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svensson

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Everything posted by svensson

  1. I can tell you from experience that most armors are fairly easy to get on and off by yourself. Hoplite cuirasses are somewhat harder because they are pinned into place like a cottar pin in machinery, but they could just as easily be tied closed with thongs or buckled in with leather straps. However, that's only half the issue. These armors are expensive and their care is time-consuming but even beyond that they are symbols. They represent not only the person wearing them, but the tribe or city that made it. These armors represent wealth, power, skill, and ability of a group of people to project all three of those qualities on to others, whether those others object to it or not. As Leonidas is alleged to have said, "Sparta is not place or an altar. Wherever stands a Spartan IS Sparta." So having a 'squire' to assist you with your gear is very much part of the display you're presenting.
  2. I'm not disagreeing with @Darius West's choices, but Woods of the Dead and Snakepipe should definitely be in the running. Both of those places are murder holes. But I suppose all these places are. And let's not forget some 'almost friendly' places, Shaker Temple being one example. Kero Fin isn't easy. One misstep and it's a longer way down than your Flight 2 spell is gonna get you. Redstone Caverns is another biggie... the entire time you're there you're literally one word away from being the guest of honor AND the entree at an Uz buffet.
  3. I backed the KS for the Moon Sisters Band. I'm looking forward to seeing what I get from that.
  4. Also true, especially when you consider that a 'magical' beast may not be susceptible to the Control Beast spell. At that point, you're going 'auld skool' with nets and cages!
  5. Well, I'm gonna make a wild guess that a de-clawed or de-fanged beast isn't as 'impressive' as a fully capable beast, and 'impressive' is what the judges are looking for. Let's look at what would be impressive: [these are generalities... you can easily find outliers] -- Carnivores are more impressive than herbivores. -- Live is more impressive than dead -- Fully capable live prey is more impressive than de-fanged prey So bringing in a live sakkar that's under Control Beast effects is more impressive than a grizzly bear pelt. But [and I admit to using an outlier here] bringing in a live aurochs under Control Beast [for which some clans are Heroquesting, trying to bring them back to Sartar and fulfill a prophecy] is even MORE impressive. All that being said, the wise Master Hunter candidate does two very important preparations: -- He thoroughly scouts an area to have an idea of what prey is there and what he'd like to bring back -- Sacrifices enough POW to have Control Beast [whatever] and enough points for Extension to get the critter back to the ritual.
  6. Well, here's where the manifest presence of magic seriously changes everyday life... Firstly, few Orlanthi households have a problem getting a fire lit, as every initiate of Ernalda gets the Ignite spell for free. I point this out because as a reenactor I've only ever gotten a bow-and-friction-board fire lit twice, and I've NEVER gotten a flint and steel fire to go. Just don't have the knack [or 'knap' maybe 😆] for it. And it takes quite awhile to get a friction fire lit in shelter and a heck of a lot longer in weather. Secondly, fuels are less of an issue, though not totally absent as one. Because of the Gustbran subcult's influence, seasoned cured wood and charcoal are not as vital in getting food cooked. This does NOT mean that these issues aren't important, however. Glorantha is still 'a world lit only by fire', to paraphrase William Manchester's book title. 'Cooking' requires heat and the Gustbran cult can't supply that by itself. Gustbran makes fires more efficient, using less fuel for greater heat, but that's all. You still need people out in the woods lumbering to support the needs of thousands of people. While most Orlanthi don't have a good relationship with the Aldrya cult, it can safely be assumed that Ernalda demands that trees are planted to replace those taken. So there is a basic forestry ethos in Sartar /Esrolia. Grazelanders and Praxians, hmmm -- not so much. [BTW, yes, I'm fully aware that there are Light spells. The Manchester quote was just a turn of phrase]
  7. @metcalph I'm not seeing where the sorcerous focus on Rune mastery to access spells is the anything like the RQ3's requirement to invest truly massive amounts of permanent POW into a Sorcerer's career. In RQ3, Tapping is almost a necessity but it does not appear to be the case here. But I freely admit that I may very well be wrong. Gloranthan Sorcery and the mechanics of it for RQ3 always put me off as overly-complicated and not particularly well-explained. Then there's the difference between Magi level characters from the Monster Coliseum box set and Strangers in Prax. Now, I realize that MC was generic and Strangers was Glorantha specific and that there was a 10 year difference between publishing dates. But Maculus and Arlaten could wipe the floor with any previously published Sorcerer [including Halcyon van Enkorth, and he was supposed to a top-tier bad guy] and at no point was there ever a step-by-step discussion of how those characters got as powerful as they were. So I really think that additional discussions about Sorcery ought to include an article called 'Sorcery: a Guide for Aspiring Adepts'.
  8. I think we're all waiting for a sourcebook on Sorcery before any of us are willing to jump off that ledge. As it sits, we have a bare-bones description of Sorcery in RQG, but that description bears little resemblance to any of the previous Sorcery systems in earlier editions. And for that matter, we don't know how RQG is going to address Sorcery and Malkionism and it's hard to have an informed discussion on the subject without bringing Zzsabur /Malkion up.
  9. There are a lot of alternatives to enclosed ovens. Ember-baking was popular, as was 'sack-cooking' [putting the ingredients of a stew into a clean grazer [usually cow] stomach and boiling it in a green bark pot. You can find A LOT of primitive cooking hints in any 'Rendezvous' or 'fur trader' how-to website or book. Mother Earth News has published a lot of old techniques and Native American folkways cooking techniques. In addition, Townsend and Co. [a Colonial era store with extensive how to videos on youtube] is worth a look. They use every technique imaginable for open fires, semi-hearth survival fires, full hearths, enclosed ovens and a great deal in between. I highly recommend them for their intelligent, easy to follow, and non-political content. The only axe Townsend's has to grind is the history in and of itself and they do a wonderful job as historical technicians.
  10. Well, gents, I'm trying to limit my example to pre-Renaissance cities. My reason for this is simple... they had primitive supply systems. Dirt roads, no longitudinal navigation for sea travel, information travels at the speed of horses and isn't always accurate, etc. etc. etc. I grant you that the supply network of Knossos isn't going to be as sophisticated as Memphis Egypt at the same comparative level of development. Knossos relied on a fairly infertile island and what came in from the sea, whereas Memphis had an incredibly fertile river valley and an entire caste of professional bureaucrats to manage the yield. But that's the point... Some societies in Glorantha are more sophisticated than others and are capable of greater things because of it.
  11. @Squaredeal Sten is absolutely right. I live in the very West of the US, Washington State, and we get a lot of international travelers here. The VERY FIRST thing a visitor comments on is how much space the US has. How much space is allotted to each individual and each household is a source of amazement. And this is especially true for people from high population density countries... Japan, Indonesia, most of Western Europe... but it I hear it from people from PR China, and even Russia as well. The best comparisons on population density in a Bronze Age context is to look at the City of Rome during the Republic, Thebes or Memphis of Pharaonic Egypt or one of the metropolises [metropolii?] of Han China. Over 300,000 [and at times a solid *million*] people jammed into the city with entire regional provinces devoted to feeding that city. This is the best comparison to this for a major urban area in Glorantha would be Glamour or Nochet. Sartarite cities are much smaller by comparison and much less sophisticated in terms of roads, taxation, and other systems to support high-density living. Boldhome might have as many people as Athens or Alexandria in Egypt. And Jonstown and Clearwine might be equivalent to Knossos in Minoan Crete or perhaps Petra in its heyday. Yes, I realize I'm playing fast and loose with the examples... they cover the vast majority of human history from the advent of agriculture to beginnings of Humanism. But I'm trying to hit the touchstones of places we've all heard of, rather than being exact with obscure references.
  12. @Topi.242 Everyone's Glorantha varies from everyone else's. No individual referee and group of players is going to approach Glorantha the same way. In my Glorantha, I'm very careful to have some 'reality checks' about pre-Renaissance life. I remind everyone that food is seasonal, for example. Roads are not straight and easy to travel... they're easier than trails certainly, but they're not paved highways. I'm a historical reenactor. I did medieval for many many years and I do American Civil War now. So I bring out some of my old gear to show new players. I have a cuirboulli helm I made and show them what bull hide impregnated with oil and wax feels like. I show people who are used to polyester and fleece what a linen and wool tunics feel like. I show them how heavy a 'campaign weight' blanket is. I show them what a Civil War daily ration looks like and how that would translate into Bronze Age food. Then I tell them, 'We can do encumbrance two ways. You can respect how heavy and bulky your gear is and not argue when I say that you're tired, or I can make you account for ever single quarter-ENC point and we can do this mathematically. You're choice.' As for the Jonstown clans specifically, well, it's complicated. Jonstown has had a mixed to slightly positive relationship with the Lunars. Some clans appreciate the work the Lunars put into to killing the Telmori werewolves. Some clans tried to stay neutral through their connections with Argan Argar and the Uz clans of Dagori Inkarth. Some were in outright rebellion, but without even the limited success that the Colymar of Clearwine had. So as I see it each clan ring is going to have a different view of Lunar converts and 'collaborationist' families based on the clan experience. Two references that I highly recommend is the "RQG Starter Set" [the Adventure book fully details the city of Jonstown] and the HeroQuest book "The Coming Storm" [this book goes into the clan politics of the Jonstown Confederation tribes, especially the Red Cow Clan].
  13. @Jose About 95% of the stuff on Jonstown IS RQG materials, and there's plenty to look at. Black Spear is good, so is @Nick Brooke's Sandheart series in Prax's Sun County. It's set earlier... about 1615 ST... but the rules are 100% RQG.
  14. I'm telling you guys, it's Big Bird. Trust me. I know stuff.... 😆🤣
  15. Well, Timmy, when a newly hatched Beaked Dragonewt like your brother Wally wrecks the old demibird because he got Newt Rage at a crested that can't use Right Action to cross the eff'ing street, Mommy and Daddy Dragonewts have to go the Awesome Ouroboros's Used Bird Lot..... 😆 [I'd tell you I'm sorry, but the plain fact is that would be lying.]
  16. Can we all just back off the power-gamer min/maxing here? This discussion is getting right back to the BS of 'Yelmalio sucks cuz he doesn't give Shield' and the rest that nonsense. If you want a cult that gives Sureshot and Speeddart, join one. But don't grouse because the rulebook says that the cult you want to join doesn't have it. Your Glorantha Will Vary. If your referee thinks it's appropriate for Odayla to have ranged weapon spells, then include them. If they want Yinkin to have stealth spells, include them. If they want Yelmalio to have Shield, include it. There is absolutely nothing in RQ that stops you from doing that. In fact, the linked doctrines of Maximum Game Fun, Your Glorantha Will Vary, and We Are All Us encourages you to make changes to suit your tables needs. So, go forth and make such adjustments as make sense to you! RQ, Chaosium, and the Memory of Greg won't mind a bit!
  17. Only if the party includes my Orlanthi trollkin and we get Mello Yello to fill out the crew, man.... 😁 Oh, and we HAVE to name the party Team Weirdo
  18. @radmonger My position on initiating in more than one cult is that there has to be a strong relationship between the cults and that the initiate must observe ALL the strictures and limitations. Orlanth, Odayla, and Yinkin are all related within the Storm Tribe, so initiating between any two of them isn't a problem. And at my table, I'd probably have an issue with initiating into all three or initiating into Odayla and Yinkin. Those two cults perform the same duties /have the same sphere of influence AND share the same High Holy Day, so I perceive that as power-gaming min/maxing. I would also have a problem with initiating into Yelmalio and Humakt. Those two aren't related in mythology, nor in Runes, nor even in function. Yelmalio provides an entire culture to his adherents, whereas Humakt is strictly a warrior cult. There just isn't enough connections to initiate in both within bounds of character generation. If it comes up during game play, and the PC roleplays it REALLY well, I might consider it, but I'd set that bar pretty high.
  19. Well, there's plenty of Jonstown Compendium stuff for you to use as well. And us old timers are fine with changing games, we're just a little more firm on the one we like 😉
  20. Why is initiating into two cults 'an easy workaround'? Firstly, that's 20% of your income, up to 4 weeks a year, and double the holy days just to stay in good standing. Secondly, no cult provides for each and every need of their cultists. No cult is so all-encompassing as to be able to address every single aspect of the mortal life cultists live. Orlanth doesn't have a great Fertility aspect [other than being the male half of the equation]. Yelm doesn't sneak so well. Ernalda doesn't have much of a warrior aspect. This is why the gods have associated deities. This is especially true of niche 'occupation /trade' cults like Yinkin or Gustbran. If your primary deity is one of these cults, there will be gaps in your magical skill and spell sets. Accept that. It's a major part of the Gloranthan mythological landscape. Cult membership, no matter how many or how few cults you initiate in, isn't a workaround. It implies a major commitment of time and resources and referees should rigidly enforce those commitments. Hand-waving the holy days does make it a 'workaround'. Religious events in societies without literacy or the Scientific Method are the central calendar by which everyone measures their days. The High Holy Day of Orlanth is just as important planting crops and getting the harvest in to the peoples living in Glorantha, and player characters are not immune to that basic fact of Gloranthan life.
  21. Guys, we're over thinking this. Again. Yinkin is Orlanth's brother, both sons of Kero Fin. If you want Dark Walk just initiate into Orlanth and choose the spell. Or just add Dark Walk and Catseye to Yinkin In Your Glorantha. It really is just that simple.
  22. I admit that I tend to avoid Bollywood because of all the dance-number silliness. I tried watching the epic Jai Rantoshi Ma and it was completely above my pay grade. It was like trying to understand the Elder Eddas when all you've got is the Greek myths to work with. But I'm not gonna say that Holly-weird or Pinewood don't have their ridiculous tropes too. The desperate need for Western audiences to have the whole story wrapped up with a happy ending in 2 hours and 15 minutes, for example... Another good entry into the 'Glorantha movie' file is the Armand Assante -Gretta Scacchi 'Odyssey' from 1997 is good too... 'Tempt not the gods on their thrones, Odysseus, for thou art less than a plaything thus...'
  23. I wonder how THAT could be.... 😎
  24. Odaylas are the 'fur trapper /mountain men' of Orlanthi society. They're the ones that have a cabin in the boonies because they simply don't like all the fuss and bother at the tula. And cities? Fuhgeddabahit! But they're strong, tough, and know corners of the clan's territory that even the thanes don't know. Yinkins are more social... on THEIR terms. They tend to be solitary but get along with people well enough in small to medium doses. But leave the door open. They're not the guy to spend all year on the steading. They walk in and out of their family's lives on a whim. Foundchild hunters are more tribal /primitive /nomadic in outlook. They work to feed the clan and expect a certain amount of respect for the hard work they do.
  25. I should also point out that when a player wants to initiate into a two cults, I warn them that BOTH cults will be watching them to make sure they observe all the strictures and holy days. And in my campaigns the cults ought to be related and their strictures must not conflict. A character who wants to initiate into Waha and Chalana Arroy is right out for several reasons, both mythical and practical. Ditto someone who wants to initiate into widely disparate cults... Orlanth and Wakaza would be a poor fit, for example.
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