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Showing content with the highest reputation since 08/17/2019 in all areas

  1. 4 points
    The Sorcery rules in RQ3 turned out to be......very long term.....the most powerful thing going in a 4+ year running Griffin Island Campaign. The sorcerer PC needed tons of early help from the fighter and Rune magic types, starting out as an interesting supporting character much like the Wizard in Conan the Barbarian/1981played by Mako. As time went by though, he started acquiring Glorantha levels of stored PoW, which enabled the PC's to have spurts of massively enhanced pre-planned combat. This was stunningly good for things like attacking a stronghold, or lair of some evil creatures, given about 2 days to prepare or so. At this point he went from interesting role playing opportunity (the civilized man in the company of Barbarians), to a serious tool for the PC's to wield. He was still terrible at impromptu conflict, and was generally happy just to get away unscathed and participate in some way in the warrior-centric melees of the genre. However that changed again when he started creating significant enchanted objects to cast ever larger spells. This mainly was to push duration of a few staples into the "I always have it on me, but this POW crystal is always drained to do it." status. After a while he got into hit point enchantment, which pushed things into a whole another level. Remember those wizards that Conan would gut with four feet of Aquilonian steel, but then would still be able to leap around and would often survive? He was like that. Eventually the player dropped out, and the character ultimately became so powerful as to serve as the big bad at the very end of the campaign, when the players would strive to save the island for the next nexus of the Gods at the end of the Age. This one character was able to single handedly challenge all of the warriors and Priests -- even the High Priest in the group. Now this took playing weekly for years (ah, the college days), and the current sorcery rules.........need work. But there is nothing stopping a GM from filling in a few blanks, or simply allowing a character to learn sorcery, much like the Lhankor Mhy cultists can pick up specific spells. I also had a Glorantha campaign using RQ2 & then 3 rules, and I allowed the sorcerer there to learn Magic World spells. Big mistake! He was a miniature Cragspider spewing Geometric fire around and achieved Hero status, in the Dragon Pass board game terms. So yeah, as is, the rules are not what I was hoping that they would be. I like the concepts laid out, but running one right now would require a lot of cooperation between an ambitious and flexible player and the GM. Certainly doable, but not what I wanted from the "definitive" edition of Glorantha centric Runequest.
  2. 4 points
    Interesting—Howard the Duck was definitely the model for my duck, right down to the definite article for a middle name.
  3. 3 points
    Seseine is the Pamaltelan goddess of seduction. She is connected with chaos. She fought against Pamalt's Necklace in the Demon Period. In the same confrontation Pamalt confronted Gark, Krajalk and Pocharngo. She can take any form, and seeks to corrupt the Right Footpath. Her way is contrasted with the right uses of pleasure, desire, and sexuality. In Laskal she is worshiped through Echeklihos. (Revealed Mythologies) Despite she has a demigoddess daughter in Heortland, the Guide also point her more in Pamaltela. If you are not running a Fonritian campaign, maybe you find more suitable Lemure. She is exactly the same, but she is the source of passions. Her cult is described in Lords of Terror, and that book has the subtitle "The Cults of Dorastor". So Lemure maybe is a more suitable choice for a Genertela campaign. As far as I know none of them has connections with Uleria. Vovisibor was created by the Five Evil Ones, some powerful shamans who killed Kendamalar (another way to explain the dead of the Sun). Vovisibor killed them as first action. Maybe one of the Five Evil Ones was a woman and Seseine was born from her raped broken dead body. The newborn goddess started to corrupt Artmali and Agimori spreading out the chaos in the domains of Pamalt.
  4. 3 points
    Yo! I'm just wondering if anyone is aware of mods (or modders interested in doing) for Glorantha for RPG games, e.g. Mount and Blade, or others... I'd seriously love to have the money for a full Elder Scrolls mod... (Before ppl say - yes, I know KoDP, and the upcoming release. And I know one of the developers for ES was an RQ fan... Neither help the question)
  5. 3 points
    I couldn't agree more. Also, don't forget the other senses. Even before you see it, is there a disgusting smell? Is there a creepy sound? Do you get the hairs on the back of your neck standing up before you even see the creature? And never say "You see a Mi-Go in front of you". Describe what the characters see. Change the way the creature appears from how Lovecraft or the game book describes it. Keep the players guessing as to what the thing actually is.
  6. 3 points
    Like when my kids shake their heads at me... 🙂 I think it's in the Uncertain Realm near the Ratslaff Rocks. Yes, some of those can clearly be connected to specific hells: the Combat Pit with Kargan Tor's Court of Conflict, the Strange Gods with the Hell of Monster Man, ... Certainly Sartre thought so. And picture an LM sage placed in a room with a Boggle for company. Or a Dayzatar worshipper forced to grovel in a hell with lusty Lodrili. That's why I don't . 🙂 But it is one. Quite agree - thinking you're off on the Westfaring and then tumbling down the Rabbit Hole makes for a good change of pace. Yes, and in fact the best way to get to where you want to go is to Despair of ever getting there. I always like the old map in RQ2 which hinted at unknown mountains beyond the Sea of Fog (not to mention Kylerela lost within it). Maybe there's a nice broken chunk of the Sky Dome off that way that looks like mountains if looked at in a certain way. And perhaps it's also possible to sail off the edge of Sramak's River and find yourself upon the Dark Ocean.
  7. 3 points
    That is excellent, but as a Keeper/consumer I would like the art and layout to match the theme of the horror scenario/campaign. Well thought out artwork and layout imbued with a creepy ambience inspires me and in turn I can try to convey that to the players around my table. Take your avatar for instance, it's a very nice piece of art, but it's more in line with fantasy games in my opinion. Me and my gaming friends have been playing the Swedish rpg Drakar och Demoner since 1984 (also a BRP game) and they have hacked their way through both reptile men, dinosauroids and serpent people. I would probably not show them the core book illustration of serpent people because they wouldn't find it creepy. It would be a frightening creature in real life of course, but I think that very illustration would damper their immersion a bit. Serpent people must be especially tricky to make creepy, but I have attached some concept art (or fan art, it's a bit unclear) for a Harry Potter movie of all things. Concept art for a kids movie, yet it's more twisted and creepier. This could be when the spell Consume Likeness is broken by injury: :
  8. 2 points
    Are there myth about Seseine and Uleria?
  9. 2 points
    Yes. Magasta the Churner. Engizi the Sky River. Oslira (and probably most other River Gods). And of course Mastakos.
  10. 2 points
    Thank you for all your advice! I think I will be pitching my fantasy anime idea soon enough (things like Slayers, Sword Arts Online, Overlord, etc.), especially as influenced by video games like the Final Fantasy series.
  11. 2 points
    I was merely correcting your implication that there was no communication about CoC until about a year ahead of launch. That simply wasn't factually true. You know, you'd expect the licensor would remember things like that, I mean ... since they're working with the developers and all?
  12. 2 points
    Yeah I'd rather a "0 warning point" be delivered via PM first, and then (if the private discussion doesn't go well, for instance) actual bans all be handled similarly privately.
  13. 2 points
    I like the "10 Things" idea. So far, we've got the Red Moon and Kiero Fin. I might expand "Kiero Fin" to be a general placeholder for localized "Giant Fantasy Terrain" features like Esrola's Throne, The Block, etc. The Red Moon could go under that umbrella as well, but is important enough in other ways to deserve it's own line item. I wonder if a Q&A format might make sense. What does the world around my character look like? (Bronze Age-ish tech & trappings, Big Fantasy Geography, Alynxes, Dragons, Praxian mounts) How does magic work in Glorantha? ("Theism is something you are...") Cults? Spirit Societies? Clans? Can I play a _______? (Map common RPG character types to Cults & cultures) Who are the main peoples of Glorantha, and what makes them unique? ("Things my ___ told me:") What are the key conflicts in the setting? ("The Hero Wars are about...") What do adventurers do in Glorantha? What else?
  14. 2 points
    That's a fascinating story! Is it in Glorious ReAscent? I don't have access to the Stafford Library (yet...) but it'd be good to know whence tales come. I feel like it wouldn't be, if Glorious ReAscent's frame is "written by a Dara Happan." I'm not sure I understand where Lodril fits into this. Is he Aether's ejaculate, basically? I'm starting to get a bit lost in the Name Stew. Or was Tin/Metal/Godpower/Sperm a pseudo-Lodril in a biological sense? Aether and Gata copulate, procreating Lodril, and then also procreating Umath who goes all Kronos and causes problems. Lodril's brass, Umath's bronze (according to Elder Secrets p.35, which also notes Lodril's "purity"). Though lo-metal isn't noted as a Rune metal by that article, save for the sidebar. I don't properly know enough to provide explanation or commentary. However, I was operating under the thought that Tin=Umath in my prior post, which is the source of several conflicts. Additionally, with that story I was trying to present more a generalized "here's the sort of causal explanation I'd expect" than "This is What Happened." I didn't realize Umath was bronze, but thought Orlanth's Storm Tribe is bronze and Umath's the daddy of Orlanth sooooo he's gotta be tin, right? Mm-not-quite. Speculative corollary: Copper + Bronze = more bronze? Cf. above: "I Am Not An Expert." I was aware of Yelorna, but didn't know silver was associated with her, or with other sky deities. Interesting. Also, I went digging into the mainly-non-canonical RQ3 Elder Secrets (which is basically the same as RQG's article on metals, but with an inch more lore) and found that it lists Orlanth as having access to Enchant Silver. So... interesting. Artifact of non-canon, or something weirder? I actually know a handful of things on this one! Anatolia, attributed to Croesus of Lydia, or one of his predecessors or general affiliates (because we really shouldn't trust Herodotos to be factual, but the region's got silver/gold blend mines sooo there's some truth laying about). But I don't really see electrum as used for coinage in Glorantha, if it exists. It was used in Anatolia, as I understand it, mostly for convenience--that's basically how they got it out of the ground. In Glorantha we seem to have a whole other story for how coin values get established with Wheels and Dancers and all that tangent stuff. (Speaking of tangents, the whole point of White Gold in the Covenant books is that it isn't available to their technology hence magic powers!) If anyone reading's curious about the origin of terrestrial coinage, I suggest checking out Kraay's Archaic and Classical Greek Coins. The first couple chapters dig into its origin in taxes (because governments always suck the fun out of everything) and I remember the chapter around the Peloponnesian War having some fascinating examples of how coins around the Mediterranean mimicked Athenian owl tetradrachms--which probably provides an interesting parallel to the Gloranthan Lunar! Building off Qizilbashwoman's comment on silver, maybe a better path to explore for electrum would be as associated children of Yelm and other Sky gods? I don't know, would that be the star captains that come down during the Great Darkness, perhaps? I think I actually disagree here (as opposed to waffling uncertainly). I really don't think Glorantha has oxygen and nitrogen--it has Air, and probably Bad Air (thanks Eurmal), and probably varieties of Breathing Air and Bad Air. I don't think it can be assumed that the oxidation process automatically happens like on Earth (although maybe the Breathing Air/body of Umath/however that works does happen to have the same effect on iron; but that feels unlikely to me without a relevant story describing it). On a similar note, that's part of why I'm curious about bronze & copper tarnishing--I wanna know why. Yep, Glorantha Bestiary p.118. I've also assumed that any reference to dragonbone is reference to True dragonbone. My read is that it's pretty clearly Stafford's rendition of Ouranos and Gaia. Kronos (Umath) cuts down Ouranos as he tries laying with her, and becomes king of the universe. Another epoch later, Kronos' son usurps him, and we get Zeus and all those joys. Main difference is that Orlanth isn't a patricide. I got no clue on how prior ages would work. However, my imagination visualizes it sort of like a child's watercolor painting: there is the blue sky, the green earth, and trees and people. Where's the air in the painting? You don't need it. It isn't there. I also really like Joerg's description of Umath as a huge exhale for the moment he divides heaven and earth. This just keeps making my brain spin--it seems more and more to me that the Mostali somehow created a whole new metal--the sort of thing that is the life-force of the very gods--from nothing. Or from mimicking a physical Rune (or whatever the heck the first Death/Sword/thing is, I'm imagining it as a Platonic idea made tangible in sword shape, so not iron, but solid). Glorantha Bestiary notes that Third Age dwarves have the Earth and Stasis Runes, and the Sorcery chapter of RQG explicitly excludes mostali from being manipulated with the Man Rune. Although RQG plays a bit fast and loose with Runes compared to HQ, I think it's still relevant. Speculating, perhaps they're somehow associated with the Law Rune?
  15. 2 points
    Of course, there's also some evidence Chaosium's business plan is working just fine... 👉 👈
  16. 2 points
    Perhaps it's unironic then that that's one of the metals I find most appealing--it's the most unworldly. I like the story of Earth gods & Sky gods coming together to make the storm gods which then die lots for bronze deposits but the notion that the sky metal (tin) doesn't have magic properties just kind of buggers with my brain. It's one of these situations where we have Earth phenomena but a sufficiently make-believe Glorantha explanation for it (since there aren't molecules, but stuff happens according to the myths instead). And it sounds like most bronze deposits aren't actually in the shape of bones from that Godling Bone entry in the old Plunder book (I'm familiar with it from the Borderlands & Beyond reprint, not sure a page number right now), but rather more like what imagination says ore would be, random chunks of rock with metal bits in it. I know a little about metallurgy, etc. (but I am very much Not An Expert), but I don't really think I want to know about Gloranthan metallurgy; not exactly. I do kind of think we need to know more precisely what Glorantha's metals can do, but there's definitely some concepts material sciences brings to the table that don't feel relevant to me. And I suspect the nature of metals could change, if the right heroquesting was done deeply enough and in the right ways. The sort of thinking I have in mind is like "Only one in five among Umath's followers married the children of Whoever-the-Earth-Goddess-was (not Ernalda IIRC?) therefore bronze is made by one part tin to four parts copper." But if you learn a different story, you've got a different alloy or properties of metal. Usually it doesn't matter, but maybe there's times it does. Great question, don't know. Enchanted copper's more enduring, like the earth in my imagination, so I reckon tin would have some property related to Umath's people pre-Storm Tribe. I'd had electrum (Gold + Silver) in my mind as another metal of curiosity, but forgot about Pewter. Electrum made sense in my imagination as maybe a metal, when enchanted, associated with the Red Emperor as the union of the Dara Happan Empire (Sun, Gold) and the Lunar Way (Silver). Pewter would be interesting, because that'd be Air and Darkness, which is the some people in Esrolia pre-Belintar (the Kitori, I think?). Dragonbone? Is dragonbone transformed into metal from something canonical? My take on the dragonewts entry in the Glorantha Bestiary was that it's basically bone-ish but harder, since they stick obsidian in it to use for some klanths. (... IIRC.) Could you elaborate? I assume bronze (& copper) tarnishes because the interior of the RQG core looks like tarnished bronze and it's a whole thing in the setting, but I don't actually know anything about it. Where I'm at is I wanna know more, and know if they work like their analogues, but I wanna know the mythic explanation behind it. Iron obviously can't oxidize because Glorantha doesn't have oxygen--it has Air! But maybe it rusts because the trolls found/corrupted/ate and farted out a spirit that can eat away at iron. On the topic of iron, how the heck did the dwarves invent a new metal in the first place? Is that noted anywhere? Is that a secret? That sounds like it might be a secret.
  17. 2 points
    I am reminded of Fred Ward's Shinanju instructor in the movie Remo Williams, The Adventure Begins. Even now I can see him telling Fred "You move like a pregnant Yak!"
  18. 2 points
    Yes, use RQ3 Category modifiers. In RQ3 APP not only affected the starting skill scores, but it also applied to improvement rolls. This meant that someone with a high APP not only started with a better fast talk/orate/etc. but also that they would tend to improve faster.
  19. 1 point
    Another fine avenue for translators to explore! But a little more seriously, orthodox triolini look first to Magasta for the metaphysical "soul arranger" or psychopomp function. Maybe one of his many epithets is the Flow, the cosmic force that pulls us all back to the hole in the heart of the world for purification and recirculation. Some might say gravity, धर्म or άνάγκη. (Maybe "love" also comes close.) Weirder triolini undoubtedly have weirder ideas involving the role of Daliath on the far end of the cycle. Magasta churns and flows but Daliath learns and flows, so to speak, giving water people a system to make sense of the otherwise murky patterns of Change. Of course there are textual cues that the entire Daliath complex is an alchemical allegory, deploying Change for higher goals. Exploring these waters might tickle your fancy.
  20. 1 point
    I don't understand this... LM sorcerers can still learn Spirit Magic... You just don't get to choose any at character creation. Nothing stopping you from purchasing later... I'm disagreeing with the flexibility angle. I suggest they have more, and in almost every situation other than the unexpected immediate combat, are probably better than theists... Especially anything taking more than a few minutes (unless you want to use up RPs on Extension). Your theist is learning new spells about the same rate (or slower!) than the sorcerer (unless we're taking availability into account). The theists need to succeed in their POW-gain rolls. The sorcerer needs to find a book, scroll, teacher, or just work it out over 1 season (at INT x ?%). Given that the sorcerer can effectively mimic (to some degree) *any* Rune or Spirit magic spell, plus create others that the theists (and definitely shamans) can't, I'm baffled by this "lack of flexibility" argument (overall... Not specifically in the heat of the moment options you've said).
  21. 1 point
    ah yes, the sublime dick of Yelm, hahahaha
  22. 1 point
    When I first read Lovecraft it seemed to me that he was purposefully taking the common tropes of horror... weird rural folks, old houses, cursed histories... and subverting their supernatural assumptions by giving them a different set of underpinnings. So we get a 'vampire' in The Shunned House... but it sure ain't Dracula, and we got 'werewolves' in Pickman's Model, but they're a different sort of critter altogether. Lovecraft, smartly, didn't just have tentacled horrors rain down from the nihilistic universe without handholds, he had them creep up through the well-established foundations of gothic horror and folklore... then pounce... and the crucifixes and holy water and silver-tipped canes you thought would save you did no good at all. Anyway, that has always been my assumption of why the ghouls have their canine appearance, to echo the familiar werewolf legends. As for subverting the now familiar Mythos creatures... I'm not sure how to do that without just randomly altering things... but that smacks of D&D 81 flavors of goblin. Maybe that's why I always used a lot of cultists in CoC games, because even though we live among them humans can always be weird and scary.
  23. 1 point
    The God Learners, having conquered the Fonritian city states, equated Ompalam (the superior of all the enslaved gods of the country) as the obvious equivalent of their Invisible God, and the Fonritian practices as some form of henotheism. They never claimed that the Fonritians were in any way Malkioni. They got hung up on a few parallels and fantasized from there. (A bit like Arthur Evans did when he posited matriarchal Minoan culture and "reconstructed" parts of Knossos, or like Schliemann using a gold mask as "Mask of Agamemnon" that he replaced by the one known as such today when he found the second one which looked a lot more like his image of the heroic king than the first one his excavations had found in Mykene.) Fonritian culture is predominantly theist. And we don't talk about "churches" any more (except we read about them in Revealed Mythologies, which hasn't seen the necessary rewrite to become compatible with the basic assumptions of the Guide, and pre-RQ3 concepts of Malkionism). He is another face of the southern Earth King, possibly his opposite. Enforced obedience replaces voluntary cooperation. In many ways, Ompalam is the ugly face of Yelm. Uglier through his associates. Comparable to Sheng's Empire's Yelm cult, really. That's what the God Learners thought was what went on in Fonrit. And they appear to have been pretty confounded when the Fonritians rebelled against them to regain their previous pantheon. In other words, their analysts screwed up. I'll agree that Fonritian society is probably the most brutal form of humans ruling over humans, on par with the antigod race domains in the East, or with the mostali overlordship over their human slaves in Slon. Ramalia and Sheng's Empire have been similar, and Vadeli "Kongo" (Chir, Oabil) would have been as bad. The Thinobutan intermediate settlement areas were as bad, which is why they kept fleeing.
  24. 1 point
    Sure but what I meant was: 1) The Condition Runes are not mentioned in the RQG Sorcery rules so I'm not sure they ever apply? Isn't it implied that you're just using the Magic rune under the hood and that's it? 2) Even if the Condition Runes were used, wouldn't you need an extra column for the Techniques? "Command Plant Death" is different from "Summon Plant Death" for instance.
  25. 1 point
    It might be a problrm of lacking the organs to create sound, or to perceive it, so spirit speech may be a different form of communication, using a different medium carrier.
  26. 1 point
    Unsure of that, CoP tells of a lone swimmer from a Wolf Pirate ship (1615) swimming to Corflu and being so unimpressed by the market she swims back empty handed and the ship raises anchor and leaves. If they are taking pentian and praxian slaves they must be coming though another port as they probably aren't comimg through here. Cheers
  27. 1 point
    Yeah, I probably am a stickler (not to be confused with a stickpicker) and should apologize, but which outlier is preferred? Cheers and thanks for understanding!
  28. 1 point
    Not sure I follow, how Dickinson and crew figure in this thread, damn I hate getting old, what did I miss this time... PS on the unrelated (as fas as I can see) derailed topic... dispatch has given me my call for their (maiden's) next show (woohoo!) as a hand!
  29. 1 point
    Haha, it is! When I ran into the same problem, I asked a mod to raise the limit. Perhaps it needs to be raised again.
  30. 1 point
    @midwinter, is your plea to “make Call of Cthulhu creepy again” specifically about the art direction, or are you concerned with the creepiness factor of scenario and setting content, too? Your comments have focused almost exclusively on the art, but your title sounds more general and you also flagged an overabundance of ghouls and Deep Ones as concerns. Many of the early replies focus more on the creep factor in the game experience, but your responses redirect to the art. I’m newer to the roleplaying table, relatively speaking (only been playing Call of Cthulhu for around a decade), so curious if you see an appreciable change in scenario creepiness over time, or if your complaint is really focused on the look and feel and not so much the gameplay itself.
  31. 1 point
    You don't need to know the story about how Finrod acquired Nargothrond to understand the hints at Beren's quest for Luthien in the Lord of the Rings, and the stuff we discussed above is of similar quality. While there are surprising hints at these stories in quite old material, I would bet that at least half of the names and facts we were discussing about Nochet and Norinel didn't exist thirty years ago. Esrolia was presented in the RuneQuest Companion and in the Military History of Dragon Pass in Different Worlds 28, roughly at the same time (1983?). Genertela box added a bit more detail, but boy was I surprised to learn e.g. of the Readjustment wars. In the past 20 years, there have been a number of very friendly and creative cooperations between networked Glorantha fans to shape areas of Glorantha in terms of gameable background. For an extensive such exploration - mainly by French fans - check out http://kethaela.en.free.fr/ All of that creative work was done without that much official knowledge, and the campaign played by Philippe SIgaud and his friends before that background was epic, and very very Gloranthan. And (as of publication of the Guide) very un-canonical.
  32. 1 point
    Pretty much my thought. A talar/noble has a retinue of zzaburi, horali, etc. The horali will be associated with one society - that creates unity, which is what a good talar will seek to achieve in his little miniature society.
  33. 1 point
    This seems like an elegant solution. There are some sorcery spells that would be very useful even at their lowest intensity, like Mend Flesh or Finger of Fire.
  34. 1 point
    These are the soldiers who followed their nobles into "exile". House of the Stag. The warrior society of the Stag meets here to learn and practice its skills. They are known for their speed and maneuverability and serve the Caprati family. Horali of the Stag regiment never sport beards or mustaches and keep their hair cropped. House of the Boar. The warrior society of the Boar is housed here. Known for their tenacious and ferocious attacks, as well as their thick and bristly mustaches, they are sworn to the du Tumerine family.
  35. 1 point
    Trif, it's quite clear that you aren't twigging how this is escalating - or why it escalated. You played a significant part in this when you dropped a bollock and referred to 'SJWs' and 'red-pillers' in your initial moderation, which just helped set things off. Now it's your site, sure. But it's not just your site site since it became Chaosium's promoted forum. If it's to remain that, I don't see how this trend is sustainable. If the only overt moderation after this nonsense is for you to give a week ban to someone who is complaining about potential issues of prejudice—however misplaced you feel that complaint might be—this is only going to get worse. Even on a cynical level the optics are fucking awful, to put it mildly - irrespective of how any of us might feel on the ethical issues actually being discussed.
  36. 1 point
    Let us RQ savvy and KAP ignorant types know how it went. Curious minds, and all. Cheers
  37. 1 point
    This might be one of those questions that are so ingrained into the setting that they either have been entirely overlooked (like whether Durulz lay eggs, apparently), or been overthought so drastically that there is 40-odd page mailing list debate somewhere that delves into it ad nauseam. But, simply put, the Orlanthi seem to have a fondness for blue pigment for tattoing and probably other stuff. Do the Orlanthi forage woad flowers? Or do they do something else? Not a terribly deep question, but sometimes it's nice to ask the mundane things (unless, of course this is an age-old debate to put the Yelmalio-Elmal controversy to shame ).
  38. 1 point
    "There and Back Again" obviously.
  39. 1 point
    He also wrote about inbred, white hillbillies, don't forget that. I think he loathed most people. And I frankly don't give a damn. I like horror and I like Lovecraft's works. I sometimes feel I can relate to Lovecraft on a personal scale in many ways, even though he was a much more active, outdoorsy type than I am. And he had lots of penpals too. I would have loved to have been one of his penpals. Now with that being said, I must explain what I mean with "Seattle-made 2019 rainbow-coloured lens". I don't think gay people have had any problems playing Call of Cthulhu in the past. There was no need to bring up sexual orientations, gender or skin colour around gaming tables in the 80's for instance. So to clarify - it's the woke clique screaming for "inclusiveness" and the people that cater to that clique that should be under my umbrella term. And Seattle is famous for those angry Twitter people crying foul. From the comics industry, to Hollywood movies, console gaming and to tabletop rpgs. They are always there (the very vocal and DIVERSE minority) but in general they aren't even fans of what they have issues with (let's say a particular game or a comic). They are not the real hardcore consumers and Seattle is NOT a reflection on how the world looks like. There is a reason why "get woke, go broke" is a modern saying. But for inclusiveness of handicapped people, I want Chaosium to take the ball and run with it. It makes perfect sense in a 1920s setting too, after The Great War. I will endorse this move completely. I bet there is a bigger market of rpg players with some form of handicap than there are rpg players who are transpeople. So it would make sense economically too. It's always about the almighty dollar in the end, isn't it? By the way, I have some mental disorders. The way sanity and phobias etc in the game works ought to be highly offensive to me, because mental illnesses doesn't work that way at all. But I don't give a damn. It's a non-issue because I know it's a game. But if one wanted to create a real Twitter stink one could take a serious look at it all - why doesn't CoC's infantile take on fear, mental illness and their 1D100 random phobia lists cause more of an uproar than exclusion of certain sexual identities? Where are the woke people crying foul in regards of this? Isn't it time for Chaosium to revise their fantasy take on madness and phobias? Or maybe put a giant disclaimer on the back of the game: "Warning! This roleplaying game simulates bouts of madness and insanity. But in no way does the fantastical game mechanics reflect real mental disorders or cast a shadow on people with real mental disabilities." Wouldn't this be more important than talking about LGBTQ people in the 1920s? Chew the cud of that for awhile, then make your witty comebacks.
  40. 1 point
    I personally dislike when Lovecraft as a person and author is viewed through a Seattle-made 2019 rainbow-coloured lens. The highly political LGBTQ community is just a minuscule fraction of rpg gamers as a whole yet gaming company after gaming company try to accodommate all their wishes, their outcries for more inclusiveness, more diversity even if it flies against a historical milieu that a game is trying to emulate. You can see evidence of the catering to this minute but loud group in the CoC artwork and in the text itself. But do these people really buy the products? Can there be financial gains to be made from this small community when you risk losing more "conservative" customers? Customers who are hardcore horror fans, customers who cherish Lovecraft's works (warts and all) and don't want to read about preteen hookers and crossdressers in 1920s Berlin? I prefer my Lovecraftian horror to be rather sexless. I can only speak for myself in this regard (like any rebutters). When it comes to inclusiveness, I think Chaosium ought to include more handicapped people in their art and scenarios before catering to tiny social groupings. There are more people with handicaps than people who belong to the LGBTQ clique and angry voices on Twitter isn't a reflection of the real world.
  41. 1 point
    Flowers, like woad, are probably the jewels of Ernalda and it is striking that the flower ot the plant giving the blue woad is actually yellow. Maybe the woad flowers were the jewels Ernalda had to wear as handmaiden in Yelm's palace and the fact they ultimately give woad a reflection of her real love for Orlanth, hidden under her sky court duties? In a way it would be the expression of her desire conferring power and legitimacy to whomever she loves, hence its use for magical marking. Does it make mythical sense?
  42. 1 point
  43. 1 point
    Last session. I'll be bugging you folks with some pointers for the next game, which will be the season's end dramatic battle.
  44. 1 point
    The RQG format isn't that different from RQ2, so I'm not sure how to answer your question, other than with providing you with a sample or two.
  45. 1 point
    Smaller party. Today was the Twilight Battle of Broken Weapons. The vingan shone with her mad shield-bashing skills.
  46. 1 point
    Thanks everyone for the suggestions, ideas, and so forth. In the end, here's what I came up with as a long-form write-up for use in my campaign. It probably still requires a lot of tweaking, particularly the powers table, so worth treating very much as a "Work-in-Progress." RQG PLUNDER – TRUE DRAGON'S BLOOD Description: The blood of a True Dragon has two different states: molten and solidified. Each state has its own set of powers. When shed the blood appears in substance to be like a thick liquid, glowing and radiating heat—similar to the pouring of smelted bronze. Despite this intense heat, spilt True Dragon's blood lights no fires. Rather, it causes the world around to become mutable, melting as if made of candle wax. No substance save truestone resists this entirely, although older things endure it better than younger. The more fixed into its shape a thing is, the better it will endure a True Dragon's essence. Deprived of the irreality—or perhaps hyperreality—of the True Dragon, the shed blood slowly cools over the course of a season. The process can be accelerated by mundane methods of dousing heat. Once the True Dragon's life leaves it, the hardened blood is smooth and glassy, typically affixed to another substance. It is brittle like obsidian, but of many iridescent colors rather than black. Often, extant pieces have been cut and shaped into jewelry by those who don't know their true value. Cults: Associated – Dragonewts; Friendly – Kralorelan mystics; Knowledge: Cult Secret; Few; History: The blood of a True Dragon is rare. While many of the gods fought against and alongside dragons in the God Time, it is more difficult to find their blood in the Middle World than to find the blood of gods. Further, the cooled substance is often mistaken for colored glass or an unusual rock, rather than the rarity it is (though it does detect as magic to appropriate spells). The substance's fragility (when compared with magic crystals) further adds to its scarcity. The largest known piece of True Dragon's blood was about the size of a big man's head, and shimmered ivory and aquamarine in daylight. It was kept in the treasury of Orlanth's temple in Whitewall, and said to be the blood of Aroka. This treasure disappeared after the city's fall in 1621. Procedure: Make a True Dragon bleed, or more realistically find a chunk of the cooled blood from some forgotten age. It may be possible to bring back molten True Dragon's blood from an appropriate God Plane heroquest (like Orlanth Slays Aroka) as a boon. Powers: Like a magic crystal, a True Dragon's blood has a variety of potential effects. The POW of the blood varies, depending on the size of the sample. Using the blood typically requires attunement, which is done in the same fashion as for magic crystals. It can also be used for alchemical purposes, as described following. An adventurer can only be attuned to one piece of True Dragon's blood at a time, and cannot be attuned to both True Dragon's blood and a typical magic crystal. Dragons are anathema to the gods and elements, creatures which see the Glorantha for the illusion it truly is. They are dispassionate and unattached to the Middle World. Any adventurer who attunes to a True Dragon's blood is consequently affected by this alien mindset. In addition to other consequences described below, any adventurer attuned to True Dragon's blood has a constant penalty to their Passions equal to the attuned piece's POWx5%. This penalty lasts for a full day after attunement ends. Table: Size and POW of True Dragon's Blood: Size: POW roll: Average POW: ENC: Tiny (the size of a coin) D6 3-4 0 Small (the size of one's palm) 2D6 7 (2) Large (the size of one's fist) 4D6 14 1 Enormous (Anything larger) 6D6+ 21+ 3+ Whether or not the adventurer succeeds at attuning the piece of True Dragon's blood, they lose 1D10% from their highest Elemental Rune as a result of magically tampering with draconic powers. While they remain attuned, their Elemental Runes cannot rise higher than 100 minus the blood's POW; if a Rune is already above, it remains locked at that value. In attuning hardened True Dragon's blood, an adventurer is borrowing a fragment of draconic power for him- or herself. Typically, this takes the form of providing the adventurer with a draconic effect. To randomly determine a fragment's ability, roll D100 and consult the table below depending on the piece's POW. Ability descriptions are following. This should not be treated as an exhaustive list of the powers of True Dragon's blood, but rather a collection of “most typical” abilities. Table: True Dragon's Blood Powers: Ability: // POW: 1-5: 6-10: 11-15: 16-20: 21-25: 26-30: Molten: Draconic Passion 01-20 01-15 01-10 01-05 01 ---- ---- Understand Auld Wyrmish 21-50 16-35 11-20 06-20 ---- 01-30 ---- Dragon Claw 51-65 36-45 21-30 21-30 02-15 ---- 01-05 Growth 66-75 46-55 31-40 31-35 ---- 31-35 ---- Shimmering Hide 76-80 56-65 41-50 36-40 ---- ---- 06-15 Draconic Blood 81-85 66-70 51-55 41-50 16-30 36-40 16-30 Rough Scales 86-90 71-80 56-65 51-55 ---- ---- 31-35 Dragonewt Roads 91-98 81-90 66-80 56-60 31-40 41-45 ---- Dragon Armor 99-00 91-97 81-85 61-65 41-50 46-60 36-40 Firebreath ---- 98 86-95 66-70 51-70 61-70 ---- Soul-blast ---- 99 96-99 71-80 71-85 71-80 41-55 Sprout Wings ---- ---- ---- 81-95 86-90 81-85 56-60 Call Dream Dragon ---- ---- ---- 96-99 91-98 86-95 61-70 Draconic Consciousness ---- ---- ---- ---- 99 96-99 71-00 Roll Twice ---- 00 00 00 00 00 ---- For pieces of True Dragon's blood which exceed 30 POW, roll once for a POW 30 portion, and then a second time for the remaining POW. The piece has all rolled abilities. Always re-roll duplicated abilities, whether for extremely high-POW pieces or for results of Roll Twice. Attuning a portion of still-molten True Dragon's blood is somewhat more complex. In attuning to this substance, the adventurer changes the substance of their being, becoming a little draconic. First, add an additional D6 to the rolled POW based on the portion's size. Then, have the adventurer roll to attune to the molten blood. If they overcome the blood's POW, they feel a strong compulsion to sacrifice POW equal to the blood's POW, which will bond the adventurer to it. In any case, the blood rapidly cools into a hardened state. If the adventurer sacrificed their POW to it, the piece's appearance is different to normal cooled True Dragon's blood; it shimmers and glitters, slowly changing colors; life is preserved within it. If the adventurer did not sacrifice, determine the piece's ability as usual for it's POW. For attuned pieces of molten True Dragon's blood, roll both on the appropriate POW column in the Powers table, and then again on the Molten column. Re-roll any duplicates; the piece has all rolled powers. The adventurer also permanently gains Draconic Passion. While they are attuned to the piece of blood, they gain access to all of its abilities. Any other person who attunes the piece will not gain access to the Molten ability. In addition, so long as the adventurer does not unattune the piece, it will act as a POW Yielding crystal, storing MP up to its own POW and generating that amount as if a living creature. If the adventurer ever unattunes the piece (whether by choice or involuntarily through death, etc) the piece “dies”. Reattuning can give the adventurer renewed access to the Molten ability, but the piece won't continue to yield MP. True Dragon's Blood Powers: Call Dream Dragon: The adventurer spends fifteen minutes focusing on the blood, and must succeed on a Meditate skill roll. If they do, a dream dragon is called from the surrounding area within the next hour, similar to the dragonewt effect. This does not, however, give the adventurer the supernatural ability to command the dragon. Call Dream Dragon does not cost magic points. Draconic Blood: While attuned to this piece of True Dragon's blood, the adventurer adds its POW to their own when resisting spells. However, they automatically resist all spells—including spells the adventurer casts on him- or herself. Additionally, the adventurer's blood changes color, typically to purple or green. Draconic Consciousness: In the process of attempting to attune the blood, the adventurer's mind is forcibly opened to the infinity which is OUROBOROS. The adventurer must succeed at a POWx1% roll, or else become insane. Roll on the Insanity table for the Madness Rune spell (RQG p.334) to determine the exact effects. If they succeed and manage to attune the blood, the adventurer has survived some form of Illumination. The exact effects are best determined by the GM of each individual campaign. Some examples might include: Losing 1D6% from the Beast and Man Runes, and gaining the Dragonewt Rune at the lost percentage. If the adventurer's Dragonewt Rune becomes dominant among the three (all adding to 100%), they transform into a beaked dragonewt. Gain the Charismatic Wisdom skill from RQ3 Gods of Glorantha and the ability to sacrifice POW for points in the Path of Immanent Wisdom's draconic magic. Realize Glorantha is but the dream of cosmic Ouroboros, and learn to sacrifice POW to shape it, per the magic of the cult of Godunya in RQ3 Gods of Glorantha. In any case, this effect is permanent. The adventurer may attempt other attunements as usual and behave as expected for their culture, but they know that the nature of reality is otherwise. The draconic attunement penalty to their Elemental Runes and Passions remains permanent, even while they are not attuned to a piece of True Dragon's blood. Draconic Passion: The adventurer gains a draconic Passion at the blood's POWx10%, feeling a proportionally strong compulsion to behave that way. These might include pervasive attitudes like Suspicion, Optimism, or Laziness. Consult the dragonewt entries in the Glorantha Bestiary p.39-41 for ideas. This passion remains so long as they are attuned, and for 24 hours afterward. It can increase and decrease as usual. If the Passion decreases to zero while the adventurer is still attuned, they immediately gain one POW and a new draconic Passion—usually one in some way opposed to the previous. The penalty to an adventurer's Passions while attuned to True Dragon's blood does not apply to this special Passion. Subject to GM's discretion, the adventurer could spend time researching this Passion as though it were a skill to reduce it, instead of increasing it. This process would involve meditation and focusing on the adventurer's emotions, with the goal of developing self-control and the ability to focus on Right Action. Dragon Armor: Invoking this ability costs the adventurer 1D10% from one of their Elemental Runes. Their skin changes slightly, being covered in shimmering, nearly-transparent scales. While this effect is active, damage is absorbed at a cost of magic points, at a rate of 1MP per point of damage. This happens after reduction from armor, protective spells, etc, and even mitigates damage from critical hits. The most damage this ability can absorb from a single blow is the piece of blood's POW. The magic points can be pulled from any source. Dragon Armor ends when the adventurer dismisses it, deattunes from the blood, or if they take a blow and do not have enough magic points to absorb it. All MP will be spent reducing the damage as far as possible, and then the effect ends. Dragon Claw: This ability can be invoked at the cost of 1D10% from one of the adventurer's Elemental Runes. It transforms their left hand into a dragon's claw, which has base damage of 2D6 + Damage Bonus, and a base skill of DEXx5% when used in combat. A successful parry blocks as if it had AP equal to the blood's POW. It can hold weapons and shields made by dragonewts, but handles other objects clumsily, reducing the adventurer's skill to half. Dragon Claw lasts until dismissed. It ends immediately if the adventurer unattunes. Dragonewt Roads: The adventurer can detect the nearest dragonewt road by concentrating on the piece of blood for a minute. It doesn't tell them the distance. They can enter a dragonewt road at suitable locations and travel it, bringing along a number of companions equal to the piece's POW. Entering the dragonewt road requires a successful POWx5 roll, and costs each traveler 1MP per hour on the road. Each hour on the road covers the distance of a day's travel by mundane means. Firebreath: Activating this ability costs the adventurer 1D10% from their highest Elemental Rune. They immediately spit a glob of fire at a target within the blood's POW in meters. This deals damage to each hit location of the target equal to the percentiles lost from the adventurer's Rune. Armor and magic protect as usual. Growth: Acting like a spell matrix this ability can be activated on POWx5 and costs MP, up to a maximum of the piece's POW. Each MP spent on Growth increases the adventurer's SIZ by one, and changes their HP, Damage Bonus, category modifiers, and so on accordingly. Growth lasts for minutes equal to the blood's POW. Rough Scales: This ability is activated on the adventurer's POWx5. It gives changes the adventurer's skin, making it rough and scaly. This provides one AP per MP spent on the effect, up to a max of the piece's POW. It lasts for minutes equal to the blood's POW. Shimmering Hide: This ability causes the adventurer to take on a mirage-like appearance. It is activated on POWx5. Each MP spent on this ability reduces chances to hit the adventurer by 5%, and adds 5% to the adventurer's Stealth skills, to a max of the piece's POW. Shimmering Hide lasts for minutes equal to the piece's POW. Soul-blast: Using this ability costs 4 MP, and requires a successful POWx5 to activate. If the adventurer overcomes the target's POW with their own, the target loses 2D6 MP. Soul-blast has a range equal to the blood's POW. Sprout Wings: Invoking this ability costs the adventurer 1D10% from one of their Elemental Runes. They sprout wings, which last until the effect is dismissed. The adventurer can use them with a Fly skill of DEXx5 and a MOV equal to the average of STR and the blood's POW. If the adventurer attempts to use this ability while wearing solid armor, they immediately take 1D6 damage to the chest and the ability fails. Understand Auld Wyrmish: The adventurer understands Auld Wyrmish at the blood's POWx5%. This does not give them the ability to speak it (although it certainly should accelerate the process if they can find a native speaker willing to teach). This does not let the adventurer learn to speak the language above 25% per RQG Core p.174-175. Alchemical Properties of True Dragon's Blood: Ground-up, hardened True Dragon's blood can be used in potions which restore magical essence. Due to the scarcity of this material, no cult teaches the recipe; an alchemist must discover it for him- or herself either through experimentation or by the Library Use skill in a library which might have the relevant documents. Properly prepared, a Tiny portion of True Dragon's blood can make one potion, which restores a D6 Magic Points per point of the piece's POW. This restoration happens at the end of the melee round the potion is drunk. The drinker takes a penalty to their Passions equal to the MP restored for the next 24 hours; this penalty is cumulative if multiple potions are drunk. Larger chunks of True Dragon's blood can be broken down into the powder needed for potions, making potential doses as noted on the table following. Each time a Tiny portion is broken off, roll that portion's POW, and reduce the larger chunk's POW by a full six (there is always some magic lost in the processing). Further, roll the initial piece's POWx5; only on a failure does the smaller fragment retain its magical potency. Table: Blood to Doses Conversion: Piece Size: Doses Possible: Small D3 Large D6 Enormous D10 Some adventurers may attempt to imbibe molten True Dragon's blood or bathe in it, and so on. This is generally suicidal. Making the attempt requires at least a full melee round. Coming into direct contact deals 1D6 to the relevant location. If the adventurer continues their foolhardy attempt, they must resist the blood's POW with their own, or take that POW in general Hit Point damage as it melts their very existence into a waxy puddle. Should the adventurer survive, that is their reward. Value: Molten True Dragon's blood is functionally priceless, if it could be transported or preserved in that state. Hardened blood's value varies depending on what power the piece bestows. At the very least, it should have a value of POWx100 Lunars, if the adventurers could possibly find someone with both the coin and the inclination to purchase.
  47. 1 point
    This thread had the weirdest derailment I think I've ever seen.
  48. 1 point
    Today, the uroxi was taken down by a tusk rider. First thing in the action sequence. One horrible critical tusk gore. He didn't die, but the faces of the rest of the players as they saw the strongest fighter impaled on the ugly end of a boar and dragged for a few rounds was priceless. Gods damn it I love this game.
  49. 1 point
    She swallowed chaos and light, the light which unmakes the world. Did Kyger Litor become illuminated? The reference to adamant claws could be a metaphor, an attempt by trolls to explain the dreadful change to their mother.
  50. 1 point
    Concerning similar skills, I think a good way to deal with it is to have a few broad ones, and specialties attached to it. For instance, one broad Perception skill, with specialties such as Sight, Touch, Taste, etc. The old StormBringer skill categories could make a good foundation for those broad skills list.
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