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Joerg

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Everything posted by Joerg

  1. Getting art for a fanzine in the original sense was always a struggle. In those old days of photocopying as main production method, layout was done in text processors - I did issues 2 - 7 of the German Free INT on my trusty Atari ST, editing, layout, typing, and some of the writing (until I ended up also producing most of the content of #7, which burst my already generous time allotment for that). Doing a less amateurish layout like Rick did for the later issues of Tales requires first and foremost better software. The amount of time you spend manually overriding your text processor can be quite high, so getting more professional software for the job might save a little of the overhead once you have a reusable page structure. I too think that art and professional graphic design should be paid. I wonder whether that standard still can be called fanzine, though. I suggested earlier a patreon for color covers and for a set of graphic headers and foot spaces to be reused in multiple issues. Anything else would be an at least semi-professional magazine, even with volunteered texts IMO. But then I haven't done any work on fanzines for more than a decade. With the advent of personal websites and blogs, I felt that printed fanzines were dying out.
  2. The Chaosium fan policy requires a fan license for publications, which is available at extremely reasonable terms: https://www.chaosium.com/fan-material-policy/ https://www.chaosium.com/small-publisher-limited-license/ The cap of 2000 $ gross revenue in the Small Publisher Limited License is a problem if you go for a printed product. For comparison, 90ies fanzines like Tradetalk or RQ Adventures had "print" runs (actually two-sided A3 photocopies on normal paper, with slightly heavier paper for the cover pages) of several hundred copies, and reproduction cost plus postage easily exceeded 5$ for international service. If any net profit was made from these activities, it went into the "war chests" of conventions, but more likely some money was bound up in unsold copies stored in some dry corner in private houses or a rented storage. Tradetalk started out as a membership-benefit for non-German speaking members of Chaos Society, aka Deutsche RuneQuest Gesellschaft e.V., following the German language zine Free INT. No idea whether such a concept might be allowable under small publisher license, but luckily Chaosium does employ a lawyer (though not currently in that function). This kind of fan organisation exists in Germany and in Finland. "e.V." (registered club/organisation) is a German ilegal construct for non-profit organisations (an older form of this construct which cannot be regostered any more but may continue also allowed some commercial activity, e.g. soccer clubs).
  3. And I was refuting the Brookian analogy, offering one that has a better correlation. The main effect to extend the Glowline from the temple near Furthest, and the temples in between, but what these temples do (except the very first on the Edge of Glamour) is to extend the "natural" effect of the Silver Shadow beyond that blessed region. The original Temple of the Reaching Moon probably healed the effect of Sheng scarring the moon, re-lighting the Silver Shadow. See e.g. the map on p.310 showing the perfectly circular nature of that satrapy. (The division of Raibanth by the rivers might disagree slightly, though.) Neither shows the area of effect of the New Lunar Temple - 333 doesn't even cover half of the overlap area, the two page spread 180/181 is better for the shape of the Tarsh temple effect. Does the broad area in red indicate the "tidal zone" of the Glowline? The Guide says otherwise (279) p.296, sidebar (297 only has the first half of the second sentence). And unclear wording of mine. I meant to say that there were previous instances of flickering out, but no flickering on - when activated, it usually doesn't come on and off a few times like a faulty neon tube. Quite similar to the containment field around Tork.
  4. Yes - those are Gray Age to Silver Age myths. At the time of completion, the Breath of Orlanth is back. I wonder about Orlanth's sky presence during the Windstop. Are the normal stars of Orlanth's Ring visible inside the Windstop area? Are they visible outside of it? What about the sun inside the Windstop. Yelm cultists like Tatius appear to be hale and well. Should that be the case? I have no problem with Kargzant, Elmal or Yelmalio being available, and even Antirius would be tolerable if a bit of a stretch, but Imperial Yelm should be brightening Wonderhome. The Compromise has been broken at Castle Blue. And at the Nights of Horror. Killing a deity - even a Greater Deity "owning" one of the core runes - changes the universe, but if humans do so, the terms of the Compromise aren't violated. Putting a (major) deity into Time beyond mere Heroforming is a breach of Compromise. Firshala or Baroshi are sufficiently small fry, so are the New Stars of Orlanth's Ring as long as they don't leave the sky. Calling Tanian down from the Sky again might be the breach of Compromise. Manifesting Daysenerus, the Black Eater or Orlanth in a battle does break the Compromise. Storm Bull inside the Eternal Battle is manifest, but per definition in Godtime. Outside of the Eternal Battle his presence would be a breach of compromise. Calling forth the Praxian Founders, Protectresses or even Waha or the Twin Stars is covered by the Compromise. That's where our definitions differ. The Devil was born in the last phase of the Lesser Darkness, as far as I am concerned, and the invasion of the Spike was the last act of the Lesser Darkness. The opening of the Chaos Rift marks the start of the Greater Darkness. "Survival" is a strong word for the wretched continued existence in abject and unwit(ness)ing horror, except for the select few last active heroes performing I Fought We Won, or Magasta combining the energies of the rivers. The Sky River Titan myth is possibly the most positive of the Greater Darkness myths. It also contradicts "all the rivers froze through" for the Greater Darkness. I recall a satement that the Windstop had the extent of the planned TotRM, but checking the map confirms your statement.
  5. What if the lethal wound is dealt on a later SR? Does the potential Healer have to reserve the magic support action to the end of the round and stay out of offensive action? There are hits which are instantly deadly, but the exact nature of hit points is muddy. Decapitation or full body mutilation (like being trod on by a dinosaur) shouldn't really qualify for a healing attempt, but other wounds where internal bleeding or just open arteries contribute to the dying may allow a slightly more operaic death moment with a chance for intervention (fellow characters' or divine). It would be possible to rule a damage to do immediately full shock damage, but to have the permanent damage creep up only slowly. And last action berserking (like Boromir's death scene) could benefit from such a rule, too.
  6. First of all the fact that the Windstop is centered upon the New Temple rather than Whitewall. It does make sense - the temple is designed to sit at the center of a circular effect, of increased range compared to earlier models. The fact that battles away from the Temple have a backlash that affects the dedication works in the Temple. Whitewall falls more than three years after the work on the temple has begun in earnest. Tatius oversees the rites and futile attacks at Whitewall in person while directing the construction from afar. Covert commandos of Lunar magical engineers may have infiltrated the lands to be affected by the Temple and set up magical markers to connect with the temple site. (Could be an interesting scenario hook...) Broyan's questing and Tatius' escalation of magics feed off one another. Making the actions of Whitewall a sacrificial altar for the temple which isn't that far away as the Lune flies would tie the efforts of Whitewall to the temple, and may be the reason for the centering of the Windstop there. The main effect being to link up with the Silver Shadow, altering the magical reality of the Surface World to that (under the influence) of the Red Moon surface. The Area Effect definition gets triggered by the Fall of Whitewall. This may be unintended - the new Temple is a prototype, after all. Then how does Harrek's Sunspear backlash at Pennel affect the temple? Analogies aren't, to quote said Nick. The Death Star is the Crimson Bat of the Empire. Similar to the Glowline, but independent of it. The Glowline is a permeable border between realities. Not the first of its kind - the influence of the Bright Empire was one, as was the influence of the EWF or the incremental spread of the Closing. The Luatha activity in Seshnela 1049 may have been similar, too. There are no previous flickers, though. Finding a similar effect in fiction outside of Glorantha is a bit harder. Peter F. Hamilton's "Pandora's Star" may be such a case, where some (unknown) aliens imprison the species called the Prime in its solar system. The Blight in the Wheel of Time, and possibly the prison of the Dark One, may be such a case. The Empire does have a technology suppressing the FTL drives of the Star Wars universe - that or a spherical ECM envelope in space battle simulations may be similar to the concept of the TotRMs. The Glowline has been known to flicker when one of the temples gets sabotaged, and possibly when it gets restarted, too.
  7. What we need is something in the spirit of RQ Adventures - scenario stuff in the spirit of Judges Guild, but Gloranthan in intention and spirit (if not necessarily in all the details). If it is meant to be a fanzine, then production quality needn't be full color, watermark graphics background professional layout. I would be fine with a layout that replicates Griffin Mountain - legible, playable, and something that can be put out every four months or so. Unless there is a hefty Patreon behind that project, there is no way that such a fanzine can afford a somewhat professional color cover. Does a fanzine like this have to have a dead trees edition? Providing an A3 print pdf in addition to a human legible pdf might be the more reasonable way to go. Unless you have FLGS who are willing to have a fanzine taking up their shelf space, there is little reason to have an actual print run. Distributing print fanzines to single readers creates a significant overhead both in cost and effort. Compared to back in the middle 90ies when we had half a dozen fanzines in print, the distribution channels have changed. DTRPG and Amazon handle print distribution (for a significant portion of the price), and web space for uploads has become cheaper. There is Hearts in Glorantha, as professional as we can hope for outside of a Wyrm's Footnotes with a more regular pace, but I prefer getting the official RQG support over getting that magazine from the limited production capacity at Chaosium.
  8. Does Pennel Ford, or does it take the Dragonrise to fully undo the damage done (by Broyan and Tatius) at the Siege of Whitewall? This "Great Darkness" is Darkness, but not Great. Still in the Death of Rastagar scale of bad times, which reminds me of my mother's side of the family who were trapped in East Prussia in 1944/45 and had to flee over the unreliably frozen Baltic Sea as the Red Tide had cut them off. (Also apt in that the tp a certain extent righteous fury of the Red Army had been caused by their political and ideological leaders...) King Broyan quested for an outcome like this, but may have underestimated the power available to Tatius. Looking at the Godtime, there are just two major sieges in the myths we know so far - the Flood failing to cover Kerofinela, Kethaela and Saird, and Arrowtop Mountain. Neither works well for the situation of Whitewall. There wasn't any time in the Gods War when Orlanth was the Underdog, not even at Stormfall. He only fought successfully in one of the big world invasions that followed the creation of the Rift, and that was when he defended the Sky (and Middle/Upper Air) against the Sky Terror. Orlanth is notably absent as a defender against Chaos on the Surface World, leaving that role to Vingkot and his heirs. Broyan had acquired the Sword and Helm, so he put himself into the shoes of Kodig and Rastagar. His end against the Kitori curse may have been a repercussion of the Sword and Helm Saga in addition to the failed Shadow Tribute obligation that is given as in your face reason. How complete was Samastina's hold over the Grandmothers at that time? She and her allies had won at Pennel, but the Grandmothers still were faced with the bearer of the Sword and Helm, and their ancient alliance with Kimantor may have been invoked by dissident elements. It is possible that this goes down to the definition of "Great Darkness". To me, this is the period of the myths of futile resistance against the rifts eating up the world, and desperate and inhuman ways to cheat around this. One thing Michael Ende's Neverending Story had a vague idea about but an abysmal execution in the narrative, other than triggering the "not about me, I will look away" impulse that affected e.g. the Hagolings until the Lightbringer Missionaries arrived, but in the reader. Broyan might have identified the Great Darkness with the loss of the Sword and Helm, and the dominance of the Orlanthi. The result he received resembles that. But then, the Gods War aspect is mitigated after just one battle, creating a Gray (not yet Silver) Age situation. I wonder whether that was his plan, and who helped him get there. I doubt that Minaryth Purple was involved, even though he appears to have kept a loyalty to Starbrow. This piece of God Learner myth exploitation may have had a different source. I wonder which. Possibly even some unspeakable ally.
  9. Hyperbole. The conditions are similar to the world before the Spike imploded. Orlanth had retreated from the Inner World, and would no longer intercede (personally) on behalf of his followers. Basically, the world resembles the state after Arachne Solara had thrown out her net, re-connecting the shards of the world - the start of the Gray Age. You are confusing your Godtime events here. The Unity Battle did not start the Silver Age, it only delayed the Greater Darkness. What started the Silver Age was what happened after I Fought We Won, with Heort, Ezkankekko and other leaders creating the Unity coalition, the Kingdom of Night. Explorers like Heort or troll explorers re-established paths between the shards, ending their isolation. Heort found Ivarne. Hantrafal developed worship. Enough that Heort could be slain by the Storm Bolt a long time before the Dawn. There is no Godtime parallel for the Battle of Aurochs Hills. Lots of precedent squaring off these opponents, but no direct parallel with this premise. For all this "Rebel" mythos about the Orlanthi, they weren't rebels during most of the Gods War, but instead the apex culture. All their rebel period took place in the Golden Age, as did the conflict that was re-awakened by that battle. Kerofinela and Kethaela remained unconquered longer than any other place. The Vingkotling Age is about raiders and invaders coming to their land, causing harm (and Vingkotlings retaliating or pre-empting against them), but never conquering it until the world fell apart. Sure, Argan Argar took possession of Veskarthan's great mountain north of Choralinthor, and sliced off its top, which in all likelihood was the stuff blown upon the Stone Forest at the Print. But this change of management and the construction of Akez Loradak didn't concern the Vingkotlings. Neither did the arrival of Gash and Gore in the wastelands of Dagori Inkarth or the settlement in Halikiv. The Greater Darkness was about people turning into monsters - like the Kodigvari line with its shapechangers. There is the yawn-inducing possibility to cast the Lunars as the world-eating Chaos, and it is possible that Broyan meant to do that. In that case, he may have deserved his unspectacular end... The New Lunar Temple is a chaotic sore, and it supports the Windstop caused by the ritual build-up of both Tatius the Bright and Broyan at Whitewall. And I would find it interesting to have performed some of the questing that made the Windstop possible, and then to realize "It was all our own fault!" when the effects hit the fan as the temple is desecrated. The area effect being centered on the new temple rather than Whitewall may be the result of the careful preparation and mass sacrifice of Lunar lives at the Siege. It is one of the most corrupt acts in the Hero Wars that I have seen so far, even taking into account the escalation in Fonrit or the Kingdom of War. Like allying Delecti or the Tusk Riders in the Dragon Pass boardgame (nicely described in the "recent" issue of Wyrm's Footprints), only an order of magnitude worse. The Lunar deaths at Whitewall might outnumber those of the Building Wall Battle or the Lunar side at the Battle of Pennel Ford (although those were mostly cheap allies), and the Battle of Heroes may be hard put to approach that carnage. I do wonder what prize the Assiday family was playing for. This Mk3 class of Reaching Moon Temple would have been extremely hard to repeat anywhere, and the empire had run out of suitable frontiers - neither Pent nor Fronela (with Charg still under the Ban) offered any reasonable expansion. Getting Nochet and Esrolia under the envelope cannot have been the point of this exercise, either - backstabbing Fazzur after achieving something there with a little more support would have been a lot easier. Getting back at Rebellus Terminus... that would have meant to establish the Windstop permanently in the region. But without Ernalda around, what would have been the point? Easier to get a giant gorp cover the old EWF. Extending the Windstop into the Middle Sky? That would have been an achievement, but even tapping a True Dragon the new Temple was too flimsy to achieve that.
  10. Stealing the Sandals of Darkness? Possibly predated the discovery of Death. Other than the possibility of that, I don't know of any visit to Hell. The Uz had no prior animosity to the Storm Tribe other than competing for food. Orlanth passing through the Gates of Dusk was the one time Orlanth went to Hell, taking Death on himself, and that stopped his magic and intercessions. Storm Brothers may have provided a lesser service, but most of that petered out as things worsened. True. But I note that Orlanth is already absent from the Unity Battle, preceding that event. Orlanth is dead before the world breaks apart. On the other hand, Orlanth does defeat Chaos once, on his own - he is the successful defender of the Sky and Middle Air after the Rift opens. Other than that, we only have his help ambushing the Lesser Kajaboori in battle with the uz of the west on his Westfaring. (A myth that may have been used by Saronil aiding Palashee in 1538.) Sequence isn't really a thing in Godtime. As Peter Metcalfe has repeatedly pointed out, the stages of the Westfaring are scattered over several mythical maps in the Guide, and not at all in sequence. One might argue that this may have been a consequence of the Shattering of the World, though. In the syncretic and simplified myth, yes. Or it may be the invasion of the sky led by Xentha. No debate there. My contention is whether this is the Great Darkness, which it isn't as far as I am concerned.
  11. Wasn't the great darkness absence of magic caused by Orlanth down in Hell for just such a reason? The Windstop is an opportunity to use Vingkotling Age or Gray Age/Silver Age magics to survive. Never the Great Darkness with the breakdown of reality. The Ice Age was actually lessened when the Chaos Horde parted the Glacier and marched south. It was lessened even more when the Spike imploded and Zzabur's Great Blast shattered Valind's hold on Brithos.
  12. Same thing for ships, as per "Men of the Seas", but have you played the communities as player characters? Men of the Seas actually suggests the possibility of playing the ship as the character and the crew as sidekicks/breakout abilities. While mentioning Men of the Seas, the concept of "Ports of Call" sounds like the HeroQuest version of the Traveller UPP, and could easily be translated to such a setting. (This also avoids the trap of single biome planets. Having a planetary starport with one or two adjacent biomes only makes sense. Defining an entire planet with a biosphere that way? Usually bollocks.)
  13. When I wrote that statement, I wasn't sure how much of Hwarin's lineage was alive or not with the Errio-unit. For all I know, Serenalda (presumably of Cafol) may have been a descendant of Hwarin. But prior to Phargentes, there was no such office as Provincial Governor/Lunar Provincial Overseer. The provincial kingdoms were tributary to the Empire, and the satraps of Sylila managed all that for the empire, relying on ancient oaths sworn to Hwarin and Ingkot, I suppose. The Orlanthi way of establishing precedent and binding vows rather than a bureaucratic administration. To keep on topic with tributes and taxes, compare the Kitori tribute (the contract that defined the Kingdom of Night, after liberation from Palangio's usurpation also known as Arkat's Command) in Kethaela. There are no written records about what exactly each group has to contribute, although the terms of the tribute (and the return services, as well as penalties) are well known to all involved. All of this is on the power of oaths, which possibly can be recalled using some Lhankor Mhy magic (e.g. Divination) or Humakt magic if the oath was witnessed by Humakti. (Now there is an application for Humakti godtalkers rather than swords...)Installing a Dara Happan style Overseer who had all these obligations written down by his bureaucrats cut out the Sylilans, and their ability to skim off before writing the records for these tributes before passing them on to the Imperial machinery.
  14. I guess the disarming etc. tactics come into play when the "I offer ransom" move isn't trusted or won't be accepted. But then, "disarming" always has had also another meaning in RQ combat, so called shots to that limb are sufficient in this regard. Knockback - especially with a shield or a kick - has been problematic in normal RQ3 combats involving normal sized but decently strong combatants. The resistance rolls made this often desirable outcome of a combat round hard to achieve. Much of this makes me think of potential "Furry Wisdom" comics, e.g. with the exchange "You need to learn to listen better, Conan - we asked you to decapacitate him, not decapitate." "Well, he stopped moving, didn't he?"
  15. Given the RQ3 rules for Spell Trading, I thought that was a given? In a materialist point of view the spell point pool is made up from potential energy leads from the divine realm to the mundane realm, and while the spell is active these leads are active, too. Once the spell duration is through (whether through the course of time or through dispelling) , this lead has fallen out of tune with the divine realm, and requires re-attuning at a place and time when the connection to the divine realm is auspicious. At least this is what I would expect to be the result of a God Learner applying RuneQuest Sight to a user of divine magic. The spell pool is something I haven't made my mind up about yet whether I like it or not. Back in 1994 or 95 the spell pool mechanic was promoted, and for myself I came to the result that only those spells that a priest/initiate had specifically sacrificed for would end up in the spell pool. This house-rule (an empowering one for RQ3) would mean that to be able to cast shield 3, the character would have had to sacrifice three points of POW for shield. Unless the spell was traded away, the character could repeatedly use those points of shield. If you traded away spell knowledge, then this trade would deduct that spell from your casting ability. A wind lord with lightning 4 who traded 2 points of lightning for something else would be able to cast only lightning 2 until that trading partner had used the two points of lightning. There was a grey area what would happen if the trading partner died before using the spell. Issaries' Spell Trading is even worse in this regard under RQ2 or 3. The Issaries priest blocks the use of this point of spell trading until both trading parties have used up their traded spell. What happens to traded spells when: one of the partners in the trade dies (and doesn't return from the dead within 7 days)? one of the partners gets lost on a heroquest? one of the partners in the trade is being made into a Thanatari head? one of the partners gets into contact with raw Truestone and loses control over his remaining spell points? An initiate who has spent 3 POW on his spell pool can cast any special or common divine spell available to his cult/subcult. In case of one-use spells (like Sever Spirit or Resurrection) the spell pool is permanently reduced by that amount. Does this extend to associate spells, or do these require a point of POW sacrificed to that cult rather than one's own?
  16. The Librarian went through L-Space and performed an appendectomy. Ook. As far as I am concerned, I would be grateful for an e-reader optimized version which could be updated with subsequent additions to the rules in the same manner as a law collection like in the picture. But first let's get those dead aldryami through that mostali device and imprinted with uz sap.
  17. I don't allow spirit screen when trying to integrate spell knowledge.The supplicant might win the spirit combat, but the spirit's spell won't be able to enter the supplicant. This makes spirit screen a good tactic to avoid possession by a spirit that has got the upper hand, but it won't allow easy access to high power spells.
  18. In Revealed Mythologies, Venforn, called the Immense Master, is as much a student of Oorduren (the High God of Mysticism) as are Nenduren, Mashunasan and that other, Nothing, guy, and he proves that his path of integration with the All leads to the same mystical one-ness as do the austerities. When looking at EWF Draconic Mysticism as described for Ingolf (and previously successfully undergone by Obduran), it appears to be a route of manifestation rather than austerities, but it also inherits from Godunya's teachings. Isgangdrang and his cabal of Great Dragon seats on the Third Council are said to have been practitioners of Immanent Mastery, and are named as an example for short cut draconic paths, but Isgangdrang started out as a student of Obduran just like Ingolf. Obduran is the only named EWF mystic who achieved True Dragonhood and then performed Utuma to pass on beyond the boundaries of Glorantha, and it appears that he was the only practitioner who also retained his Orlanth ties to do so. But then Obduran's school/dojo was only one out of many which had developed between 590 and 780 in resistance to the council of Orlanthland, as continuation of Vistikos' "lite draconism" in the ecstatic Hunting and Waltzing movement which started the draconic consciousness movement. From the history of Domanand, the remote rebel schools persecuted by the Council of Orlanthland prior to Obduran gaining a seat there managed to provide quite a lot of magical and draconic manifestation or alliance to be taken that seriously. The dragonewts practice both manifestation (through their rebirths and progress through the dragonewt stages) and abstention from the world's entanglements. I don't see any evidence for torturous austerities in their observed practices, apart perhaps from this wasp nest dance. The Kralori and the Lunars do practice rather bad austerities to prepare for mystical revelations, as shown in the careers of Danfive Xaron and Sheng Seleris. Given the sometimes vastly variant groups in the EWF, there would probably been some schools using austerities, too, but they don't appear to have been mainstream. But then, the outer realms visited by Ingolf are a sort of austerities, too, "searing away the very souls of the questers". Not that different from the Baths of Nelat or the Flame of Ehilm as purification rites in Orlanth myths, or exposure to Chaos in Lunar mysticism.
  19. True. But this genealogy discussion has Quinscion the Patient's family, the Farquinils from Red Fish, so still marginally on topic. Given the evidence of Tax Farming in Sartar (which is how Gringle all but bankrupted himself), I wonder what the prevalence of this practice is in the older Provinces. Looking back at the tribute list provided by Martin earlier in this thread, I notice the delivery of slaves from both Tarsh and Holay, but not from the other Provinces. Both provinces are transit areas for the more wild areas beyond - the war zone of Sartar, Kethaela and Prax, and the destination of slave hunters in Balazar. I would have expected some debt slavery (caused by "selective taxation") in places like Aggar and Talastar, too, but possibly there they are just commodities, not part of the traditional tribute.
  20. I like Paul Jaquay's Central Casting tables, too, but looking at the prices at amazon, that's not a useful suggestion to buy it. Heroes of Legend has provided much of this stuff to my PCs and NPCs in the past, with only slightly more work to make the results fit the setting. If you remember Martin Laurie's Humakti character Onslaught, I wove him into the background of one of my characters thanks to Central Casting - basically holding a grudge for killing the character's Humakti mentor. It was that incident which made him stop trying to get into the Humakt cult and go to Lhankor Mhy instead (in both cases, through his Truth Rune).
  21. I'm very interested in this idea, as I've been planning to use Heroquest for community/larger scale stuff as an addition to my Runequest stuff. Currently at the raw idea stage, but I think it has merit. I'd love to hear more about this particular idea/execution if there is more to know! This has been a while ago, but basically each faction had an elite Mistress troll ability (IIRC with a few breakouts) in the high mastery region, a few Dark Troll abilities in the low mastery region with maybe 2 breakouts, trollkin abilities (possibly at varying levels for values, soldiers and food), and a few insect herds (divided in adults and maggots) whose abilities could be used as well. The game was "turn based", and at each turn the faction had to fulfill certain obligations like feeding the faction and its dependents, leading the seasonal rites, pleasing the ancient mistress in her pregnancy, and using the rest of the faction's abilities to either augment such activities or to launch specific other activities. Searching for the right magical food included far ranging patrols (covered by various flying units, like value trollkin moth riders or bat-winged trolls themselves). When an interesting site had been found, the artifact had to be dug up, which (for my winged, armless bat-trolls) meant sending in the maggots to excavate the item. Jeff RIchard hosted a similar game with HeroQuest at Kraken, about two years ago. Two groups of five players each would play against each other. Group one was slightly less veteran Gloranthan and got to choose the setting (which turned out to be Melib) and their faction (options supplied by Jeff, they chose Prince Harstar and his Holy Country allies), group two then was happy to take Zaranistangi demigods teleporting in to the "Mastakos" temple city in the north of the island. Each group had five communal resources, War, Magic, Harmony, Wealth and Fertility. The game was "turn based", much like Greg's Blue Moon Troll game. Each turn, each group would have to deal with a domestic problem, an external problem, and whatever problems the other group presented to the opposition, and projects of their own. One resource was really good (IIRC 17W), one resource really bad (IIRC 12, Group 1 had Wealth at max and Magic at its lowest, Group 2 the other way around) and the rest with good or at least fair vaöues (3W and 17, again IIRC). You had to have an unused ability to do anything. With three tasks being the norm, two of the abilities could be used to augment or have extra projects, like really hard heroquests resolved in a simple contest. So we brought back the Sword of Tolat (without traveling to Fronela), or called in Harrek and the Wolf Pirate to counter the Zaranistangi/Amazon alliance disrupting all naval contact to the Holy Country. Lots of fun stuff dealt with like the Icelandic sagas dealt with a summer spent going raiding in Ireland: "That summer he went a-viking in the western Isles. When he returned...." In comparison, Greg's Hero Wars game was a lot "grittier" and dealt with details glossed over in Jeff's game. It isn't quite fair to compare those two games because Jeff's game lived from the indirect and occasional direct interaction between the two groups. Both games were very memorable to me, and left me with a thirst for more of this.
  22. Then are the Errio-unit a client of the Assiday, or are they near-equal partners bound by marriage? (Similar to the Orindori and the Phoronestes bloodline?) The Farquinils lineage of Red Fish (Karasal/Dara Happa) is another branch off the Red Emperor's offspring. With the indicated amount of inter-marriage, there would be quite a few people whose male ancestors Wiped out as a clan, I assume. The bloodline of the Conquering Daughter will continue in other houses, through maternal descent. Very nice chart, holding a few surprises to me. Mainly Appius Luxius as descended from the Errio Unit (his father being the Red Emperor possibly is of less consequence - if I had to make a guess, more than 100 children are sired by the Emperor in any given year. But with this, Appius is extremely well-connected in the Provinces, and is by any measure the King of Saird. Seralda of Cafol sounds like a Sairdite earth priestess rather than your typical Pelorian Lunar upstart family. None of these Red Emperor lineages claim descent from Takenegi (as e.g. Hwarin did, and possibly Hon-eel, too). In fact, I am a bit surprised that Valare Addi had a child with Magnificus, who only appears in the middle of the Seleric occupation. While she lived her life as a divine and presuably unaging Lunar on the Red Moon, she was well over 200 when Magnificus took over. I would have expected that her lineage reached back inte the first or at latest second wane. Speaking of later Masks of the Emperor, we have the same effect as with the winners of the Tournaament of the Mastes of Luck and Death - their previous lives and affiliations would carry over into their Emperor persona, creating all kinds of political undercurrents with their houses of origin when having offspring marrying into existing or newcomer houses. Does anybody have similar genealogies for other Lunar houses?
  23. The God Learners did steal Arkati secret knowledge, aftar all, so it is at least likely that they stumbled across riddles which might provide illumination. However, without heeding the body of Arkat's teachings about genuinity and respect, they may have gone down the same alley as the (vampire) kings of Tanisor did in the Dawn Age. What is well known is that the God Learners had the means to deal with mere Spirits of Reprisal. Whether this was a protection spell, a spell removing the taint of transgression (possibly tapping it for magical energy), or the illuminate ability to avoid these spirits isn''t clear. There is an entire body of inclusive mysticism in Vithela, the Venfornic practices. While Arkat's career consisted of "I am not Gbaji", in the end he (and Nysalor) overcame that barrier, and united both the two realms into which Glorantha had become divided, and themselves. His role as the protector of the Hero Planes wasn't part of the Gbaji Wars. This means he created his order of Otherside Guardians mostly in the fifty years in Ralios. But then I sometimes wonder whether Arkat wasn't a collective entity inhabiting several bodies at a time. If you read the description of his Troll Rebirth experience, a ount of the errors made by the participants leaves no room for the perect performance of a single body, yet the uz attest a perfect performance.
  24. Two years ago, I overheard and afterwards discussed Mythic Iceland plans in an exchange between Pedro and Jeff at Kraken. From that discussion, I think that a Viking Age Fantasy Earth is definitely in the planning, with places like Vinland (having a permanent colony?) and the riverine route to Miklagard (Byzantium) firmly included in the campaign arc, and possibly also the antics of the Great Fleet which visited places like Britain (to collect the annual Danegeld), Paris, Cologne, the Iberian peninsula, mediterranean France and Italy. Possibly the barbary coast as well. Sailing from Miklagard would open the eastern Mediterranean, the Black Sea and via the Caspian Sea even access to Baghdad, or contact with the Silk Road. Enough scope to explore that era. 1001 Nights Baghdad or Fatimid Spain fall into that period, too, opening Africa and the Indian Ocean. Mesoamerica would have the late Maya culture, and the dawn of the cultures encountered by the conquistadors. IIRC, Ottonic Germany and the conflict with the Magyars was on the table, too. All of this has been done by other game system families, but other than RQ3 Vikings and optionally Land of Ninja in an earlier period, I know of no D100 products focussing on this time frame. Bronze Age Greece has been done by TDM, but Bronze Age elsewhere (other than Fertile Crescent) is terra incognita.
  25. Hippy trippy oasis folk retaining the pleasures of the early Golden Age honestly never crossed my mind, and I think they would be sorely out of place surrounded by an environment of post-apocalyptic devastation. I regard them as slaves shackled to a place rather than to a clan, although it wouldn't be out of character for occupying Praxian clans to take along a few grounder slaves when their herd departs, or when a stronger clan takes over. Oats and barley are less suitable crops for the Oasis Folk unless grown in horticulturalist ways. While their ancestors might have known the plow, it is unavailable for the Oasis Folk since any draught beast would be taken away for slaughter by the occupying Praxians, and the unripe fields would be used as pasture. I would look at the Easter Island (Rapa Nui) form of horticulture that was used after the deforestation of that island, with stone gardens preventing erosion (and easy access for herd beasts). https://www.thoughtco.com/culture-and-ecology-of-easter-island-170819: All of this sounds very apropos for horticulturalists at the Praxian oases. I might allow the Oasis folk a semi-domestic beast similar to the Polynesian rat, and possibly a small dog breed used for catching these for a protein lunch, unsuitable for the chaparral. Morokanth occupation would be quite devastating as the herd men are quite capable and willing to raid such gardens. To begin with, the Sartarite settlers of Zola Fel valley who just lost Argrath's protection wouldn't fit this mold, but after being robbed of their cattle herds, plowing would have to be discontinued, and other methods of agriculture and horticulture would come to the fore. How did Sun County manage to maintain plowing? Or did they only re-introduce plowing after Dorasar settled Pavis County and cattle (and horses) became freely available again? I guess the failure of the Teshnan colony founded just before 1250 in what is now known as the Grantlands was from loss of their water buffalo herds to raiding Praxians. The survivors joined with the downtrodden Sun Dome farmers, who must have used stick farming or similar to maintain their barley seeds throughout the Solitude of Testing. Their templars might have managed to save at least some minimal breeding stock, but hardly enough to provide enough plow teams.
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