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jajagappa last won the day on August 4

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About jajagappa

  • Rank
    Provincial Overseer

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  • Interests
    Writing, RPG's, history, art, genealogy, nature, science, and a range of other topics.


  • RPG Biography
    Glorantha since 1982; ran RQ2/RQ3 campaign in Imther for ~10years; published fanzine New Lolon Gospel; contributor to Tales of the Reaching Moon, Enclosure.
  • Current games
    HeroQuest Glorantha - PbF Colymar campaign. RuneQuest Glorantha - PbF Dragon Pass campaign
  • Location
    Lovecraft Country, Massachusetts
  • Blurb
    aka Harald.

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  1. Thankfully I used Word back in the 90s and saved the contents onto 3.5" disks which I still have an external reader for!
  2. jajagappa


    The only other reference regarding timeframe is the "Argrath of Pavis" section in KoS. "Then they opened the gates, signaled from the ramparts, and the nomads came in. They had been waiting, because they had learned of this in a dream. None of Argrath’s people were harmed by the invaders, although some seemed to escape only by chance, some required force of arms, and some needed all the wit they had. After the nomads had plundered for two days and passed out drunk, Argrath negotiated peace with the chiefs of the invaders and they left. Then Argrath and his ring organized the city. He revealed his bloodline to the people, who accepted him as their chief."
  3. And that's part of the dilemma of the Hero Wars! Are the Lunars really so bad? And what about Argrath, who is busily destroying all traditions, allying with all sorts of strange folk including Tricksters, and using forbidden magics?
  4. If you think about it, the Lunar Administrator, the Patroma family, the Irrippi Ontor scribes, and the Etyries merchants have been busily accumulating loot through various means out of the Big Rubble. Argrath will unleash his host to find and recover that. He'll take some part of this loot to use for his own purposes (e.g. building the Sartar Magical Union, making deals with troll leaders, etc.) and then distribute the rest to make his allies happy. Captives will be part of the "loot" taken, and most will be sold into slavery. Btw, finally found the picture I was thinking of in HQG p.101. And there's relevant text on p.102 related to it. "A group of Argrath’s victorious warriors present their high-ranking Lunar captive from the city of New Pavis at the Praxian oasis of Pimper’s Block.... Lunar captive: The prisoner is Jotaran Longsword, who fortune has not treated well. Once the City Administrator of Pavis for the Lunar Empire, now he is an enslaved prisoner. The prisoner has unkempt blonde hair and a ragged beard. He wears a bronze slave collar around his neck and wears only a long, soiled robe.... Pavis Royal Guardswoman: This woman has almost golden skin, and has blue eyes and red hair. She is tattooed with the Runes of Fire, Movement, and Man. She wears scale armor and is armed with a nomad bow, a kontos, and a bronze sword. She carries a standard of the Pavis Royal Guard.... Pavis County Militia: This man is clean-shaven in the style of Argrath, and wears only a skirt and a cloak. He is carrying the kontos of the Pavis Royal Guardswoman.... Real City Militia: This golden-skinned woman is from Zebra Fort in the Big Rubble. She wears an ornate broad-brimmed hat and is armed with a bow. She carries the helmet of the Pavis Royal Guardswoman." Besides the obvious prisoner reference, note how many are associated with the Pavis Royal Guard, which is what the Zebra Riders have morphed into. They are undoubtedly one of the new powers controlling access to the Big Rubble.
  5. jajagappa


    There's really not a "significant" Lunar population. There's the army regiments. There's some bureaucracy around the Lunar administrator. There's scribes and some Etyries merchants. There's the Patroma family and some kin. Then the Lunars have transplanted settlers from Talastar (who are Orlanthi), the Redlands (Sun worshipers who will find more kinship with the Sun Dome Temple), and some from Carmania. Remember that there are only 3500 people in Pavis ~1618. And the whole River of Cradles has ~30k farmers as of that time. There were some indigenous farmers plus the Sun Dome farmers, and then the majority migrated from Sartar. How many Lunar settlers actually arrived? 1000? And most of those went to the Grantlands such as Raus' domain. I don't think you'd find more than 150-200 in Pavis, and those are probably dependents, servants, and clients of the Patroma.
  6. jajagappa


    I'm sure they do. Rape transforms rapists into broo. Broo = Chaos. And even if it's not visible, the act may register to their Sense Chaos. Nor will the Earth approve, and that includes Eiritha. Whether through direct curses or Babeester Gor Axe Maidens, they, too, will seek out offenders.
  7. jajagappa


    Yep. So, put that in context with: Glorantha Sourcebook p.39: "In Prax, Argrath White Bull and Jaldon Toothmaker raised a huge nomad army and, after brushing aside the Lunar army at Moonbroth, marched upon the city of Pavis. The imperial soldiers refused to surrender, so the walls were broken by ancient magic. The Lunars were all put to the sword, and Argrath was acclaimed King of Pavis." King of Sartar p.16: "Argrath and Jaldon led them to Pavis. Ten thousand nomads surrounded the city. The Lunar defenders fought hard, and levied such terrible losses that the only survivors among the assailants were heroes that day. But the few successful warriors had planted the seeds of defeat upon the wall, and the next day the eating things had cracked a segment in the north wall so that it nearly all fell to dust... Argrath led the attack through the breach, and Orgwaha Blue Llama summoned twenty special spirits to guard the hero. The Lunar Army had sworn to fight to the death, but Argrath and his men cut their way through to the Temple of Pavis. The ancient god rose from his grave and greeted Argrath, and so the surviving Lunar soldiers lost heart, and surrendered. Argrath entered Pavis. When he and his companions entered the gates they were set upon by assassins. The murderers failed, and Argrath captured Jimgrim, a demon of murder and poison. Jimgrim attempted to make an offer for his life, as was common, but Argrath did not hesitate and cut his head off before he finished a sentence." In one case, you have Lunar soldiers put to the sword, in the other many are cut down but many surrender. But this is Pavis - you don't have prisons, so what do you do with captives? You sell them as slaves (or you ransom them - but not easy to collect; or you kill them). There's an illustration in one of the books (which I can't find at the moment) of one of the former Lunar leaders being sold at Pimper's Block. The aftermath is likely this: known Lunars killed or sold into slavery; Argrath camped in Pavis with his army of nomads, wolf pirates and others. Residents wanting Argrath to do something about the looting, so he sends adventurers off into the Big Rubble to do their looting (as long as he gets his share). Some will definitely see Lunar rule as a golden age. When Argrath and his allies leave, then it's wide open again! That's basically what we know at this point.
  8. jajagappa


    Did you have a chance to watch the video from the Kraken with Jeff and Robin talking about the Pavis/Big Rubble books? Provides some insights and thoughts.
  9. Yep, I agree they were functional and workable. As a GM, I find it much more fun/interesting for the players to have the flexibility to choose whether to cast an attack spell (Lightning), defensive spell (Shield), or spirit blocking magic (Spirit Block), or maybe even reserve their magic in case they need to heal, then to be looking at their character sheet and knowing that the broos are approaching and they selected Spirit Block last time they had a chance to get an extra Rune spell. But those are my games, and I know others' games vary and that's fine too.
  10. Having run RQ3 for 10 years, I think I'm qualified to say that Rune Magic worked ok, but it did not work great. Players rarely ended up with many of the fun spells - they had to get Spirit Block and Shield typically to have much hope of survival, and rarely wanted to invest tons of POW to build up a full arsenal. Since running RQG, I've seen my players really take advantage of the flexibility to draw on either the special spells they've gained or the common spells. And it feels like they can actually become 'avatars' of the gods they worship. It feels like it fits now vs. being super-powered battle magic spells.
  11. The primary metaplot is described in the book King of Sartar. It's the story of Argrath fighting the Lunar Empire, the Argrath Saga. Bear in mind it's written as an in-world piece (or collected pieces), so it's not necessarily all the truth. You'll also find related pieces in the Guide to Glorantha, particularly at the end of vol.2.
  12. Probably Judge of the Dead. Could mean something like "Separator" for his role dividing the living from the dead.
  13. Others have noted already that this is true only to an extent. The Colymar (via the HQG scenario books and the new RQG Adventures book) and the Cinsina (via Coming Storm and 11 Lights) are really the only ones with significantly available background. There are some short descriptions of the other tribes, but for many the clans are not even named. So if you want to create/follow a clan of your choosing, do so. Or if you like the Colymar or Cinsina, there are clans which get little attention and could easily form centerpoints for your own campaign. It's really not as bad as you feel. If you like out-of-the-way, one of the Far Point tribes works well (and you're up amidst trolls, giants, tusk riders, and other foes) and there is material such as the RQ Classic Trollpak that you can leverage any way you like (e.g. Skyfall Lake, the Redstone Caverns). For my RQG campaign, I'm using the primary Ernaldori clan within the Colymar. Aside from running the QuickStart Broken Tower, I've branched off from any canon as my subsequent scenario came before the RQG Adventures book was available. It's inevitable in any campaign. Do the adventurers intersect some timeline? Yes, they joined Queen Leika and fought at the Battle of the Queens. There's no "scheduled" event in my Glorantha until Argrath captures Alda-Chur. Likely they won't be there when that happens, but who knows - they could influence in some unknown way. Will they help shape the tribe? Will they help Queen Leika keep her place in the tribe? What happens when Argrath visits? Argrath eventually goes north to fight in Tarsh. Where will the tribe and the adventurers be focused when that happens? Don't know, but not worried about it as long as my players are having fun. Well, that metaplot is certainly there in Sartar/Tarsh. One reason I ran my long-term RQ3 campaign in Imther was that it was largely outside that metaplot and I was able to run with "good" Lunars and "bad" Lunars (plus a good mix of other cults). That had its own themes, but that's part of what you explore as a GM. So a question becomes "what type of campaign/themes do you want to run/work with?" Someone else noted running campaign in the Riskland/Dorastor setting. That's one place. If you like Storm worshippers, there's the hill tribes of Aggar, or more of Talastar. If you like Sun Dome Temples, there's a host of those in southern Peloria, and while many may be pulled into the Orlanthi-Lunar conflict, maybe some see a larger conflict of Light vs. Darkness at play? Or as @Corvantir noted you can run a campaign in the River of Cradles/Borderlands. The RQ Classic Borderlands book is a great campaign start. Eventually the Praxian nomads play a role, but you can take that campaign in a lot of directions. Another option is to shift the timeframe. Go back to the King of Dragon Pass video game setting. The tribes are just exploring Dragon Pass and trying to establish their kingdoms. Yes, the Red Moon exists, but within campaign play it is not an existential threat. You've got 150+ years before Sartar becomes king of the land to work with. (Besides KoDP, there's some good background in the Coming Storm related to these Resettlement Sagas.) If you like a saga-type game, this timeframe could work for you. As noted above, my current campaign started with basic Colymar setting. The initial thrust of my sessions was to have Queen Leika send the PC's off to find a new "Vision" for the tribe from Colymar. They recreated his path to Colymar's Lookout, and the players/PC's shaped the vision of the tribe's "future". Or at least what potentially the vision could be. And it shaped in foes to that vision: the Sun Dome, the Grazelanders, possibly elves, naturally the Lunars, and also Chaos. Now they are trying to find one of the "tools" from that vision to help bring part of it about. They've had one intersection point so far with the described "events". Though there are plenty of rumors, and that's part of what I use these events for - they are Rumors, not absolute Truths. Yes, always another way. Whether you use a well-defined tribe/clan, or an obscure one, or you use a well-defined place or one at the borders of the main campaigns, there is plenty of room for all types of campaigns. It's up to you as the GM what way you want to take it and whether the main metaplot is fully in view, is viewed only peripherally, or even branches off into your own variant.
  14. I'm sure GM's will vary in approach. Ian Cooper's 11 Lights campaign offers various suggestions regarding pacing, etc. I rarely have a difficulty in mind in advance, other than that the central action and final conclusion need to be very difficult to get the right feeling of achievement to overcome. For instance, in game, a hero tries to think if they know about or have heard of a particular myth or story that may be relevant to their situation. If it should be common knowledge, they just know it, no difficulty needed. If it seems outside their typical lore, then it's likely hard or very hard difficulty. In those cases, I don't look at it in relation to pacing, but in relation to believability. And it's not surprising if they fail that. Sometimes they face a test, and there isn't even a roll - it's literally their choice as to what to do. So when recently a couple of the heroes came to the Table of the Six Bells in the Underworld, they could discern that each bell was of a different metal. They randomly chose to ring the gold one. No difficulty there, but they did have to dodge the shards of darkness that subsequently crashed down around them which felt like it should be a hard difficulty. Oddly, when the hero fumbled their dodging ability, and the difficulty was also fumbled, resulting in a tie, some of the shards of darkness turned out to be shadows and did no damage! (Aside from the hero becoming striped with dark lines). As with any RPG, there are approaches that can be used as players get very high with abilities. Our scribe Harrik, has some very high knowledge skills, and with an augment, can get very close to equaling the very high difficulty. Where those skills apply, he will usually achieve a victory. I don't raise the difficulty if he should have some knowledge in this case. What I may do is give him too much knowledge! Now Harrik has to make a choice as to what to do with that knowledge - he gets to/has to shape the narrative/story with his decisions.
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