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jajagappa

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Everything posted by jajagappa

  1. Here's Jeff's Facebook post from yesterday on the Great Compromise. Familiar, yet also bits and pieces that seem to add to the tale. Jeff noted in a comment: "There's a lot of hidden treasures in this version of the story. Lots of links with other secrets." THE GREAT COMPROMISE Arachne Solara is the epithet of an otherwise unnamed deity who may be the goddess of Nature in Glorantha. Her origins are mysterious and subject to speculation, but there are strong indications that she is the ghost of Glorantha, the Mother of the Universe. Arachne Solara first comes to notice in the tale of the Great Compromise, wherein Orlanth, Yelm, and the other deities in the Underworld swear pacts and oaths to preserve themselves. The plan upon which they agreed is said to have been created by Arachne Solara, based upon mutual support between all the remaining world. The Spider Woman constructed a great and magical web made of many things no longer found in the world, and then she gave the web to all the gods to hold ready between them. When Chaos entered their realm, the gods cast the net upon the Devil and held him tight. While the other deities had distracted the Devil, Arachne Solara leapt upon him with vengeance and a strength of desperation and mystical splendor. She enwrapped the Chaos god in her legs and struggled mightily, and at last devoured the evil soul. The great beings of the universe then held council, and tried to discover what their further course of action might be. The Seven Lightbringers proved that they could lead the way out of the Underworld, but they were not sure what world was left outside. Their Old Way was gone forever, replaced by empty void and Chaos. But they could no longer exist within the confines of the universe. Arachne Solara proved capable of communicating with the Beingless Voice of Eternity. Through her, and with the Voice, the gods made unchangeable pacts and carved themselves into powerful spells. Arachne Solara led a great dance, reconstructing the shattered cosmic matrix, linking all the surviving gods within an immutable web of pacts and oaths, bonds and relationships, conjurations and creations. The gods swore themselves into a Great Compromise with Chaos, wherein the Old World and the New World (of Death and Chaos) would co-exist, alternating their forces and powers along the myriads of weaves within the matrix of the universe. She revealed her child, born after she devoured the Devil. The child is Time, the Pledge of the Gods, and all existence swore by it to uphold their agreements. This is the Great Compromise, and it is the oath which recreated the world. The Lightbringers forced open the Gates of Dawn. Arachne Solara cast her net forth, and the myriads of immortals ran out upon it, filling the universe with their presence. Each knew their part, and went to it gratefully as if reaching home after a long painful recovery. Upon the tattered physical world, portions of the Old World drifted upon the decaying remnants of the once-Golden Age. The snares of the net encircled them gratefully, anchored there, and cast further to other islands of unviolated existence. Inhabitants of those places saw the distant sky grow closer, felt the earth grow firm underneath, and felt the air once again move about them. Thunder rumbled upon the eastern horizon, which grew grey and then rosy and finally bright as Theya, Dawn Goddess, led forth her father, fiery Yelm, into the Sky. The gods marched across the barren world, bringing warmth, light, and flowers to the awed survivors. In depths of the Underworld, the Great Wheel began turning, beginning the myriads of rhythms and exchanges throughout the universe. The servants of stone began their tedious march. The new world was created. Time started. History began.
  2. The original reference is in King of Sartar p. 16: "Argrath went back to Prax, where the White Bull greeted him as a Hero. The imperial sorcerers had created invisible red ropes which had lassoed the leading beasts of all the nomads in the area, and were slowly hauling them into the city. Even the Blue Llama Folk, who had never known saddle or rope, were transfixed. Argrath freed the White Bull and went out alone with the White Bull men. He organized the tribes of Prax who then arranged among themselves so they were at peace at once. As Argrath promised, the ancient hero Jaldon Goldtooth appeared." This occurs right before Argrath and his nomad allies take Pavis.
  3. Yes, they are. Possibly it was in RQ3 Gods of Glorantha. Edit: Yes, it was RQ3 GoG. Page 20 has a table of what each cult uses to house Allied Spirits, and Argan Argar uses the rat.
  4. I had a Rat Queen in the sewers of Nochet when I was running a campaign there. Didn't include wererats, just her ability to summon and control them. In the HW Narrator's Book, the scenario called The Food Thief, IIRC. Deity was Velet Bolter, a mouse god. The mouseholes are very handy and can go all sorts of places (like the Underworld). I think its pretty open to use how you wish. Could be a local version of Lanbril with the Priest known as Father Rat. Could be a rare Hsunchen cult hiding out in the urban setting. Could be a spirit cult ala Black Fang. Or perhaps a cult more like Yinkin and Odayla, but associated with either Argan Argar or Xentha.
  5. Probably came out of Mike Dawson's campaigns since he developed Arlaten. There might be more in the Codex fanzines but I don't recall, and don't have them immediately accessible. Wolfblood is in southern Ralios towards Tanisor. See the Guide p.387: "Wolfblood (small city): The keep of this ancient city was built by a Dawn Age wizard who used wolf blood instead of water for the mortar. Tucked away amid difficult hills, it has an ancient reputation for the ferocity of its inhabitants in its defense. For several centuries it has also been the seat for the Counts of Daran."
  6. The last time I had players roll up characters I had them make: 6 3d6 rolls - throw out lowest; 3 2d6+6 rolls - throw out lowest. Determine which stats get which rolls, then for every point below 95, you get that number to distribute across the characteristics (e.g. if the sum was 90, you got +5; if it was 85, you got +10). In the game I just started as a player, we did roll 4D6 (toss low die) for 5, 3D6+6 (toss low die) for 2, and then decided which rolls go with what characteristic. And the GM then had us distribute additional points for every point below 97.
  7. Elder's Rock appears on the old Griffin Mountain map of Balazar, as does the line denoting 1500m/5000 ft. It is not relative to the Elf Sea. As @David Scott you'll get a better perspective from the Argan Argar Atlas (as in the clip below), but most of Balazar including the Elf Sea is part of a broad plain that is in the 5000-6000 feet above sea level range. So figure the Elf Sea is marginally below 5000, but it does not drop down 1000 feet. There is a fairly rapid drop to the north though (descending 1000+ feet) towards the Arcos River Valley and Garsting.
  8. But does Orlanth Rex exist in Maniria? I think it came from Ralios with Alakoring into Peloria, so common across the southern kingdoms, and then into Dragon Pass. I don't recall it working its way into Maniria though.
  9. Not to mention including encounters with Narmeed Whirlvishbane, Yazurkial Blue Llama, Orgwaha Blue Llama, and Roneer the Hue from Cults of Prax, Pavis: GtA, and related sources. It's even got Chipmunk Bing from the old Wyrms Footnotes Sartar High Council material.
  10. My HQG Orlmarth campaign included Gordangar and Morganeth White-eye. One of the Lunar villains was Andrega Silverflame (from Barbarian Adventures). They encountered the group of healers from Barbarian Adventures as well. Several of the Jonstown Library cast appeared, particularly Minaryth Purple. During their quest to rescue Orane from the Underworld, they of course met Orane, Ty Kora Tek, Asrelia, and the Maggot Liege. I recently ran the Feast of Beasts so that added King Kangharl, Ernalsulva, Yanioth, and the Greydog Killer Branduan. They also encountered a young pre-adult Harmast. They've not got to Boldhome yet as they got sidetracked onto another task. Edit: and nearly forgot about Joseph Greenbeak (originally from Wyrms Footnotes). My RQG Colymar campaign has had the usual Clearwine folk: Queen Leika, Asborn Thriceborn, and Dunorl Brandgorsson. Sora Goodseller has appeared in both campaigns.
  11. I feel like that was noted in one of the old troll works, and that most who were initiated into another troll cult were also initiated into KL.
  12. I think a far more interesting initiation for Aldrya (and this is one of those initiations I believe that is both into adulthood and into the cult simultaneously) would be the Quest for the Seed. It's a descent into Darkness, the Underworld, where they must confront the realities of Death, Cold, Disorder, Barrenness, Isolation, etc. - things antithetical to the collective of the Living Forest. And within that place, they must find a Seed that speaks to them (or perhaps its Three Seeds, as that seems mythically useful - a Seed of the Heart/Self, a Seed of the Mind/Forest, and a Seed of the Hand/Utility). They must plant each seed in turn in a place where they can thrive (there's an example along this line in Gene Wolfe's The Knight). The third of the Seeds is what becomes their item of use - for some its the Elf Bow, a path to defend the Forest; for others it might be a dowsing stick to find buried Water; in the Errinoru Jungles it might be a long reed for poison darts; for others it might be an instrument to play the Songs of the Forest and give cheer to the Trees.
  13. Don't think there's any borderline with these. In my view, these are Over the Rainbow type bridges (all Magic, no Tech). Now, the Conquering Daughter's roads on the other hand are very much in the Roman style - Pont du Gard being a key model there (and as shown now on the cover of Armies and Enemies of Dragon Pass).
  14. At least it missed stepping on the Eye! (Unless this was the Foot that is off and around to collect the Parts of Wakboth...)
  15. You might choose Maran Gor as your target deity as she represents the dark side of the Earth. I'd model a relevant spell on the Become Hawk model in Red Book of Magic. So if you want Become Swine, then it's a 4 pt. Rune spell and castable with the Earth Rune (since pigs are associated with the Earth). However, that spell is non-stackable. If you want a permanent effect, you would either need to make it stackable and add Extension, or perhaps bump up to a 5 pt. Rune spell (kind of like putting together Become (Other) and Alter Creature). Not cheap, of course, but this is powerful magic. I'd also probably make the spell as something found at one specific shrine - perhaps it comes from an unusual Maran Gor shrine found within a larger Ernalda temple?
  16. As Phil noted, you need to go to your prior Orders on your Account. Open the Order where you acquired RQG. There may be a Download Arrow above the icon for RQG which you may need to click. You should then see the items available for Download including the 2nd printing bookmarked pdf that Phil highlighted.
  17. I don't necessarily see that as a problem just as long as you can create an interesting way to continue the story.
  18. I nominally do this, but only if it's a more set piece where I utilize a grid. If it's clear daylight, I may just use a map with grids. If it's dark or a cavern, I may skip the map altogether. If it's a more dynamic, in-the-midst-of-battle situation, I often don't worry about explicit movement other than as a statement of intent. It tends to end up as this somewhat chaotic, fluid situation as a result where you're dealing with who you are engaged with, and only if you are disengaged do you really have an opportunity to otherwise affect what is going on.
  19. Kargzant = Lightfore = Yelmalio = "little sun" Yu-Kargzant = Yelm = the Sun God (per Glorious ReAscent, it literally means "Shining Overhead") If you work your way through the Glorious ReAscent of Yelm, you'll also find that the "Yu-" prefix generally seems to mean "God" or "of God" (combined in words such as Yuthubars, city of God, and Yuthuppa, ship of God).
  20. It probably does not matter. Perhaps they simply descended into the barrow to assist their goddess in the afterlife and went to sleep, eventually their bodies dissolving to dust and ashes, and then placed into the urns while their spirits remained in attendance.
  21. Given Orgorvale's timeframe, she'd certainly have handmaidens, attendants, wise women, and the like with her in the afterlife.
  22. Another myth to draw upon is the Greek myth of Paris and the Three Goddesses. But instead of being in the role of Paris, you find in turn that you are each of the three goddesses (in this case three aspects of Uleria) and must convince the hero to choose you (use of Charm, Orate, Sing, or other Communication skills).
  23. Largely those two are the only ones with more detailed ceremonies, whether for adulthood or into the cults (excluding such events as humans joining troll cults). Since most characters start as initiates, generally this is just a prior event and not detailed. One source you may find useful is the Esrolia: Land of Ten Thousand Goddesses book (part of the Stafford Library collection). The rites of Urvarna and Demarath (p.18) might provide some useful ideas (even though this is post-Great Darkness, pre-Dawn): Urvarna and Demarath began this process; two people who were attracted to each other but sensed that their relationship could be deeper than it was. They were friends, even sexual partners, but they sought deeper love. Their discontent irritated their neighbors and kinfolk who were having a difficult enough time just getting by. The couple set off, bearing the light and the dark in their pouches, and they found the Great Stone. They went into it, and they found their way past the dangers there. Tereneel, the Little Voice, promised them a gift greater than each other if they survived this. The trials separated them, but each determined to go on anyway. Urvana found Gelstarn, the Beloved; and Demarath found Serumtha, the Lover. The pair had been sleeping, but once awakened these Grandmothers brought the two together again. They returned to their people, and they taught to them the rites of Awakening. There is a Sleeping Beauty aspect in the above (both male and female versions) that would in my mind be appropriate to riff upon. Also many of the Imarja tales in that work are very close to what I think of as Ulerian mysteries. (Imarja is the Esrolian creatrix) See p.23-24. The other source to look at is Heortling Mythology, but particularly the stories of Orane who is something of an Earth goddess reflection of Uleria. The Necklace of Enlivenment story (p.40) would I think be useful: At the Feyghost River, Orane gave away her clothing so she could get the Necklace of Enlivenment, which made her the most beautiful goddess alive. Everyone came to gaze at her, and after a time she grew ashamed because they lusted for her and did not recognize who she really was. After a time, she grew ashamed of her nakedness and hid in the Nymie Valley. She was discovered, then hid underneath the Feyghost. She eventually traded the Necklace of Enlivenment away for food and a ragged dress. This would seem a natural part of initiation where the initiate selfishly tries to take the beautiful necklace and become the most beautiful person, but is forced to hide. From this stage they could go on to build a community (perhaps even of other little living things - frog princes, flighty pixies, stern toads, sinister snakes, etc.). And eventually find their way to the Lover or the Beloved as above.
  24. The original version appeared in an issue of Tales of the Reaching Moon. It was then published as the combination noted in RQ3 module Sun County. That is out-of-print. There was an adaptation done for Hero Wars/HeroQuest, though, with the basics of the scenario. That can still be found in the Well of Daliath archive here: HeroQuest 1 Scenarios – The Well of Daliath (chaosium.com) under Converted Scenarios (listed as Garhound Contests from Sun County...). And it would be usable with later iterations of HeroQuest as well (with some tweaks given changes in the system between HQ1 and HQ2/HQG).
  25. I've used the community resources as factors for the characters, either augments or other bonuses, particularly on significant quests. And the results of the quests either benefit or penalize the community in turn, which is part of the story (and continues to drive further stories). The resources for the community for me function like any other characteristic for an individual. The primary difference is that the community resources are largely standardized whereas the heroes are largely unique. What I do not do is use the community resources as something like money or magic points (as in RQG) that is reduced by specific, explicit use. (Nor would I want to - and I wouldn't look to have a rule do so - that seems foreign to the style of play in QuestWorlds.)
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