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jajagappa

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Everything posted by jajagappa

  1. 1) Yes. The easiest method is that clans from different tribes intermarry. TCS has a bridge between the Colymar and the Cinsina where there is occasional marriage between the Orlmarth and the Red Cow. I've used that in my campaign. SKoH p.34 notes "People become clan members by birth, or join a clan by marriage or adoption." 2) Yes. The old HQG Clan Questionnaire had results for whether your clan had adopted others, and if so, who, and whether you treated them as equals or thralls. Consider families displaced and fleeing from rebellions/Lunar oppression. They will petition to join your clan (and, therefore, your tribe). Or consider mercenaries "hired" by the tribal king as huscarls or bodyguards. Either case should allow for adoption rites into the clan or tribe. In the case of adoption, there is likely some ritual involved, perhaps swearing some oath, perhaps requiring for the leader of some bloodline to speak for and officially adopt you. 3) Yes, and this is likely the standard route into the tribe, though as noted above, those working for the tribal king can likely be adopted into the tribe potentially without a clan. That you've chosen to go through the Rite of Adoption says that you've elected a Loyalty to the new clan/tribe (possibly both). I'd start that at 60%. As for losing the prior Loyalties, what happened between them and the former clan? If they were outlawed/exiled, then likely they feel no more loyalty to the old clan and it should be removed. If their clan was effectively destroyed, then either they feel it is gone and there is nothing further to be loyal to, or they feel it can be resurrected at some point in the future and therefore the Loyalty remains. Consider those from the Maboder clans/tribe. The Maboder were destroyed, the clans scattered. Many fled to the Cinsina or Torkani, and likely were adopted into one of the clans of those tribes. They know show a Loyalty say to the Red Cow, but might still harken back to the days of the Maboder, and if the Lunars were gone,... and the Telmori vanquished,... then... that Loyalty might be reasserted.
  2. Quite right! So the proper recitation of Poetry might be: Passion inspiration + Sing skill And the proper creation of Poetry might be: Passion inspiration + Speak Language skill (I'd argue for this rather than R/W given that poetry is something meant to be recited/heard, not simply read as a novel).
  3. Sing is the skill noted in RQG for reciting poetry. I think Art is sufficient for this. It could be augmented with Speak language if you want more eloquent words, but otherwise don't think that is needed.
  4. Why? Hasbro wanted to bring back their HQ boardgame. As I understood it, they had the trademark rights in at least part of Europe, but not the US, and have now worked out an arrangement to acquire all the trademark rights, thus avoiding any future back-and-forth over rights or lapsed rights. Clearly this has been in process for awhile given the shift to Questworlds for the SRD.
  5. Three fairly simple ones that the Riddling Raven of the Crossroads used in my HQG game. I run through hills; I veer around mountains. I leap over rivers and crawl through the forests. Step out your door to find me. What am I? I am the beginning of the end, and the end of time and space. I am essential to Ernalda, and I surround every place. What am I? I bind you tight yet have no body Eyes cannot see me Knife cannot cut me Hammer cannot break me Still you may slip away For the price of your word. What am I?" And one more. Born in fire, yet cannot breathe; Anointed in blood, yet cannot bleed; No feet of my own and another's hand; Yet I still I yearn to kill and maim. What am I?"
  6. Quick answer: it uses the Opposed Roll mechanism, just like all other skills (e.g. Bargain vs. Bargain). Each opponent rolls for their Spirit Combat. Best level of success wins / same level results in tie with no change. It does NOT use the Resistance table. The victor reduces the opponent's Magic Points based on their Spirit Combat Damage. @David Scott provides a full working example.
  7. Men of the Sea? You did some great ships - perhaps expand on that including Gloranthan naval combat, black galleys, more on Wolf Pirates,...?
  8. Classic titles does mean the RQ2 reprint, and they are not updated for RQG (but relatively easy to use together since RQG is built off of RQ2). You could certainly mix and match pieces if desired. Overall, the timeframes for RQ2/3 works is roughly 1614 (Apple Lane) to 1621 (The Cradle). The HQ line of works is roughly 1618 (Sartar books) to 1624 (the 11 Lights campaign covers the whole timeframe). RQG bumps us up to 1625+.
  9. One thing that I tend to emphasize with Jajagappa is that he is not the Dog God. He's not Brother Dog, or Rowdril, or Ensoval, or Erindamus the southern Jumper, or any of the other myriad dog gods (who are generally benign and friendly to men and serve as their helpers). He's father to them, but is much darker, more primitive, and could well be considered demonic by many. He's there in the midst of battle, gathering souls into his net; he's there in the country lane or the meadow or the mountain pass, sending his pack in pursuit of the lone traveler; and he's sniffing around in the village consumed by disease, seizing those souls as well. He's the Enforcer of Death (and of course hostile to those undead and ghosts that try to avoid the path to the Underworld).
  10. I guess it depends a bit on what sort of quest??? Here's a few potential ideas: It's nice that Orlanth wants to restore the Sun, and Yelm has agreed to return, but there's a problem - he's not got all his parts! Jajagappa goes to find them and bring them all back. The wizards have refused to go join Ty Kora Tek in her Court of Silence claiming they are more than human and not answerable to Death. She calls upon Jajagappa to go and bring them to her. Of course, they've locked themselves up in the Tower of Dusk and won't leave. (This could be varied to any number of deities.) Yinkin and his shadowcats have been hunting in Velhara's sacred grove and terrorizing and killing her favorite animals! She calls upon Jajagappa to drive out Yinkin. (This is of course the real reason why Orlanth later finds Narangros, likely a mask/name for Jajagappa, in Yinkin's halls.) - There's a variant of this where Mastakos tries to avoid Death by continually leaping away. Humakt can't catch the moving god, so he calls upon Jajagappa to bring Death to him. (This is how/why Orlanth later finds/retrieves Mastakos' sinews to renew the latter's powers.) A monstrous scorpion has made a desert of part of the sky. Pole Star and his star captains are unable to stop it, but he has seen the ability of Jajagappa's pack to rend and tear beasts to pieces. He calls upon Jajagappa to defeat the creature. (And Jajagappa's pack gains the right to run free in the Sky desert as a result.) A deity (Nontraya? Vivamort? some other foe?) has hidden his heart or perhaps a certain bone in a place where it cannot be found so as to avoid Death. The Ruler of the Underworld (Yelm, Ty Kora Tek, Deshkorgos, or whichever) wants that deity brought to Justice. Jajagappa must search out and uncover the bone, thus breaking the deity's connection to the world.
  11. It depends on whose souls you are talking about! For his worshippers, of course he guides and protects them on their way to the Underworld. In DH, Yelm likely calls upon Jajagappa to rend and destroy the souls of his foes, and bury their parts where they cannot be found. And the Red Goddess, I believe, has adopted him as well. As the text for the vase painting notes: "Jajagapa is a borrowed/adopted deity from the Dara Happan pantheon, and is the armed psychopompous of the underworld . He has the ability to go and fight the souls of the powerful Dead, and drag even great magicians to Death . His net is crowded with less powerful souls." He brings souls to the Underworld, but some are brought kicking, screaming, cursing, and invoking whatever magic they can - they are still brought to Hell!
  12. GRoY makes him out as the Darsenite thunder god.
  13. Not that I recall, and given the general excision of Doburdan from canon, probably won't be any. Maybe. The Gods Wall is a starting point. See GRoY p.49 for the entry about the Lion and p.62 about Durbaddath (he was beheaded by Yelm - clearly a myth about rivals) Also Anaxial's Roster p.86 (and see p.87 too): In ancient Peloria, Durbaddath was a foe of Sakkar, the Saber-toothed God of Fear. He also resisted Emperor Mashunasan, along with many others. Hunted, trapped, and cursed, he nonetheless escaped his pursuers, but finally his children were all taken into slavery. Durbaddath freed them by surrendering and serving his captor. He served Emperor Urvairinus so loyally that the lion once bore the scepter of imperial power; his sons were regimental leaders, and his daughters were progenitors of heroic grandsons. When Urvairinus died, however, Durbaddath revolted, and was afterwards treated as a wild animal and the father of slaves. Lions were hunted nearly to extinction throughout Peloria. Summon me, and I appear! 😉 Yes, there are myths but they are mostly in my personal collection from when I was developing them with Greg in the 90's as background for the Verenmars Saga, the Jannisor stories, and the Imther Pak. (There is a reason why I use that forum name!) There are very short references in GRoY and in the Redline History of the Lunar Empire, First Wane (in WF 10, Glorantha Sourcebook, & one of the old AH Heroes issues). He's mostly worshipped by the Dog Servants of Saird. He's a psychopomp there and leads souls to the Underworld (and his worshipers prepare corpses and bury the dead - e.g. dogs burying the bones). His net can ensnare even powerful gods and drag them into Hell - i.e. his net helped pull Yelm back to Hell after the Sunstop. He's also the Father of the Dog Gods, e.g. Rowdril the War God/Dog of Saird that aided King Verenmars. He can send his pack of hounds off to tear apart souls - when they do so, you cannot resurrect the dead, because their soul has been torn into shreds (and devoured by different hounds, of course), unless you can find, free, and release all the soul parts. The Lost Rocks of the Sky may be Jajagappa's pack when it appears there - it was prominent when Jannisor lived, but has been rare since. He's a god of Darkness, Death, and Fate (in the famed Jannisor vase picture he wields the sword and the net). Two of his names are: the Bone Planter and the Hunter of Secrets. His net was also used to help pull together all the parts of the broken world. While I do have a cult writeup, that's a piece I'm saving for a Jonstown Compendium work.
  14. First is recognizing that Kimantor = Only Old One. He starts with allying/marrying the Queen of Nochet/Esrolia, and aiding the defense of Nochet. Eventually that becomes untenable, and he leads many of the citizens of Nochet to the Shadow Plateau where they come together with others to battle the demon/chaos hordes. Esrolia p.32: "In the fortress Lord Kimantor courageously fought his way into the temple of the missing god. He took the clothes and weapons of the missing god and tried them on. They fit perfectly. He got allies and friends, and after great preparations he led them against the enemy. He was called Lord Victory Nightbrother. When all was ready Lord Victory Nightbrother summoned his chiefs, and they summoned their armies. Everyone was there: uz, aldryami, humans, dragonewts, mostali, flying people and even the Lord of Gold." It's a bit glossed over "He summoned his chiefs", but that is the call for the Unity Army. It has to do with him taking the clothes and weapons of the missing god (i.e. Argan Argar), which means he could call upon all the arrangements and exchanges (i.e. outstanding debts) previously made with these various folk.
  15. "Naming" and "Identification" is a big part of my heroquests. It's both an important initial step even before venturing into the quest, but likely to get called upon sometime during the quest. If you "break" from your identification, you lose all the benefits. But staying with your identification may force specific actions/choices/foes. It becomes an important balancing act.
  16. RQ3 Apple Lane was effectively a reprint of RQ2 Apple Lane (but with new cover). From an event standpoint, RQ2/3 Apple Lane happens in 1614 (after Starbrow's Rebellion), RQG in late 1625. You can determine by the age of Brightflower: 13 in RQ2/3 scenario, 24 in the RQG book. In between those two is the scenario in the HQG Sartar Companion, Return to Apple Lane, where the Lunars seek to take Gringle's treasures and burn down the pawn shop. That is ~1619.
  17. jajagappa

    The Sea Cave

    Hellpits of Nightfang, etc. were Judges' Guild works, so I'm sure that Chaosium does not have the rights to republish.
  18. More like Upper Mississippi valley (with Yuthuppa on par with Minneapolis). And in summer it does reach 90 there. Only Elz Ast (equivalent to Duluth MN) is far enough (and along the White Sea) to get crappy summers. Once you're off into the Redlands and Pent though, then yes, would be like Eurasian steppes.
  19. Can't say what Greg's particular thoughts were in that regard, but Jar-eel is certainly the 4th. And the Third Battle of Chaos certainly syncs with the Red Goddess' own return from the Underworld riding atop the Crimson Bat to destroy her foes in battle.
  20. At the mythic level, yes, Orlanth fought them. Consider some of the core myths from the Guide (p.684+) Early Storm Age: Huge floods drown much of the earth and extinguish many of the fires on the ground. The Age ends when the Sky turns blue, the ultimate triumph of the Waters over the Sky. Below, Orlanth and the other storm gods defeat the Waters and establish the dominance of the Air. Any Storm vs. Sea myth can be totally transplanted to Umathela. The Trembling Shore, etc. can all occur here as Orlanth drives back the Seas. (Just change the names: instead of Sshorg/Aroka, its Churkenos/Blue Dragon.) Middle Storm Age: This Age begins with the conquest of the Sea Gods by Orlanth and the Air Gods. The Air Gods dominate the Surface World but the trolls and their dark gods emerge from the Underworld. The Gods War accelerates, with Death being used by many gods. The Age ends with the dominance of most of Genertela by the Vingkotlings. You might drop the Vingkotling myths (or just have remembered stories of wars with the Fire Empire, etc. far to the north). But mythic struggles with Darkness grow. As for Vadeli: The Vadeli Empire of Chir unified the many Vadeli colonies of Pamaltela, collectively called the “skinners”. Chir paid tribute to the Mostali, especially in the form of slaves captured from the Artmali and Agimori.... The Vadeli ruled the lands of the former Viymorni people. They had a way of enslaving spirits in the material world. The Vadeli were allied with the Mostali and raided far and wide against everyone, especially the Original People of Malkion. The Plundering of Aron becomes the story of how Orlanth and the Thunder Brothers overcame Seravus the Enchanter (clearly a Vadeli who enslaved the beasts and spirits). And any story about struggles off to the West vs. the sorcerers, wizards, etc. becomes a myth about the battles with the Vadeli (and the dwarfs). Late Storm Age (Lesser Darkness): This Age begins with the invasion of Valind. His Glacier grows to cover much of the world in ice. The Gods War rages and destroys, slaying many gods, spirits, and lesser beings. One by one, the benign gods depart the world, replaced by such evil gods as Valind, Daga, Mallia, and Ragnaglar. The world gets worse. Vadeli start to summon evil gods to aid them (e.g. Seseine, Ompalam, etc. leading to Vovisibor). Ultimately, Orlanth departs for the west to restore the Sun - leaves Pamalt in charge of the home. Probably myths about the Orlanthi helping to tip the Sky Bowl to create the Firefall and defeat Vovisibor - this may be part of the local IFWW.
  21. YES! (Much as I like most of the art in the new RQG Bestiary, the Jack-o-bear there lacks the cool chaotic horror of the vegetable pumpkin horror that was a hallmark of RQ2)
  22. Jar-eel is the 4th Inspiration of Moonson, i.e. the Red Goddess reborn again in mortal form. She's well beyond typical mortal Illuminate.
  23. Actually 6, one player is running 2 characters. But I run play-by-post, so that's manageable. In the days when I ran face-to-face, 4-5 was typical, but did have as many as 7-8 at peak (and often players running 2 characters as there were some extended quests, e.g. to Giant Land).
  24. My current RQG campaign started with Broken Tower (and used the pre-gens). Two of the players from that continued on, and stayed with the pregens (Harmast and Sorola). To that we added: a Balazaring mercenary (in the employ of the Ernaldori chieftain), a Grazer entertainer (with connection via mother to the Colymar), a Colymar Storm Bull initiate, a Colymar Babeester Gor initiate, and an impala rider shaman (who came to Dragon Pass to pursue some spirit-related tasks). The centerpoint is that they all are supporting Queen Leika of the Colymar - Harmast has been raised now to a tribal thane, and the rest serve as personal assistants to see to tasks for the queen. They are working together fine - there's some odds and ends of background connections, but not strongly emphasized. I've not added too many restrictions - mostly there needs to be a reasonable reason for being part of the Colymar, and assisting them.
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