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Joerg

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Everything posted by Joerg

  1. You do know about The Eleven Lights and its time frame, do you? While it doesn't cover the Dragonrise itself, it does lead up to shortly before that. What we don't have is the campaign of Broyan's last years other than as Vasana's back story, or Argrath's journey that led him to be ready to step in at Storm Hill to deal with the Phargantite army from Tarsh, tying in with the Eleven Lights as one of his two magical units As I just wrote yesterday on rpg.net, the Mythic Iceland project by Pedro Ziviani should be progressing, and should be awesome. The campaign arc appears to touch all major hotspots of Viking activity. In my experience RuneQuest is a well-suited vehicle for fantastic Viking adventures, and I'd like to see one in print again.
  2. Yelmalio lost his shield at the Hill of Gold. While his templars still wield the physical one, do they have to have the magical one?
  3. can remain, for the German "nicht anwendbar" Zufalls- in combined words, like Zufallszahl for Random Number, or zufällig as adjective. Durchschnitt (as a noun), durchschnittlich (as adjective) I need to see the context for this. "Ohne Leerstellen?" 1/KR, I'd guess (Kampfrunde for Melee Round) rechtes/linkes Hinterbein Kuppe (with horses at least), Kreuz, hinterer Körper Brust (same as chest), vorderer Körper rechtes/linkes Vorderbein I'll check whether my android account still gives me access to a Google drive.
  4. My 25 year old argument for Hallstatt era folk (Celts in the original, continental sense of the word, as far as I am concerned) still is the operative parallel - Jeff wrote "Urnfield" instead, which were the direct precursors. The people who had interaction with Scythians or related rider folk along the Danube. I guess that does give you "more ancient", in fact, more ancient than Ancient. Apart from the Megalithic monuments, there is very little in central, western and northern Europe from the local Bronze Age (that took over from the copper-using chalcolithic age before less than three centuries after the first bronze was used in the Fertile Crescent and lasted some 800 years after the Bronze Age collapse in the Mediterranean) that was built from stone, but there were quite a few significant structures made from the ubiquitious building material wood. This continued well into the early Middle Ages east of the Rhine, with sanctuaries like Cape Arkona on Rügen but also earliest Bronze Age henges entirely built from wood. Even the mediaeval castles in the region where I live were built from wood atop natural stone foundations. The best lasting archaeological evidence for fortifications are the grass-sod built earthen ramparts. There are no recognizable defensive stone structures from the Megalith era. Happier times?
  5. All I know about the Six Ages background as an android user rather than Apple customer is the Six Ages wiki and some of the discussion here, so I cannot even speculate on the canonicity of the material without having seen it. I agree that the Theyalan syncretism and the subsequent suppression by Lokamayadon, then revival by Harmast collecting bits of myths from the Hendriki, Esrolians and (after returning Arkat) also the Ralian Orlanthi who may have been less suppressed by Tarumath than their Dragon Pass fellow worshippers, may have overwritten what used to be distinct identities or at least aspects earlier on. With my understanding of cyclical time in the Godtime, local events can be seen as reflections of universal events separated from other such reflections by both time and space, with true different names for the instances of the universal actors which we have come to identify as Orlanth and Yelm. Esrolian Orlanth might still have been identified as Kodig when Harmast visited draught-plagued Esrolia during the events of Ten (12?) Women Well Loved (which really should be published as Gloranthan fiction soonish, if only in a way similar to the later Middle Earth releases of the Tolkien estate, now that Greg cannot finish the manuscript any more). (If you wonder what this is about, this was another instance of Gloranthan fandom pre-empting internet crowd financing. In this case it was a Patreon-like initiative by Fabian Küchler to pay Greg for writing the Harmast novel during a period of financial hardship. The manuscript was made available to all the sponsors of the project, and well worth the money.) In the Antirius Hill of Gold myth, the enemies include the cruel god (who might be ZZ, or Shargash/Shadzor) and the Selfish God (who might be the Storm King). It stays silent about the cold woman. Assigning these epithets rather than distinct names might be the better praxis. Shargash and Jagrekriand both describe the dismemberer of Umath, but might be hard to identify by third party worshippers as the same entity that I prefer to call Tolat rather than Vorthan.
  6. Basically it is the question how much Orlanthland architecture survived (Orlanthland was the great urban Orlanthi polity that emerged after the Gbaji Wars and then turned into the EWF), and how much of the ancient Vingkotling ruins with their cyclopean walls remained below that. Personally, I prefer the city panorama of the Swenstown east gate in RQG p.162 over the aerial view of thatched roofs in Sartar: Kingdom of Heroes p.240, but I did not expect this island mediterranean look in a Sartarite hillfort. That map/aerial view wouldn't be out of place on cyprus (except for the central European architecture the Venetians imported there). Blackmoor and his parentage: Blackmoor the Rabid was presented as son of Kallai in King of Sartar (Hardcover edition/pdf) p.120 (Composite History of Dragon Pass), but as Kangharl Blackmor Kagradusson in the Colymar King List, p.180. Apparently Jeff took the Colymar Book as more authoritative when he wrote Sartar: Kingdom of Heroes, quite likely following how he had played several campaigns based on the Colymar (e.g. the Varmandi, as presented in "What My Father Told Me" for RQ3 Orlanthi when we first exchanged campaign notes on Heortland). However, the Chaosium house campaign probably was the source for the Composite History entry which had Blackmoor as Kallai's son. IIRC the Glorantha vault with all the unpublished notes from the house campaign and similar treasures only made its way to Berlin after Kingdom of Heroes was published, when Moon Design bought the rights to Glorantha from Greg, so this would have been material unavailable to Jeff when he wrote Kingdom of Heroes. Hundreds of arguments had been typed on King of Sartar exegesis, which of the contradictory timelines and name droppings to trust and which to distrust like e.g. the deaths of Moirades, 1610 in congress with Jar-eel, and at the conquest of Furthest after the Dragonkill. The new Fazzur segment in the Hardcover mentions Moirades as king in 1613, 1619 and after the Dragonkill, too. My personal theory is that Moirades ascended to the Red Moon during/after siring Phargentes on Jar-eel, but recovered (at least occasionally and returned to Furthest to meddle with the weak reign of his older son Pharandros. Relying on anything in King of Sartar is fraught with danger of being contradicted. Since the Guide is supposed to be 99,99% correct, I'll accept the deceased state of Moirades for 1621, but not for the mess after the Phargantite assassination of Fazzurites in 1625. It is possible that Moirades acted as an angelic guide for his at this point quite inept son, or that he re-took the reigns of the kingdom as well as he could while staying on the Red Moon most of the time. P.154 even credits Moirades (or at least his army) with killing Kallyr at the Battle of Queens. If there was lunar magic involved, that credit might be deserved.
  7. I am fairly trained in gutting and even filleting marine fish and might be able to transfer that experience to other vertebrates, but I suppose I would suck big time at giving the proper grace right now. I have no idea how much this Peaceful Cut business applies to fishing, anyway, although it will be useful for Zola Fel river folk and Pelaskites to know. While it is good praxis to cut the fish so it can bleed out, that doesn't exactly kill them. Usually you just stun them badly by hitting their head with or against some wood before applying the cut, with a good chance that the stun is permanent.
  8. Termites in Prax: I think that their presence or absence does make a great difference in the amount of food available to herd men, frogs, hyenas, birds of various kinds (that want something else than bluebottle flies). Termite presence also changes the landscape. There are no other grasslands to be inhabited by termites than on Genertela. I don't think that the Pamaltelan herbs of the veldt would support termites. (You can still get the type that infests dead wood near forests or where humans build with timber.) Bluebottle flies may have entered Prax only alongside the Pol Joni and their herds. The impoverished ecology of Prax and the Wastes has a few weird consequences. Take for instance fuel for campfires. The Beast Rider tribes have a ready source of fuel dropping out of the behinds of their herd beasts. How much of that do they collect? What happens to the droppings they don't collect, provided they don't collect all? This is where the insect population of Prax comes in. Are there scarabs? We know that the bogs do support teeming insect life, with giant insects around Corflu. What about the drier parts of Prax and the Wastes? What do the Men-and-a-Half use for fuel, and can they get more flame out of fuel than the Beast Riders, or do they have to go on gathering expeditions near Beast Rider herds? Do they even trade for fuel with the Beast Riders? They don't appear to raid cattle (they are absent from "Khan of Khans", too). What Praxian (or other) food do bachelor newtlings consume? Can they feed only in the Praxian wetlands? By "lost ancestors" I mean some of the past members of these tribes who might become available to their Axis Mundi, other than just the heroquesters and their beasts from Godtime. The Heroquesters could have contacted some of them in Godtime, too.
  9. Thanks for indulging. rather. That's what my purely rational observation of the animist world view has led me to believe, too. But then, Human wasn't born as a hunter, he needed to be taught to hunt (and later even butcher his herd kin) in Praxian myth. Is it really a different form of personhood, or is it native destiny of the carnivores (and carnivorous omnivores) vs. cultural acquisition of killing for life? Sorry that I ignore all the Amazon jungle context, but this is the Prax thread. We know about the log walkers from Wendaria and their Golden Age hunting that allowed the creatures they had hunted with their version of the Peaceful Cut (which involved paintin the likeness of the beast onto a wall, to give it a temporary home until the next morning, or otherwise a place to re-emerge, accepting the painting as its new manifestation in tomorrow's reality). Basically the same deal Thor gets when slaughtering one of the billy goats drawing his chariot (Thor needs to collect all the bones undamaged inside the hide to re-awaken his beast). In Golden Age Wendaria, there would have been carnivorous beasts, too. The beast myths (e.g. the Fiwan witnesses of Earthmaker's Creation) are from all types of beasts, probably to the chagrin of God Learner propoinents of an universal elemental progression. (But then the beast progeny matrix presented in Anaxial's Roster comes up with a quite unexpected 5 by eight table.) The coming of Death ended that..Beasts that got hunted stayed dead, and needed to be slowly reborn rather than re-emering after a short period of absence. This would have affected all hunters, whether beasts or humans. And human hunters had to shft their efforts from greeting the slain beasts back into life the next morning to ensuring their safe passage into the spirit world, from where they could be born again. Now to the question at hand - was this rebirth in a new generation rather than the return to their old self in a reconstituted body the ancient way that happened to all beasts eaten by other beasts, or did they have their equivalent of invisible villages, shamans etc. to get this going? Is this what the oriastic and bloody Wild Temple rites which have both beastmen and ordinary-appearing beasts participating are about? Did Genert's Garden have a version of this? Looking through the cult skills, I notice that neither Telmori nor Yinkini receive Peaceful Cut, while Foundchild, Odayla and Waha do. This might mean that all children of Fralar are exempt from this rite, possibly having it as an innate ability. Odayla, although a bear god, doesn't seem to have a claim on Fralar as his ancestor (any more). Yinkin does, despite his choice to stand with his maternal half-brother rather than his paternal ones. The Telmori have no need for Foundchild or an equivalent for Brother Dog, Telmor fills all these needs. Yinkin is part of a much more complex environment, but either he doesn't need anything like this, either, or he just doesn't care. I am curious how this will turn out for the Basmoli Berserks when they get their RQG treatment. The only other Hsunchen in the region (Harrek) is long past such considerations. I do note that it was Teknor who ate the sun, without any reard for its return. Baboons don't have Peaceful Cut, either. But then neither do Men-and-a-Half, who do have Foundchild as one of their cult options. Do Praxians who worship Daka Fal or Storm Bull get Peaceful Cut? Does Lay Membership convey this skill? Not so fast... I don't think that there are carnovorous beasts that are part of the Covenant. The carnivore beasts had to adapt along with Foundchild in the Lesser Darkness, not along with the Beast Riders at the end of the Greater Darkness. Eiritha still is "in" the compact of the hunted, along with Frog Woman and probably a number of other spirits. The Covenant is unusual in making her offspring (humans, Morokanth) part of the Eaters rather than the hunted/eaten. True. This is a question to (and from) people on the track of holiness, e.g. assistant shamans. I don't think it takes Enlightenment to arrive at such questions, rather that people who have such thoughts volunteer themselves for religious duties. I would differentiate between pastoralists slaughtering a herd beast from their herds (Covenant, whether raided from other tribes or beasts from their own tribe) or hunters killing wild prey (which may be unaligned Eirithan beasts, too, like e.g. wild zebras).
  10. Weregeld is compensation to the clan taking the damage, in part replacing the lost provider, in part salving the insult to the clan. If a slain clan member is resurrected on behalf of the perpretrator, the fact that the clan member was killed doesn't disappear. Neither does healing a wound (or even re-attaching a limb) purge the deed. I guess that wilful intent is assumed in dealing these injuries, and that's part of the fine. (Writing this makes me wonder whether there are instances of or at least stories about a high-ranking clan member getting himself killed on purpose so that his struggling kin can survive their dire need... though with the difficulties of claiming a weregeld even when bringing a high-ranking witness, this is far from a workable way. You'd need to find an opponent well-known for his honor and generosity.) IMO a duelist had best deposit the weregeld for his opponent with the referee of the duel before stepping into the ring. It is a powerful display of confidence in his prowess, too. There ought to be circumstances which don't require weregeld. Legal champions dueling for a verdict of divine fate, for instance, but then, these duelists tend to be Humakti anyway.
  11. So there are termites or some equivalent in the Chaparral? So, while everything the animist encounters is people rather than a materialist's resource, these people don't have to be intelligent? Looks like a version of eating the fruit of the tree of the knowledge of good and evil. What happens to them at the Paps? Is the Sacred Ground populated by such unclaimed herds? Hmm. If one would find an unclaimed herdman herd, my proposal for getting adoptees for a new tribe might be easier. So no attempt to contact the lost ancestors of those tribes?
  12. By removing the perpretator from the clan, there is some hope that the attraction for the Chaos goes with him into exile. Undergoing the Humakt initiation and abstaining from re-sheathing might be enough to keep any stalking Chaos away - the initiation to Humakt is a death rite, after all. If the perpretator joins a Humakti band, it might become liable for the weregeld of the slain kinsman, possibly to be paid off in services. Getting a weregeld resolution might be enough to turn a cultural paradox into a manageable tragedy if the ancestors - joined by the victim - are agreeable to that. According to King of Dragon Pass, the clan could perform a Summons of Evil, calling out the lurking Chaos to be dealt with summarily. This does mean a significant investment of clan resources, and can backfire badly. Resurrecting the victim might serve to avoid all the bad things, but while there is resurrection available in Glorantha, it is not guaranteed, and it requires cooperation of the victim, too. Sure. Undergoing a trial like the Flames of Ehilm or the Baths of Nelat might be sufficient for the individual to come clean enough to get a new start with the clan or elsewhere. A heroquester with one of these trials under his belt surely has no problem finding a position with one of the major leaders of the country, so return to the clan would be optional.
  13. I have one disagreement with the first review, about the position of Apple Lane warranting that number of adventurer-service. IMO there is only one reason why there is a sword-master's guildhouse, an Uleria temple, an ironsmith and the Temple to all Deities in this hamlet, and that's because it would be more properly be named Gringlestead. Gringle used to be the wealthiest individual in the kingdom, an accomplished heroquester and a royal companion. This is as high nobility as you can get short of becoming a tribal king. Gringle chose to make his retirement base camp in his rather frugal pawnshop rather than an ostentatious hall. His strongroom probably could have been used for a Scrooge McDuck style gold bath prior to him being offered the Lunar tax farming for the kingdom of Sartar - an offer he couldn't refuse. Unlike other tax farmers, Gringle poured much of his personal wealth into keeping the Tax Demons away from his homeland. He still enjoys the other perks of his retirement seat, most notably the presence of the Uleria temple. Gringle's choice not to live in a fortress comes to bite him in the pawnshop scenario and subsequent raids, so it isn't an exemplary retirement seat for an accomplished heroquester. We never learn his clan or tribe, which suggests to me that he was adopted into the royal clan at some point. With the royal clan effectively disbanded in 1602, Gringle was sufficiently well regarded and connected to remain independent.
  14. There is no atonement for kinslaying. Permanent exile is the least consequence, preferredly fast in order not to attract Chaos. Kinslaying applies to intra-clan killings only. Slaying a member of another clan within your tribe can be cleared with weregeld if the other clan is amenable to that. That won't necessarily stop bloodline demand for vendetta, though.
  15. Ringworld had the Kzinti.
  16. "Assassine" in German is a direct reference to the Hashishimi order. You might as well make that "Sense Ninja" IMO to illustrate the double-take I have at this proposal. "Spüren" is good for "sense".
  17. Starting with RQG is supposed to be fine. Indeed, start testing the quickstart adventure made for just this purpose. It just isn't how the majority of us here in the forum encountered Glorantha. 13th Age is the D20 system created by Jonathan Tweet and Rob Heinsoo, who were lead designers in D&D 3 and 4, respectively, and went on to produce a D20 game like they wanted to do rather than what Wizards of the Coast tasked them to produce. 13th Age Glorantha is the adaptation of that game system to the setting of Glorantha, and is supposed to be the easiest way to keep the D&D mindset when playing in Glorantha. I have yet to play any 13th Age or 13th Age Glorantha, and have had only a very superficial look at those rules, so I am hardly qualified to say more about it. Dragon Pass or Prax are the default. Dorastor: Land of Doom and Griffin Mountain move closer to the Lunar empire, but remain on the fringe of Orlanthi dominated lands. The Troll material plays mostly in Dagori Inkarth, a narrow stripe of highlands north of Prax and east of Sartar, so basically the same region. The HQ1 era brought "Men of the Sea", an excellent book for naval campaigns on Glorantha, if subject to an outdated depiction of the Malkioni and way too many subcults compared to RQG or HQG, and the fun but no longer canonical "Blood over Gold" campaign for the Trader Princes of Wenelia, to the west of Esrolia. The Chaosium RQ2 house campaign actually played through the Starbrow rebellion of 1613, with the player characters taking significant parts of the action and in part forcing the major leaders' hands. The Borderlands campaign starts around the same time. The Pavis scenarios end with the Cradle Scenario which takes place in early 1621. The Mongoose Second Age Glorantha RuneQuest line had a few very shiny pearls, is brimming with interesting twists or at least alternatives for Glorantha, but suffered from rushed publication schedules and too little fact checking despite the fact that Greg's company Issaries Inc that licensed Glorantha at the time had a number of volunteers to provide such support to writers. With its out-of-print status, there is little point in hunting this stuff down unless you are absolutely willing to game in this past of Glorantha. And even then, the Guide to Glorantha is the better source for many of the places and events than the world book from that series. If you can get the stuff at a bargain, go for it, as it has cool ideas and descriptions. It is just a very variant Glorantha in a lot of regards. They have the advantage of being really cheap, and the three "Sartar Rising" scenario and background booklets provide good and still quite canonical material for the years 1620 to 1623. Anything RQ Glorantha with the Chaosium logo on it is worth having for rational prices, IMO. The Hero Wars and HQ1 material may have run somewhat astray, but still provides good reads or insights, but without the rules books and subsequent rewrites of regional info they may lead to a quite variant view of Glorantha. Nothing wrong with that, really. Much of the material in Storm Tribe and Thunder Rebels has been re-written in a system agnostic way in the Heortling Mythology booklet from the Stafford library, which is a lot less divergent. Nobody is trying to scare you. Perhaps @Iskallor was trying to dare you instead. In terms of time you invest, RQ2 plus Apple Lane might be the quickest way besides the RQG quickstart. I'd still advocate the RQG quickstart for a first taste as it is mostly consistent with the current rules and material in the line.
  18. Alchimie Bürokratie (or Verwaltung) Kultkunde Bibliotheksnutzung Himmlisch Ältere Völker (in plural). I would avoid the term "Rasse" in German due to historical problems. "Elder Peoples" works just as well, as anyone who has the Man Rune is people. Friedlicher (or Friedebringender, Friedvoller) Schnitt (or Streich when talking about a slashing weapon). Schiffsführung. Possibly "Seemannschaft", seamanship. Which can be as misread (See-Mannschaft, naval team) as taking the "ship" in seamanship for a naval vessel. "Aufbahren" might be the shortest form, "lay out the body". Literally "Leichnam vorbereiten" or "präparieren" (the latter sounds a bit like taxydermy, though). "Sense" can be translated as "fühlen", but that term has more similarity to "feel" than to "sense" in German. I guess I'd go for "wahrnehmen", which translates back as "perceive". Assassin would be "Mörder", which translates back as murderer or killer, and doesn't convey the ambush situation. Perhaps "Attentäter" is better, so: "Attentäter wahrnehmen." "Chaos fühlen" - here I think that "feeling" the Chaos like people feel bad weather in old wounds conveys the correct connotations. Herdentiere verstehen My old nemesis from back when I tried to produce my own translation of RQ3. I think I went with "Mechanik". Belastung Länge Rate of fire: Schussrate. I'd keep Stasis for the stasis rune. Works in German, too, and has much the same connotations. Stillstand is the translation of the German term Stasis, too, but is IMO slightly less concerned with processes and more with physical motion. Tribe: Stamm Huh? I don't see any "Obstkorb" in that example. "Fruchtbar" is the German adjective "fertile", literally "fruit bearing" (or "able to produce fruit") with fruit also referring to any kind of offspring, production, or harvest, and the suffix "-keit" makes it a noun, fertility.
  19. Have you taken a look at the eight pages on the Hill of Gold heroquest in Arcane Lore (starting page 73)? Your notes don't seem to refer to this most detailed write-up of the quest.
  20. Right now I would start with Prince of Sartar for a nice read to get some flavor and an insight into the core story of the upcoming hero wars. There are other works of fiction on Glorantha, but those are hard to find. The Glorantha Sourcebook probably is the best introduction of the background at all because it provides digestible info. After that, one of the introductory sets of one of the official game settings. The Guide is way too complete for someone on his first approach to Glorantha - reading and digesting it unprepared might be the equivalent to a college course. It becomes necessary when you decide to get a wider look with quite good overview - it shows even smaller cities on its maps and provides at least a short sentence for most. Exploring Glorantha through roleplaying: Right now, HeroQuest Glorantha provides the best detail information on Sartar, the core region from which the Hero Wars are explored. Between Sartar: Kingdom of Heroes, Sartar Companion, The Coming Storm and The Eleven Lights you should get gaming material for more than a year of weekly sessions, without even taking the trip to Pavis: Gateway to Adventure. The material is set about four years earlier than that of RuneQuest Glorantha. The related material for HeroQuest 1 and Hero Wars (available from the Vault at Chaosium.com) expands that again. There doesn't appear to be a way to get the HQ1 rules or the Hero Wars rules book any more except second hand or from online traders. The material RuneQuest 2 (aka Classic) is set about another four years earlier than HeroQuest Glorantha and covers mostly Prax and Pavis, with Balazar as another border region in which you can escape the Lunar occupation of Sartar. Without the troll material, I guess you have at least 30 sessions of gaming from scenarios and encounters. Troll Pak (both RQ2 and RQ3, with RQ3 separating it into two boxed sets and a separate scenario booklet while adding only some additional information to the RQ2 product) offers all you need to play in Glorantha from a troll perspective. You get scenarios good for probably more than a dozen sessions, quite a bit of sandbox, and lots of cultural information. RuneQuest 3rd edition had little in the way of new scenarios, and what it did in the ways of world presentation has been soaked up by the Guide. The main exception are the so-called RuneQuest (3) Renaissance books Sun County, River of Cradles (half of which was a reprint of sections from the Pavis Box, but the other half has a heroquesty RQ scenario series good for probably a dozen sessions), Shadows on the Borderlands (scenarios), Strangers in Prax (powerful NPCs and plot hooks around them), and the outlyer Dorastor: Land of Doom which plays quite a bit away and offers a small campaign in the setting of the old Cults of Terror Book, and the accompanying Lords of Terror reprint and expansion on Cults of Terror. 13th Age Glorantha provides quite a bit of directly gameable material, but there has been no additional material announced yet. RuneQuest Glorantha is where most of the publication efforts for Glorantha happen now. Taking the scholar's approach: Again, start with the Sourcebook, but also take a look at the Guide with its introductory stuff. Then grab HQ Glorantha and Sartar: Kingdom of Heroes to get into how experiencing Glorantha as a Sartarite would look like. Then take King of Sartar, the probably most confusing book written for any fantasy setting, presented as a collection of in-world documents. Reading the HQ Sartar material before reading King of Sartar really is cheating, if you want to experience the same detective work us old-timers had trying to piece together what Glorantha is about. Cross-check with the relevant regional sections in the Guide. Try to get your hands on Trollpak. The RQ Classic edition should become available in the near future. Read Uz Lore, which has the history of trollkind in Glorantha. A fascinating read, and a force ride through the prehistory and history of Glorantha, giving you one greater picture. What comes next is the path of obsession. The old hands among us have trodden it for decades.. If you still are undeterred, read some more Guide, and pick up the volumes of the Stafford Library - Glorious ReAscent of Yelm, The Fortunate Succession, The Entekosiad, Revealed Mythologies, Middle Sea Empire, History of the Heortling Peoples, Esrolia: Land of 10,000 Goddesses, Heortling Mythology. Pick these as you see fit to discover Glorantha through myth and history. Save Arcane Lore for a later read. Get hold of the various other official Glorantha publications, and whatever you can and want to digest of the fan-produced stuff, including the back log of this forum, the RuneQuest and Glorantha digest archives, copies of the old fanzines if you can get your hands on them. Reserve a few square meters of shelf space for all of that unless you are comfortable studying this from pdfs. Play the official Glorantha board games (Dragon Pass, Nomad Gods, Khan of Khans, Gods War) and computer games (King of Dragon Pass, Six Ages). You might want to check for material that is not official any more, or never quite was, like the Mongoose Glorantha Second Age stuff which probably is only available second hand as the license has expired, and various fan-made things like e.g. the Britannia board game adaptations for various areas of Glorantha by Keith Nellist. And participate in the discussions here. (You can start with that right now by asking a few detail questions.) Given the fact that RQG is in its second print run, it might take the lead before the other systems like RQ2, RQ3+homebrew, HQ1, HQ2/G, 13th Age Glorantha and homebrew adaptations of other game systems. If you look into the past and sum up all gaming sessions, RQ2 probably wins hands down because it has been around for more than fourty years and never entirely given up. Also, the recent re-release of it has re-kindled OSR RuneQuesting with RQ2.
  21. Herd Man diet and its implications again. While gorillas are an example of apes on a purely vegan diet (resorting to coprophagy to gain enough Vitamin D etc.), their diet consists of rather soft, watery plants that are unavailable in the Chaparral. Herd men are omnivores who might gain as much nourishment out of green grass as you and me might gain out of salad or raw spinach leaves. They supplement their diet with meat - from raided herd beasts slaughtered for them by their Morokanth masters, from grubs, and - depending on the ecology of Prax and the Wastes - from insects like termites (if they exist, and if they don't, they need to be introduced by a hero) and their grubs. Probably frogs, too, and pond snails when near one of the marshes. If a herd man eats a frog, does she perform an instinctive form of Peaceful Bite? What about natural, non-chaotic predators like hyenas killing an Eirithan herd beast? Hunting appears to be contributing to the Praxian diet of meats besides raiding other tribes' herds. I don't think there are any unclaimed tribal herd beasts in Prax, but there were wild (smaller) zebras when Joraz Khyrem created his war zebras. What other unclaimed herd beasts are there? Near Pent, there might be herds of onagers that might stray south of the Snow Line. If mules aren't horses and can be slaughtered by orthodox Praxians (happened in Biturian's travelogue), then onagers don't fall under the horse eating taboo, either. Other antelopes or miocene herd beasts like Moropus or Elasmotherium might be candidates. And a random thought - we know that extinct herd beasts can be brought back from the Godtime. Argrath brings back the Aurochs. So, what about the lost herd beasts of Prax - Plains Elk (extinct since 297), Long Noses (extinct since 230), Nose Horns (extinct since 440). Probably others that didn't make it through the Greater Darkness. Now, if you wanted to re-introduce these beasts into the Covenant as independent tribes, what would you have to do? Their founders, protectresses and ancestors should still hang around somewhere around the Paps, unlike those of tribes who didn't make it through the Greater Darkness. As soon as you have the beasts back, you might be able to adopt awakened herd men into their tribe. Leave the awakening to some awakened herd beasts of their kind. Breed them with slaves taken from the oasis folk, offspring of slave women grow up to become regular tribe members.
  22. I am most interested in sandbox material to run the scenarios that grow off the hooks in the character backgrounds and activities. No problem if these include a full scenario or three and some half-baked ones, and neither a problem when they describe local magics or peculiar entities, like e.g. swan maidens (important for the Hiording clan history). True. Before King of Sartar, the best (professionally) published information about Sartar was in the Pavis Box. In RuneQuest terms, the GM screen package has more than doubled the page count of RQ description of Sartar. There were three official RQ scenarios set in Sartar - Apple Lane, Snake Pipe Hollow, and Haunted Ruins. Plus two German language RQ3 scenario books produced by Deutsche RuneQuest Gesellschaft e.V. (better known as Chaos Society) and a few fanzine scenarios. Like Jeff said in the video, the coverage of the region in the RQ3 material was that thin in terms of page count, and that's with all the encounter stats in the scenarios. RQ2 had even less. I don't even remember seeing a gazetteer listing the stockades on the Dragon Pass board, or their tribal (let alone clan) affiliations. The Composite History of Dragon Pass and the Colymar Book in King of Sartar offered a look at the history outside of the Military history in Different Worlds 28, a quite valuable table at the time which gave an impression on how violent the setting was in the years between the conquest of Sartar and the siege of Whitewall, for each sub-region. One of the most valuable feature of that table was the information about what went on in quiet years that didn't make the big headlines. And ten years later we finally got some Sartar material for Hero Wars and then HeroQuest. The full overview only came with Sartar - Kingdom of Heroes and the Sartar Companion for HQ2, and I suspect that that publication will keep that role for a while, with the new products looking deeper at certain places. Has anybody compared the tribal census numbers of 1621 and 1625, and how badly the tribes fared?
  23. Just drop the final s, and you have a perfectly valid German plural form. No idea whether it is the correct translation, though, but changing that probably isn't that much of a deal when we get to see the official translation.
  24. Nice idea, but the Covenant offers no protection from over-grazing, and over-grazing is what will make a Praxian clan starve as soon as the herd starts starving. Adding to the herd beasts will only increase the speed of that, unless you are ready to slaughter some of the new ones - which your model doesn't appear to suggest. The only tribe which might profit from this strategy might be the Morokanth who are able to digest some of the remaining plant matter the plains provide.
  25. The Red Book of Magic is by design a Work in Progress, as each new cult description published for a minor deity with a single magical spell will expand that book. At the very least, the definitive version of Gods and Goddesses of central Genertela needs to be published to have a starting point.
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