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jajagappa

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Everything posted by jajagappa

  1. If you die while on a This World heroquest, you are clearly dead (unless you succeed in a Divine Intervention), but you have some chance for Resurrection. Odds are that your foe is not so great that there is any great threat to your soul (unless it's Chaos). You will be escorted to the Halls of the Dead, and your god will likely speak for you and bring you to a happy afterlife. If you die while on an Other World heroquest, there are a number of possible outcomes depending on the myth, the Otherworld location, and when/where in the myth the death occurs. Generally, when you die you drop out of the quest with some exceptions. @lordabdul noted reference at S:KoH p199. You die and drop out of the quest before the main threshold. Probably you wind up back at the temple you started from, or a mundane world location corresponding to the place where you died. You may actually be dead (and require DI or Resurrection). Or you may be unconscious, but gravely wounded (in body and soul). I'd base this on the place where you died and whether you were expected to die there (because the myth said you were supposed to) - if expected, then most likely you're unconscious (even if that seems counter-intuitive). However, you lose something when you die on said quest, and it should be an important power or part of your soul - i.e. you lose your Fire Rune (because Darkness smothered you) or your Air Rune (because your breath was stolen), or your Devotion to your god, or similar. Losing part of your soul is significant, dangerous, and transforms you. You die at the after the main threshold/at the climax of the quest. Were you supposed to die? If yes, then follow the story of the myth. Chalana healed you, Orlanth blew you to a place of restoration, etc. If no, then you died in the Otherworld and when your body reappears at your temple, your soul does not - you are dead just like in a This World quest, and your soul is marching along the Paths of Silence, though you may still be able to be resurrected. And even if you are Resurrected, you've lost part of your soul, too, as in 1. above. Adding to the above, the mythic Age matters. As you noted, if Green or Golden Age, then Death has not yet come, so you can put yourself back together. BUT, something is still lost - some part of your soul is gone and has been taken by someone else (e.g. Zorak Zoran stole your Fire - if you're ever going to have a Fire Rune again, you've got to go on another quest to get it back from him). Otherwise, proceed as above. The mythic Location also matters. Was it a place of Healing? Then that impacts your dying body. Was it a place of Death? Then you should be dead when you drop out. Was it a place where Eurmal was? He was always tricking Death, so you can too. Take advantage of Runic significance of a place so that Death connects to a separation from the Rune (or perhaps a related Passion). And then there is the Underworld. Entering the Underworld bodily means you must die (even a symbolic Death is a Death). But in this case, you're still on your quest because it's where you are supposed to be after you die. Then things get more interesting: You have not yet crossed the River of Swords/River Styx/etc. There are ways out (depending on the myth) such as entering the Earth cult's Caves of Silence and finding the stairs back to life. But, if you die, your body and soul separate and your soul wants to join the Dead souls on the Path of Silence. Unless your quest companions rescue your soul and bind it to your body (or similar), you will proceed onward to cross the Dark River and enter the Hall of Judgment. You've crossed the River of Swords/River Styx/etc. The only path is through the Hall of Judgment. If Daka Fal rules unfavorably, you are dead, and your soul is sent packing to some god-forsaken Hell - you're not coming back. If Daka Fal rules favorably, and you can convince your god to let you follow the Resurrection path (and not the path to your god's afterlife world), then you might come back - and that IMO is one way that Heroes are made. (Note: you still have to convince Humakt to let you out, too.) You've gone onto a Deeper Quest (e.g. the Quest of Hofstaring in SKoH; the Resurrection Stars in 11 Lights). You definitely die! And your body and soul are likely mangled, but there are powerful forces here. You could get captured and enslaved in a Hell - unless someone else comes after you, even your soul is beyond contact by most. You could free someone Heroic (like Hofstaring) who has the power to get out of the Underworld (and should bring you back to your temple/starting point, though some part of your personality should be drastically changed). Or you can find a Path to Resurrection (e.g. join Yelm, or one of the planets, or even Xentha) who know how to return to the world - but you have to prove your worth/ability to do so. So, circling back to the question, I look at where/when the questers are, and the impact/consequences of "death" is determined by those factors above.
  2. Congrats @Nick Brooke - great recognition for what you've already been doing so well!
  3. It's just an example case. I think plenty of us have games that have multiple events per season - and when on the road, it's often fairly continuous over X number of weeks.
  4. I think its just out of view (or possibly blends in with her back). Krarsht did not have pincers, but claws. This is the krarshtkid from the RQG Bestiary.
  5. Yes, the top picture looks like Krarsht - a big maw with six clawed legs. She chews holes and tunnels through the world. Dwarfs hate her. The second pic looks like Bagog, mother of the scorpionmen.
  6. I don't know that it has been explicitly detailed. IIRC variants for character creation were mentioned at one point. Might have expanded rules for things like nets and tridents which were not covered in the core book. Battle rules were mentioned as well. I think originally was going to include heroquesting, but think that has grown into its own book. Trollpak 1 presumably is the RQ Classic book. Trollpak 2 would then be revised for RQG. My guess would be two of the RQ3 books. Sun County and perhaps Shadows on the Borderlands. However, Dorastor could be another candidate.
  7. The Waertagi were the original masters of the Seas. They wish to return to this state. That's really the primary conflict between the Waertagi and the followers of Dormal (who want truly open seas for all). And then there are the Vadeli, too, who also wish to control the Seas for their own goals. And, of course, the merfolk may wish to keep the seas clear of ships altogether. Both want the Boat Planet to rise, as that removes the curse of Zzabur that enacted the Closing. It's the Brithini followers of Zzabur who want to keep the Seas closed (and keep everyone out of Brithos). The latter - they effectively want a monopoly. That's a HW/HQ1 thing - I'd ignore it as it probably will never reappear.
  8. jajagappa

    Perfumes

    And that's just one. If you happen to be providing the perfumes and unguents for the Ernalda temple for the seasonal ceremonies... ☺️
  9. As @Oracle noted, I do all my maps with MS Powerpoint. Both Nochet and Whitewall were done with that tool, but I also use for 'battle mats', regional maps, etc. They are all hand-drawn. I take advantage of free-form shapes, editing the points as needed, and use various techniques for outlines and fill to get layers, etc. Here's an example for a future project in a slightly different style than the cities - but entirely done through ppt.
  10. Windwalk is Gagarth the Wild Hunter.
  11. If you want them to be. I think somewhere Sandy Petersen may have commented that all the dragonewts that ever existed have been born already. However, I would fully anticipate that a True Dragon (perhaps even the Inhuman King) could contemplate the idea of a new dragon, and that idea becomes 100 eggs in the Dragon's Eye. Each of these eggs will birth a new crested dragonewt, from which over time one will evolve faster than the others and draw upon the others as it transform over centuries into the envisioned dragon.
  12. They were used by the Lunars in both the conquest of Boldhome in 1602 and the assault on Karse in 1619.
  13. Of course, dwarfs make for interesting NPC's. My favorite was in my old Imther campaign where a dwarf sought human aid in proving his theory that there was emergent Chaos in the machine. Naturally the reason he sought human aid was because the dwarf hierarchy had rejected his theory - and was incredibly paranoid that the dwarf leaders were now after him, and incredibly naive about humans and that they might want his tools for their own use. The dwarf was correct, though, and his experiment did produce Chaos which the PC's had to deal with. More recently I introduced a dwarf "merchant" in my HQG campaign. This was a Gold dwarf with his accompanying assistants. There were varied materials he was looking for, but particularly the shadows of humans to gain an appropriate amount of Darkness for some unnamed purpose. One of the assistants was a Tin dwarf (if I recall correctly) who had a pair of shears that could snip a shadow off a person - didn't hurt, but then the person is left without a shadow, which raises questions in some communities.
  14. I can accurately state that I've rolled a 01 on my current WIP! 😜
  15. Dragonewts are more alien. Mostali can be understood, but they are just extremely constrained in viewpoints and outlook. (Think Project Management professionals tracking never-ending, centuries-long projects; modifying primitive "Gantt" charts; constantly calculating for work shortages, resource depletion, resource gathering, inventory control, etc.)
  16. You've got Runes and Passions creating Inspirational augments, which in my mind covers a lot of special "talents". Plus you can now apply other skills as augments - you could certainly describe these as talents. (Good example is in the White Bull campaign that Jeff runs on Twitch and available to view on YouTube with Gina Gravedancer regularly invoking her Dance skill to augment various other skills.)
  17. This! And there's always room for more NPC's (e.g. the recent Dregs of Clearwine as well as Rubble Runners in the Jonstown Compendium). The main thing is that they are new NPC's that you have created and fleshed out that can complement or fit into other GM's campaigns.
  18. For the Colymar only. The only ruler over all the tribes is the Prince of Sartar, who is ultimately then the high priest of Orlanth Rex in Sartar.
  19. I believe Jason noted somewhere that those are the next expected releases. While Jeff has been sharing art on Facebook for the cults, that is clearly indicative of art-in-progress. And that has to be completed before layout is done. I suspect they'd like to have it out by/before GenCon though. As for the Sartar homeland book, while we've seen snippets of content, we don't know the status of art. As there may be various factors regarding anything in-progress, I think Chaosium has noted that they will announce items when they are ready to do so, but they don't spell out a list of the next X items in advance.
  20. jajagappa

    Perfumes

    As @Joerg noted, I accounted for perfumes in Nochet amongst the alchemists who worship Lhankor Mhy. The Perfumed Houses. A cluster of seven halls hold the Perfumed Houses under the Seven Scented Masters. Using closely guarded and special recipes, as well as rare ingredients from the Holy Country and beyond, diligent and hard-working apprentices prepare the seven treasured perfumes and many lesser ones from the seven scents (floral, fruit, spice, musk, wood, aromatic, and green) that are sent throughout Glorantha. Each house has perfected one of the seven perfumes and ensures that no one else learns their secrets. However, I'm also sure that various temples have access to many of the ingredients needed. Ernalda and Esrola temples grow flowers whose ingredients are sold - and then receive back finished perfumes. Chalana Arroy temples grow many herbs needed. Trade with the elves must be fairly extensive. Hunters return with certain animals known for their musk. And I'm sure temples such as Uleria or Yinkin have some secrets of their own.
  21. Not podcasts or videos, but there are 6+ years of my Play-by-Post HQG game online. You can get a reasonable feel for how I run my game with those. This link is about 2 years into the game and gives a good sense of how I run contests: https://rpggeek.com/thread/1564572/ic-heroquest-glorantha-colymar-campaign-2-orlmarth
  22. The manifestation of Argrath/Arkat as the Devil who deceives and devours the gods.
  23. The original leader of the Lifebringers was Lightfore/Yelmalio. The Truth of this is revealed each and every day. The secret of the Hill of Gold is not that Orlanth stole a weapon from Yelmalio, but that he stole the quest secret from the cult and used it to refashion the LBQ in his name.
  24. Congratulations @M Helsdon and @Nick Brooke! Well deserved.
  25. I think the GM can determine what's right for their campaign post Great Winter. The Culbrea rebelled, and explicitly fought at Auroch Hills. King Ranulf will likely have the Two-Pines clan take some heavy tribute from those clans that sympathized with the Lunars, and he's quite likely to re-activate the Orlanth temple (bearing in mind that the Lunars in Wulfsland might still intervene). King Blackmoor has a core group of tribal thanes that are in all likelihood loyal to him, and can be used to enforce his proscription. And given what we know of the clans preferring to gather for large ceremonies, he can refuse access to the temple at Clearwine, and still his thanes (plus any allied Lunar mercenaries) up onto the Starfire Ridge (or wherever the other temples are). Sure, the Varmandi can gather at the Lightning Oak, but it's going to be a much weaker ceremony.
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