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jajagappa

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Everything posted by jajagappa

  1. Yes, apparently my HQG Orlmarth campaign has now reached 5 years in duration! (All play-by-post) I can't say that when I started I had any sense that it would have run so long, but very pleased that we've reached this mark. The players have changed over the course of this period, but all have joined have kept the story alive and moving forward, and the journey has now passed Death's Door and reached the Underworld where they hope to recover and restore the goddess Orane. Of course, they must find their way to the Caves of Silence first, and we wait to see whether or not they succeed... But since it's reached this long, I figured I'd share a few pics that I assembled for the players over the years that represented some of my interpretations of Gloranthan scenes.
  2. As my games these days are all play-by-post, the "session" = the adventure (or a significant sub-portion). If I was running face-too-face, it would generally be by adventure (bearing in mind though that my individual sessions were usually 10-12 hours long, so typically did finish the adventure).
  3. Don't worry about it! My games tend towards a more continuous flow, and I love to tie in holy days, seasonal events, celestial events, and the like into what's going on. I'd just play forward at whatever pace seemed natural. E.g. they've been back a week, and suddenly they are called to the Queen's Hall in Clearwine. When they arrive, they find a group of Greydogs there.... Or perhaps it takes the Greydogs much a season to figure out what happened to Danakos. Or Idrima starts plaguing the lands nearby. The things that you want to account for are: 1) experience rolls - any period of reflection should work fine for that whether 2 days, a week, or a season. 2) time to have a holy day to replenish Rune points - this is probably the most important one. I, and my players, track the calendar to see when and where they go to have a Worship service. And how does that fit with whatever adventure is starting up? Orlanth and Ernalda temples are easy to find in Sartar, and a reasonable size temple (e.g. at Clearwine) will have weekly holy day events (in addition to the seasonal events). Yelmalio? You need to go to Runegate (assuming the Elmal worshippers will tolerate them) or the Sun Dome Temple. The latter may be 2-3 days each way, so much of a week is needed for downtime. Other small cults can be problematic (though I tend to offer options - e.g. our Donandar entertainer can use the Skovari shrine in Ernalda temples or the Drogarsi shrine at Orlanth temples). They may have to choose though, and that creates interesting tension (and also forces them to think about the consequences of Rune Point usage). 3) training and research time - you can work around by just extending the training time needed. 4) time to earn your living - for farmers (and indeed others in a Sartarite community), planting during Seaseason and harvesting during Earthseason are critical times. This is a natural conflict for them - so force them to choose between adventure and community support. Something will be detrimentally impacted. Yes. Favorable omens, blessings, etc. all come into play in my game. Nope! But they can always sacrifice more POW the next holy day to have more Rune Points available. I do let the adventurers gain experience, including POW gain rolls, in whatever downtime there is though. When the session ends, or at the start of the next, they should get those. And if there are multiple adventures during a given season, then they have the opportunity for more experience rolls.
  4. Of course! Think of all the occasions when he failed - beaten by Orlanth, ambushed by ZZ, … Lots of self-loathing there. πŸ˜‰
  5. Well, not quite. As noted in GS p.119, Mastakos was "captured by Orlanth at Daliath’s Well of Wisdom". Mastakos was originally part of the Sea Tribe and also happens to be Magasta's charioteer.
  6. Excellent! Having fun and wanted to play again are really the most important aspects. Sounds like it all played out well. I think you found, like most GM's of RQG do, not to worry too much about the movement. Narrative/story flow is more important than simulation. Seems reasonable. Unless the shadowcat had an awakened/allied spirit (effectively a familiar), then it's a normal animal, trained to some degree. Use of the Beast Rune to communicate the command works fine. With a regular success, I probably would have sent the shadowcat off, and then had it come hightailing back. But given the unusual situation (and likely Sakkar scent), not having the shadowcat go off at command also works. Earth elemental's damage is physical (basically it's a crushing attack). Armor should have the opportunity to protect, but it certainly can immobilize the target too. Correct. That's the easiest approach and works fine. You could check against cultural/occupation modifiers to ensure it seems reasonable, but I wouldn't go out of the way to do so.
  7. It was more of a RQ Gateway cult writeup for the Tiger Sons which is why it did not get included in the Glorantha Classics Cult Compendium (same for some of the other odd cults like Indlas Somer).
  8. As it says on RQG p.194, "Any time two fighters meet in melee, no matter how long they’ve traveled to get to that meeting, strike rank should be figured out normally for them." So I see no reason why you cannot do that. If the foe is already in melee, then add up your movement to reach him. But no actions on the foe's part should occur towards the newly arrived character until after the character arrives, SR's for the foe to act should be consistent with that of the character.
  9. That works quite well! Perhaps they borrowed from some odd dwarf design. It's a nice, distinctive look though. Jannisor's runes are definitely the better fit. Jannisor remains one of the pre-eminent war heroes in Imther, Vanch, even Holay. Even the Lunars (at least in Sylila and Henjarl region, as well as the provinces) respect him and his abilities, and statues of him can be found in odd places wherever famed war-leaders might be invoked for aid in battle.
  10. Actually a more likely one is that of Jannisor - the canonical Imtherian hero (or possibly an image of his shield Brighteye).
  11. There's a couple. πŸ™‚
  12. Kangharl and Leika are cousins/kin from the Taraling clan of the Colymar (see the Colymar lineage in RQG Adventures book p.21 - though note there is an error as Kangharl and Kolmhy entries are reversed). Both are ambitious, both desire to lead the Colymar. When Kallai, Kangharl's father, is exiled, it's Leika who gains the throne through her bold expedition into Snakepipe Hollow. Presumably the Lunars feed upon his grievance that as Kallai's son, he should have become king. The Lunars also hold some of Kangharl's children as "hostages". Leika was challenged to produce some of the tribal regalia and failed - so she had failed the tribe and was exiled. Very Game of Thrones. From SKoH p.276 The Colymar Kinstrife Since Starbrow’s Rebellion, the Colymar have been torn apart by kinstrife between two claimants to the tribal kingship, both from the same clan – Queen Leika and King Kangharl. Leika was the leader of the β€œBallistan” warband; an independent band of warriors and adventurers bound together as her personal companions. She allied with Redbird the Sorcerer during Starbrow’s Rebellion and went with him to Nochet to find the heir to the house of Sartar: Temertain. The Ballistans snuck Temertain into Boldhome where he managed to cause the Flame of Sartar to flicker to life. However, under Redbird’s influence Temertain made peace with the Empire and the Ballistans returned to Colymar lands. King Kallai had been king of the Colymar during Starbrow’s Rebellion, but was exiled by Fazzur in the wake of his victory over the Sartarite rebels. Leika presented herself as a candidate for king and undertook a brave and harrowing journey into haunted Snake Pipe Hollow to destroy Chaos in its own lair. She succeeded and was acclaimed Queen by her joyous people, without any preliminary legal preparation, despite the other rivals. One rival was her own kinsman Kangharl, formerly the Colymar warleader during Starbrow’s Rebellion and who led the fight against the Lunars at the Hill of Orlanth Victorious. After years of fighting against the Lunars he finally succumbed to Lunar sorcery and embraced the Lunar Way to further his ambitions. At the tribal assembly, Kangharl challenged Leika to produce the Ring of Command (a great golden torc woven from seven strands of gold twisted together and part of the tribal regalia) but she could not do so. Kangarl had the assembly exile Leika and proclaim him tribal king. Called Blackmoor (an ancient insult against those traitor kings who sold their people out to Arkat and the trolls), the new king persuaded the Lunars to reduce their tribute on the Colymar. But the price was high: Lunar demons were allowed in the sacred tribal lands, many of the magical guardians removed, and a Lunar slave fort was permitted in the Nymie Vale.
  13. One of the other easy things to do is to repeat the Interim Years event for your grandparents (set in either late 1580s or 1590s), parents (ca.1606-7 - see WF#15 where Army Activity chart for Sartar notes this as "Home Civil" for ongoing civil strife and includes the Annihilation of the Maboder and the Wolf Hunt) and then for self in 1611-12 (for the Righteous Wind Rebellion). For variety with these, alter these two sets of rolls: 16 Resettled in New Pavis to escape Dragon Pass. [Note: this could become one of the following: 1) exiled, settled in {Jonstown, Boldhome, Swenston, Wilmskirk, Whitewall, Aldachur} - gain Loyalty (city); 2) exiled, found employment as mercenary/huscarl in another tribe - gain Loyalty (tribal king) or Honor; 3) resettled in Nochet, choose whether to use Esrolian or Sartar for subsequent events] 17–18 Killed by Telmori. Gain Hate (Telmori). [Note: this works fine for 1606-7, although could subdivide to have 17 be: Killed Telmori and Wolf Brother. Gain Reputation +1D3 and Enchanted Silver Dagger. For 1611-12, make this Killed by Harvar Ironfist's Lunar allies. Gain Hate(Lunars) or Hate(Harvar Ironfist). For 1590-2, if you use the Cinsina/Culbrea where Two-Pines clan exact the Tributes, this could remain as-is, or could be something like Feuded with Rival Clan/Tribe, Gain Honor or Reputation +1D3.]
  14. Yes, I think there's a bit of foreshortening between Nochet and the Skyreach Mountains. And the appearance of the Red Moon between the Skyreach and Kero Fin is strange (putting it above Ralios rather than Peloria).
  15. You can find a few other entries you can use for Sartarites (and others) in my writeup for Tusk Rider background which can help expand your tables for starting in 1615: Specifically: Year 1591 Participating Homelands: Stinking Forest, Esrolia, Lunar Tarsh, Sartar Kingdom of Sartar invaded by Lunar Empire with its Tarshite and Tusk Rider allies. Belintar the God-King secretly supports the Kingdom against the Lunar invasion, and the invasion is defeated by Prince Terasarin. Note: for Esrolia, Lunar Tarsh, and Sartar characters optionally add the 1591 event. Year 1591 Events Modifiers Tusk Rider: -5 to D20 roll. Esrolia, Sartar, Lunar Tarsh: +5 to D20 roll. D20 Event 1–5 Raided other lands. Roll on Tusk Rider Raid table. 6-10 Sartar Invasion (below). 11-12 Died of other causes, see Random Causes of Death table (page 35). 13–20 A normal year. Sartar Invasion Modifiers Tusk Rider: -2 to D20 roll. D20 Result 1–4 Plundered the Far Place. Gain 1D6Γ—100 L. 5–13 Survived. 14–18 Killed in battle. If Tusk Rider, gain Hate (Sartarite clan); otherwise gain Honor Passion. 19–20 Died with great glory in battle. Gain Honor Passion and Devotion (deity), and +1D3% Reputation. If Sartarite, gain Hate (Lunar Empire). Year 1609 Participating Homelands: Stinking Forest, Dagori Inkarth, Lunar Tarsh, Old Tarsh, Sartar Persistent raiding by the tusk riders rallied their foes, and many lands (Sartar, Tarsh, Trolls) sent their best hunters and warriors to hunt down the raiders. Success was, as usual, questionable. Note: for human characters from Dragon Pass optionally add the 1609 event. Year 1609 Events Modifiers Esrolia, Grazelands, Prax: –3 to D20 roll. Dagori Inkarth, Lunar Tarsh, Old Tarsh, Sartar: +2 to D20 roll. Stinking Forest: +10 to D20 roll. D20 Event 1–9 A normal year. 10–11 Died of other causes, see Random Causes of Death table (page 35). 12–15 A normal year. 16–20 Fought in the Boar Hunt (below). The Boar Hunt Modifiers Tusk Rider: –5 to D20 roll. Hunters, Nobles, Priests, Warriors: +5 to D20 roll. D20 Event 1 Died with great glory slaying a famed tribal warleader or clan chieftain while defending the Stinking Forest. Gain Hate (tribe or clan) or Loyalty (Ivory Plinth) and +1D5% Reputation. 2–5 Died fighting invaders in the Stinking Forest. Gain Hate (selected Homeland). 6–10 Survived 11–12 Died of other causes, see Random Causes of Death table (page 35). 13–15 Witnessed the bloody sacrifices and rituals at the Ivory Plinth. If Tusk Rider, gain Devotion (Bloody Tusk) or Loyalty (Ivory Plinth). If other, gain Fear (Tusk Riders) or Fear (Bloody Tusk). 16–17 Sacrificed in bloody ritual at the Ivory Plinth. Your grandparent or parent’s soul was bound to their hand as a slave spirit and cannot be contacted until the soul is freed. Gain Hate (Tusk Riders). 18–19 Killed in skirmish. Gain Hate (Tusk Riders). 20 Died with great glory dispatching the Tusk Riders. Gain Honor Passion and +1D3% Reputation.
  16. Yes, of course this is possible! Sounds like the correct starting point. Delecti, or more likely his minions the Dancers of Darkness, will of course respond. And likely you'll need help from the Ducks.
  17. I do! And can even tell you all of those from Nochet (there are other units in other cities of course). πŸ˜‰ Nochet has eight militia regiments, the Irillo Hundreds, each raised from a particular district of the city, though occasionally incorporating an ethnic or status group. They consist of 2 regiments of heavy cavalry (the well-trained Gold Racers from Nolerian and the largely untrained levy that is the Green Horses from Dearno), 5 regiments of heavy infantry (4 regular units: the Blackpoints of Deresagar, the Copper Axe of Tendayvora, the Rain Blades of Helamta, and the Flamespears of Kalava; and the levy of Sarli that comprises the Wild Ones), and 1 regiment of light infantry (the Quick Arrows from Tershis). The local free men bring what weapons and armor they own or their house provides (in accordance with their regiment): usually axe or spear and shield, or bow, sling, and javelin. In emergencies, the cities traditionally provide a shield, leather helmet, club or spear for those too poor to provide their own. It is considered a sign of a poor house if they cannot meet their obligation of militiamen or adequately equip them. Interesting. Definitely evolved to Hilltown. My guess is that they have good pieces of dwarf-forged armor, perhaps even some type of chainmail or plate armor. Sounds good to me!
  18. A Lunar major or minor class magician. Beat-pot Aelwrin. A Zorak Zoran troll berserk. An Impala Rider.
  19. Clearly this is a Dara Happan map of irrigation ditches and canals, probably from vicinity of Raibanth, and including a number of towns and agricultural estates. https://www.archaeology.org/issues/337-1905/features/7544-maps-iraq-babylonian-nippur-map-tablet
  20. Exactly why the Anmangarn clan hid the Black Spear from use/abuse by King Kangharl and his Lunar sorcerer allies! Still aspects of this are likely how a clan shifts from being a Peace or Balanced Clan to a War Clan. There are two counters to this though: First, the wyter itself. This is not an object, a battery to be charged and used. It is a living spirit with its own feelings, passions, etc. that may or may not approve of or agree/align with the leader's decisions. Ultimately, the wyter could reject and leave the community altogether. Second, the community's patron deities. Personal abuse of power is a quality of Disorder. As Disorder grows, it conflicts with the Harmony of the Earth and will likely trigger a backlash by Ernalda. Perhaps she removes her protection from Mallia, and disease strikes the leader's household. Perhaps she calls upon her Husband-Protector or a new Champion to challenge the power-hungry leader. Or the initiates of Orlanth cast the leader as the Evil Emperor, and draw upon Orlanth to cast down the tyrant, breaking his connection to the wyter. Perhaps Spirits of Reprisal are sent against the leader, or the winds turn against him, etc.
  21. Colymar since it's north of Runegate. The Colymar clans map that came in the GM pack indicates the south bank should belong to the Narri. The north bank sits within the Dragonewt wildland. Probably the villages on both sides are Narri, but maybe they can't claim the north village without incurring dragonewt activity. Very nice! The trees will create a definite funnel to/from Two Sisters. As the site for the Battle of the Queens in Fireseason, 1626, can definitely see this used to help map that out.
  22. Lots of fun ideas here! Browsing back through the original introduction to God Forgot in the old RQ Companion, I noted a few ideas that could add into rumors: "Its name comes from the wail of its inhabitants at the Dawn, who long bemoaned the loss of their favorite deity." The wails of those losing help empower the deity to return - when all fortunes have been lost, the deity will truly return. The Red Goddess was the true deity of God Forgot - when the Faro Wheel hits each number in sequence, she will be reborn there. Belintar was the true deity of God Forgot - and he has been lost again! If you hear the wail of the forgotten, place a wager immediately - it's a sure sign that your luck has changed. "The people who survive in God Forgot retain their individual nature and are considered weirdly different by others in the world." Before starting any task, and always at the start of a new day, the native Ingareens always make a wager - it's their wager that life will continue for another day. "But they are a small population and considered less harmful than they used to be." An Ingareen will happily wager her own soul vs. yours as she knows her own has no value, but yours is a fine treasure to gain. Beware what you agree to with an Ingareen lest you find that what you agreed to was a wager, and that you've wagered something of value - which the Ingareens will be sure to enforce. "All that was left behind were cursed ruins set with traps, disease, and ghosts." Don't believe what you see! Casino Town is a cursed illusion, a trap for the unwary, and all the inhabitants are really ghosts! Beware Casino Town - without a god to protect it, it is the domain of Mallia and she has unleashed the most insidious disease here that infects the minds of all who enter: Faro's Madness
  23. In my old Imther campaign, I had a subcult of Hwarin Dalthippa called the College of Engineers based out of Jillaro which focused on sieges (and roadbuilding of course).
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