material. However I have run into a few errors, unless I am doing it wrong. I was wanting to contact the author(s), but the document suggests posting any queries here on BRP Central - if this is the wrong section, I'll be happy to repost in the correct part of the forum. My issue is this section under the 'Your History' section: Page 8: 'Your History' - 1614 - Grazelanders Raid Tarsh This sounds cool, as my character is a Grazer. However the Events Table seems very wonky to me, some of it is actually unworkable. As a Grazer you add +5 to the D20 roll, so the main event available is that you survive (which is fine). If you roll a 20, you gain +10% to your ancestor's skill (why your ancestor's skill? This is the 'Your History' section, so the PC actually acomplished this, not an ancestor. Perhaps it should be a bonus to a combat skill). Of particular note you also have a chance of gaining the passion Hate Tarsh (which initially sounds okay), and you have another chance of gaining the passion Hate Grazers (why? Especially if you are a Grazer!). However the rationale for gaining these passions is that you are killed in battle! So yeah, things were going great, until the unworkable Grazelanders Raid Tarsh Events Table on p8. Not sure how to contact the authors to give this another look, so I'm posting it here as suggested by the editor. Yes I know that this is Glorantha, and resurrection is not entirely unknown, but it does seem like it would not be part of usual character generation. No player character dies during the Background/ Family History tables in the RQG corebook, so I'm assuming this is a mistake in this document. Everything else seems great, exactly what I wanted! Although I also wanted my character to survive long enough for me to roll his/her attributes up. This ain't the original Traveler rpg! 😁
  25. 1 point
    Love it. This is a great journey for the brave! The stories contain their own discontinuities. The vocabulary of stories each of us knows varies from person to person. Initiates draw from a common pool of essential lore, but beyond that we still diverge from one another . . . and the Godtime-us we theoretically share becomes specialized. People fall apart and come together, world without end. "Culture" lives nowhere and everywhere, like a language.
  26. 1 point
    I agree that heroquesters can and have messed with the God Time (wether one phrases this as emphasizing and deemphasizing already existing narrative bonds or outright retconning narrative bonds is a bit academical) but I think the main reason for the internal inconsistencies of the God Time has less to do with this and more to do with that the God Time was never a single "timeline" and the fact that Gloranthans in Time are attempting to understand it like one grand narrative that appears in a sequential, linear and consistent narrative is a doomed project, because that's not how it worked. The God Time allowed for simultanous contradictory events to happen, and may have run several "cycles" simultaneously, allowing for the cause to come after the effect. Basically, not only the God Learners, but anyone attempting rigid and consistent sequentialization of the God Time were effectively trying to do the mythical equivalent of creating a flat map for a round globe, which as any cartographer will tell you, is bound to come with lots of issues. Just my $0.02.
  27. 1 point
    Sorry if I implied that, the inclusion was more about not being a non-believer. Thx for editing.
  28. 1 point
    I would try contacting Bill Keyes, Ray Turney, Steve Perrin, and/or Charlie Krank. They would remember the most and can be contacted via email. Some of the others may be as well, but I have not had contact with them.
  29. 1 point
    From: Notes on the Many Suns and the Sun Gods of Prax, Page 5
  30. 1 point
    In Chinese, yeah, you wouldn't necessarily know how to pronounce a word just from reading it. In Arabic, though, you would learn what's called "Modern Standard Arabic" or "Literary Arabic" by linguists and "the purest Arabic" by Arabic speakers, and that does have an idealized sound for the characters (this is also easier because Arabic uses the script as an abjad, where vowel markings are infrequent, leaving some room to vary pronunciation). I don't really have a firm sense of which model is more appropriate for Theyalan scripts, the Western script, or the Dara Happan Sacred Alphabet and New Pelorian, but I will note that the Theyalan scripts are syllabaries and the DH Sacred Alphabet is a full alphabet, so none of them will look much like hanzi or Arabic script in practice. EDIT: Related to the above slight digression, one thought I have about New Pelorian specifically is that it makes use of something like furigana in Japanese- small-script DH Sacred Alphabet letters to spell out how to properly pronounce Pelandan ideograms, whether in a stylized cartouche like that used for names or just standing by themselves. This has its own little literary set of tricks associated with it- you could write "Sheng Seleris" and then indicate that it's to be pronounced as "Kazkurtum", eg.
  31. 1 point
    A small cross post at the suggestion of Soltakss: I understand that a weapon or shield can take twice it's normal HPs in damage before it's destroyed. Given this my question relates to the Parry table on page 199 of RG:Q and the "Parrying a Critical Hit" text of page 200: In the case of a critical attack vs a normal parry, the parry chart shows that the defender's weapon/shield has it's HP reduced by the damage rolled. However in the blurb on page 200 it states that while the weapon/shield blocks the damage it normally would, it receives double the damage from the attack. To my mind, as written, this makes little sense... if I have an undamaged small shield imposed against a critically attacking broad sword, the broad sword will deal max damage (18 + damage bonus). The small shield then absorbs 8 damage as normal but (assuming no damage bonus) there are still 10 point of damage left to account for which, rules as written, doubles against the shield. This would mean that the shield takes 20 points of damage, being effectively annihilated, while the defender receives 10 points of damage that bypass armour. I'm quite sure this is just a case of extremely confusing wording, but clarification would be grand.
  32. 1 point
    what I understand from the text : a Broadsword Criticals and does 18 Points of Damage and is parried by a Small Shield with 8 HPs. the shield blocks 8 HPs of damage, leaving 10 HPs to hit a character location, And the shield recieves for it self twice: in a "normal attack" 1 hp, ==> 2 hp Which is different for a parrying weapon (sword...) but It could be different
  33. 1 point
    Ok thats useful for me I ways I never expected. So an garden elf in suntown is not going to popular by 1625?
  34. 1 point
    That user is the author (or maybe "the primary author" ? ) of the still-in-process RQG edition of the Troll Pack. No idea whether that's a piece that was already written, or what; but it's more-likely to be at least... let's call it "canon-compatible" ... than any ordinary "fan" writing would be.
  35. 1 point
    Noether’s Theorem, another great WOMAN scientist. YAY! Thank you!
  36. 1 point
    A friend bought a shotgun from a shop just around the corner from a police station, so he walked in to register it, but with it over his shoulder. He got a few funny looks, then a policeman came up and asked if there was something he could help with. When he explained, the policeman said to come to his desk, then nonchalantly added "Next time, could you break it and leave it open, so we can see there are no shells loaded?" He then realised that he could have been tasered by a dozen policemen, quite easily.
  37. 1 point
    I forgot to ask.. where to buy those books once published?!
  38. 1 point
    Shit man, I can be both a pedant and a hipster—all because I was a consumer... Capitalism is GREAT!
  39. 1 point
    In old RQ, that would be valid! Apprentice Bonding Ritual was required to be an apprentice, and you needed a Familiar to be considered a real sorcerer. However, you could still learn basic sorcery without that. I'm under the impression that Argrath is trying to combine magical styles, including having people have something similar to awakening a Fetch, without the formalities of true cult-ural shamanism - hence this thread.
  40. 1 point
    True dat! 😁 OTOH, you also haven't had me be your GM ... 😬 😲 😭 👹 ⚔️ 💀 I am also a munchkin, at need.
  41. 1 point
    I'm not convinced of that - think that was just speculative as to the origin of the Kynnelfing name. It's a tribal confederation that includes folk like the Laramites of southern Imther, some of the cities of Saird, the Holayans, and river folk. Yes, Periades of Vanch from the Battle of Day and Night in the First Age. Mirin's Cross is older, not founded by Hwarin. It's the site of Urar Baar from the Dawn. In the Second Age, it was known as Domanand. It became Mirin's Cross in the days of Verenmars, and was Verenmars' capital. It's the heart of Saird. Now, there was a revival in building there post-Hwarin so new temples, tall towers, and the like were all added. i.e. Hwarin becomes a Goddess. Most of Saird is along the river, both south and north, but where Mirin's Cross goes, so goes Saird. Otherwise you're dealing with Orlanthi tribes.
  42. 1 point
    Yeah they only know what their worshippers said in their prayers... so if you want you can have a time loop paradox thing where someone uses Divination to ask their god where the McGuffin is, the god tells them, they go get it, and on the next worship day they have a little prayer "hey thank you god, I got the McGuffin from that place" and now boom the god knows where it is and can tell it in the past. Personally I don't like Divination too much... it's a loophole in the Compromise, it can quickly get in messed up time paradoxes as indicated above, and it puts all the work on the GM's shoulders to figure out what the god will be able to say to the PC... I guess the original intent of this mechanic was to let the players effectively ask the GM for help (kind like the Idea roll in Call of Cthulhu, but with an associated cost), but I think it's way too easy to abuse, and puts too much pressure on the GM.
  43. 1 point
    I'm inclined to say that pre-divine elements of the Lunar immortals can be included in the Heroquest - provided that they are narratively relevant. At the end of the day, that's what heroquests are: they're stories. I like to think that when ascending, the "puncture" of the apotheosis of a hero drags with it some of the pre-divine events as well, fossilizing them too in God Time. That's just my loose take on it, though. And of course it doesn't mean that other randos or bystanders of those events are suddenly divine as well. I assume they are replaced with a kind of divine/God Time "Greek chorus" kind of thing, as it were.
  44. 1 point
    RQ has always leaned a bit more toward the melodramatic & pulpy than the "realistic," of course. To see this, one need only look at the RQ characters who've lost limbs, vs what the archaeologists find who study old battle sites, and graveyards... 😇 Also, honesty compels me to note that other games like GURPS (with its "accuracy" & "realism" dials maximized) and Riddle of Steel (which only HAD accuracy/realism as a metric 😉 ) both exceed BRP in this regard. _
  45. 1 point
    Noting that the Valare-Telsor line is also related to the Tarshite royal line... Well, I will attempt to move the needle on my part, even it's non-canon.
  46. 1 point
    Just "discovered" this thread. While I love most of HPL's work, my top three favourites are The Shunned House, The Haunter of The Dark and The Lurking Fear. The first because it shows how much research can be done - and in fact should be done - before an investigation. The second because the horror is implied rather than shown. Finally, the third is a grand introduction to the world of a CoC Investigator.
  47. 1 point
    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!
  48. 1 point
    I'd be strongly against anything gender'ed. I cannot tell you how much I hate the idea of "not as skilled, because she's a girl." Base the differences on the cultural roles, profession, and the Cults. People following "peaceful" professions & Cults (Barntar, Ernalda, etc) get many more "peaceful" skills, regardless of gender. People following "adventurer" Cults get combat-related and other "adventuring" skills, regardless of gender.
  49. 1 point
    As an experiment have put one item up for PWYW (it is only five pages long) and 19 people put in a total of $22.04; and another 27 'purchased' the item, but paid nothing so beware. For this item, as an earlier version was already out in the world, I decided not to charge. However, I would not advise doing this for new content. For the other two items, which have a price, one has sold more than seventy copies, and the other is now well over a hundred. The royalty accruing is a very pleasant surprise, but unless you are incredibly lucky, you aren't going to make massive amounts of money, and given the time and effort the larger book has taken, the earnings aren't a realistic remuneration -- but that isn't why anyone would do this sort of thing. It is a bit surreal to see my main title, with its black & white cover, still nestling among professional books with professional color covers. In the game industry, it was once said, I believe, that the best way to become an industry millionaire was to start with ten million. And that was for professionals...
  50. 1 point
    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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