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  1. I know we had an old thread, but I didn't want to engage in necromancy. I thought this very interesting, if not exactly portable... https://www.bbc.co.uk/news/world-europe-56648055
    8 points
  2. In the 40th anniversary year of the game, Tabletop news site BELL OF LOST SOULS describes how the release of Call of Cthulhu in 1981 changed the face of Roleplaying: "Modern gaming wouldn’t look remotely like what it does today without [Sandy] Petersen and Call of Cthulhu. It was the game that finally got RPGs to leave behind their Wargame roots and step fully into a new genre of game." Read the article here: Bell of Lost Souls.
    7 points
  3. I always find Huichol yarn paintings very near the mark (and of course the basis of the spirit art in RQG). You can find some animated if you look around: Every day in the spirit world: Not Huichol, but has some great spirit landscape imagery and shows a ritual for dealing with ferocious polar bears
    7 points
  4. Here, in this latest of our Chaosium Interviews, James Coquillat talks to Gloranthan guru Jeff Richard about the next Grand RuneQuest campaign being developed by Chaosium.
    6 points
  5. One of the things that is truly liberating when writing up setting info for Glorantha is that one gets to replace "So what ACTUALLY happened?" with the easier and more fun, "What did this specific culture think happened?"
    6 points
  6. You apparently never were attacked by angry girls on bare skin.
    6 points
  7. I've now realized that the Shadow Plateau is obviously the Haunted Mansion.
    6 points
  8. So did Belintar also call the design choices meant to draw people to certain locations "weenies" like Walt Disney did? To explain: Disneyland's design is a very deliberate way to draw the eye first to the central location, which you can see from almost everywhere, and from there to the different areas arrayed around it in turn through the use of attractions designed specifically as eye-catchers, like Cinderella Castle for the Magic Kingdom. This both helps guests orient themselves and leads them where the park's designers want them to go (namely, to the big show-pieces and money-makers).
    6 points
  9. And it is a revelation to me that Cory Doctorow's Down and Out in the Magic Kingdom serves as an inspiration for what life must have been like there under the idyllic rule of the God King.
    6 points
  10. OK. PG Wodehouse was a British author who wrote comedies about weird upper-class families, mostly. The most famous are the “Jeeves & Wooster” books, in which a phenomenally capable butler (Jeeves) and a blithering nincompoop (Bertie Wooster) navigate an aristocratic world of breaking scandals, doomed romance and minor crimes. The Drones Club is the spiritual home of idle young men like Bertie (generically, “Drones”): pampered and cosseted by inherited wealth, they have never had to grow up and instead spend their time being tossed on the tempest waves of their Aunts’ scheming. Some Dr
    6 points
  11. Fyi, MadKnight Casting is running a new RQG Miniatures kickstarter: Notably including the 7 pregen characters, a full unit of Lunars (either mounted or unmounted), Agimori, and Ducks (and who doesn't need Ducks!).
    5 points
  12. A few hints and rumors in old post-Belintar campaign logs that they're actively working with Warm Earth to destabilize Esrolia, either as a counterpoint to the Lunar effort or just a parallel power grab. They seem to be aggressive enough to drive the rump unity faction into cooperation with Red Earth, but that might just be a phase in the struggle. Either way, they're definitely a player in the Earth Sixth and so their politics at home haven't really been explored yet. My guess is they came out of the MOLAD disaster in a relatively united and uh inflamed position, eager to project influence on
    5 points
  13. IMO this is pretty easily understood, but please pick holes if you see them... Belintar washes up in the Holy Country in 1313. By 1336 he has established his empire and instituted the Tournament of the Masters of Luck and Death. Now the Holy Country has territories tied to the various elemental runes, and each is best described as a semi-autonomous region that owed fealty to Belintar. In 1616 Belintar gets assassinated by Jar-Eel and subsequent tournaments fail to bring him back. The Holy Country is an attempt to set up a model of the world back in the God Time, if you consider th
    5 points
  14. It goes beyond the purely commercial, too. If we keep up the Disneyland comparison, it implies that Belintar has constructed his Holy Country in such a way - maneuvered the assets and resources, put in place his agents and instructed them to act in such a manner, etc. - to make sure that you only see it from the angles he wants you to see it from. Whether you're an inhabitant or a visitor (or shall we say, a regular or a first-timer?), the Holy Country is very deliberately set up to make sure you come away from your experiences with the impression of it that the God-King wants you to have. In
    5 points
  15. The populace. They get to mingle with the gods, have their pictures taken with them, maybe even feast with them at the rituals. It's a wonderful place. Until its not.
    5 points
  16. Plus, if we do think of the Holy Country as Belintar constructing his own theme park, it ties in rather well to Jar-eel's observations that Belintar is a "patchwork god" and her wondering aloud if he ever really even had a plan or was just making it up as he went. A theme park like Disneyland is something specifically crafted to sell you on an illusion, after all. In the first place, it's the illusion that there's a real, physical place where you can go and see all these stories and fantasies and interact with them in the here and now. Perhaps even more relevantly, it's crafted to give the imp
    5 points
  17. This deserves to be in the Your Dumbest Theory thread, and I mean that as a compliment.
    5 points
  18. For what it’s worth, the Dara Happan encounters with Sorcery included the late First Age Brithini, implacable foes who spawned the manipulative destroyer of their Bright Empire, then the Carmanians, at various times their neighbours, allies, rivals and finally conquerors. Probably not a very positive relationship, overall. (I leave aside fragmentary mentions of Western Logicians possibly affiliated with YarGan the Terrible’s invasion of Pelanda, because (a) Pelanda not DH, and (b) life is too short to parse the Entekosiad again)
    5 points
  19. Hi! Sorry, been heads down on the book and not over here much. Book 2 is progressing! We have completed most of the text, are waiting on a few more art pieces, and have begun the editing process. We should have it out before the VoP 1 year anniversary. And while I wait for the rest of the text to edit, I have begun sorting out book 3.
    5 points
  20. Here we are. I put my no-life and my sanity in your hands, poor readers who will (try to) read my project. I will use the blog to write the story of Aendel and his company ( HOMBAK #1 ).. This story will be based on A virtual table: only one GM : me, and one player… me. It is not a true campaign log. More a story. The RQG rules, with my few house rules. The point here is to test some rules (for example is a sorcerer so useless as PC?) I am not excluding to cheat when the story could be broken due to a bad dice roll. In this case, I will note it here too. I may redo several
    4 points
  21. Line editor for RuneQuest and all things Basic Roleplaying Jason Durall talks about BRP, and his favorite, and most agonised-over sections of the "Big Gold Book". Jason is talking with Chaosium's James Coquillat.
    4 points
  22. Made a dagger/matrix out of an allosaur tooth from the elder wilds once. Why? Because it was cool.
    4 points
  23. remember you need at least one arm to use fist or grapple skill. Only kick and head should be in the unarmed section
    4 points
  24. Hey, you're welcome. Please consider leaving a rating or even a short comment/review on DriveThruRPG if you find my Catalogue useful -- doing that helps reassure potential customers it's actually worth buying, and motivates me to keep the updates coming.
    4 points
  25. Love it! When do they want it? How soon is "now?" I've been waiting for Samastina enthusiasts to start weaving these exciting theological threads into something useful like a hat, a brooch, a fabric pterodactyl. If anyone knows anyone like that please point me their way. Until they step up with their revelations, here's my hot take on warm earth. Start by standing in the place where you live: Rhigos is important as the real center of Esrolian "earth power" (insanely rich soil, land routes) and so is probably a better example of the Ernalda complex in isolation than cosmopolitan Noche
    4 points
  26. On that note, I have discovered an authentic signature of the God-King, deep within a repository of autographs (Ironhoof had terrible handwriting, as a side note): Incredible the things you can find in archives these days.
    4 points
  27. No, it is not definitive. Ginna Jar is effectively the "wyter" of the Lightbringers. She can represent the memories/dreams/wishes of important folk they have known, but does not have to.
    4 points
  28. Basically it's a conflict between the two sources. Estavos and Dunorl are brothers. This was the Sartar Companion (p.29) text: The Brandgorssons The four children of Brandgor Bronzebones have dominated Ernaldoring clan affairs and played a leading role in the Colymar tribe for the last two generations. All were thanes of the House of Sartar prior to the Lunar Conquest and are legendary for their loyalty to that House. The surviving Brandgorssons are now elderly but extremely influential. The prestige of this family is such that the Lunars and King Blackmoor treat them extremely ginge
    4 points
  29. Imarja is the feminine principle of the world. She was identified with Gata by the God Learners or with Glorantha herself. She does not have initiates but is offered worship by most Esrolians. Think of her like an analogue to Shakti.
    4 points
  30. Archeologists and linguistic experts are having a lively debate over the tablets. The controversy stems over disparate interpretations of the meaning of a glyph decoded to mean "Heroquest Rules" or more correctly "rules for Heroquesting". (Not to be confused with clay tablets previously discovered in the Zazu tar pits.) One group believes this glyph refers to a heretofore undiscovered set of tablets promising fabulous mystical insights. Others believe it is in fact referring to a mythical entity called The False Prophecy, pointing to similar references in older tablets proclaiming the comin
    4 points
  31. Bloody Zistorites with their new models of robots!
    4 points
  32. Who's the wyter of our clan, friend to you and me, M-I-C...... I have shivers
    4 points
  33. Now available in full color softcover; DOES LOVE FORGIVE? One GM, one Investigator – great fun for an evening of gaming between two people, and perfect for those socially isolating or within lockdown with a loved one. USD$12.99 - price includes PDF https://www.chaosium.com/does-love-forgive
    4 points
  34. Imagination runs wild with that! Head off for the ride down Spiral Mountain. Battle with the Pirates of the Choralinthor. Investigate the Machine Ruins, remnants of Tomorrowland....
    4 points
  35. I'd probably divide it as this: Before Time (through Great Darkness) Golden Age of Murharzarm The Decline - series of Emperors who get successively weaker Empty Emperor - but Yelm summons his enemies to Hell and conquers the Underworld (the World Turned Upside Down) Silver Age (still Pre-Time) to early 1st Age Horse Lords of Jenarong mid- to late-1st Age: Dara Happa Reascended Khordavu through fall of the Bright Empire early- to mid-2nd Age: Rise of the Dragon Sun DH goes into Decline (something of a repetition here of the God Time Decline)
    4 points
  36. Reaching Moon Megacorp’s Life of Moonson, Book Two: The Freeform contains everything that none of the players knew before this fifty-player live-action role-playing game began: all of the rules, ability cards, secret plots and game directors' notes. Witness economic devastation, sudden tragedy, military coups, the hunt for the Moon Child... and the Glorious Re-Ascent of Moonson! Written by David Hall, Kevin Jacklin, Nick Brooke & Chris Gidlow, with Michael O’Brien & Mike Hagen. Lavishly illustrated by Dario Corallo, with cartography by Phil Anderson. Available now from t
    4 points
  37. Carmanian Sorcery has got to look extremely strange from a modern Rokar-centered perspective. Awful unreconstructed influences. Strange gods. The works. This then of course becomes one of the matrices of Lunar Sorcery, whereupon hangs at least one joke.
    4 points
  38. I don't know about these ladies but driving any fertile woman, especially an active and ornery priestess, into the crone zone is a good way to invite serious curse reprisals from all parties. It infuriates the mother and distracts the crones, which amounts to the same thing in the end. Of course it happens even in Glorantha because ambitious people rarely think through all the implications of what they're doing. In my general experience everything looks like Ernalda when you're in the prime of life. Aging is how you are initiated into the knowledge that the mother is only the queen of the w
    4 points
  39. When matching major antigods with central Genertelan deities, I wonder which one would be a good match for Herespur? That martial antigod has managed to keep active through most antigod activities, fought in all of the realms, was involved wht the Sky tryrant and the downfall of Churanpur. The one thing that makes him different from Orlanth is that now he rules an Underworld - that is a realm where Orlanth ever only visited. But then there is Humakt,
    4 points
  40. It has just occurred to me that one particular manifestation of the six-slice pizza that is the Holy Country in the material world is the layout of the core Disneyland parks: six themed areas laid out in a supposed circle around the central palace of wonders. Of course, the actual Disney parks follow this shape only on maps, and there are all kinds of tricks of liminality played by the Imagineers/Masters of Luck and Death to carefully blend the Sixths together. I'm not sure where I'm going with this, beyond the combination of pure artifice and control with spontaneous discovery of the proper t
    4 points
  41. If your tribe/clan/village/temple can't afford a ransom, then capture someone from the other side who has a similar ransom. Problem solved! I can see no down sides to this solution.
    4 points
  42. Because the 'Dragon Community' is so important in this, I have started creating a 'character sheet' for it. This is what I have so far - any suggestions for improvements gratefully received
    4 points
  43. Those were hilarious. Weren't they? You're not convinced? Let's go and visit the Other Side. Yeah, that hurt a bit, But still, a good laugh... and look at this shiny magic we got. That's a typical case of scapegoating. Yes, it is Trickster's job and duty to be blamed - Hisfault. Also, there is no change without the Trickster. There is no change without somebody complaining. Voilà, you need the Trickster. Blaming events within history on Trickster the deity is a bit problematic. Usually these triggering events were done by humans, possibly ones inspired by Tri
    3 points
  44. People don't necessarily know where the Eurmal shrine is, and it could move around - so for example, the shrine could be in the toilet this week. "I need to take a p*ss". Trickster regains his magic by wetting himself. That kind of thing. In addition there are lots of Trickster shrines in unexpected places, not just in organised temples. I think a trickster who is power crazy is likely in for a rough ride. Accumulating power sounds very organised for a trickster, not really Eurmal's disorderly thing - Eurmal always seems to me like someone with the emotional maturity of a 3 yr old, g
    3 points
  45. I guess that puts an interesting spin on some of the stuff Belintar did to get people on his side, like "Andrin the Zombie."
    3 points
  46. Shadowlands might well have operated that way in various phases of the Tribute. Old-school Battlestar Galactica fans will recall the cannibal casino planet of the Ovions, a kind of lotus eater island where the "flowers" have sharp appetites. I don't know how to boot a theory back out of the dumb zone but it's starting to sound like this one is reaching for breakout fan canon status. Well played, @Eff! Evidently Kerofinela = Kalifornee after all. Let the MOLAD games begin and reenact the myths!
    3 points
  47. But what if the Holy Country isn't a Disneyland, but a Westworld...?
    3 points
  48. I've placed a very abridged version of this review on Lulu, where I recently purchased the hard-back book, and Aeon Games website. Monster Island is a stand-alone, setting agnostic, campaign guide and bestiary for the Mythras roleplaying game. A jungle and mist-wreathed island, the setting is distinctly sword and sorcery, with clear and welcome inspiration from the weirdness of Clark Ashton Smith, a hint of Edgar Rice Burroughs, Fritz Leiber and other classic lost-world adventure stories, and the films of Ray Harryhausen. Monster Island was originally published for RuneQuest 6 by the Des
    3 points
  49. Gorgorma and Monster Man... So, you have five very prominent goddesses in the big Dara Happan myth complex. You have Ourania, who rules the domestic life of the Sky Dome, Dendara, wife of Yelm, Entekos, ruler of the air and calmer of storms, Oria, the fertile earth and peasant woman goddess, and Gorgorma, who is the mirror image of these four faces of virtue. Gorgorma is insouciant, impure, corrupts whatever she touches, and in at least some material has a vagina dentata thing going on which I take as a kind of representation of that inversion- she devours with that mouth instead of anyth
    3 points
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