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jajagappa

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Everything posted by jajagappa

  1. Steal Breath (aka Tap Air) - destroys the air, therefore you are killing/obliterating wind spirits by your action. All their kin will turn against you too.
  2. In the RQ Classic pdf version p.27 (room 22): In the center of this room an adamantine column stretches from beneath the cave floor into the cave ceiling. It is covered with wispy writing, is warm to the touch, and cancels all magic in the room (thus there are no magical detects allowed, etc.). Adamantine = Truestone No reference to Argrath in the RQ Classic version. However, there is the Newtling prophecy p.26: Additionally, the newts will show their savior the greatest treasure in the Rainbow Mounds. They know nothing else of this item, for they have not seen it either. It waits as a promise by their ancestor, for their Liberator. One might interpret the Liberator here in any number of ways, but leaving it to player agency is best in my mind.
  3. Given that Steve's wife is in hospice care, I suspect he's not had much time for this. See: Fundraiser by Steve Perrin : Care for the Phoenix (gofundme.com)
  4. No, it was a theme well before that. One of the premises in my Imther campaign (which I started way back in 1987) was that not all Lunars are bad/evil! I particularly focused on Lunars being very human (mix of good and bad) and the majority of the PC's were part of Lunar cults. I suspect it may have been a combination of Cults of Terror (Crimson Bat among others) which showed the Lunar King of Bilini near Dorastor accommodating Chaos, along with the Lunar occupation of Pavis where bureaucratic documents for everything (including hunting in the Big Rubble) were a feature.
  5. The strange colored fire, the presence of heads, perhaps suggests Thanatari creating Darklight.
  6. Pretty much what @Dissolv said. Like many early RuneQuest works, it transformed that idea of another species from being NPC's to kill (e.g. orcs) into a fully playable species with a very different, yet understandable, mindset from humans. Uz Lore taught us about their place in myth and within Time. The Book of Uz explained how to play a troll, how their communities worked, and who their gods were (and how to join those cults). Into Uzdom covered both human interactions with trolls (and their insects) with amusing scenarios (troll drinks at the Grogshop!, quests to Skyfall Lake and the Vale of Flowers) and whole cavern complexes to live within. It is still the definitive work on trolls in Glorantha.
  7. Perhaps think about a certain star goddess... 😉 Edit: it was referenced on the blog page introducing the new art director.
  8. No. I think that's been explicitly noted before - not until there is more about Malkionism and the West, I believe.
  9. Or the dwarfs. 🙂 Just what deal did Sartar make with them. Yes, nice that they built all these roads, built Boldhome in a day, etc. But when does the debt come due? And what has to be paid out???
  10. The first seems like Truesword or perhaps Sword Trance. The second looks like Summon Fire Elemental (aka salamander).
  11. Really the Sacred Queen of Dragon Pass, incarnation of Kero Fin, which includes Sartar, Tarsh, and the Grazelands. What must she do to unify the land? Perhaps she must even banish/exile Argrath eventually to ensure that peace comes to the land? There is much yet to explore here...
  12. There's also a whole underlying thread in King of Sartar which is rarely noted: Argrath is not ultimately the "survivor" - he becomes a god (i.e. he goes beyond the world/passes on to the Other Side); the survivor is Inkarne. And while King of Sartar suggests Inkarne is the child queen of Saird (or the 2nd spouse of Argrath), Glorantha Sourcebook p.17 notes that Inkarne (aka Reaches All) is the name of the FHQ who succeeds after the Dragonrise.
  13. I believe it is supposed to be a compendium of all the spells (spirit and Rune) from the core book + the cults books. I have not heard to any plans to modify the magic systems.
  14. There's definitely an anti-Argrath feeling of late. The "god-killing" may be one, but I see a couple other reasons popping up in the subsequent posts and those seem in line with what I've seen recently: The Genocide Bringer Argrath "frees" or brings back Sheng Seleris, and therefore causes the genocide of the Pelorians. Yet, we also know that Sheng Seleris is the Red Moon's shadow and may be destined to return whether Argrath is there to shoulder the blame or not. We also don't know the extent of Sheng Seleris' destruction, any more than we know the destruction that Harrek wrought upon Laskal or the King of Seshnela upon the populace of Ralios. The loss of the Many-Argraths What is clear is that there is a storyline centered on one Argrath. Whether he performed or ever performs all (or even some) of the deeds from King of Sartar remains to be seen (and I suspect all of our campaigns will increasingly diverge from that). I always thought the MRQ book Dara Happa Stirs handled that well giving player agency to events later ascribed to the DH Emperor. Hopefully the Hero Wars campaign will support that.
  15. Guarding the events from outsiders and threats! I had a murder mystery to solve. If unmarried, they could be part of Harvest Games competing to win the hand of the Harvest Queen (probably a bad omen for a Humakti to win that! But Storm Bull could be a great blessing.) Another example is the Feast of Beasts from HQG's Sartar: Kingdom of Heroes. It's set in Seaseason, but you could come up with a reason to have similar Feast. Think US Thanksgiving holiday - extended family invited to celebrate the feast and the blessings of the year. In this case the extended family might be rival clans, beast folk, elves! and someone is likely to have grievances.
  16. In my HQG game, I ran a five-day event over this period (actually I used Movement week as the old Thunder Rebels book mapped that as the Harvest week, but easy enough to do in Fertility week instead). Prelude - the Harvest Queen was already chosen, but this could be run as a competition among the unmarried women, chosen by the Earth Priestess to represent the clan for the year (with the ritual obligation to marry the Barley King and deliver a hopefully blessed child at the end of the subsequent year). Freezeday/Waterday - this was the Harvest Games. I used the Harvest Bride/Melisandre contest that was originally in Sun County (as @French Desperate WindChild also noted). I spread this over two days and it was held in the sacred Earth grounds. The unmarried men (and Vingans) competed to become the annual Barley King. Contests included: Foot Race, Javelin, Wrestling, and catching the Greased Pig on Day 1; braving the Slingstones, Horse Race, and the Poetry/Song contest (last counted double) on Day 2. There was a murder mystery in the midst of this that threatened the omens for the games (as well as an attack by Dark shadows sent by the Lunars). Clayday - this was the Wedding Day. The Barley King and the Harvest Queen wed in the rites of Orane. I used the Orane scenario from HeroQuest Glorantha for this. The Lunars sent Shargashi sky demons against the event in the hopes of disrupting the clan fortunes. Orane was lost, and there was a subsequent Heroquest to the Underworld to bring her back. Windsday - this is the Threshing Day. All the Orlanthi are out in the sacred fields to harvest the sacred grain for the Earth temple. The Orlanthi had to hold a vigil through the night before (note that days start at sunset, not sunrise, so the vigil was throughout Windsday night). Fireday - I had the Clan Moot occur on this day. The Clan Ring gathers to discuss omens, take action, etc. I had the players take the roles of the leaders of the clan factions and try to maneuver their favorites into the clan ring, or remove those they didn't like (very much on the order of King of Dragon Pass clan activities). Good opportunity for the clan ancestors to appear and complain about things not to their liking, other clans to show up demanding recognition/recompense for wrongs, etc.
  17. But really, really disastrous Sacred Time quest. And remember that she got many of the tribes to support her in this - so their magic goes all awry. Bad things happen in 1626. I'd have evil omens, poor crops, raiding trolls, Chaos, other bad stuff. And the Battle of the Queens was nearly a disaster save for Leika. The leaders of the Malani, the Cinsina, the Kheldon (i.e. Kallyr), and possibly Culbrea are all killed, even though the Lunars driven off. Nothing overly heroic in that, and most of her companions and allies are dead.
  18. From conversations I had quite some time ago with Jeff, I believe the king as of 1626 is an adventurer and former companion of Broyan's named Daraventh. That may have changed.
  19. But are they really? Most Sartarites would only know that he helped defeat the Lunars at Pennel Ford, and might connect him to the liberation of Orlanth. They may have heard that he liberated Pavis, or saved Pavis from the nomads. They might have heard that he has gathered strange allies with unusual magics or powers. Whether that's a good or bad thing is still yet to say. There may be varied other rumors about him, but he is still a largely unknown quantity. At the end of 1626/start of 1627 though he helps liberate Alda-Chur and the Far Place from the Lunars. So he may be seen as a pro-Sartar/anti-Lunar force at that point.
  20. And eventually everyone gets tired of saying the new long name and just starts calling it Ex (and know we know how the Praxian site came to be called by its name, too). 😉
  21. He was really a secret Thanatar priest, schooled in the deepest stacks of the Temple of Knowledge in Nochet. The Dragonrise was a Thanatar plot to consume the minds of the entire Lunar Provincial Gov't - which is the real reason anyone devoured can no longer be contacted. He's gone back to Nochet now and secretly aims to become the Court Scribe to Samastina - gathering the knowledge of all her spies and devouring it for his own secret plans.
  22. Minimally, raising the dragon resulted in not just Lunar deaths, but deaths of important Sartarites (e.g. Kangharl). They still have kin, which means they could demand wergild and justice from Kallyr if they are going to accept her as Prince of Sartar. Orlaront, long known as a dragonfriend, becomes a convenient scapegoat - exile him and then say to any who come, "It was not us, but him! Seek your justice with him!" (Also, if Kallyr did not expect the dragon, this has probably thrown off many plans - she needs a personal scapegoat as well as a political one.)
  23. Sounds very interesting! (Even though I don't play 13G, I've found the content very useful in my Glorantha games.)
  24. Yes, Orlanth's Ring has already returned and been going regularly again (with 11 stars) for about 1.5 years by the Dragonrise. And what's unusual with the Dragonrise is that it should have been in its two-week Underworld phase, but against the odds opened the Stormgate and rapidly completed its cycle. Some combination of Harrek and Argrath is what happens as it occurs during the battle (not as an aftermath). Orlanth is killed at Whitewall. This is corresponds to the mythic event where the wicked uncles throw Orlanth into the Underworld prison and lock the doors behind (e.g. see Argrath in the the realm of the Strange Gods in the Prince of Sartar comic). The Battle of Auroch Hills partially frees Orlanth (if you follow the New Breather rites). He's still presumably chained in the Underworld, but he lives and you can access him via the No-wind (or whatever path you can find). Jump ahead to the Battle of Pennel Ford where Broyan (who is an Orlanthi hero) comes together with Harrek and Argrath. The Lunars try to destroy Harrek with a Sunspear. He fends it off, and far away Tatius ("the Sun God" incarnation) is temporarily blinded. Somehow this action brings the mortal and mythic worlds together. Maybe it forces Harrek into the role of Monster Man to shrug it off? Argrath knows how to escape from the pit of the Strange Gods, and uses the event to open the Underworld Gate. Orlanth leaps free and thunder rolls across the battlefield.
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