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  1. 20 points
    I know I've been pushing hard against the text of the new book. I know I've been asking a lot of questions. I know sometimes my own frustration has made me phrase things in ways that don't make me happy -- and those phrasings can't be sugar whispers to the ears of everyone who worked on this new book and this new line of an RPG classic. So I wanted to make something clear: I know how hard you guys have worked on this game. I know how hard you worked on this book. I know how hard it is to write RPG text. (Like, really, I know.) You have produced a new version of a game that has existed since the start of the hobby. And has gone through a half-dozen variations over those four decades. You've obviously put a lot of work and love into the book and the plans for the line. If there is frustration in my posts on occasion (and I suspect this might be true for others as well) it is because I sense there is a lot lot joy and wonder in these pages and there is a lot of work on my part to pull it out. I want to make sure to get what everyone else is talking about, and has been talking about for years. I want to get all the terrific details and magic and culture resting in the book and waiting for me to bring them to my friends. And if I have desire to do this it is only because the game system is rich, the setting is rich, and you have built a book that brings both of these things closer together than they ever have in any previous edition of RuneQuest. So, I want you to know I appreciate all the work. I appreciate all the effort you are making now to get the game released in print, to answer our question, to ponder our questions, and work diligently to make the best game and game line you can. Wanted to say that. Thanks.
  2. 18 points
    So I took a few notes from the Chaosium seminar at Chimeriades convention in the beautiful South of France countryside. There was some discussion on Runequest core book- which they hope to open pre-orders later this month- which is as detailed a date they were willing to commit to; with the aim of a Gen Con launch. A black and white print out of the laid out book was circulated at the con and it does look beautiful and evocative. The core book will have a conversion guide as an annex for previous edition adventures to be adapted and run under the new rules. Jeff believes that the RQG core book looks more beautiful than the Guide, and that there were more artists available with a feel for Glorantha. The art is designed to reflect and enhance the uniqueness of Glorantha. The Bestiary is entering layout- it is a simpler layout than the core book, so it will go to production at a faster pace. One challenge is making stat blocks more interesting The Bestiary will allow you to play a number of different Gloranthan races including Trolls, elves, Telemori, and the most noble of all Gloranthan races- the ducks. (Hoorah!) Some 150 different RQ creatures are covered including dinosaurs & mega-fauna Next up is the GM pack- which is really a setting pack- a Colymar sandbox setting with 3 adventures which can be linked or play separately. Some 100 pages with lots of stated NPCs which can give GMs template for what a Clan Chief may look like stat wise. An impressive map of Clearwine by Oliver Sanfilippo was circulated to help GMs and players visualise locations. Boldhome appears in Dragon Pass campaign pack. No rolled maps will be produced by Chaosium- shipping costs to blame Apple Lane will be a default base for players for post 1625 setting, reflecting the power vacuums following Dragonrise. Apple Lane buildings have housing maps to help give the feel of a base for players. 12 books in advanced production to support RQG- reflecting the work of the past 2 years. The new edition will be well supported to help time pressed GMs to run adventures for groups. Source books are likely to be statted for RQ, as it will be easier for Heroquest Glorantha GMs to adapt than the other way round. GM book magic items, treasures guidance- Heroquest & hero rules Gods of Glorantha will feature 50 gods with 8-12 page write ups of each cult. Orlanth will be expanded in coverage. The Red Goddess will be featured, with new Lunar magic. It will be a very God Learner book and designed for GM to use. Issaries is a god/ cult which will see little expansion. The invisible God will be covered in a separate project. More regional gods will be covered in regional sourcebooks- such as Pavis- Jeff ran a Big Rubble scenario at the convention. Art is being ordered for the book. Jeff explains that he goes back to the oldest Greg sources & then work out what to keep & reject. Keen for returning players feel comfortable with Glorantha. Chaos gods are not PC gods so not in the upcoming book - A separate gods of chaos pack with scenarios being worked upon. Therefore GM only. Default 1625 early 1626 setting for the line Sarah Newton is at the advanced draft stage for Barbarian Town - Wild West themed bronze age- opens up mixed group of PCs.. Another project by Sarah will be announced when it is further along. Steve Perrin is writing old school feel scenarios to contrast with Sarah’s more modern approac And finally on RQG, Jeff opened up a little on the heroquest rules- Getting the feel.. River of Cradles campaign is a Heroquest- they are looking to get a toolkit of myth structure/ special effects to reflect hero-questing REWARD- Guidance how to handle that hq gifts & Levels wider than a cult... needs a Mythic restriction power with obligations. The hero should be embarrassed to use the power outside of the key needs. (Ken Rolston was animated on this point) Building package of rules after Heroquesting & becomes Hero with capital H. The Hero not super skilled not always effective- eg various Greek myths. Developing immortal self- 2 different things. Hero & shaman archtypes. Two different stat blocks. Fetches are always on hero plane. Gifts & powers come from that. Depletable resource- that be recovered through GM tasks & they have to develop cult to be worshiped. Develop a community eg Harrek is worshipped by communities who don’t want a visit from the Beserker(!) Switch of perspective Dragonewts don’t want the obligations.... Finally, Q-Workshop will be producing official Runequest dice- which look both stylish and legible- even on the mobile phone pictures I saw.
  3. 17 points
    Chaosium is pleased to announce award-winning RPG designer Chris Spivey will be developing a new BRP-based science fiction line to add to the company's suite of roleplaying game brands. Last year Spivey's Darker Hue Studios produced the licensed Call of Cthulhu/Trail of Cthulhu supplement Harlem Unboundwhich has received critical acclaim for its groundbreaking treatment of issues of race and the Lovecraft Mythos, and is a nominee for the 2018 Diana Jones Award. "I am excited and honored to be brought on by Chaosium. I grew up playing Call of Cthulhu, Stormbringer, Nephilim and more. Now the chance to fully manage a science fiction line that only previously existed in my own mind has left me speechless, but let's hope not wordless.”—Diana Jones Award nominee Chris Spivey https://www.chaosium.com/blogchris-spivey-to-develop-scifi-rpg-game-setting-for-chaosium
  4. 15 points
    I thought it be fun to Replicate some of the items out of RQG. My kids will be will be using them As part of their outfits at GenCon. Still have a lot of work to do but I think they look pretty neet when they’re done.
  5. 15 points
    @Jason Durall's design notes are excellent and leads us through the complex array of historical design and current thinking. I look forward to the complete cover as currently this has the feeling of watching someone choosing a hat to wear. You'd look better in that old hat, new hat, a different hat, a hat my mother had, a different material, it looks like this hat, you don't want a hat you want a scarf, my hat is nicer than your hat, etc. The complete outfit is what I want (at some point). It will undoubtedly be eye catching, have a name badge identifying the authors and a Chaosium brooch and most will buy it anyway even if it had a unicorn hat. (apologies for not using the new logo, it didn't fit in with my unicorn theme and I couldn't find a pink Chaosium logo)
  6. 14 points
    Well, our current RuneQuest Gloranthan campaign has finally come to an end, after 13 glorious years. Previously on The River Voices, Legend of the Arganauts: The River Voices had bumped heads with the Lunar Empire on and off for years. They raised the Sky Ship, brought back Tada, Tarkalor, Sartar and Genert, drove the Lunars out of Prax, the Holy Country and Dragon Pass, raised a Dragon at the Dragonrise, purged the Crimson Bat of Chaos, dropped Harrek and a fleet of Wolf Pirates at the mouth of the Oslir and gated an iceberg to the Crater to block it. They had awakened their Inner Dragons, entered the Dragonewt Dream, visited the Dragonkill, rescued an Inhuman King and tied it to the Dragonship. They took a True Dragon to Dorastor, where they ambushed Ralzakark, awakened a Two-Headed Chaotic True Dragon by accident, and some transformed into True Dragons to fight it, purging it of Chaos and chopping one of its heads off, then they entered into the Dragon Dance, where they saw that the Draconic Powers of Peloria had been energised and were building in strength. They took Ralzakark’s Crown and Flargle incarnated Arkat by opening the pathways to Arkathome and breaking the God Learner Seals that held it. A Pentian Army ravaged the North of the Empire, Flarkat’s Army invaded from the South and Harrek’s Wolf Pirates attacked the centre. The Lunars had lost Prax, the Holy Country and Dragon Pass. The River Voices had converted Rist towards the White Moon and had founded a Yelmalian Temple there, directly opposing the Red Emperor. Something had to be done. The River Voices saw that the Draconic influences had been gaining power and energy and divined that it was reaching a peak in an old abandoned Second Age temple. They looked there using Shan Agar’s Magical Eye and saw a number of Priests dressed in Second Age robes, carrying Draconic regalia. A number of Dragonewts assisted in the ceremony. The Red Emperor appeared, dressed in Draconic Robes, dressed as the Dragon Emperor, and began a ceremony. Mello Yello could not let him do this, as he thought the Red Emperor was an impure Emperor, so the River Voices jumped in their Golden Barge to the Ceremony. There, the Red Emperor recounted all the problems the Lunar Empire had faced and all the sins it had done. In response, Mello Yello transformed into a Golden True Dragon and recounted all the good things the River Voices had done. The Red Emperor finished the Ceremony and the river Voices could see that he was about to commit Utuma, as the Golden Dragon Emperor, which would purge the Lunar Empire of the sins and allow the Red Emperor to be reborn anew. Horrified, the River Voices attempted a bold and dangerous move. Flargle transferred the Utuma Wound to Mell Yello, forcing the Utuma Ritual to affect Mello Yello instead. Well, that was the plan, but Flargle rolled 00, a Fumble, spent a Hero Point and rerolled to a 10, then spent another Hero Point to flip to an 01, a Special Critical. Mello Yello then used powers of Harmony to die without pain and to follow the Utuma without Disorder, this time a Critical. Mello Yello then used the power of Dragonewt Rebirth to be reborn, another Critical. Finally, Shan Agar used a combination of her Magic Eye, Dreaming Powers, Draconic Powers, Mother of Dragons Power and a load of other stuff, to move Mello Yello’s Rebirth to an egg inside her, as she had transformed into the Chromatic True Dragon, you guessed it, another Critical. So, the Red Emperor performed the Utuma Ritual and did not die, Mello Yello’s body spontaneously self-combusted, burning instantly without any ash, as the greatest Dara Happan Emperors had done, then was reborn from a golden egg that appeared in front of him. Mello had usurped all the Empire’s Draconic Powers and was reborn as Mello Yello, Dragon Emperor. He was now Mello Yello, Dragon Emperor of Dara Happa, Son of Yelm, King of Dragon Pass and Ambassador to Monkey Ruins. The Red Emperor, weakened by the Iceberg blocking the Crater and the subsequent removal of the Red Moon’s powers, had gambled everything on the Utuma Ritual and failed, so he died on the spot. Presumably, he would return later, as he always had, but for the moment he was gone. Now, at this point, we stopped for a breath, as the enormity of what had just happened slowly sank in. Then we started to discuss where to go from there, but the consensus of opinion was that the River Voices had achieved everything they had ever set out to do. Mello Yello was Emperor of Dara Happa, Son of Yelm, King of Dragon Pass and Ambassador to Monkey Ruins, he was also worshipped by those Beast Men who wanted to join the cult of Yelmalio. Shan Agar was Wife to Tada, had replaced the Pharaoh, united the Elements, proven that all the Waters of the World were one, had restored lost parts of the Agar Clan and become the Mother of Dragons. Flargle had destroyed several Chaos Nests, become Arkat, purged much of Dorastor of Chaos, led an Arkati army against the Lunar Empire and helped kill the Red Emperor. Karim Temris had found Yamsur’s Regalia and brought Yamsur back, ridden Yamsur’s chariot to the Dragonkill and back, restored Caarith and proved that she was a daughter of Genert, restored Genert, thus honouring the debt of the Desert Trackers, deposed the Count of Sun County and put his father in his place, founded a new Praxian Tribe, the Lopers, and set them up in God Remembered. So, what was there to do? Where to go to from there? Conquer the West? Embrace the Kralorelan Dragons? Hunt down the Red Emperor and the remaining Lunar Powers? None of them appealed to the players. Retire the River Voices and start again in the new world? Doing what? Playing Lunars opposed to the River Voices? Nobody wanted that. Playing starting characters in the middle of the Hero Wars? Nobody wanted that. Then someone suggested bringing the campaign to a close and everyone agreed. Sad times, in a way, but they went out on a high. I cannot say the words “Mello Yello, Dragon Emperor of Dara Happa, Son of Yelm, King of Dragon Pass and Ambassador to Monkey Ruins” often enough. All we need to do now is to decide what campaign to run. Nothing Gloranthan this time, as we have done Glorantha, although we might return once the new scenario packs start appearing. Suggestions were Dark Ages, Robin Hood or Sci Fi, but we need to talk about that a bit.
  7. 14 points
    All, Just to keep you up to date with UK Games Expo news. We discussed HeroQuest and Glorantha. We are committed to continuing to support Glorantha via HeroQuest We will focus, for now, on 1625- whilst RQG establishes 1625+ material At some point we will produce a genre pack that shows you how to play HeroQuest A boin the later Dragon Pass material We think continuing to play in the classic period prevents product duplication Our projected books right now are: A book focusing on the Sartar Rising material that is 'offstage' in The Eleven Lights. The big one is The Dragonrise. Your PCs can be the ones who lead this feat. A book introducing Fonrit as a setting. We think this will be an ideal Sword and Soul setting, and a great place for new campaigns, that comes without some of the 'weight' of Dragon Pass, and is thus accessible for folks who want a 'ground floor' to get into Glorantha. As we see HeroQuest Glorantha as our fast-paced story engine, the presentation here will reflect that approach.
  8. 14 points
    Belgath's girls back for more awesome RQG cosplay at Gen Con this year:
  9. 14 points
    The photographer was a jack-o-bear.
  10. 14 points
    Jeff and Jason have passed on some exciting news: layout and proofreading of RQG is all-but-done ("we're just doing some final finishing up and tweaks"). The book is truly both a thing of beauty, and also a very easy-to-use reference when playing the game. Stay tuned for an announcement soon about preorders! Art credit: "Binding an Earth Elemental" by Andrey Fetisov
  11. 13 points
    The RUNEQUEST GAMEMASTER SCREEN PACK will be released in PDF on Friday, September 14. Here's what's inside: —4 panel GM screen —blank character sheets —128 page book of adventures —20 page quick reference of commonly used tables —16 page gloranthan calendar —6 maps —pre-generated character sheets. On purchasing the PDF from Chaosium.com you will receive a coupon for the FULL COST of the PDF off the price of the physical version which will be available later this year. BTW, Andrey Fetisov's wonderful cover art for the GM Screen Pack is available to download in our special RuneQuest pre-release Dropbox Folder. Sign up here to access.
  12. 13 points
    I always find a great way to create an immersive world when GM'ing is to mention things by origin. To say it is a Lorthensket built ship is better than just a ship, or to know the difference between a Loskalm Destrier from a Jillaroan Race Horse is far more evocative than a big horse or a fast horse, Fortunately the Guide provides a rich resource but as it is not easily referenced for this sort of data I created a table of Gloranthan Trade Goods and Places of Interest. Hardly complete but serves as a ready reckoner for adding a touch of the exotic or realism to you games. For the most part if the Guide said xyz Is famous for abc I added it to the list. Here is a PDF arranged by item with locale, region and Guide page number for reference, and my original exel sheet for those who want to edit etc. I've also uploaded them to the Downloads. Enjoy Gloranthan_Trade_Goods.pdf Gloranthan_Trade_Goods.xlsx
  13. 12 points
    I've updated my character creation and ongoing management spreadsheet! I created this a while back based on an in-development version of the rules (Working draft 2.1). Since then the category mods have become multiples of 5, the skill list has changed quite a bit. The RQG Wiki has detailed instructions. Aussi en français. Pick your Race, Culture, Occupation, and Cult in the drop-downs in Column A. Click the "Fill" button (dotted down-arrow) in column F to set up the dice to roll. Click the D6 icon to roll a set of stats. Click the "Fill" buttons in columns AW, BD, BE & BF, (wait for each one to finish before clicking the next!) to populate all the character creation skills. The AW column button is for race skills, typically just Insight, but also Darksense, Earthsense, Elfsense. To translate, currently into Spanish or French, select the language in Column A and click the Translate button to translate everything. The Perception skill Special () is for Elfsense, or any other race-specific sense skill that might arise. Darksense etc. Scan and Search are handled as specializations, e.g. Search (Darksense), Search (Earthsense), etc. Everyone else gets N/A in these. The CharGen sheet can track up to 10 melee skills and 5 ranged skills, and you can pick which ones show up on the CharSheet with drop-downs. I have added "Agimori" and "Morokanth" cultures, which gives them the basic Praxian skills that all the others get e.g. Spirit Combat, Survival. These links are READ ONLY: they are links to my master copy, you will need to make your own copy of the sheet in order to use it. File➔Make a copy... v1.9.4 Beta 1: https://docs.google.com/spreadsheets/d/1W7_VCCvzULrC2if_U6udGIt6hHK6w4RiZyRAjMN0QOU/edit?usp=sharing Implements optional alternative RQ3-style category modifier calculations Indicates which rule is currently in effect with a checkbox (don't just check the box manually! Let the button do it!) Added all the Spirit and Rune spells to the translation sheet (thanks @AutumnDawn) French translations added for all spells (thanks @sireRage) Formatted CharSheet for printing and added HP and MP tracks Adjusted widths and positioning of spell columns, added points columns for spirit and rune Removed Enc 1 for Claw natural weapon Known bugs: Running a script for the first time sometimes gives a "Server error", just reload the page and try again. If it persists, try Tools->Script Editor, and click the Save button, and close the tab. Sometimes the arrows on the CharGen sheet move around, and occasionally a rune on the CharSheet will move. This is a visual glitch in Google Sheets, just reload the page. If a non-Troll joins Kyger Litor, and already has a Speak Own other than Darktongue, they will not get the skill bonus. Add it manually as a Speak () language. If a Troll joins Argan Argar, they will get Speak (Darktongue) as a secondary language even though their main language is Darktongue. Just move the bonus to the main language and remove the secondary. Cult Lore has a tick box, which it should not have. Skills can go negative due to category modifiers, this should be capped at zero. I am not entirely clear on when this capping happens, before or after previous experience. More features on the backlog: Sorting skills into alphabetical order for translated sheets - the trick here is to move the tick box with the skill. Automatic rolling of skill checks? Not sure if people would want this feature.
  14. 12 points
    Picture taken by artist on Moonboat from 10,000 feet.
  15. 12 points
    As Jason said, layout is preceding forward every day. And so far the book is looking even better than 7th edition Cthulhu. It is shaping up to be the best looking book Chaosium has ever done.
  16. 12 points
    My interpretation of the Paps. The inset is to provide a sense of scale. The Paps are known as the Deep Womb of the Goddess, sacred to the goddess Eiritha and her son, Waha, as it was here that Eiritha hid herself from Death by going underneath the earth. The Paps are an enormous underground earth temple, a vestige of the Golden Age. As an ancient and major Earth temple, the facade is very large. Originally a limestone processional way led up to the entrance, but the ramp was destroyed or demolished during the Gods War. The pillars depict each of the original ten Herd Mothers, damaged to a greater or lesser degree, with some portraying creatures now extinct. Between the pillars are reliefs of life in Prax before Time, severely eroded. These panels show animals and peoples now unknown to the inhabitants of Prax, from when it was part of Genert's Garden.
  17. 11 points
    This might not be the right forum, but it didn't seem to fit in the RuneQuest Forum. Leticia, the player of Mello Yello in our recently-completed RQ Glorantha Campaign, has asked for a summary of the deeds of Mello Yello, as some people asked her for it. So, here is my version, as the GM, of the Tale of Ambassador King Emperor Mello. Hope you enjoy it. Apologies for the length, but I had to cut a lot out as it wasn't relevant to his Yelmic Rise. Mello Yello always knew he belonged to the Yelmites. Even when standing outside the Sun Dome Temple in Sun County, in the hot sun, smiling and laughing at the Templars as they came and went, running their errands, doing their chores, being the butt of their jokes, sometimes letting them take out their rage and frustration on him, nothing mattered, for he belonged with them. Mello Yello first knew he was important when he was put with the Sun County Militia, commanded by Jaspar Yello, they even shared the same surname! Like any stepfather, Jaspar could be strict and sometimes cruel, but Mello belonged at last. Put alongside a bunch of Pavic Firemakers, he still belonged, even though they didn’t talk to him much. Mello Yello, Militiaman, he liked the sound of that. Mello Yello, Militiaman, first knew that Yelm favoured him when Yelm made him a River Voice, with the other Firemakers. They were even woken up by a troupe of baboons, welcoming them back to life. Now, the River Voices weren’t much, but Yelm clearly favoured them as he was Oslir’s husband and the Count of Sun County was Zola Fel’s husband in turn. Mello Yello, Militiaman and River Voice, he liked the sound of that. Mello Yello, Militiaman and River Voice, knew that Yelmalio loved him when the River Voices took him to Pavis and Karim Temris’ father initiated him into the cult of Yelmalio. Sure, he wasn’t a Templar, but he was an Initiate of Yelmalio. Mello Yello, Militiaman, River Voice and Initiate of Yelmalio, he liked the sound of that. Mello Yello, Militiaman, River Voice and Initiate of Yelmalio, knew that Yelm loved him when he gained a suit of Golden Armour and the River Voices let him keep it. They also gave him Yamsur’s Spear, gained on a HeroQuest, although they took it away almost immediately and gave it to a total stranger, but that didn’t matter because Mello Yello was important enough to be given Yamsur’s Spear. Mello Yello, Militiaman, River Voice and Initiate of Yelmalio, knew Yelm favoured him when the River Voices were made Citizens of Sun County and were given the holding of Rabbit Hat Farm. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio and Citizen of Sun County, he liked the sound of that. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio and Citizen of Sun County, knew that he was Yelm when he played the part of Yelm in the Yelm-Oslir HeroQuest and wedded Kinope, nymph of the Zola Fel. Sure, the River Voices had performed the same HeroQuest many times, with Flargle becoming husband of Kinope, but he wasn’t a Yelmite. This time, on the HeroQuest, Mello WAS Yelm. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County and Husband of Kinope, he liked the sound of that. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County and Husband of Kinope, knew he was important when the Count of Sun County made him Ambassador to Monkey Ruins! Imagine that, Ambassador Mello, Ambassador of Sun County, the baboons liked that. It was even better when the River Voices deposed the wicked Gorilla King of Monkey Ruins. The baboon orgy that followed was even better still, as Ambassador Mello was a ranking Alpha with his own baboon harem. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, he liked the sound of that. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins knew that Yelm favoured him when he rescued the Golden Barge and awakened the Angel Figurehead. Angelica, the Angel, became his servant. Imagine that, Ambassador Mello with an Angel as a servant, wearing his Golden Armour. The Sun Domers would just die if they saw him now. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, knew that he was Yelm when the River Voices released an Angelic Lord from imprisonment. The Lord of Angles bowed down to him and greeted him as an equal. He even offered him his Army of Angels to fight for him when needed. Ambassador General Mello sounds too pretentious, so he should just stick with Ambassador Mello. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, knew he was Yelm when he went to the Sky, yes, the actual Sky. On the Sky Ship, the one that had been pierced by his Golden Barge. The River Voices had to repair the ship, rescue an Inhuman King to be the Soul of the Dragon Ship, rescue Dormal to be the Steersman and Anaxial to be the captain and sail it out of Hell, but that was easy. Now Ambassador Mello was going to the Sky on a ship. How many of the Sun Domers had actually been to the Sky, eh? None of them! But Ambassador Mello had. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, knew he was Yelm when he got his own Star! Yes, an actual Star! Of his own! Well, one of a constellation for the River Voices, but his was the shiniest and brightest. A Star of his own, where he could sit and look down on Sun County and ask how many of them had a Star. None of them, I’ll bet. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, knew that he was Yelm when he gained Yelm’s Mirror when he fried the bad Yelm Priests’ Brains in an important battle. At least, the River Voices told him it was important. Yelm’s Mirror was made of gold and was so big that it was carried in a cart. Ambassador Mello often looked in the mirror, gazing lovingly at himself, dressed in his Golden Armour, with his Angel by his side. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, knew that he was Yelm when he played Yelm on the Lightbringer Quest to defeat Cacodemon. He wasn’t entirely sure what he was doing, but Shan Agar and Karim Temris knew what they were all doing, so he was happy to follow along. He had to sit on a throne and be sad that he was dead, but Ambassador Mello wasn’t really dead, he was just pretending, perhaps. HeroQuesting is so confusing, but everyone else knew what was going on. Ambassador Mello came out with the ability of I am Yelm, which he already knew, of course. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope and Ambassador to Monkey Ruins, became King of Dragon Pass by defeating all the other candidates. He danced his Dance of Harmony, wove a cloak like a spider’s web, shone like the sun in front of Yelm’s Mirror and did lots of other things. The Feathered Horse Queen seemed to take a shine to him, but that was fine as he was an Ambassador, among many other things, whereas what were they? A Duke and a couple of Kings, Duke Harrek looked big and scary and liked to show off with his Wolf Pirates, King Tarkalor used to be King of Dragon pass before he died but that was a long time ago, Sartar was the first King of Dragon Pass but why should they be Kings again? In any case, Ambassador Mello defeated them all and became King of Dragon Pass. Which sounds better, King Ambassador Mello or Ambassador King Mello? Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins and King of Dragon Pass knew that he was Yeml when Yelmalio and Monrogh came to see him. Yes, they came to see him themselves. How many Sun Domers had Yemlalio come to see personally, eh? None, that’s how many, not even the Count. They looked a bit snooty, to be honest, but all high-ups of Yelmalio do, even the Red Emperor who had come to Sun County once, in his Moonboat and had walked on the backs of Yelm Priests rather than sully himself with the dirt of Prax. Anyway, Monrogh and Yelmalio came to see Mello Yello himself. They were not happy, you see, as Ambassador King Mello was, well, Ambassador to Sun County and King of Dragon Pass and he had been to the Sky on a Dragonship and had a Star in the Sky and had Yelm’s Mirror and an Angel as a servant and had command of an Angelic Army that he had used a few times. Well, they weren’t unhappy with that, no, they were unhappy that he was a baboon! They looked down on him, sniffed a bot and said that they would make him a Hero of Yelmalio if he became a human instead of being a dirty baboon. Imagine that, Mello Yello, a Hero of Yelmalio, none of the Sun Domers had become a Hero of Yelmalio, he would have s shrine in the Sun County Sun Dome Temple and the Sun Domers would come and worship him! Him! Him! Him, who they laughed at, spat on, whose fur they used to wipe their bottoms with when still attached to him, a Hero of Yelmalio! But, Ambassador King Mello could not accept and turned them down. Why, you ask. Because he was above all, more than anything else, a baboon. Sure, he was a baboon who had shaved his fur off and painted his skin and fur yellow, but he was a baboon and He Was Yelm. So, he turned down Yelmalio and Monrogh, turned down the chance of becoming a Hero of Yelmalio, turned down the chance of having a Shrine in the Sun County Sun Dome Temple. Because he was a baboon. Then Yelm appeared. Yelm. Not Yelmalio, although he was still there. Not Ambassador King Mello, playing Yelm on a HeroQuest as I am Yelm, but the real Yelm. The Sun God, Emperor, Mr Shiny himself. And he was smiling and he greeted Ambassador King Mello as his Son. Yelm’s Son! Like Yelmalio! He said that Ambassador King Mello had an important choice to make. He could become a human Hero of Yelmalio or a Baboon Hero of Yelm, whose job it would be to initiate Beast Men of all kinds into the Yelmic Ways, so Beast men would join his subcult of Yelmalio to become initiates of Yelmalio. He would have a Shrine to Mello Yello in every Yelmic Temple, whether Yelmalio, Yelorna, Pole Star or Yelm, wherever the Beast Folk wanted to join those Cults. Of course, he said yes, as Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins, King of Dragon Pass and Hero of Yelm sounded good and he liked the sound of that. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins, King of Dragon Pass and Hero of Yelm, knew he was Yelm when he became a Golden True Dragon. How did that happen, you ask. Well, he had gained a Draconic Soul when he raised the Dragonship and went to the Sky and had been practising his draconic nature for a long time. The River Voices had freed a True Dragon from the Crimson Bat when they turned it inside out and made it non-Chaotic, then they used the True Dragon to eat up all the Lunars in Sartar and forced them out of Sartar, Prax and the Holy Country. Ambassador King Mello had done a lot of other draconic stuff after he had become a Hero of Yelm, as the Beast Rune was just a Dragon’s Eye and he had been to the Dragon Kill, taken part in the Dragonewt’s Dream and danced with the Dragons and Dragonewts in a Harmonious Dance, so he was well in with the Dragons. The River Voices were in Dorastor, see, trying to get Ralzakark’s Crown, which was Arkat’s Crown, which Flargle wanted to be crowned as Arkat, so he could march against Ralzakark, who had buggered him, been covered with acid and impregnated with his own child, and Flargle’s, that’s where it gets a bit complicated and Ambassador King Mello didn’t really understand all of it, anyway. But, they were in Dorastor’s Cleft and had hidden the True Dragon that they had rescued from the Crimson Bat, in Dorastor’s Cleft, so that it could poke its head out, breathe over Ralzakark’s Humakti Broo Army and kill them before they could attack the River Voices. Well, it all started off well. The True Dragon stuck his head out and breathed fire over the Humakti Broos, but they were brought back from the brink of death by Humakt, all of them, as he was not keen on his forces being beaten by an Arkati, even though Flargle was a Hero of Humakt and had Arkat’s Sword. The River Voices broke the link between Ralzakark and Humakt, proving that he was not worthy to command a Humakti Army, so Flargle became their commander instead, Flargle, Hero of Humakt, Hero of Storm Bull, now led a Broo Army and Ambassador King Mello would not let him kill them as they were Beast Men and Ambassador King Mello could get them to worship Yelmalio. Anyway, where was I? Oh yes, the True Dragon. It had poked its head out and breathed fire, when the ground shook and one of the Seven Hills ruptured and out flew a Chaotic True Dragon, with Two Heads, roaring a challenge to the True Dragon that had just appeared in its territory. Our True Dragon roared its acceptance of the Challenge and burst out of Dorastor’s Cleft, leaping to the Skies. Well, Ambassador King Mello wasn’t going to let two True Dragons fight it out above them, so he jumped into the air and transformed into a Dragon, becoming a Golden True Dragon and flying to meet them. He danced the Harmonious Dance and the Dragon Dance, sucking the other Dragons into his dance, while the other River Voices sucked all the Chaos into one of the Heads and cut it off, with Shan Agar swallowing the head, having become the Chromatic Dragon, another True Dragon. The four Dragons then danced the Harmonious Dragon Dance and became friends. Golden True Dragon isn’t really a title, but Dragon Friend is, so Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins, King of Dragon Pass, Hero of Yelm and Dragon Friend sounded good and he liked the sound of that. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins, King of Dragon Pass, Hero of Yelm and Dragon Friend knew he was Yelm when the River Voices deposed the Count of Sun County and put Karim Temris’ father in place as Duke instead. Imagine that, having the two Dukes bow before Ambassador King Mello, in front of his statue in his own Shrine. Of course, the old Duke had a price and the River Voices allowed him to found a new Sun Dome temple in Rist, where the River Voices had broken the power of the Red Moon and installed the White Moon instead. So, Ambassador King Mello had gone against the Red Emperor and established a Yelmalio Temple in the Lunar Empire without asking the Red Emperor’s permission. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins, King of Dragon Pass, Hero of Yelm and Dragon Friend knew that he was Yelm when the Red Emperor gathered together the draconic powers of the Dara Happan Empire and gathered together a group of Full Priest Dragonewts, worshippers of the Sun Dragon, various Dragon Mystics and various important people in the Court of Dara Happa. The Red Emperor appeared, dressed in the robes of the Sun Dragon, carrying an Utuma, or sacred Dragonewt dagger. Being draconic, Ambassador King Mello knew he was about to commit Utuma and die, taking the sins of the Empire with him. The Red Emperor recited all the sins and calamities that had befallen the Empire. The attacks of the Pentians, the raising of the Sky Ship, Harrek and the Wolf Pirates in the Lunar Empire, the Dragonrise, losing Prax, Sartar and the Holy Country, losing the Crimson Bat, the Crater being blocked by an Iceberg and many, many more things, all instigated by the River Voices. In turn, Ambassador King Mello recited the good things the River Voices had done, in particular the good things that he had done, as Ambassador, King and Hero of Yelm. When all recitations were complete, the Red Emperor committed Utuma and stabbed himself in the stomach, drawing the Dragonewt Rune in his flesh, but the wound did not bite, for Flargle had transferred the wound to Ambassador King Mello, the Golden True Dragon, who died of the wound. Ambassador King Mello, the Golden Dragon, attempted a Dragonewt Rebirth and Shan Agar redirected the rebirth, making Mello be reborn as a Golden Egg, laid by the Chromatic Dragon, as Shan Agar had become. Ambassador King Mello Yello, the Golden Dragon, was consumed by a burst of flame from the Sun, burning up instantly with no smoke or ash left behind, as all true Yelm Heroes die. The Golden Egg hit the ground and broke apart, revealing Ambassador King Mello, the Golden Dragon and Dragon Emperor of Dara Happa. The Draconic Forces that the Red Emperor tried to contain proved too much for him and he died of shame, exploding in a shower of blood and flame, because he had failed and because Mello Yello, a baboon, had succeeded. Mello Yello, Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Husband of Kinope, Ambassador to Monkey Ruins, King of Dragon Pass, Hero of Yelm, Dragon Friend, Golden Dragon and Dragon Emperor of Dara Happa smiled with the serenity and inner peace that only a Master of Harmony and Emperor could bring, while thinking “What do I do now” … So, here are the full titles of Ambassador King Emperor Mello: Militiaman, River Voice, Initiate of Yelmalio, Citizen of Sun County, Citizen of Pavis, Constable of Pavis, Husband of Kinope, Ambassador to Monkey Ruins, Master of Harmony, Master of Water, Master of Light, Prophet of Pavis, Golden Sage of Heaven, Companion of Pavis, Companion of Tada, Companion of Genert, Companion of Arkat, King of Dragon Pass, Hero of Yelm, Dragon Friend, Golden Dragon and Dragon Emperor of Dara Happa. Contrary to popular belief, Companion of Shan Argar and Arganaut are not titles that Ambassador King Emperor Mello accepts.
  18. 11 points
    Thank you for this sentiment! I'll admit that sometimes it's difficult to even visit this forum at times, versus spending the time working on the books. This is still a part-time job for me and I need to prioritize my time carefully, so forums and other social media sometimes don't get the attention they deserve. It's good to be reminded that complaints about errors, demands for clarification, etc. stem from passionate enthusiasm, not negativity. Thanks for your support!
  19. 11 points
    I didn't want to clog up the RQG Bestiary with this tangent, and here seemed pertinent. Also this thread is full of utter bollocks anyhow, and the OP (me) isn't going to complain. DO DUCKS HAVE BOOBS? I honestly don't care. Same way I don't really give a stuff how they give birth. I'm not the perverted duck-fetishist some of you think I am. Honest! But it does raise an interesting question: how you communicate and signal femininity and masculinity, or sex and gender, in a race like ducks — which, in their base form, don't have the obvious sexual dimorphism that plagues informs human fantasy art? The obvious mechanism is that that real-life waterfowl exhibit: plumage. But outside of the most common breeds—like the mallard—the audience doesn't have the knowledge to pick up on the cues an artist might give. The only way to overcome this would be systematically define it for the audience and artists alike. And that—I'd suggest—is a terrible idea; one that goes against the lightly sketched ambiguity that is central to ducks. Also: real-world female plumages tend to be boring, as opposed to the Culture Club tribute-band thing the blokes have got going on. So that's largely out. So next is anthropomorphisation. Just how many sexualized human features do we project on them? Like boobs, for instance? Duck boobs are something I've wrestled with a lot over the years. ... Anyway. So, yep, I used to draw female ducks with boobs. But I stopped because the boobs made them unbalanced. And while I wrote that sentence in a deliberately silly way, I'm actually being serious. My very first ducks consciously aped the form of Ralph Horsley's illustration in Wyrms Footprints (p. 101). Over the years, they skewed away from Ralph's more duckish style to my slightly more anthropomorphised style. But I kept the same general symmetry and contrast: BIG HEAD – small neck/chest – BIG BELLY/RUMP – small legs – BIG FEET. OK, you can't see the feet in Ralph's picture. That might be because duck feet are a pain in the arse to draw and he hid them. I did—and do—that all the time. Nowt to be ashamed of! So, anyway. You have a symmetry of BIG—small—BIG—small—BIG. I just found that, drawing ducks the way I do, enlargening the 'small' chest area would throw that symmetry off. I couldn't get it to work. So... no boobs 4 U, ducks. Of course, if you draw ducks with different proportions, you might be able to get boobs to work. You dirty gets. N.B. Using this symmetry and sense of proportion, it's also really difficult to go full Rob Liefeld with ducks. THANK GOD. So no back-breaking 'feminine' poses. All this means I'm still struggling. So now we come to eyelashes. Yes, I know it sounds naff, but this can actually work. One of the benefits of ducks is that they have a strong history of obvious satire and farce. This means we can often use ironic caricatures, statements and jokes in a way that won't wash with human characters. You'll all have seen the cheesecake barbarianessess in a chainmail bikini, accompanied by the knowing wink and "But I'm actually being ironic! I'm mocking the genre!" Hmmmmmmm. But with ducks you can get away with that a lot more easily. Because no-one really sexually objectifies ducks. Not even me. So I do occasionally draw ostentatious eyelashes on ducks. It seems to fit with the history of feminine duckish caricatures without being too pungently off-putting. That brings us to socio-cultural trappings, including clothes and adornments. Daisy Duck, in addition to her eyelashes, used an array of bows, dresses and heels in pastel pinks and lilacs. Yeah, that's not happening, is it? You can obviously mimic the male and female fashions of, say, Sartar and Esrolia on ducks. That can help. But what if you're drawing a female duck warrior? That's tricky. And that's where I was saved by '70s/'80s disco. At some point, I decided to gender-swap the cheesy medallion-man stereotype and have female ducks wear big copper medallions to proudly demonstrate their femininity. These medallions were adorned with the runes of the goddesses they worshipped (or had worshipped, in the cycle of goddesses) in their lives. That helped a bunch in giving me something to further differentiate between male and female ducks. Of course, you don't need medallions. Any runes are good. Runes are always good. Glorantha does like its runic element- and gender-essentialism. So for me it's eyelashes and disco. For Andrey it was boobs. ---------------------- Anyhow, I've talked enough bollocks. So here's a picture – a teaser of things to come in Hearts in Glorantha #7.
  20. 11 points
    FROM 'THE GREAT WINTER AND THE TIME OF TWO COUNTS' The Dragonrise ...the Dragonrise was an epic event seen across the world, causing mass panic, fear, wonder and awe. From his vantage point in the temple library, Hector the Wise surmised that something significant was about to happen when he observed the stars moving in unexpected ways that fateful night in Earth season, 1625. But even he was not prepared for the incredible sight of an immense True Dragon, obviously many miles long, rising out of the distant mountains the following day. Unknown to everyone in Prax, in a catastrophic blow for the Lunar Empire the great Brown Dragon had just destroyed the new temple of the Reaching Moon, devouring most of the Lunar army and many of the Emperor’s most important priests and officials. Great rumbling shock waves attested to the dragon’s stupendous power. As one rippled its way across the plains it toppled one of the retirement towers next to the great Sun Dome. Although the damage to the temple was slight, the unfortunate hermit inside the tower (the suspected Lunar collaborator Laertes Coatilon) was killed, and wild stories began to spread that the Sun Dome Temple itself had been destroyed. Safeguarding the County As the panic rose, the countess put her forces on high alert. Fortunately, new arrows for the spear-throwing machine at Harpoon were to hand, having been made from the many tree trunks washed down in the Great Flood. Vega ordered it to be loaded and the targeteers to be vigilant. Few remembered that the Great Ballista’s original purpose was to protect against dragons. It had been built in great fear after the Dragonkill War, when the people of the Sun Dome tore down their old temple, purged themselves of any vestiges of EWF-inspired solar draconism and returned to the unsullied, pure light of Yelmalio. The weapon originally protected the new Sun Dome Temple, but when draconic retribution never came, it was later moved to the high bluffs above the river near the village that now bears its name. Vega realized that no one now had the means or expertise to move the harpoon back to the Sun Dome. But she was able to revive another old custom – along with the Great Ballista, a network of Dragonward towers had been built across the county in the aftermath of the Dragonkill War. Like the Arm of Pavis in the Rubble, these watchtowers once provided aerial defense and also served as heliograph stations. As fear of the dragons waned, and the prosperity of Sun County declined, the expense of maintaining the Dragonwardens weighed heavily. The network of towers was slowly dismantled, and their garrisons were reassigned. The mirrors were placed in the temple treasury, and the internal timbers reused elsewhere. Some towers were demolished. Most were left as shells. Retiring priests took to using them as hermitages, and with their original purpose almost forgotten they became known only as ‘retirement towers’. To assure the people, the countess announced she was reinstating the Dragonwardens. New great mirrors would be fitted to the towers, or at least those in a fit enough condition (little heed was given to the peace and solitude of any hermits within). Sadly, long ago the Count known as Orogurri the Bison loved drink more than ceremony and had melted down all the great mirrors in the treasury to make gold cups for his warriors. To replace them, Vega organized a great requisition drive to collect gold and other metal items from across the county, gathering a huge quantity from the panicked people. Revived Energies 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. In the Pavis Rubble, the Yelmalio garrison at Angle Fort (loyalists for Vega) were alarmed to see activity at the usually deserted Dragonewt Temple close by. Swarms of dragonewts were converging there, many more than anyone had ever anticipated living in the vicinity. It looked like the dragonewts were repairing damaged plinths and pylons, and dragging great blocks to the site to build new ones. When the dream dragon Krang was seen flying up the valley towards Pavis, far from its usual haunts around Five Eyes temple, in horror Vega Goldbreath surmised they must be preparing a ritual to summon the True Dragon to Prax! She righteously resolved to stop them. This led to the first time the two rival counts and their forces came into direct and bloody conflict with each other, Templar against Templar. Ritual in the Rubble Now back from Sartar to recruit another nomad army, Argrath White Bull himself participated in the ceremony in the Rubble, along with several of his Companions including Rurik. Clad in strange garments and headware, they joined the dragonewts in dancing around the dream dragon Krang to weird atonal music. Ringing the platform were Count Belvani and his Templars, who answered Argrath’s call to come to Pavis to defend them while they completed the ritual. Belvani first saw off an attack by the trolls, who had long resented the temple’s presence ever since their dominance of the Rubble had been broken by the Dragonewts’ Dream. Vega Goldbreath struck as soon as the trolls were driven away. Whereas the Templars of the rival counts had only weeks before striven against each other on the Shield Push field, now the fight was in deadly earnest. The forces of the countess were eventually repulsed, but not before many fell on both sides, including Count Belvani’s dragonewt servant, The Gamon. Belvani himself survived a stupendous Sunspear spell, cast by Vega, that left him blackened and smoking and her so stunned she had to be carried off the field. Meanwhile, because most of Belvani’s forces were in Pavis, the countess arranged a simultaneous surprise raid on the Old Sun Dome by her Golden Guard. This also failed: the Gold Wyrm still there saw to that. Massacre at Five Eyes The ceremony at the Dragonewt Temple continued, though at least the True Dragon never came to Prax. After a week, people were relieved to see it slowly settle below the mountains again. But following the ceremony in the Rubble, the dream dragon Krang flew back down the river valley, and was noticeably different: definitely bigger, and somehow more vital, magically resonant and threatening. Smarting from her earlier failure, the countess resolved to destroy this menace, sending a force to Five Eyes Temple. They failed to locate the dream dragon, but slaughtered every living thing they could find there, including the harmless old Trachodon priest Ruupar. The Fall of the Old Sun Dome Belvani’s prestige and power might have been weakened by the loss of Daystar in Sartar, but Vega feared moving directly against him again while the Golden Wyrm remained at large. Her chance finally came in Storm season, when Hector the Wise devised an ingenious plan to lure the wyrm to Harpoon, using the new mirrors of the Dragonward towers. When it came within range the Great Ballista shot it from the sky. With the Gold Wyrm dead, the Countess now took swift and decisive action. In a second great clash between the rival claimants, Belvani and his Sun Dragon followers were driven out of the Old Sun Dome in Sea season, 1626. Throughout the next year, Vega followed this up with a widespread and bloody purge of the Sun Dome lands, seeking to eliminate any remaining draconic influences among the people. Rescued by nomad allies, Belvani retreated to Suntown in New Pavis, where he continues to plot his return to power.
  21. 11 points
    In our last update, Jason revealed the new RuneQuest logo, and the process we went through to get there; in our newest Design Note, here it is on the cover of the book itself, with amazing art by Andrey Fetisov! Jeff also details where we are with the whole RQG project. Well worth a read... https://www.chaosium.com/blogdesigning-the-new-runequest-part-23/ (please note, the cover is still a work-in-progress!)
  22. 11 points
    The people complaining about a bit of underboob on the cover better not see the kind of art that Jeff and I would create for Glorantha, because they'd have a heart attack. Tits, cocks and just generally naked people everywhere.
  23. 11 points
    The Guide entry Dwarf Knoll and the Copper Caves tells us it was a former Dwarf city in the God time full of Mostali Ghosts. It's not marked as an oasis (but YGMV). Flintnail met Pavis there and there may still be Dwarves within. Otherwise its a 5 mile wide rise on the plains of Prax. Looking at my master Prax map reveals one oddity about the place: This map overlays the water demesnes (yes spelled wrong on the map!) of Prax on to the grazings. The water demesnes are the hidden extent of various water spirits in Prax (we'd call them catchments). Every water demesne in Prax but one has an associated oasis or serpent. There are four grazing colours on the map. Light green (The Long Dry & East Zola Fel) these provide Grazing 1 in 2 Years, Green (Eiritha Hills) Best grazing all year round, Darker Green (Prax) and Brown (Dead Place, Zola Fel Bogs) None or Poor Grazing. The Dwarf Knoll demesne is the only one that has no oasis or serpent. Also the land above is drier - The Long Dry! an anomaly in Prax. So where does the water go? It's my belief that the Copper Caves being an old Mostali Mine drain the water into some unnatural fracture in the land below. Countless shifts of dwarves have perished trying to patch the problem. Their deaths in this unnatural situation cause their ghosts to populate the complex rather than enter the recycling phase. The crack likely originates in the Great Darkness and could go to an Underworld or the Chaos Void. It's deep enough that it's Dwarves fight alone. Although a normal water demesne in Prax isn't a large amount of water, once you get deep enough, you are on the otherside. The flood is a huge Maelstrom whirling into a giant sinkhole. Dwarves in specialist equipment hang from the ceiling in iron roped rigs lowering enchanted structures into the void to form the basis for a plug. Every so often a monster rises up from the sinkhole and smashes the work. Exterminator crews scramble to save the structure, diving in with specialist underwater combat gear. Many never return from this endless battle. (Think Das Boot, A Perfect Storm, meets Pacific Rim). They are so deep underground that no one can hear them scream.
  24. 11 points
    *hesitates* Oh, go on, let's be provocative... Warfare has always been—by far—the weakest area of Glorantha. Why? Because we know too little of what we speak? Quite the contrary. Because we know too much. (Or presume to...) No other area of Glorantha suffers from so many preconceptions. Most of us know sod-all about ritual, economics, semiotics, anthropology or any number of other subjects. Oh, sure, we pretend to when we're getting into arguments on t'internet. But we don't really, do we? We just look it up on Wikipedia beforehand. But warfare? We've got that down. It infuses us. It may be a fairly shallow level of knowledge, but it's real and broadly pervasive. (And, OK, there's probably a lot of Wikipedia'ing going on aswell.) Look at those of us who contribute to Glorantha, whether as creators or fans on message-lists. We're (mostly) all the same. Middle-aged white blokes of European heritage, who grew up playing with the same (or similar) toy soldiers, watching the same war films and reading the same popular military history books. We play the same role-playing games that—even now—struggle to shake off their clumsily deterministic wargaming roots. The fetish that is military history (or military 'current affairs') is the oldest, most persistent example of geek culture – that existed millennia before we thought to coin the term; its pathology rooted in the same categorisation, reductionism and determinism. Everything goes in its little box. Logos. And that's the problem with Gloranthan warfare, really: too much logos, not enough mythos. The tension between mythos and logos in Glorantha is, I think, often a good thing. Provocative but inspiring. But when it comes to Gloranthan warfare, mythos is losing. And that's bad. It's far too rooted in our own experience. We bring far too much baggage and fail to see it on Gloranthan terms. It's bad enough for me as a fairly proximal early-modernist having to bat off late-modern assumptions and prejudices; I feel for Gloranthans or even real-world ancient cultures. How often do we see magic treated as some addendum? A layer added on top of a unit's panoply and tactical function, as opposed to its core? Why not an approach that turned all this on its head; that reduced Earthly military history to second- or third-order haberdashery and instead centred on myth and meaning? I might whinge about Hero Wars and HeroQuest's incessant focus on the Orlanthi, but it had a glowing up-side. The Sartarite Orlanthi don't do military in the sense that comforted nasty old logos. You just had a bunch of yokels pratting around in a shieldwall while heroes and weaponthanes went around doing ABSOLUTELY COOL SHIT (TM). Mythos was front and centre. Needless to say, I liked that. Anyway, enough of me moaning. I should probably stick to duck wizards. But I've been wanting to write that for about five years, and here seemed as good a place as any. Sorry! *scarpers*
  25. 11 points
    So far the only finished figure I have is the Red Emperor. Fazzur Wideread, Gunda and Harrek are lined up, and then some Bloodspillers once I get sent the proper horses. (Also - blurry photos, because my phone's camera is just not good, it seems)