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  1. 28 points
    So I am wrapping up the text of this book, while making sure that it all ties into both the new Heroquesting chapters in the GM Sourcebook and into the Hero Wars Campaign. It is increasingly looking like this will be a two-volume book, as it includes the long form of more than 70 cults. It is perhaps easier to say what the book does not have: The Invisible God of the West. This needs its own book, as my notes keep expanding. Additionally, the Invisible God needs to provide a materialist and humanist interpretation of the Gods and Goddess book - and serve as the Sorcery Book. So this one gets pushed into its own book. Godunya and the East. Same deal. Pamalt and the South. Same deal - I toyed around with including Pamalt in this book, even wrote up his cult. BUT I've concluded that it would make far more sense to include Pamalt and his version of the pantheon in a Pamaltela facing book. Minor gods of purely local importance, such as Pavis, Lanbril, Flintnail, other city gods, etc. These are better placed in their settings. Deities that can be better handled as masks or variant names of other deities, e.g., Elmal, Buserian, etc. So what is left? Well the book is more than 50% bigger than what was previewed at GenCon and has been pretty intensively revised. Here's the current list of cults that are definitely in it: Kyger Litor Annilla Argan Argar Gorakiki Xiola Umbar Zorak Zoran Magasta Choralinthor Dormal Engizi Oslira Ernalda Aldrya Asrelia Babeester Gor Caladra & Aurelion Donandar Eiritha Flamal The Grain Goddesses Hykim & Mikyh (includes Telmor and Basmol) Maran Gor Mostal Ty Kora Tek Uleria Yelm Dayzatar Dendara Gorgorma Lodril Lokarnos Lowfires Polaris Shargash Yelmalio Orlanth Chalana Arroy Eurmal Issaries Lhankor Mhy Daka Fal Foundchild Heler Humakt Mastakos Odayla Storm Bull Valind Waha Yinkin Seven Mothers Danfive Xaron Deezola Etyries Hon-eel Hwarin Dalthippa Irrippi Ontor Jakaleel Nysalor Red Goddess Yanafal Tarnils Primal Chaos Bagog Cacodemon Crimson Bat Krarsht Krjalk Mallia Pocharngo Thanatar Thed Vivamort I am still debating about whether to add Horned Man, Triolina, Subere, Wachaza, and Voria to the list. For me this has been comparable to writing the Guide - especially realising how these various groupings of gods overlap, intersect, and form a magical whole. Even in the West, South, and East, these are the deities that form the cosmic foundation (although often with different names and different stories).
  2. 26 points
    Whilst perusing various old documents I stumbled across this awesome RQ2 skill: GREG: There have been occasions when I have been reffing an expedition and, in explaining events, appearances, etc. have dropped all the clues I thought necessary for the players to have gotten the message. Sometimes they don't, and I am occasionally aware that it is a situation which the characters would recognize, but the players don't. What to do short of telling them? I have them roll their SPOT OBVIOUS skill. SPOT OBVIOUS: (perception skill) If a successful role is made the characters which did so receive the information first and act on it. ("Hey you guys, that's not a statue!) To find your ability, use this formula: (20 minus INT)X5 as a percentile die roll. Yes, that's right. The dumber you are the more likely you will spot the obvious. Oh yea, this cannot be trained, but can only go up with experience. I will also agree that you should probably get your natural perception bonus, too.
  3. 16 points
    12th February 2019 The Design Mechanism (TDM) is thrilled to announce that Ken St.Andre, one of the Founding Fathers of the Fantasy Roleplaying Game hobby, will be writing a Mythic Aztecs supplement for TDM’s popular and acclaimed Mythras roleplaying system. Ken is the legendary creator of Tunnels & Trolls, the second roleplaying game ever published, and is a pioneer of the hobby, bringing solo play at a time when roleplaying games were in their infancy. Among many gaming achievements, Ken also wrote the first ever Science Fiction RPG, Starfaring, and the superb Stormbringer game for Chaosium. In 2018, he was inducted into The Academy of Adventure Gaming Arts & Design Hall of Fame, and just this year, has published his latest game, Fours (https://www.drivethrurpg.com/product/265645/Fours-2d-Augmented-Printing?), which presents a simple, innovative game system described in just four pages. A prolific designer and writer, the Mesoamerican period is of great interest to Ken, and the Mythic Aztecs project is one that he has harboured for a long time. TDM Director Lawrence Whitaker has a special reason for welcoming Ken to the Mythras team: “Stormbringer was my favourite game for many years, and writing for it brought me into the professional side of the industry. As I’ve told Ken several times, this is all His Fault. It is, of course, an honour and privilege to have the Trollgodfather write a supplement for Mythras – and one that we know will be very popular with fans of mythic history and historical fantasy. We are looking forward to working closely with Ken on this exciting project.” Mythic Aztecs is planned to follow a similar style to TDM’s other critically acclaimed Mythics supplements: Mythic Britain, Mythic Rome, and Mythic Constantinople. Other planned releases for the Mythics range include Mythic Babylon and Mythic Polynesia. Mythic Aztecs is anticipated to be a 2020/21 release.
  4. 15 points
    Some notes on Heortland: Heortland This plateau occupies most of the eastern part of the land around the Mirrorsea Bay. There is a narrow coastal strip which quickly gives way to thousand foot high cliffs ending at the plateau. Five rivers have cut gorges from the plateau top to the sea and these fjords form the only access from shore to the upland farms. Only in the northern part, around the Marzeel River, does the land sink into Volsaxiland. Little remains of the once great woodlands that once covered most of this plateau in the First and Second Ages. East of the farmlands rise low wooded hills, then a steep, snow-covered mountain range called the Storm Mountains, inhabited by Wind Children and other beings of the Air. Most prominent among them is Stormwalk, where Storm Bull resides at times. The rugged nature of the land prevents easy passage between Heortland and Prax, which lies on the far side of the Storm Mountains. Short History When Belintar defeated the king of the Hendrikings in 1317, he broke that ancient tribe and bound its spirit to his service. As long as the God-King ruled, the Hendriking tribe did not exist. Instead, the God-King appointed a governor to rule the Heortland region. The clans loyal to the God-King were called the Vandari ("loyalists"); in the north of Heortland, the Volsaxi tribe of the lands between the Shadow Plateau and the Marzeel River (the heart of the old Hendriking tribal lands) refused to acknowledge the authority of the God-King. In the 15th century, as the southern third of Heortland came under the domination of Aeolings, that region became known as Esvular. In Vandarland, the threat of Chaos from the Footprint resulted in a peculiar institution. Bands of chariot-riding (and sometimes horse-riding) armoured warriors are supported by nobles who are in turn chosen from within certain families and approved by all free members of the community. As a result, central Heortland become known as Gardufar ("People of the Watch"). In Esvular (also called Bandori after the Aeoling tribe), the Aeolians are divided into three hereditary castes: free, noble, and wizard. These castes are hereditary and endogamous: the free and noble castes use Rune and spirit magic; the wizard caste uses sorcery. For nearly three hundred years, the God-King kept peace in Heortland, broken only by the occasional rebellion among the northern hill tribes and the rarer Chaotic eruptions from the Footprint. When the God-King disappeared in 1616 and did not return, the land quickly fell into disorder.In the north, an Orlanthi holy man proclaimed himself the High King and resurrected the long-dead Hendriking tribe. In Vandarland, a Western adventurer seized power with the support of his Esvular allies, calling himself the King of Malkonwal. In 1619, the Lunar Empire invaded Heortland, capturing Karse. The following year, they conquered Malkonwal, while the Hendrikings held out at Whitewall, defeating everything the Lunars threw at it, including the Crimson Bat. Whitewall finally fell in 1621, at a terrible cost, but the Lunar triumph was short-lived. In 1622, Broyan reappeared with a new army and raised the hill clans in rebellion. He defeated the Lunar army at the Battle of Auroch Hills. Scorpion Men erupted from the Footprint, forming the Queendom of Jab in Gardufar. After forcing the Scorpion Men back into the Footprint, in 1623 Broyan left for Nochet with a small army. The High King returned to Whitewall late the following year with a new army of adventurers, mercenaries, pirates, and devotees, preparing to invade Dragon Pass, but in 1625 the High King was assassinated by Lunar sorcery. Heortland is now in turmoil. Although much of Broyan's army has drifted away, the core of it is still there, dominating the local temples, claiming land and herds. Without Broyan, they have no single established leader. Some look to Kallyr, some to Harrek, others to Argrath, and still others think about making themselves kings or warlords in their own right. Meanwhile, Scorpion Men reemerge from the Footprint, raiding ever deeper into the former Vandarland and Bandori. Stereotype Bronze-armored clans of Orlanth-worshipers, herders famous for their quarrels and feuds. Men are emotional, often violently passionate, with swiftly shifting opinions and feelings. Women are cunning, practical and vengeful. The Vandari are mostly loyal to the God-King, while the Volsaxi are inveterate rebels. In comparison to the Vandari and Volsaxi, the Esvular are seen as comparatively prudent and less adventurous. They all hate Chaos. Common Attitudes Heortlanders are loyal to their clan above all, and are devoted to their gods. They are open to foreigners and foreign ideas, particular from Esrolia, whom they have much contact with through cult, trade, and marriage. Religion They worship the Lightbringer gods and Esrolian goddesses. Storm Bull is an important war god, and the bull god resides atop Stormwalk Mountain. The Invisible God is revered as the Creator by the Aeolians of Esvular. Climate Heortland is wetter than either Esrolia or the Shadow Plateau and is the only part of the Holy Country that regular gets snowfalls in winter. Durengard Temperature and Precipitation Season Temp (low/high) Rainfall (cm/days) Prevailing Winds Snow (cm) Sea-Early 6/22 15/20 Southwesterly — Sea-Late 11/23 15/18 Southwesterly — Fire-Early 16/26 8/8 Southwesterly — Fire-Late 22/32 5/6 Southwesterly — Earth-Early 13/26 2/3 Southwesterly — Earth-Late 9/19 3/4 Southwesterly — Dark-Early 2/13 6/6 Northerly — Dark-Late –4/6 12/11 Northerly 40 Storm-Early -3/7 15/18 Northerly 45 Storm-Late -2/13 7/18 Northerly 1 Sacred Time 3/22 6/9 Southwesterly — Total Precipitation: 94 cm rain, with 86 cm snow. REGIONS Esvular Culture/Religion: Esvularing/Aeolian Bandori: This Esvularing tribe has an ancient alliance with the sorcerers who rule the city of Refuge. The Lunar conquest of Heortland did not extend to the Bandori, who maintain a tenuous independence from the Empire. Duchamp (small city): This city, surrounded by fertile countryside, sits along the main road down from the Heortland Plateau. It is governed by a council of guilds and temples. Duchamp is the location of the Jelenkev School, famous for its copying of manuscripts from all over Glorantha. Mount Passant (large city):The largest settlement of the Esvularing people was built with the aid of Belintar after the old capital, Bensval, was razed. It has the largest Aeolian temple in the Holy Country. The actual name of the city is Demthal, but everyone calls it Mount Passant after the hill that stride forward to defend this area in the God Time. Vizel (small city): This city is squeezed between the Vizel Inlet and the high cliffs of the Heortland Plateau. The inhabitants are mostly Aeolian fishermen, who nonetheless offer sacrifices to Pelaskos and Choralinthor, and a surprising number of scholars and sages have been attracted to the city by its protection of Free Inquiry. Gardufar Culture/Religion: Heortling/Orlanthi Backford (small city):This fortified city is the safest crossing of the cursed Syphon River. Backford was the center of the God-King’s cult in Heortland, and was connected to the City of Wonders by a magical bridge. The magical Fish Road still stops here on its run from Deeper up the Syphon River. Durengard (large city): This was once the tribal center of the Hurlant tribe, and later the capital of the Sixth of Heortland. Located on the Bullflood River, Durengard is the main port for Heortland and its political center. The massive fortress-palace was built in the Nochet style by Belintar for the rulers of the Sixth of Heortland after the Volsaxi rebellion. Jab Hills: These wooded hills are currently infested with scorpion men from the Footprint. The Chaos Queen claims this area as part of her “Queendom of Jab”. Jansholm (large city): This fortified river island was the tribal center for the Jondalaring tribe and is now the capital of Karhend Province. The Lunar army took this city by treachery in 1620; it was reclaimed by rebels in 1622. Karse (small city):Karse is the most important port for offloading goods destined for Sartar, or through Sartar to Prax and Tarsh. The locals are expert boat makers. Temples to Diros, Pelaskos, Poverri, and Choralinthor stand near the harbor. Despite its strong fortifications, the city fell to the Lunars in 1619 after a dramatic assault by land and sea. Since the collapse of Lunar rule, the city now alternates between Esrolian and Wolf Pirate rule. Larnste’s Footprint: This large, unnatural, Chaos-tainted valley is surrounded by steep cliffs. The unnatural Syphon River flows up backwards into the Footprint. Larnste the Changer once saw the squirming thing Krarsht and sought to eliminate that Chaos evil from the world. When Larnste tried to step on the foulness, Krarsht sprang to bite the god. Where Larnste bled, there rose up a foul and evil forest, a perfect nesting place for all things chaotic. A forest made entirely of stone trees grows at the edge of the Foulblood Woods and halts the spread of the Chaos within. Leskos (small city): This seaside city lies at the mouth of a steep ravine leading up to the Heortland Plateau and is surrounded by thousand foot high cliffs. It is defended by an ancient fortification; most of the inhabitants are Esvularing. It serves as the port for Durengard and is ruled by a ring of local merchants. Lylket (ruin): These are the ruins of a port city founded by the God Learners near the mouth of the Marzeel River. It grew rich off trade between the Middle Sea Empire and Dragon Pass, and contained a major Lhankor Mhy Temple, famed for its troll lore. The city was destroyed when trolls entered in by secret tunnels known only to them. Malkonwal, Kingdom of: The southern half of the Heortland Plateau is divided by several fast-moving rivers that flow down from the snow-capped Storm Mountains. It is a hilly land of farms and woods. The farmers are mostly Orlanthi, but the southernmost area is Esvularing, as are most of the city folk. When the governor of Heortland died in 1617, the Western adventurer Rikard the Tiger-Hearted seized power in Gardufar and Esvular as the “King of Malkonwal”. However, he was defeated by the Lunar Empire in 1620. Stonewood: A forest made entirely of stone trees “grows” in the Footprint, halting the spread of Chaos from the Foulblood Woods. Everything here is made of living stone, even the animals (which move incredibly slowly). Sklar (small city): This city is squeezed between the mouth of the Solthi River and the cliffs of the Heortland Plateau. The people are fishermen and boatwrights, best known for their colorful houses. The city boasts shrines to Orlanth, Pelaskos, and Poverri. Storm Mountains:These formidable crags rise abruptly from the Heortland Plateau, separating it from Prax. Forests cover their upper slopes. Several clans of Wind Children live in aeries which cluster about the steep peaks and cliff faces of these mountains. Stormwalk Mountain:The largest peak of the Storm Mountains, Stormwalk is one of the Great Sacred Mountains of the Orlanthi. Urox the Storm Bull took a mountain god and twisted its head off, and the mountain is the body. It has a discernable spiral pathway rising around its sides, seven times around to reach the ice-covered top. Some say that the temple there can call winds which lead upward to the inner temple of Orlanth and beyond, to other celestial realms. Like many geographic features of the Holy Country it is colossal: some 10,000 feet in height. Herds of sky bulls can always be found nearby. Syphon River: This evil river flows backward from Choralinthor Bay some 80 miles uphill into Larnste’s Footprint, and then down a deep hole into the Underworld. The Syphon River has always flowed into this hole, for it alone of all the waters of the world refused the call of Magasta. Volsaxar Culture/Religion: Heortling/Orlanthi Tribes: Volsaxi, Kultain, Sylangi, Bacofi Derensev: This Great Library of Lhankor Mhy is located in the tribal lands of the Kultain, who are sworn to defend it. The sages are famed for their oratorical prowess. Hendrikiland:This rugged land between the Storm Mountains and the Shadow Plateau is the ancient homeland of the Hendriking tribe. Whitewall is its capital. It is populated largely by herders and their livestock of cattle and sheep. The Hendrikings were famed as fierce bandits and magicians, and that reputation continues with their Volsaxing heirs. Ancient tombs of kings and heroes litter the landscape. Marzeel River: This river flows 140 miles from its headwaters in the Storm Mountains to Choralinthor Bay. Its upper reaches are fierce and rushing, but the lower river is wide and slow near its mouth. The Marzeel used to join the Creek-Stream River before Belintar diverted that great river’s course. Sen Senrenen: This is the ancient homeland of the Hendrikings, a rugged land of hills and valleys populated by herders of sheep and cattle. The locals have a reputation as fierce bandits and powerful magicians. The tombs of ancient kings litter the landscape. Smithstone (small city): This city is wealthy from its abundant bronze and from its many redsmiths, considered the finest in the Holy Country. The Redsmith Guild dominates the city’s affairs. The city was built around the anvil stone of the smithing god Gustbran. Volsaxiland: This rich valley is home to a stubbornly proud people who harvest barley and raise dairy cattle. Bronze is very common here. The Volsaxi successfully rebelled against Belintar in 1340 and established an independent kingdom here that on occasion ruled most of Heortland. After over a century of rebellion, Belintar aided the Kitori to defeat the Volsaxi and they imposed a harsh tribute on the tribe. In 1550, Tarkalor of the Royal House of Sartar defeated the Kitori with his Yelmalio allies and forced the half-trolls back to the Troll Woods. In 1617, King Broyan of the Volsaxi magically resurrected the Hendriking kingdom and proved himself heir to the demigod Vingkot who once ruled all of Dragon Pass and Kethaela. Whitewall (small city):Capital city of the Volsaxi and ancient religious center for the Hendrikings. An impregnable fortress built atop solid rock, it is surrounded by high gleaming white stone walls some 50 feet high and 30 feet thick, and the city is well-provided with granaries and wells. Within the walls are temples to Orlanth and Ernalda, and their pantheon. A star god has defended the city since the Darkness.
  5. 13 points
    Since the last list was posted I've added a dozen or so cults, including Ygg, Voria, Yelorna, Horned Man, Barntar, and others.
  6. 13 points
    Put this in my Argan Argar thread, but figured it might be worth its own entry. SUNGLASSES Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Sunglasses also negate any Spot penalty from glare and make the wearer immune to automatic Demoralize effects from sunlight, but halves the wearer Spot and Search if worn in the dark (NOTE: Darksense is not penalized, sunglasses may be pushed up onto the wearer's forehead as part of the Spot or Search action to avoid penalty). Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After receiving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  7. 13 points
    Please remember that additional cult related books are bound to come out after this initial big burst of cults. If you want every possible cult in a single initial "Gods of Glorantha" offering you would have to wait many years for that. It's far better to get LOTS of cults sooner, rather than ALL the cults much later.
  8. 12 points
    Somehow I knew this thread was going to turn into another Many Suns discussion. "Thread: Is rye bread common in Sartar" 15 pages later: "Yeah, but what about the Hill of Gold and Sunspear though? HUH? CHECKMATE ATHEISTS."
  9. 12 points
    Ok, I've been reading the PDF since I ordered the book 8 days ago, and I just got the book delivered. I knew it was a gorgeous book from the PDF, but really, I'm just blown away actually holding this in my hands. I've accumulated a lot of game materials in the past 35 years, but this is clearly the most gorgeous book in my collection. Well done Chaosium! It's a fitting tribute to Greg Stafford. Thank you.
  10. 11 points
    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.
  11. 10 points
    Thank you, Aonstream, that's very kind! I'm currently working on a fan-created project that is less a traditional 'ducks book' (i.e. it won't function like a typical splatbook with culturally inflected character options and background and the like) than an adventure pack set in Duck Point. I'm writing and illustrating everything myself, so I'm afraid it's a terribly slow process! So, nothing immediately on the radar, but will hopefully have something ready next year.
  12. 9 points
    Just entering layout: PDF release Q2 this year!
  13. 9 points
    I was originally pushing for the tent to be fully illustrated and I even did a test, including this very event. (it ended up being too much work, so we focused on finishing the actual scene art instead.)
  14. 9 points
    Here two of them are. This also illustrates a problem: started drawing again six months ago after a gap of several decades... Latest, and one three months ago.
  15. 9 points
    Arthritis still a pain (feel like one of the undead for much of the day, having upped the painkillers) but still working... Progress so far, from rough to latest (not yet finished). Need to finish the shading and then join up with the unicorn. Realised that as unicorns are smaller than horses, her other foot might show, so prepared for this.
  16. 9 points
    Jon Hodgson's award-winning work will already be familiar to Glorantha fans, and we're now delighted to have him working with us on art direction for the new RuneQuest! https://handiwork.games/runequest-art-direction.html
  17. 8 points
    For a while, I've been wanting a version of the Marriage Contest between Heler and Elmal. It's an important myth, especially if you're playing with the Red Cows, since they and the Dolutha are naturally reproducing that conflict. But I want a version that is quest able from all three sides of the story, both because I think we need more quests for goddesses and because I don't like the 'passive earth goddess' thing that can creep into Storm Tribe myths. So I've written three versions of the myth, one from each of the three sides. I'm looking for feedback, especially ways to give them a bit more of the strange myth-logic a good Gloranthan myth needs. The Esrola version owes a debt to Edan Woods, who offered a version of it on the Google+ group a while ago. I've revised it but a good chunk of his structure and wording remains. Thanks, Edan! So here's the Esrola version. This side of the myth focuses on Esrola's journey to learn what she needs to know to solve her problem. Esrola’s Search (with thanks to Edan Jones) Long ago, in the Time before Time, in the time before Death, in the time before Orlanth had come, even before the time when the Bright Emperor ruled everything, there was the Earth, and it was great and fertile. Esrola the Bounteous covered the ground with Life, providing for all so that no one was ever hungry and nothing was ever wanting. But one day, things changed. Esrola’s fields were turning empty and Lifeless. Life became hard for everyone, and there was too much wanting and not enough of anything good. The radiant goddess did not understand, for she was young and beautiful and had never seen such a thing happen. So she set out for her mother’s hall, Great Ezel, because her mother Asrelia knew many things that she did not. There she asked her mother what she might do to fix this problem. The wisdom-goddess gazed deeply at her daughter, and wept. Her daughter was Life itself, and so could not see the dark things that were coming. Asrelia knew that Esrola could not solve this problem until she could see it clearly. "Life is all important, but it is not enough," she instructed, and told Esrola that she would need to learn to see what threatened the land. The Life-bringing goddess must learn for herself what the problem was, because until she knew the problem, she could not knew the solution. Esrola listened to her mother’s wisdom, and so she walked down into the earth, seeking to understand what could possibly threaten Life. She found the Labyrinth of Caves, where dark and terrible things lurked. She saw the Gnawer of Roots, which seeks to destroy from underneath. It sought to undermine her, but she showed it that her roots ran far deeper than it could ever understand. She saw the Pestilent Cold, which wraps itself around its foe like a blanket and drains it of warmth. It tried to smother her, but it could not chill her and fled from her instead. She saw the Withering Rot, which dries out that which lives and scorches it. It attempted to burn her vitality away, but her Life was inexhaustible and it could not overcome her. But then she saw the thing that was beyond her, the thing that had been placed deep underneath to keep it away from the living, the thing that was what Life was not and could not be. And at last she understood. She saw clearly and learned how to see the things that could threaten her. And from that, she understood that she needed someone to combat these things for her. Having walked the deep places of the earth, she returned to the world above and prepared herself. She put her golden hair into the Maiden Braids, with a jeweled comb to hold it in place, and put on her dress of Life. She put the Necklace of Desire about her throat and walked the land. When she did so, the entire world stopped to watch. A thousand gods offered themselves to the radiant goddess as her husband and protector, but only two of them were worthy to help her in this matter, the clouds who had turned to follow in the goddess' path, and the sun who had descended to offer his warmth to her. Both gods were worthy, but they were too opposed to each other. The sun sought to dry up the clouds, and the clouds sought to cover up the sun. Esrola thought that she would need to choose one of them to protect her, and so it was necessary to test them. The Life-goddess led Heler and Elmal to her fields, and showed them how they had lain fallow. She asked each god to provide and protect, to show her who was most worthy. Heler went to the fields and offered himself to them. He rained down on the withered crops, nourishing them and covering the field with his wool. He gifted Esrola with a mighty herd of sheep, and his son Voriof to herd them. Elmal went to the fields, and offered himself to them. He shone down upon the frozen crops, warming them and ripening them with his light. He gifted Esrola with many hives of bees, and his son Minlister to protect them. The Life-goddess was happy that each had given provision and protection, but each was as worthy and as loyal as the other, and she was unsure which she should choose. Plagued by her problem, she sought out her mother once again. The crone of secrets laughed at her daughter's complaint. "It is no problem at all to have many worthy protectors. Although the men will insist you must choose one of them, in truth there is always another way. You do not need to pick between them. Instead, each one may serve you in turn, as the sun follows the rain, as your needs declare." Esrola thanked the wisdom-goddess for her insight. She returned to her suitors, and told them of her decision. At first they were angry, and jealous; but the radiant goddess simply smiled, and showed them to her fields, letting them understand that she was the source of Life, and they were merely her protectors. Convinced by this, each god settled down, and loved Esrola in turn, glad for the opportunity to serve and love Life.
  18. 8 points
    Our friends at TYPE 40 have forged a sword - a RuneQuest sword, inspired by the weapon being wielded on the cover of the RuneQuest Quickstart. We hope to have this wonderful weapon on display at Gen Con.
  19. 8 points
    KoDP was heavily over-reliant on Anglo-Saxon England and Iron Age Scandinavia art references. I don't see the Heortlings like that at all - their cultural orientation and origin is the Holy Country, not Northern Europe. Think Thrace not Iceland. That doesn't mean you won't see wattle-and-daub used but it is more likely to look like: There is a much broader architectural world to draw on than just northern Europe.
  20. 8 points
    Well technically an man like creature with an octopus like head. My son spent quite some time modelling it then get it 3D printed.
  21. 8 points
    Greg was in my life since 1987, when my uncle had the best idea in his life: offer me Pendragon as a Christmas present. Since then, Greg was always part of my life: I met my best friends around his games, travelled to attend conventions devoted to his creations and where I met new friends. And play, always. I also set a convention in France basically dedicated to Glorantha and Pendragon, he made me the friendship to attend. Thanks to that event, I met more good people than I could have expected. I even found love. Greg had been in my life for more than 30 years. I owe him a lot, far more than he ever knew. The pattern of friendship he created will survive him. I'll do my best to spread it. I'll miss his loud laughing, his soft voice, his kindness, even more than his talent, which was huge. To Suzanne ("one in a million" he said to me one day about you) and his children, I send all my sympathy from France, a country he loved so much. Philippe
  22. 7 points
  23. 7 points
    Part of the next sketch. Had a drawing by Da Vinci and a painting by a Renaissance artist I can't identify in front of me when sketching this. It is in part a counterpart to the earlier demon 'black horse'. A bit experimental - attempting to draw a white creature without outlining it in black. Tomorrow will start on his rider. Mane requires more work... The previous drawing was intended to shock - it isn't PC, but then war isn't. It was 'part of life' in the Bronze and Iron Age that women and children would be seized as slaves; this is also recorded in the Iliad, where the Trojan women are simply part of the loot (and the tablets recovered from Mycenae record the slave women working in the manufactories by nationality). In Classical Greece, it was normal behavior when a town or city was captured to enslave the women; the men were often killed outright or sent to the mines (and the latter would have short brutal lives ahead of them). The Hittites and Assyrians often deported populations, but didn't kill them outright, instead settling them on land to make it more productive, and ensured their usefulness by moving them into unfamiliar territory (the Assyrians only turned really nasty when a subject people/city reneged on their earlier oaths). The Assyrians also had the policy of inducting defeated enemy soldiers into their army as auxiliaries, not killing them all as the Greeks often did. In Glorantha, the multinational nature of the Lunar Army demonstrates a similar policy.
  24. 7 points
    A memorial gathering in honour of Greg Stafford was held on Saturday evening last weekend, after Dragonmeet in London, UK. Our tribe's own rune priest, Rev Dr Stuart Mousir-Harrison aka Dr Moose, gave a beautiful address in Greg's memory. It began: What draws us here together is a love for the world Greg Stafford created, love, admiration, even awe, for him as a creator; a common bond of understanding forged through it. It transcends our disagreements and difference, unites us across perceptions and practice. Greg gave us a gift. A gift of creation in which to play and flex creative muscles, difference from what had gone before. It doesn’t remove the genius of others, like Tolkien and Gygax, but adds his to the mix – and allows us to do the same. You can read the rest of Dr Moose's moving eulogy at his web page: https://drmoose.wordpress.com/2018/12/02/thanksgiving-for-greg-stafford-1-dec-2018 Earlier that day at Dragonmeet, the Chaosium team also spoke of the life and legacy of Greg Stafford in an equally packed seminar session. Here's everyone raising a glass to Greg at the memorial event. The toast was "WeAreAllUs - Vale Greg Stafford".
  25. 7 points
    Reading through this and elsewhere, I’m struck by two things: how many of us had deeply personal experiences with Greg; and how he remembered each of us and quite a bit about us and who we knew.
  26. 7 points
    None of which has anything to do with my original question, but glad to know I can start yet another debate between Metcalph and Jeorg. We don't get enough of those. 🙄
  27. 7 points
    I don't know what to name it (the Stevenson principle? ) but here's one of mine: Your players may not know or care about the lore of Glorantha as much as you do. If so, don't try and shove it in their faces, this is a game, not a history lesson. Start small and build upon the world as your players encounter it, not relying on them knowing everything beforehand, and if they're having trouble or not enjoying it tone it down.
  28. 6 points
    "There and Back Again" obviously.
  29. 6 points
    I don't think it is so hard to create an index for the LM great library. It seems clear that Joerg's parents managed to do it...
  30. 6 points
    one of the greatest things is that some of the first Deep Lore pieces I read was Greg Stafford's semi-non-apology for the Many Suns shenanigans at the time I was like, this seems ... dramatic now I'm like, lmao Weird, I thought I had linked this: https://www.glorantha.com/docs/the-birth-of-elmal/ "The Birth of Elmal; or, “Why I screwed up your Glorantha”
  31. 6 points
    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?
  32. 6 points
    The Glorantha Forum is very useful and helpful, but I am not sure if it is Beginner-Friendly. Is it worth setting up a Beginner's Glorantha Forum for exactly this reason? If people post questions on the Beginner's Glorantha Forum, then answers should be simple, straightforward and concise, to help newcomers to Glorantha. If threads need to be answered in more detail, they can be spun off into the main Glorantha Forum. That would stop people terrifying newcomers with in-depth and confusing answers. I count myself as one of the Terrifiers, occasionally, especially when it comes to HeroQuests. Because of the overlap between RQ Glorantha and Glorantha itself, some questions are posted in the RuneQuest Forum that might be more Gloranthan and vice versa. Most of us accept that and answer the questions as best we can, but some people don't like it and ask for the discussion to be moved to the appropriate forum, which is probably not very Beginner-Friendly. A Beginner-Friendly Forum might help that. Joerg has mentioned the Gloranthan Sourcebook, which is a very good general introduction to Glorantha. Then, depending what areas you are interested in, there are a whole host of sourcebooks for RuneQuest or HeroQuest that cover those areas. You mentioned Ernalda, which is being covered more deeply than ever before, so I would expect more stuff to come out for that general area. Earth tribe has always been subsumed into Storm Tribe, for most things, which is a shame as there is a lot of Earth Tribe background, just not very accessible.
  33. 6 points
    I've been playing King of Dragon Pass this morning (it dropped to 3.70 USD ish on Steam, so I grabbed it.) It is really helping me to understand the basic culture of Glorantha and the varied nature of the decision-making. If you are a new player I think it is a great resource for scenario building and questing ideas.
  34. 6 points
  35. 6 points
    Delecti has been defending and expanding his marshy realm for centuries. He has mastered the art of luring in his victims through all manner of enticements. Here's some of what Greg and I wrote for Tales 19: Upland Marsh Encounters This article is designed as a set of general guidelines on what intruders will encounter when they enter Delecti’s domain. The Marsh is an ever-changing physical environment. Islands drift, ruins slowly sink, undead shamble around. Maps are notoriously unreliable. The Upland Marsh is a mishmash of mucky islands and rocky outcroppings surrounded by a slow moving murky sludge. Technically, the Creek and the River both run through it, but their routes are a deadly series of small lakes connected by rivers of crud. Think of the Cypress swamps and bayous of Louisiana. Picture moss covered trees. You are there. Now leave. Traveling through the Marsh Ground movement within the Marsh is half speed at best. Normal beasts of burden and all but the best trained mounts refuse to set even a single hoof into it. Riding such a mount would be impossible, regardless. Only the Lismelder with their clodhopping skills, and the ducks with their natural affinity to the terrain can move at close to normal speed. Delecti’s corrupted servant Rihalya protects her master with her perpetual cloak of mist. Thus, visibility is limited to roughly 30 meters or so during the day and perhaps as little as 1-5 meters at night. She rises to her thickest as part of the preparations for expanding the Marsh. She precedes the foul dance of the Daughters of Darkness whenever they choose to venture out of the Marsh as well. Troll Darksense is basically useless, as are most forms of extended vision, unless magically enhanced. The air is filled with all manner of spooky sounds and odd odors. At times, the stench of decay can be choking. Few beings that enter the Marsh ever forget its distinct smell. Most flying creatures also avoid the airspace over the Marsh, but trained flying mounts could be ridden. All but intelligent mounts would never dare to fly down into the mist let alone attempt to land in the Marsh unless forced. A Few General Notes on Delecti’s Undead Delecti's undead follow a largely automated defensive scheme, unless Delecti focuses on a specific battle and takes direct control of his forces. He occasionally prefers to have his undead capture powerful people by subduing them. Everyone else is lethally dealt with. Drowning is a favorite attack because it insures a much more intact corpse. There are a number of powerful undead beings that rule over small regions of the Marsh. While they have sworn an oath of servitude to Delecti, they are given a relatively free hand to do what they want in their own little realms. The undead minions of Delecti decay at a very slow rate, possibly over centuries. It has been observed that the zombies decay at an accelerated rate while outside of the Marsh. Most of the zombies that have rotted away have continued their unbroken record of service as skeletons. In the end, no one other than Delecti is confidently sure what he is up to. Some outsiders believe that nothing escapes his eye inside his Marsh. Others believe he takes little interest in intruders unless they are extremely powerful and/or pose a threat directly to him or his realm. Attacking his Blackthorn trees, major Humakti assaults, or entering his ruin always get his undivided attention. The forces he can muster if needed are considerable.
  36. 6 points
    Authoritatively, his runes are Air, Death, and Movement.
  37. 6 points
    New for Pulp Cthulhu! A COLD FIRE WITHIN: A Mind-Bending Campaign by Christopher Smith Adair. Available now in PDF. Purchase direct from Chaosium.com and you get the full price of the PDF off the physical book when it is released later this year. https://www.chaosium.com/a-cold-fire-within-pdf Also available from DriveThruRPG: http://bit.ly/2EF1xqi
  38. 6 points
    This is a theoretical subject, so it does not belong in the clarification/potential errata threads. Better open a new discussion. As Jason said, there is an issue here. Not everyone will mind it, but someone will. And as I said in other threads, the good old Perrin&Turney Strike Rank System is still a solid, usable, fun-to-run combat system 40 years after its initial release. Yet it does show its age, as nothing is perfect. The big deal is that there is one basic assumption in how RuneQuest handles [melee] combat: Your character will do what he or she planned to do at Statement of Intents time. No "deciding when your turn comes" in RuneQuest (as it happens in D&D initiative system). As a RuneQuest GM, I have learned that the best way to referee complex games is to enforce the simple-but-effective rule of "You stick to your plan, period" rule. Change of intents to "Heal eviscerated comrade" (or sometimes Dismiss Befuddle) was the only exception. Strike Rank is only an attempt to give an order to the pre-planned course of actions: missile attack comes first, then spear attacks, then swords, then daggers, then weapons that were still sheathed at the start of round, etc. etc - it does NOT represent the time it takes to swing that weapon, as in fact you are swinging more than once per round (moreover; swinging a longer blade takes more time, not less). If you stick to the above principles, and only handle hand to hand combat in your battles, then RuneQuest combat is extremely easy and intuitive: strike when your SR comes, the opponent defends, if the attack connects and the defense does not, then OUCH! Drawing swords, moving into combat or buffing yourself with magic beforehand delays your action. Hard to find anything simpler and more intuitive in a simulation-oriented combat system. The problem comes, as Jason remarked, when your main action is not melee combat, but something that can be attempted more than once per round, such as firing a missile or casting a spell (which happens quite frequently in a magic-rich environment like Glorantha). Then Strike Ranks become a measure of how long it takes to perform that action, with fast characters acting more frequently than slower ones. It is still quite intuitive, after all, but the different way Strike Ranks are treated in the two cases can generate some confusion. And the obvious question arises: if I can cast Befuddle more than once until I have Strike Ranks left, why can't the same apply to swinging my battleaxe? We are all human, and sometimes you cannot wrap your head around these details. There is also another point, which is the one that nags me the most. Whenever you mix up melee combat and repeatable actions - for instance when you throw your javelin and then charge into combat, or cast non-offensive magic and then engage your enemy - then your SIZ and Weapon Length Strike Ranks are counted in determining how many actions you can perform. Take note: not in determining in what order you perform your single melee action, in which case it makes perfect sense, but in determining how many actions you perform. Bulky Bubba the Uzdo gets to do more "things" (spells, missiles, etc.) because he is big and wields a maul, whereas Quicky Quacko the Durulz can only fight in melee because his puny SIZ and short gladius give him a very high SR. Notwithstanding the fact that Quacko has possibly twice as much DEX as Bubba. Honestly, this completely destroys my personal suspension of disbelief. Given that there are other non-trivial deviations from the RQ2 tradition in the rules, and that all (or almost all) variants of BRP published after RQ3, Chaosium or non-Chaosium, managed to solve or circumvent these issues, I would have expected RQG to contain some sort of solution, too. Apparently, it does not. Thoughts?
  39. 6 points
    Here's my take on "canon". I don't care about it. So Whitewall has changed from a previous map. Fine, I'll run the new Whitewall material with the new map. And if a few years down the line a new writer comes up with a new Whitewall scenario in which the layout is different again, so what? I'll use that. Maybe the new scenario material works better with a different map, maybe it needs a spooky ancient EWF building that was never detailed before, or has a dramatic final confrontation on a cliff edge that wasn't on the earlier map. I really have no problem with that, why would I? This is my pragmatic approach for stress reduction. Sit back and enjoy it, why not? Maybe poke a little fun about buildings popping up out of the ground, then move on.
  40. 6 points
    One beginning character dived into a pool of POT 20 acid to get a crystal. He was special. Another walked into a cave full of trolls. Everyone thought he was special too. Lots of beginning characters are special.
  41. 6 points
    Here's my unboxing: I'm a devout Call of Cthulhu Keeper, have been role-playing for 25 years, had never heard of Runequest until the 4th Quick Start was released (!), and didn't decide to buy the slipcase until three days before it's release. I made the right decision.
  42. 6 points
    I tend to play games that allow me to play a character that is different from who I am in real life, and also to experience things I probably will not experience in real life either. That said, I don't tend to get into playing games that are focused on rape, torture, genocide, or other very vile acts. I don't mind what the world is like, or if it has numerous evil beings in it, but my gaming groups have just not really brought those things into our sessions. I've played in some games over the years where people have wanted to "roleplay" a variety of behaviors I don't want to participate in, and those players don't tend to get invited back if they insist on making those actions a regular part of their gameplay (or I'll move on if I am the dissenting opinion in that group). I have no interest in policing anyone else's gaming groups or limiting what they can roleplay. If your group loves X or Y in your games, and the whole group is into it, go for it. If your group is against having X or Y in your games, don't have it.
  43. 6 points
    Confusing this with the traditional Elmali "Oi!" is of course gravely offensive to both of them.
  44. 6 points
    As described in The Great Winter and Time of Two Counts, Windwhistler is one of the allies that comes, at the moment of crisis in the Windstop, the Sun Domers enact the 'Last Light' heroquest. The myth speaks of the 'false friend', but Lord Belvani was able to convince Count Solanthos that the wyrm was indeed a true ally. Lord Belvani later proclaims himself Count at Moonbroth 2 and embraces the Sun Dragon: Proclaiming himself the new Count there-and-then, Belvani immediately announced the Sun Domers would make a pact with Argrath White Bull, also known as the Dragonlord, leader of the Praxians. Proof of their fidelity would be shown in front of the walls of Pavis, he said, sealing the alliance. Furthermore, veneration of the Sun Dragon would resume, an aspect of the Yelmalio cult that had been suppressed for centuries. Windwhistler gave a rapturous flyby over the battlefield, trailing the Sun Dome banner, now stitched with a golden dragon. The wyrm then flew away towards Vulture’s Country... ... Several days after their victory at Second Moonbroth the nomads arrived at New Pavis, immediately laying a siege. The Sun Dome contingent appeared too, silently watching from the other side of the river (though vrok hawks were seen to pass back and forth from the Suntown enclave inside the city). Pavis’ defenses had been stiffened by the fabled Watchdog, brought up by the Lunars from Corflu. But on the very first morning it was destroyed by a gigantic golden wyrm that suddenly swooped in from the west. At this, the Sun Domers marched off downriver, and the wyrm was seen flying into the Rubble. The siege was finally broken a week later and the nomads poured into the city, intent on destruction, bloodshed and plunder. This was when the great wyrm appeared again, this time with a golden warrior perched on its back. The wyrm curled itself around the Sun Dome temple in Suntown. Its presence helped spare that quarter of the city from excessive violence or damage, although it tore the roof off the fortified Lunar headquarters (formerly the palace of Count Varthanis) to root out those taking refuge inside. The golden warrior was none other than Rurik Runespear, the famous Light Son of Pavis. After his mysterious disappearance at the time of the Cradle three years before he had been feared dead. Unknown to the Sun Dome authorities, he’d instead been one of the heroic defenders of the Cradle and then became one of Argrath’s boon companions, sharing incredible adventures across the world. Leading a mixed band of nomads and Suntowners, Rurik led the charge into the Lunar Headquarters. He personally killed the hated governor Halcyon var Enkorth, who he found hiding in a privy. On being rebuffed by most of the temple hierarchy on his triumphant return to the Sun Dome Temple, Belvani sets up shop in the Old Sun Dome. With the Dragonrise, it once again becomes a place of magical potentcy: The great dragon continued to fly in great spirals around Dragon Pass, circling Kero Fin and obscuring the Red Moon. As it did so, strange draconic energies revived that had been quiet since the days of the Empire of the Wyrms Friends. In Prax, the Old Sun Dome temple again became a true place of power, and its once-cracked dome now glistened as if covered in scales.
  45. 6 points
    Yes, I agree. Martin doesn't think so, as he is enormously self-critical, but we know better.
  46. 6 points
    I started really reading into the Guide to Glorantha and simultaneously looking through the Group Read threads for it, and a question came up on Kralorea that convinced me to make this thread. See, I consider myself an initiate at best into Gloranthan lore, but East Asian history is something of a hobby of mine, so I realized that some knowledge I take for granted might not be something others are aware of, and I thought I'd address one or two things. First, the question that made me decide to make this thread: What's up with the Archexarchs? Kralorea's highest functionaries are called the Archexarch of War, who is in charge of military affairs, the Archexarch of Work, who manages disciplining of mandarins, investigation of wrongdoing, and public works, and the Archexarch over the Masses, who manages the imperial finances, provincial reports, and the appointment of mandarins. These seem oddly named and these duties seem weirdly portioned out. Well, although they may seem odd at first glance, these are taken directly from real positions that have existed in Chinese history, specifically from the Han Dynasty (206BC-9 AD & 25-220 AD). In Han, the three highest government positions were of equal authority, and were the Sangong, translated variously as "Three Ducal Ministers," "Three Excellencies" and "Three Lords" because gong was a title of nobility in Zhou usually translated in English as "duke." And "minister" isn't used by itself to refer to them because just below them in the government hierarchy were the Nine Ministers. In the latter half of the Han Dynasty's reign, these three positions (which had gone through a lot of name changes earlier) were settled as the Excellency of Works (Sikong), the Excellency over the Masses (Situ) and the Excellency of War/Grand Marshal (Sima). Together, the Three Excellencies formed a tripartite party as the emperor's highest advisors and a sort of cabinet; any or all of the three could directly draft and submit suggestions and recommendations on state policy to the emperor, rather than having to wait until they were given permission to speak at a court conference. They also each had supervisory powers over separate sections of the court below them (each of them supervised three of the Nine Ministers, for example), but there was deliberate overlap in their powers to investigate, promote and censor officials so keep any one of them from having too much power over the government. And, of course, they were in charge of bureaus that had their own duties, like public works and so on (but these, too, were sometimes made deliberately nebulous and overlapping). Though, I'll note that unlike in Kralorea, by the time of Eastern Han (25-220 AD), the Excellency of War had actually shifted into a primarily civilian office; his various bureaus mostly handled (in addition to the stuff involving supervising and investigating other government officials) population registers and agriculture, the upkeep of transportation facilities, post offices and couriers, civil law cases, granary storage, and military affairs. Logistics, in other words. Actual generals were appointed by court order to deal with a specific campaign and surrendered their authority after that campaign was over, keeping the title bestowed on them as a sinecure if they did well (titles like "General of Chariots and Cavalry on the Left," for example). You can see the obvious influence on the Archexarchs, down to their names, their position in the government bureaucracy (minus the part where they're actually worshiped in their own right and all that stuff, of course), and the fact that they've been not-so-subtly designed in a way that encourages infighting and jockeying to ensure a check on their powers and keep any one of them from having too much influence in the government. --- As a whole, Kralorea is a pastiche of various aspects of Imperial China throughout its history. A bit of Han, a bit of Tang, a bit of Ming/Qing. It's the usual way to make a Fantasy China, even in China. The bit about the standardization of language is probably the only non-Imperial bit of Chinese history; the Republic of China was the first time they tried to standardize a proper "national language" in an empire that had (has) hundreds of mutually-unintelligible dialects; Mandarin Chinese is the result, its actual Chinese name even means "official speech," and its mostly taken from the Beijing dialect. Kralorea's attempts seem to have been more successful and sweeping than China's, where regional dialects and language groups still get a lot of play even in major cities, especially in the south. That "horse-chopper" the imperial soldier is shown holding is a guandao (more properly called yanyuedao), a polearm somewhat similar to a European glaive or a Japanese naginata. It actually wasn't a weapon that saw wide use in the field (though it was used by infantry in the Green Standard Army of the Qing Dynasty, which was formed of ethnic Han Chinese in contrast to the Eight Banners that were manned by Manchus), but weighted versions were popular both for martial arts training and as testing equipment in tests given to prospective military officers. The first name comes from its entirely fictional origin as the personal weapon of Guan Yu, the second means "reclining moon blade." Also, the actual role of being a "horse chopper" more properly belongs to either the podao (with a similar but smaller blade and a shaft about 6 feet long) and/or the zhanmadao (a large, single-bladed, two-handed sword), both of which are recorded as being designed and used specifically as anti-cavalry weapons. If there are any other questions about Kralorea and its Chinese influences... Well, I can't guarantee an answer, it's not like I have an actual degree in this stuff, but feel free to ask me about it.
  47. 6 points
    It happens and usually sparks some interesting debate, not about the Necromancy, but about the original subject and new ideas. To my mind, it sparks a conversation about a topic that is useful and saves someone else posting a link to the original thread. The only thing that I would say, and I am not a Moderator, is don't just post "I agree" or something similar, if you have a comment that you think would add to the conversation, then by all means post it.
  48. 6 points
    Personally I would make this part of the game. If he wants to find folk who will teach him then he needs to go out and find those people. If he wants to go off-piste then he needs to go looking in places where there may be fragments of lore that he needs. This would be an excellent case for going to the Big Rubble or other ruins/ancient temples that may have suitable sorcery for a Lhankor Mhy sage to pursue. Obviously if it was readily available then he would be able to go to a local temple and ask about it. The next issue will be that, once he has found this lore, does he share it with his temple (of course I hear folk cry) or keep it as a "personal research project and all will be revealed when the thesis (grimoire) is completed"?? Will he risk being illuminated? Will other sorecry related types learn of his discoveries and seek to claim them for themselves (their cults). I reckon I could come up with a whole campaign around this desire... Stephen PS: it could almost be CoC-like. The sage seeking forgotten and possibly forbidden knowledge with the potential for unleashing chaos or god-learnerism all over again....
  49. 6 points
    I have found that anytime a wife/girlfriend wants to play instead of calling you and idiot for playing, allowances should be made
  50. 6 points
    Here's the review I wrote about The Glorantha Sourcebook. I hope you like it: Review of The Glorantha Sourcebook I've also added a list of topics that surprised me while reading it. Please feel free to correct me if you spot any inaccuracies.
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