Jump to content

Joerg

Members
  • Content Count

    4,318
  • Joined

  • Last visited

  • Days Won

    68

Everything posted by Joerg

  1. Joerg

    Pavis!

    Those numbers were for 1621, before the Windstop. The Windstop may have reduced the number of officials' wives and servants somewhat by sending them back to Tarsh or further, and the food situation remains tight into 1623. offerimg little incentive to fetch them back. And I don't think that the period 1622-1524 deserves the term "Halcyon days" in more than one sense (referring to the name of the governor). Or make that two, a period of suppressed Storm as in the original sense of the term fits as well. You're right about 1625. in 24, Argrath took Corflu (and presumably the Grantlands) and made it the base for his operations. Corflu became effectively a wolf pirate harbor. If I am right about the Grantlands having been prepared for Hazia cultivation, there is no question where the next harvest would have gone.
  2. How much RQ3? Quite a lot, IMO. E.g. cult ranks are taken from RQ3, no more Rune Priest/Lords of Daka Fal or Eiritha, for instance. What was ditched from RQ3? I don't miss APP or Enc. Removing the "10 points of rune magic" requirement for priests and replacing it with the requirement for not letting your POW go below 18 (while getting a four point advantage for POW gain rolls) might be the change that I like least. RQ3 sorcery wasn't Gloranthan with its familiars everywhere. The new system has at least a Gloranthan logic. Finding spells that you can actually cast with the runes you have mastered during character generation is a different proposal, though. Making 98% or so of the westerners non-sorcery-users feels strange, though, when Hrestoli society has prospective knights learning the priciples of spellcraft. Even with Daka Fal taking up much of the slack (and offering a vast array of divine magic to initiates) I wonder how the other orthodox Malkioni fare without breaking that orthodoxy. But that's a change in the presentation of Glorantha, not RuneQuest. While I did save some material (e.g. my diploma thesis and the issues 2 through 7 of Free INT) formatted in Signum! (a graphic print program by Application Systems Heidelberg which surpassed most word processors of the time, able to do mathematical formulas etc. in WYSIWYG rather than LateX encryption), the vast majority of my documents were kept as ASCII text format in those years. Including the prototype of my Gloranthan index, for which I invented a mark-up code that could be transformed into regular tags by a PEARL script when I finally went to a database solution. But then, the matrix printers at that time still translated ASCII into PICA type print. I never grew warm with the database program for the ST, but I used a spread-sheet program that I received as part of my work as student assistant e.g. to create a chargen for RQ3. Accessing those documents is a pain, though - my 120 MB hard-disk requires an ST to be accessed, and then I probably have to equip an old PC with a serial or parallel port to be able to use the data on a laptop.
  3. Joerg

    All about Broos

    Ooooh wait... are you talking about a farmer who knows that a couple of his cows have Broo larvae in them, but decides to let them hatch and then adopts the larvae and tries to turn the resulting Broos into, errr, pets? That would have to be a hardened Lunar College of Magic alumnus... And no, not pets, but fighters. No. Civilized broos do keep herds for adding to their numbers, and others might stealthily impregnate a herd and keep nearby. I wonder how well broo larvae are able to synchronize their births, given the chaotically variant term of pregnancy (seven weeks difference is a lot), and if they can do it, how they do it. And whether adult broos can read the signs and reliably predict the impending broo outbreak At best demigod - I allow myself the illusion of possessing free will. I don't expect the broos to be pro-lifers - any unborn larva is just an infected herd beast. It isn't that hard for broos to hold down herd beasts. At least those that have enough civilization (like advanced language - e.g. Tradetalk - and material culture) to be able to trap wild herbivores for the act. Livestock isn't productive during pregnancy. Milk production usually only lasts while the calf is near, domesticated cattle or sheep might be tricked to react to humans milking them by extending that period somewhat, but at a guess only half of the females of the herd will have milk, while the other half is pregnant or busy getting impregnated. Keeping pregnant beasts near the farm has no real benefit (other than getting the vleece off the sheep), so any beasts without direct use to the owners get sent to distant pastures and receive a lot less scrutiny than beasts that are milked daily. (That's where my question about impregnation of pregnant beasts comes into play.) Sure, there will be head counts and a check for injuries and other signs of predator activity, but wild broos might be able to pull off their impregnations stealthily. Feral broos are a lot more likely to mix impregnation with random killing and eating, being somewhat less effective in their procreation. IMO broo larvae need to be under supervision within a week from hatching to avoid remaining feral for the rest of their lives. Without supervision, they won't really adopt language and similar thinking, and be rather mindless monsters little better than herd men. They might be trained to recognize simple orders much like dogs or other domestic beasts may be trained, but that's it. Wielding a club or simple spear may be taught without much of a language barrier, though, and part of that behavior may be instinctive or species memory (they share descent from a Storm god with the Orlanthi, after all.) Pot calling the cattle black? If you have a sacred object of Malia or Thed and haven't destroyed it yet, yes, the broos might follow you, as you are obviously a holy person or at least supporter of those cults. They may just as well decide to fight you to get those goods, so you had better be strong enough to intimidate them against attempting. The usual payment/tribute to "allied" broos will be food and equipment, and probably some herd beasts for entertainment, too. The problem with monster retainers is that they are monsters. Keeping a company of berserks as your retainers is bad enough. Broos are several times worse.
  4. Joerg

    Pavis!

    There are three regular Lunar units stationed in Pavis, the Marble Phalanx, the Silver Shields, and Sitzmag's contingent of Antelope Lancers. About 2000 people paid by the Imperial army, including regimental scibes, smiths, saddlers. There is also a contingent of the Lunar Wagoners stationed in Pavis, with repair facilities, rested beasts of burden, and administration. I haven't seen any of the garrisons or military camps on a map of Pavis. They don't appear to be inside New Pavis, except for those on guard duty, so I suppose they are somewhere outside in the fields when not on more detached duty up and down the River (as per p.45 of Pavis&Big Rubble), I would expect the Lunar Empire population in and around New Pavis other than full members of the regiments in 1621 to be about 800, and about 3000 in the Grantlands plus Corflu. Raus alone must have several hundred settlers by 1621 (the Borderlands campaign ends in 1618 or so). Other recipients of grants will have two or three hundred folk at their places, working on construction and first harvests when the Windstop strikes. There are quite a few camp followers to account for - peddlers, repair service, entertainment, cooking. Many of those in the employ of Imperial bureaucrats. At a guess, about a quarter and possibly more of the adventurers combing the Rubble are from the Lunar Empire. In many cases, that may mean Tarsh or Saird, and not necessarily Lunar by cult, but also Carmanians and Dara Happans. Half the Knowledge temple is used by Irrippi Ontor (and by extension Buserian) scholars - and the congregation will include quite a few scribes from the regiments and the civic administration. Possibly even Jotoran Longsword. Sor-eel and his servants have 50 elite guards. When Sor-eel gets recalled in 1621, many of those servants and probably this personal guard complement will follow - after all, the Eel-Ariash are still a major player in the Empire, and they won't feel any obligation to let Sor-eel's successor profit from their efforts. I wonder what kind of replacement a Halcyon var Enkorth can field - certainly less impressive. Does Halcyon arrive before the Windstop, during it, or after the Battle of Aurochs Hills? How is his relationship to Jotoran? True, a fair number of the Imperials wouldn't be Lunar cultists - but then, neither is Jotoran Longsword. At least not explicitely (no stats or cult affiliation is given, he is a Dara Happan from Mirin's Cross (i.e. a Sylilan, or a Dara Happan bureaucratic family relocated there). At a guess, Lay member only, or Buserian initiate. Jotoran is the poster character for the dark side of the empire - disdainful to the barbarians (i.e. everybody in Pavis except for a few exceptions, none of those native). And probably skimming off a fortune by manipulating the food distribution records. The Windstop does halt the development of the Grantlands, and possibly destroys a couple of grantsteads. Those that manage to survive probably applaud the Orlanthi victory at Aurochs Hills. The Hazia trade will collapse during the Windstop. Families who had become wealthy from the privilege as suppliers for the Lunar College now have to face bankruptcy as they hasten to buy up the remaining stock, diluting it, etc. to fulfill their annual quotas. Given the additional demand during the Full Moon Year in the Heartlands, the situation will be crazy. Adventurers might pack up and leave for greener pastures during the Windstop, and some of the mercenary regiments of Pavis might, too. Especially if their performance during the Cradle incident lowered their pay. Assuming that Halcyon takes control in Earth Season 1622, he will have a city full of starved Grantland-bound settlers who consumed all their seedstock, draft animals, and who probably have sold some of their family members or captives from rival groups into debt slavery. Raus Fort may have survived fairly well, depending on the results of 1618 to 1621, and might be as well (or bad) off as the Garhounds or the Sun Domers in between. Praxian pasture might even emerge slightly boosted from the end of the Windstop. Ernalda's fertility was extremely reduced already to begin with, most of the fertility came from Eiritha, who had not died/lost her magic, but who was subdued by the forces of winter. Pavis falls in 1624, and despite the Lunar victory at Moonbroth, the city is not re-taken before the new Lunar Temple is finished. This leaves just two years for Halcyon to line his pockets. (If you want a Roman parallel for Halcyon, I would point to Varus - a man about whose governorship in Palestine was written that he arrived in the rich province as a poor man and that he left the poor province as a rich man.) I suppose that Halcyon's major priority will be to rebuild the Hazia trade, and that the Grantlands (outside of Raus domain) might be the place where debt slaves could produce the stuff. The back route via Corflu might be a problem, though, as Halcyon has less control over that port than he has over Pavis.
  5. Joerg

    All about Broos

    That's an effect of Nomad Gods. When the nomads make ready for war, you may encounter a regiment-sized force of broos at an oasis. In case of feral broo, getting them to fight for you is a matter of providing them with food and threat to get them to move into the direction you want. In case of wild/civilized broos, a broo leader may have done the work of organizing the critters. Allying with Chaos would reduce the morale of the allied forces - in NG the result of the D6 would be reduced by 1, a significant effect. On the other hand, the broos were quite effective shock troops, and not allying with them upon discovering them could mean you lose the forces that discovered them.
  6. No. For one thing, Durbaddath is still around, as are his beasts, and unlike Basmol in Genert's Garden his lions aren't an invasive species. Gerendetho might still have some lion-slayer attribute, but it would be much weaker than Tada's. The equivalence is as Earth King of their respective regions. That said, a quester might go and prove some identities to use local Tada myths to strengthen Gerendetho, but the fact that Tada was slain by Ragnaglar (and remained slain) makes that of limited benefit.
  7. Joerg

    All about Broos

    In that case the berserkers at Moonbroth 1 must have been Basmoli and not Bullies. One way to ally broos is to drive them before you at lance point and harry them into enemy lines. Huh? There are Chalana Arroy broo healers among Ralzakark's castrati followers, alongside with the Humakti. All illuminated. The CA ones probably aren't worshipers of Malia, although treating disease probably is extremely low on their agenda. Wild broos are those that hatch from herds either kept by adult broos or under observation by adults. All other broo births are feral broo births, which apparently are the norm unless a broo leader thinks he will reap the fruits from breeding a new generation of followers. Survival of the larvae isn't much of an issue. Feral broos are well adapted as apex predators, even shortly after hatching. Broos are anything but caring parents. The rules for "Cure Chaos Wound" suggest that the spell is used to kill broo larvae. Whether it is used for an entire herd or whether that herd is written off as a total loss and burned may be a matter of spell economy and value of the infected beasts, I suppose. I think that the infected beasts might show some symptoms of unease, but that the broo larva takes some time before becoming an actual tumor that may be visible from outside. If they infected a beast supposed to become pregnant, the impregnation might be mistaken as in--species. Impregnated male beasts will raise eyebrows sooner or later. Impregnating someone's livestock is done for the fun of it. The infected beasts are doomed unless some Healer interferes, and there may or may not be new feral broos, or possibly ones that the orogenitors might civilize as followers (until they get too old and weak to survive in broo society). Causing damage is the main pleasure here, apart from possible enjoyment of the act. Hosts for a broo larva don't need to be much larger than a good-sized goat or sheep or herding alynx. Miniature breeds probably get eaten or randomly killed and defiled rather than impregnated. Larger herd beasts may provide some advantage, but body size is not directly inherited from the host, and a ripe broo larva will fit into the guts of a sheep or goat just fine. They do some growing in the first weeks of their lives outside of the hosts. The text in borderlands is a bit unclear when it states (Borderlands and Beyond p.39) Does this mean that pregnant females are immune to broo larvae, or that the larva will fail to hatch if it has in-species siblings?
  8. Gerendetho is the Earth King of the area around the mountain whose stump became the Hungry Plateau and whose tip formed the Jord mountains out of the rubble. The people there (especially on the Arcos) all herd goats or antelopes, so a certain relationship to goats is a given. Whether Gerendetho is the same as/an aspect of Genert is not that urgent a question. Turos is more fiery than Gerendetho (who still totes a spear, though). The Balkoth goat episode was a big feature in the Hero Wars description of Sartar, and (much like the introduction of Doburdun) possibly a bit beyond current canon. Gerendetho is related to Uryarda, possibly as father, possibly as husband, likely both. That makes him enough of a (non-chaotic) goat father. Uryarda is basically Eiritha for goats. Gerendetho's Praxian equivalent would have been Tada, only that guy had a fatal encounter with another goat father... He is not a goat-shape(d) deity, however, which makes Hsunchen-like goat body transforms rather unlikely. Fertility and spear go hand in hand. Some archetypal foe that was confronted by Gerendetho, possibly beheaded (reprise of Argan Argar and Veskarthan), and feats derived from that. Maybe a goat-drawn chariot (yes, he is a walker, too...). Gerendetho is also a rulers' cult in his homeland. Making a claim based on that on the edge of Prax is probably not really effective, though.
  9. There don't seem to have been Mostali there between the collapse of the Spike and the One Time Tunnel Collapse People in Maniria (and by extension Slontos? are assumed to have been Entruli or Caladrans. The Caladrans are suppose to be the descendants of a few dozen survivors from the Solung caves near the Vent. As Silver Age awakened folk, they are certainly Theyalans. We don't have any records of survival centers west of the Ditali. We know that in the first century there was contact between Seshnela and "the East" via Waertagi transportation, with the serpent-leged grandson of Aignor the Trader bringing back a wife as mother of the next (and last, IIRC) Serpent King. That contact may well have been in Maniria. More as a cheap investment, IMO. One that paid for a while. There is no reason why they could not have been worshipers of Veskarthan/Lodril and Theyalans at the same time. While there were riverine Waertagi in Oroninela, they don't appear to have been in the business of carrying off folk to Mostali/Vadeli ruled Jrustela. Whatever it was that happened in Greater Darkness Jrustela eradicated the Mostali and whichever humans may have been there previously. Odds are that the spike crumbling onto that place may have done the job.
  10. The narrative is in Cults Compendium, of the MoonDesign Glorantha Classics reprints, and was in some issue of Different Worlds before. The two of them met in (then still dry) Slontos under Meetinghall mountain (hill? not in the Guide), not in Jrustela (which was Aurelion's home base and where the Breakwater can be found on Gothalos island). Sorry, Simon, but you misremembered those details. It isn't quite clear how much of that story was inserted by God Learner questing, and how much pre-existed before those twin priests finished their re-shaping of local myths in Jrustela, Slontos and Caladraland. Singling out Caladraland and Jrustela as twin children of Lodril and Gata is quite shady, to say the least, when there are dozens of sons of Lodril/Veskarthan surrounding Kethaela, including Doktados and Stormwalk.
  11. My RQ3 experience started with the Vikings box, and if you look at that campaign (or its twin in Land of Ninja) it worked just on this principle (although with the added feature of going a-Viking or as Samurai in the service of the lord). Effectively trouble-shooting like the stuff Vasana and her friends are going through after their homecoming, or what the Adventure Book in the GM screen pack provides. The Borderlands episode is specifically the end of a service period covering a few years. The player characters may spend some time in Balazar, or they might accompany Daryli on his way back to Raus Fort. If they want to collect the bonus, they need to return to Prax, although some might decide to take the long way anyway. The entire campaigning in Prax remains a bit mysterious to me. There is no good guideline to play the tribesmen of Prax, unless you happen to own Nomad Gods. I got the impression that a priest would be a typical companion or retainer of a real leader - look at the encounters in Borderlands (other than the broos) or Griffin Mountain. Or at the job Daine held. In the rare (non-Gloranthan) RQ3 games I got to play in rather than GM I managed to roll up a priest of the sea god who was able to do some adventuring with the rest of the party. But yes, those games played at our university rpg association usually were episodic scenarios rather than a campaign, with changing players and GMs. From a personal loot perspective, there is little incentive for a priest to go adventuring. But a priest in the service of a temple with interests in local politics or power struggles or in the service of a local leader (i.e. detached by the temple to serve that leader and to tend to the local shrines) will be faced with adventuring missions rather frequently. Looking at the Borderlands setting, I think that I would have made that campaign a lot less combat-oriented, and a lot more focussed on getting the settlement prepared and expanded, with (at least some) player characters in foreman positions for construction or similar tasks, with trouble-shooting a side-job.
  12. Being an adventurer isn't a job, it is temporary leave from your normal job - at least that's how I have always played rpgs. It helps if your normal job has an able lieutenant or partner (e.g. wife or sibling) who can cover for your absences. Playing a priest adventurer just meant that you usually had to make your temple involved in the adventure somehow and participate as part of your cult duties. But then, have you seen the mercenary company contracts in Pavis or Borderlands? Joining a spirit cult is a lot less commitment than those contracts. The 90% time commitment of a RQ3 priest also translates into a 90% magic commitment to the cult - you are expected to cast your magic in the name of your cult, to keep the income comng that finances your life in style as a priest That's healing, Spell Teaching, and other such demands. RQ3 had the priest spend a day in personal worship for regaining a rune spell point. Probably not the entire day in meditation, but in other cult activities as well, which happen to cover some of the other priestly duties your priest character had to fulfill anyway. That meant that under optimal conditions, a priest under RQ3 rules could cast 294 points worth of rune spells in a Gloranthan year, regardless how many spells he had. An adventuring priest might be able to cast up to 30 rune points on his personal whims, and some more on temple-sponsored adventuring activity.
  13. From Loral to Garguna is quite a way, and give the cosmopolitan way the Fonritians have towards enslaving other people and their gods, I sort of doubt that that's the closest CA temple. However, it might be the closest one known to the player characters, and they might possibly have an item of introduction that allows the party member to get access to the services they need. Looking at the map (e.g. p.472), their journey is likely to bring them into contact with Maslo (or at least Edrenlin) before crossing either the Marthino or the (except for a sidbar mention almost completely unmentioned) Rikas Sea towards Fonrit. Once approaching northern Fonrit, they will bypass e.g. Dindanko (the Kareeshtan metropolis which is quite likely to offer CA services, too) or they travel through the inland sea before turning south into Afadjann. Alternatively, one might sail towards Kumanku and then turn south. A naval journey has the usual suspects to deal with - ships from other cultures (Kareeshtan, Vadeli, Waertagi, Masloi, Wolf Pirate), merfolk (first Ludoch, then Malasp, and possibly Ysabbau on the open sea), sea monsters, flying creatures, possibly a fireberg if they take the northerly route. Then there are coastal encounters. The Mother of Monsters is a possibility, or the consequences of a major geographical/geological change on Kimos, and all manner of interactions with elves and humans. Depending on your time-line, you might encounter or accompany Gebel, the Teshnan Zaranistangi hero, at least part of the way.
  14. Yet cults grant spirit magic through rune magic, and shamanic cults may grant it through either shamanic or rune magic, and shamans can teach it without cult membership. As a materialist or an illuminate who can distance themselves from the immersion of both animists and theists (distance themselves in different ways), there is a systematic which applies to the flow of the magic in the greater scheme of things. RQG makes the distinction in terms of rune points and magic points, where rune points are gained from magic points via worship ceremonies. The RQ6/Mythras approach to theism has the MP conversion to theist spells in more personal ways. HW and HQ1 had Affinities and Feats for the theists, with Affinities not usable as active magic (unlike RQ Spirit/Battle Magic). while HQG allows breakout abilities from runes that work as active magical abilities. (I have no experience using HQ2 for Glorantha.) Each rules set has its own conventions. In RQG, Daka Fal worship uses rune magic for its core rites (Axis Mundi, Discorporation, Free Ghost, Incarnate Ancestor, Restore Health, Resurrect (one-use), Spirit Guardian, Spirit Melding, Summon Ancestor, Summon Specific Ancestor, Summon Spirit Teacher) and offers access to all common (Celestial Court) rune magic. In Gloranthan meta-rules, I do wonder what deity the Daka Fal caster becomes when activating this rune magic - possibly food for a thread of its own. While the cult allows and has shamans, a non-shaman Daka Fal cultist is a fairly well-equipped spirit speaker and even spirit master just using her rune magic. (Summon Spirit Teacher can grant a practitioner a temporary fetch, which, stacked with Extension, makes Discorporation (also stacked with Extension) much less risky.) A Daka Fal worshiper has a good reason to become assistant to a cult shaman, and to learn some shamanic abilities in the course, too, even without ever getting a permanent fetch. A family with a strong Daka Fal tradition (such as Duke Raus', or old Hrestoli families) may well have heirlooms (or regalia) which are rune magic matrices lending such aid. Spirit cults in RQ3 or RQG also provide access to rune magic and Divine Intervention (limited though it may be). Looking at the presentation of rune magic in combination with animism, I cannot find a clear distinction that rune magic is limited to theism and that spirit magic is limited to animism. They vary in relative importance, but both are present in both forms.
  15. That's the issue I have when people suggest that the Germanic tribes had clans. The Germanic core unit was the bloodline of about a hundred individuals (hundred being a fluid term, with concrete numerical meanings including 80, 100, 120 and 144). There were hundreds within hundreds, too - e.g. the Anlo-Saxon organisation into hundreds of (agricultural) hides, or the equivalent in Harald Finehair's organisation of Norway into ships. The much larger clan size of the Orlanthi is probably the biggest difference between them and colder temperate European "barbarians", and why Germanic, Baltic, Slavic and Viking parallels fail. The smaller sizes of the core unit makes organizing them into a larger tribe a quite different kind of project than juggling just two dozen clans into a city conferation.
  16. Sure. But Vingkot. And probably lots of others, like Drorgalar (maternal grandfather of Harand). Orlanth has a mythical necessity to leave demigod offspring, and the Storm Brothers. There are cases like the Aroka quest where seducing one of the quest obstacles is necessary, and the offspring of that union plays a role later on. Of course, Godtime being what it is, there is no "before" or "after" except in our limited linear perception thereof. In Godtime, there is no contradiction between Orlanth being the monogamous husband of likewise monogamous Ernalda, and lots of flings of either in the very Age that is supposed to be the Age of their monogamy. Which makes all this "the gods activity as a role model as an absolute" pointless.
  17. As Harald pointed out in the Pavis thread, you will get answers from Robin Laws's books and the presentation at this year's Kraken. I have been made privy to a number of metaplot ideas early in the Hero Wars period that were meant to forecast shadows into the Hero Wars development. Most of these were included into the Guide in the "Prophecies of the Hero Wars" sections, others haven't seen mention there. One thing these developments did not deliver was concrete years, though, or even much of a temporal sequence between different developments affecting the same region. At the time, this was meant to allow player and GM agency in how these greater events would affect their Glorantha campaigns. Basically, the Gloranthan meta-plot means that things are brewing up. But which effect is going to win? Will Sheng's renewed empire turn the Lunar Empire into a grassland, or will the aldryami reforestation dominate? Or do the human agricultural civilizations manage to fend off either attack on their existence with the agency of the player characters or major campaign NPCs?
  18. And in Kerofinela and Kethaela you can worship a child of Orlanth with the Earth Rune - Barntar. That doesn't give Orlanth earth powers, even though he has only a single grandmother - Gata - and hence is half Earth Rune by descent. (Orlanth's other half is Celestial. He does have quite a few of Sky powers and achievements, like his only major victory over the Chaos invasion.) Yes, Lodril or his cognates have a myth about absorbing characteristics of the foe(s) they wrestled deep down in the Earth, which yielded him his Disorder powers and enough Earth characteristics to give himself and all of his offspring brass bones.
  19. Another "big picture collective we" is a bunch of socially non-adapted people getting to interact with other people meeting around a table rolling dice and toting character sheets. The community of role-players has had more than its fair share of people who suck at interacting with other people in real life, and it did wonders as group therapy for those socially excluded people. Nowadays, people from this maladapted background form a big part of the gamer and GM pool. Which is one reason why things like Gamer-Gate are getting support. RPGs have managed to integrate a lot of folk who have problems with interpersonal relationships, possibly bordering the autistic spectrum. Of course these people who often have learned much of their empathy from the hobby are under-equipped to be welcoming and sensitive. RPG still works (fine) as their rehab. One lesson of life is that not all of your friends will make friends with each other just because you like both sets of them. Some groups just don't mix well. While all may be poorer for never having met or being exposed to that other group's gaming creativity, if they had met, chances are high they wouldn't have warmed to one another. This small extra effort may actually be a trigger to fold back into anti-social behavior for those who made the achievement to become sufficiently socially adept to play with other role-players. Not every established role-player is that stable as a person. I have no idea how anyone else's player composition looks, but I have met a great share of socially handicapped role-players - organizing a convention and a university gaming group that was also the only public meeting place will bring even a mildly socially handicapped person into that kind of contact. Most of these people are functional in society, but may have to work on that continually. My point is - there are people who might know better, but who already have to work hard at doing as good as they do, and for whom doing better might be too much.
  20. To be fair, the Theyalan cultural ideas are among the most widespread in all of Glorantha - the Theyalans did a good job spreading these ideas all the way into Malkioni lands, and then the God Learners (the ones about non-Malkioni gods, not the ones perfecting the Malkioni creed) picked them up for their monomyth and carried them into regions where no Theyalan ever sailed before. There is no such wealth of lore on any other culture in Glorantha. The official Doraddi material gets less than 40 pages so far between the Guide and Revealed Mythologies, and while GaGoG might add as many again, that's about it. Jeff Okamoto's log of Sandy's RQ campaign gives an insight in where much of the original Pamaltela material came from, but much of that game is set in the mountain passes between Laskal and Jolar, a region that receives a few lines of text in the Guide, and is not typical for either neighboring culture. Other than Sandy's game and the stories about the Six-legged Empire, there was the Artmali epic which may never have been written up in any detail, and it isn't Doraddi, either. Doing a game in the East would have gone weird places, too... I wonder whether Ralios or Fronela would have made a much different game, but to be honest, I doubt it. Less would have been said about the Lunars (who are mostly absent from RQG so far), and a little more about the Malkioni, but in that case the books might not be out yet, or would just begin to become available, as Malkionism needs lots of revision. No inheriting ancient texts, but extensive text analysis, game design decisions, and more such work-intensive problems.
  21. The difference between deities (that manifest only through rites or their Time-bound manifestations) and demigods (who act freely in the Inner World) appears to be the rules of the compromise. Demigods (and worshiped heroes) may have their Otherworld abode much like deities, usually manifesting as a star (e.g. Arkat, Errinoru, Sheng). Entities like Sorana Tor and Rigtaina can be bargained with (that's what wooing effectively is - changing the distance beween the prospective partners).
  22. The "Three Distinct Otherworlds" (and the Collision of the Four Worlds founding myth for Glorantha) is mainly pursued in Hero Wars and HQ1 era products (including much of the Stafford Library), as Greg was fairly adamant on that concept in those years and meant the softening of the distinctions to be a theme for the Hero Wars, for player groups to pursue - a valid but possibly too geeky theme. I have no idea whether Greg mellowed on that concept or whether Moon Design as the new owner of the Gloranthan heritage decided to bow to the pressure from the tribe (and possibly their own preference) in their lines of publication. Already RQ3 was fairly strict in this magical distinction, although spirits from theist cults were still present (though significantly less than in RQ2 products). But then, few fully written up NPCs for RQ3 were published that had not been somehow translated from RQ2 prior to the RQ Renaissance of the early nineties. When discussing HQ products, you'll have to draw a line between the Issaries published books and those by MoonDesign. It wasn't that apparent with Sartar: Kingdom of Heroes, but that book really was a break away from Thunder Rebels and Storm Tribe. I managed to discuss the separation of worlds with Greg, a couple of times in person and occasionally via the internet. The collision of the Four Worlds was an interesting cosmological concept and led to a number of interesting concepts, but the retcon that made Genert a Great Spirit rather than a deity, and giving a similar status to Surensliba, the ancestress of the Darjiinians (and Doblians, and Manimati) opened quite more cans of worms than Greg's concepts manage to repair. But then, a more fragmented mythical landscape of what we know to have survived into Time makes the catastrophe of the Greater Darkness and the patchwork nature of the shards salvaged by the Web of Arachne Solara more poignant. I have come to believe that Godtime Glorantha used to be a lot larger than the God Learner maps based on what survived in the Web of Arachne Solara show us. Ancient Danmalastan doesn't map that well on the western quarter of the Lozenge (if you divide it diagonally from the corners through Magasta's Pool), and not all of that distortion needs to be blamed on the tectonics of the collision of the Four Separate Worlds. Quite a lot can be explained by the shrinkage to the mosaic that is Arachne Solara's web.
  23. I would make this a rune point pool to the spirit cult or spirit society, which may have several spirits able to grant a rune spell. A limited range of common rune magic might be available from that pool, too. There are lesser Otherworld entities that sit on the border line between deity and spirit. Animist entities may receive sacrifice in addition to other practices (like e.g. ecstatic worship), and some will grant limited rune magic. Others may offer a weird skill or some special spirit spell extremely hard to get otherwise even for a shaman. A spirit suddenly gaining a huge cult to support it might rise up in power and re-discover its former nature as a greater spirit, or perhaps even a great spirit. Or deity. RQG doesn't make much difference for entities contacted in a worship rite. (HQG allows some distinction by using the spirit rune for animist interaction with an Otherworld entity, but in RQG that rune only appears as a sorcerous form that needs to be mastered for summonings or as a descriptor for disembodied entities.)
  24. That entry is mighily confused, or "demensed". (I might have corrected that alternate spelling if I had not been blocked from editing the wikia) The Black Tower of Havan Vor is the demesne of the Judge of the Dead at the Court of Silence, and/or holds it. From the description, it bears a marked similarity to the Obsidian Palace in the Surface World. The Court of Silence may describe a place, or it may describe the assembled court of the King/Judge of the Dead. (Not that "king" and "judge" are that far apart in their meanings, if you look at the history of the tribes of Israel. The difference is a rite of anointing that may make the title inheritable in the male line, really.) There are two mentions of the tower of Havan Vor in Sartar: Kingdom of Heroes (sidebar p.343, p.347), both in a possessive sense rather than "the tower is named Havan Vor", alongside many mentions of Havan Vor as a destination in the Underworld that don't necessarily denote it as a place. P.346 has "Havan Vor, the Court of Silence". The text has Havan Vor cry out “Not since the Disrupter ransacked my hall have the Living dared challenge me so!” (p.349) - this doesn't appear to be typical tower behavior. It isn't clear whether Havan Vor is used interchangeably with Darhudan (which in this context might be "King of the Dead") or whether the Court of Silence is something like a collective entity, possibly a chorus of the judge as in a Greek tragedy. Havan Vor definitely does not stand for a building or landmark in any sane reading of the material.
  25. I am not convinced that the reindeer people of northeastern Genertela (including Dara Happa) are identical to the western Fronelan reindeer folk. Reindeer are fantastically versatile beasts - I have read about polar expeditions where draft/pack beast reindeer were fed with dried cod. In the cold desert of the Darkness, such protein may also have come from frozen corpses, e.g. of more hapless former Dara Happans who had not made it under the Dome. There is a good chance that some Pentan ancestors were among those cannibalistic reindeer herders - the Starlight Wanderers started out on foot, herding goats, then pushing into colder and colder northern lands. At least two horse emperors of Dara Happa are notorious for cannibalism (Eater of Flesh and Eats Women). But then I expect cannibalism (and digging up frozen corpses) to be a common survival crime in Greater Darkness northern Genertela. Deals with monsters and demons doesn't necessarily mean deals with Chaos. The Pelorian forms of Zorak Zoran (including Shargash and Hell Lodril) are demon lords and monsters in their own right. The uz are Hellspawn, too, and hence demonic - at least to the Dara Happans. I am not too certain that the difference between a Shadzoring and a slightly deformed uz can be told by any but uz ancestor worshipers or Shargashi. Hollri are also known as Ice Demons - another typical form of monster in those non-times. Then there are dehori - another typical form of demon. Chaos is possible as another form of demons that were propitiated. The occasional human sacrifice may have helped to keep the norns or blue walkers appeased...
×
×
  • Create New...