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Everything posted by jajagappa

  1. I think the challenge particularly is for a new GM because it's easy to read the rules and think that you have to spend a lot of time coming up with contest, framing it, and determining all the consequences.
  2. Yes, saw them and like the look of both.
  3. There's an author who wants to do it (and has been working extensively on Kralorela for quite awhile). Same thing for the new troll pack.
  4. Also "Kimantor", an Esrolian name for the Only Old One/Ezkankekko.
  5. It was changed for HQG. The reason I believe was that if all the participants were using a Hero Point to bump their piece of the group contest, then it made it too easy to walk through the contest. However, there is an alternate solution - use a higher Difficulty level. The challenge, though, is that one Difficulty level may be too easy, the next much too difficult. I resolved that by simply introducing intermediate Difficulty levels between Hard and Very Hard, and between Very Hard and Nearly Impossible.
  6. Of course! There's no obligation that everyone be involved in any specific contest. Everyone who is involved in the contest makes their own individual roll. The GM makes a corresponding roll for each contest, but always at the single set difficulty.
  7. It's a Curse! and a bad one for it will certainly invoke discord with the deity, and the deity will set its Spirits of Reprisal upon you (and your fetch given that they are "spirits" of reprisal). Of course, such an event probably leads you further towards the other dire curse - Illumination! And we all know what comes of that... I'm sure it must happen. But the danger is that you're untrained to deal with what happens when the Fetch awakens. It's like a great beacon in the Spirit World outing you to the Bad Man. And perhaps in these cases, the Bad Man doesn't just go away in X rounds (which seems like a game mechanic to reflect what your shaman has taught you to do to get away from the Bad Man and survive).
  8. Esrolia, p.22: The collective word for everyone in the Charter of Law was Nochet. The “Place of Nochet” eventually became the city of Nochet.
  9. Don't forget to look through the Entekosiad (which is the text where Valare Addi appears) and provides insight into many of the ancient Pelandan stories. Also, the solar myths described in GRoY should be noted. Very often a "Lunar" heroquest is an intersection with or branch from a solar or celestial myth.
  10. I'm not aware of any identified commonality. We know the origins of the Nochet name. The earliest references to Filichet I believe come in the Redline History of the Lunar Empire. It does not appear in either GRoY or FS, and it wasn't a place that I ever recall discussing with Greg when I was working on Saird and the Verenmars Saga. But from later discussions with Jeff, it's definitely connected to the Red/Horse Goddess and to the Earth Goddess. This is a bit from a document on the Kings of Saird that Jeff refined from my original text. To honor his mother, Yusando [grandson of Verenmars and 4th king of Saird, called the Conqueror] released the sacred Golden Stallion at Mirin’s Cross and allowed it to run at will for one year in the company of a hundred nags, but no mares, followed by his Jajaloring guards and the priestesses of Reladiva. The local Alakoringite petty kings submitted to the passage of the stallion until it finally stopped at the shore of Lake Invaress. There, the priestesses of Reladiva built a great temple to Reladiva Holay at Filichet, which they claimed as their own and to which they brought the Helmet of Perides. When the Golden Stallion returned to Jillaro in 1042, King Yusando sacrificed him in a great magical ceremony which destroyed the decadent EWF overnight.
  11. I've never seen anything else connecting them. The Lunars/Phargentes had lost control of Tarsh. Mirin's Cross would be the natural place for him to base his campaign to retake the kingdom. Furthest became the capital of Tarsh, so natural that where he was, so was the Provincial Government until his death.
  12. The Red Goddess, no! Tatius reports directly to the Red Emperor!
  13. Yes. Augments modify your chance of success with your ability. For instance, you use your ability to Fly Upon the Winds 17, augmented by your Raise a Gale 13 ability so you can fly faster. Continue on with the paragraph: "an augment contest is conducted for the sole purpose of gaining a bonus" and the next paragraph: "To grant an augment to a hero in an upcoming contest". I've never used in any circumstance except a player augmenting their own ability. The rules give you leeway to do so, but I just use Assists for such actions.
  14. Found some other old notes from stuff Jeff and I discussed awhile ago, which notes Lunar colony getting settled there: The Kynnelfing Alliance was a diarchy, with the queen at Filichet being responsible for magic and prosperity, and the male ruler at Mirin's Cross responsible for war and dealing with outsiders. This was modified by Hwarin Dalthippa, who founded a Lunar colony from the Heartlands at Mirin's Cross in 1350, with an overseer. This collapsed around 1400, when Filichet became a tributary of Tarsh and even Mirin's Cross allied with Dragon Pass for its survival. Lunar dominance was reestablished after 1460 and the central position of Mirin's Cross was revived in 1579, after the Provincial Government was moved from Furthest to Mirin's Cross. Appius Luxius, a son of the Red Emperor, was appointed Provincial Overseer in 1586 and served from 1586 to 1625. I feel like I had notes on both somewhere, but will have to hunt for. It is the land of the Jajalarings after all! And where Jajagappa is worshipped. Of course, originally, they were north of the Black Eel and the Berenetelli Orlanthi were to the south. that's the Assidays, not Appius Luxius, i.e. the Yelmic nobility and their Shargash allies.
  15. Also the "burned by the Sun" aspect.
  16. I'm not convinced of that - think that was just speculative as to the origin of the Kynnelfing name. It's a tribal confederation that includes folk like the Laramites of southern Imther, some of the cities of Saird, the Holayans, and river folk. Yes, Periades of Vanch from the Battle of Day and Night in the First Age. Mirin's Cross is older, not founded by Hwarin. It's the site of Urar Baar from the Dawn. In the Second Age, it was known as Domanand. It became Mirin's Cross in the days of Verenmars, and was Verenmars' capital. It's the heart of Saird. Now, there was a revival in building there post-Hwarin so new temples, tall towers, and the like were all added. i.e. Hwarin becomes a Goddess. Most of Saird is along the river, both south and north, but where Mirin's Cross goes, so goes Saird. Otherwise you're dealing with Orlanthi tribes.
  17. There were attempts! But the king was cursed - and neither Queen nor concubine would bear an heir. He proved to be the last of his line, and none know how to get the dwarfs to open the Brass Gates! Of course, the only way to get the dwarfs to open the gates again is through Heroquesting to regain the concession in the God Time and also prove yourself an heir to the throne of Imther.
  18. Another piece that might be interesting to share though since you're asking about Holayan queens comes from the genealogy I put together for the most recent satraps of Sylila (i.e. the Errio-Unit). There's a lot of intermarriage in these provincial lineages, particularly so they can claim descent from the Red Emperor. (And of course, Appius' involvement here is merely a Year-marriage. He's been busy starting his own lineage in Mirin's Cross.)
  19. Yes, it is much closer now. May not quite abut it, but fairly close. I think I did the Filichet map close to 5 years ago now in the pre-RQG days when I was working on the concept of a Saird supplement for HQG. Too many other projects at the moment for me to swing back to Holay and Saird.
  20. Btw, if you want examples of how I run it, there's 5+ years worth of my play-by-post HQG game online. The original starts here: https://rpggeek.com/thread/1204787/ic-heroquest-glorantha-colymar-campaign-2-orlmarth Or you look at the middle years with a more "matured" style here: https://rpggeek.com/thread/1564572/ic-heroquest-glorantha-colymar-campaign-2-orlmarth
  21. I don't know why I never got in the habit of framing the outcome to determine what might happen if the player loses, but I never did. Maybe I just had an inherent feeling that it was better to roll the dice, consider the outcomes and the margin of victory, and see where the story went from there. Now, maybe if one of my players had been a rules-lawyer that could have been an issue, but none have been. And so it just becomes a more narrative flow without that explicit framing. I also tend to reserve life-and-death struggles for extended contests occurring either in the central climax or the final resolution of a given "session". Not exclusively, but that tends to be the case. And with Extended Contests it's quite clear what the outcomes levels are (e.g. Hurt, Impaired, …, Dead).
  22. Yes! 😉 Snarky response aside, these are very, very broad questions with many, many answers. And we've got examples shown in RQG, not to mention Prince of Sartar. People will chant, wave, sing, dance, concentrate, meditate, count their beads, etc. Some spells will cause tattoos to glow, or spark, or darken. Some will cause flares of magical light. Some will cause eyes to glow as they detect or sense substances. Darkness magic may appear hazy or shadowy or smoky. Fire magic may dance like flames, or be a burst of light. Air magic may whistle like the wind, or boom or rumble. Magic will "tire" you in certain ways - your "essence" (i.e. magic points) is diminished, or your connection to the deity dwindles. Other effects could apply particularly if performing long-running rituals or ceremonies. We don't have fatigue points in RQG any more, but these types of rituals may require CON rolls (or similar) to keep at the task.
  23. If useful, this was my sketch map for Filichet.
  24. I think that's an anachronistic use. The area traditionally was properly Saird. That said, there's always been a horse goddess association there (as is clearly seen in the Six Ages game) distinct from the Earth goddess of the region. I don't think I got around to a genealogy of the Holayan queens, though I know Jeff and I were discussing Phargentes' wife back when we were figuring out the leading Lunar families. I'll see if I can find my notes on that. Otherwise, you may find this bit from notes that we were piecing together of use/relevance: The Queen of Holay is High Priestess of Redaylda as well as queen, priestess of the Horse Goddess who the Pure Horse People call La-Ungariant. In Filichet (as well as in the Grazelands), the goddess has syncretized with her mother Ernalda and is often depicted as the Potnia Theron. The cult is a very old one in Holay, allegedly dating back to the Hyalorings. It is not a "popular" cult, but an important state cult. She is the goddess of Saird; in some stories she was given this land by her storm god father (Orlanth or sometimes Vingkot), in other stories she came here after the destruction of her previous home and made this place hers. Both stories are acknowledged as true in Saird, often in the same ritual. Filichet is the center of the Redalyda cult. The Queen of Holay serves as the chief priestess, commander-in-chief, and chief judge for the tribes and cities of Holay. She anoints the military commander for the Lunar province of Holay, who must fulfill the Tests of the Rider and serves for seven years. Most commonly, this commander is the Chief Priest of the Temple of Yelm the Rider, but occasionally a Count of one of the Sun Dome temples. The queen receives an annual tribute from the cities and tribes of Holay, and in turn pays an annual tribute of silver, goods, slaves, and obedience to the Lunar Empire in the person of the Provincial Overseer, whose residence is in Mirin’s Cross, also within Holay. As a provincial queen, her decisions can be appealed to the Provincial Overseer in Mirin’s Cross, although that is an expensive, and thus rare, process. The queen governs Holay with the assistance of a small council (or “ring”) of eminent Holayans, the Thirteen, some chosen by the queen, some by ancient tradition and oaths (e.g. the military commander is one). This council typical includes a mix of her advisors, royal companions, important cult leaders, generals, and representatives of the cities. The queen is served by royal scribes of the Irrippi Ontor cult (who have marginalized the scribes of the Lhankor Mhy temples). Filichet, where the queen resides, is governed by an assembly, though many of the assembly are chosen or blessed by the queen. The queen appoints the rulers for the cities of: Barnborn, Bostok, Fylliich Kwan, Holay Fort, and Thernan. Most of these appointments require the consent of the Provincial Overseer as well. The governor of Mirin's Cross, though, is appointed directly by the Provincial Overseer, is aided by a local assembly, and is responsible for day-to-day activities there, including the city militia. The cities of Dolmisk, Dolsonin, and Dwernapple are governed by the high priestesses (queens) of their respective temples and have a traditional place on the council of the Thirteen. The Sun Dome temples are governed by their Counts[H1] and are allied with both the Queen of Holay and the Provincial Overseer. They also have traditional places amongst the Thirteen. The cities administer the local tribes and are variously ruled by a governor, duke, or queen, who governs with the assistance of local assemblies. The cities collect and pay a tribute of silver, livestock, and other goods, and levy militia to fight for the queen. The cities and temples largely run themselves, but have obligations to the queen. If they refuse to follow her, they are in rebellion, which happens from time-to-time. The queen is the commander-in-chief of the Holay Native Corps or whatever it gets called. Prior to 1625, I doubt it has actually mustered collectively since 1602. She's what unites them, she resolves disputes between the regiments. The queen hasn't actually made any active military decisions in generations beyond the level of putting a fort near the Elf Sea. [H1]Who are married to ‘Queens’ appointed by the Queen of Holay. Two additional queens. Adopted in the aftermath of the DK.
  25. That is true - there's very few of Sandy's designs where I would go "meh".
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