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jajagappa

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Everything posted by jajagappa

  1. 430-million-year-old-fossil-of-sea-creature-named-after-lovecrafts-cthulhu-mythos Plenty of articles out on this with some fun headlines such as: Fossilised remains of ‘Cthulhu’ creature that stalked the seas 430 MILLION years ago found in Herefordshire
  2. Given your noted perspective: King of Sartar - this has the central conflict of Glorantha in narrative plus many other intriguing bits about the world set around the central question: Who was Argrath? Prince of Sartar comic - free, online - it's not complete but you get to meet the central players from several perspectives Glorantha Sourcebook - outlines history of Dragon Pass, the Elder Races, the pantheons of the gods, and the history of the Lunar Empire for full immersion, the Guide to Glorantha - the whole world outlined including the Sky, the seas, and more There's lots of other directions from those, many of which published in associations with the various Glorantha games, but the above will keep you going for a long while and are richly detailed and original.
  3. I'm not sure I'd suggest this (or ever seen it suggested). Personally, I think it's more likely some extra hard stone - hard enough to survive the assaults by chaos that lapped at it. Not the only reference to that - it goes all the way back to Cults of Prax p.53: "This is a place of pilgrimage and Heroquest, although no temple exists here." Reladiva (or Reladivela) is not the Mare Goddess, she's the Earth goddess (though quite possible used differently in Six Ages - I haven't seen that content), aka the Green Woman. Redalyda is the Mare Goddess, aka the Red Woman. I think it predates it - it's part of the ongoing Sun - Storm conflict even after Yelm dies. I wouldn't make that leap. There's really no connection with bats/Blue Moon with Hill of Gold stories, and no reason to add in. Fox has associations with both Eurmal (Yotelap the Fox aligns with the Orlanth story, so definitely had Eurmal origins) and as the white fox with Inora, so easy to blend together. Valkharal is definitely Valind. Orak is Zorak Zoran. Vinak the Bonecrushing Grip was not intended to be Zorak Zoran, but the hand/fist of Valind (basically an Inora substitute in the myth). All that said, the myth works fine. I doubt the bat rune - seems to be apart from the myth. I obviously used Khelmal in my Imtherian/Vanchite stories which derived from: Kerator (the Torch) + Heliakal (fragmented) + Elmal. And at the same time, uses the "foreign" KH which comes from Sanken, the land just north of Vanch (i.e. Khordavu's home). CH only appears in two figures: Ashchartha and Chalana Arroy. CHA being white and associated with the North and the White Camp (I personally think they are Altinae deities). Less likely to connect this with the Yelmalio figure (though I did pair Khelmal and Khalana as brother and sister in my Imtherian myths).
  4. One thing I've done is to have their foes change tactics. Can happen in several ways: two foes gang up on a hero; the primary foe casts "magic" and ups their difficulty; more foes arrive on the scene; something changes in the environment around them (e.g. a fire erupts, a thunderstorm occurs, etc.). Interesting thought.
  5. The Quickstart works well as a basic intro without a huge amount of culture to have to absorb. The Gamemaster Adventures Book provides a good intro to the basic setting with clans, Clearwine, and Apple Lane. A few more scenarios to get a basic feel for the surroundings. King of Sartar (or Sartar: Kingdom of Heroes as you noted) have good overviews of Orlanthi society to get into everyday life.
  6. No, RQG is a "grittier" level of combat (plus a lot more hand-to-hand combat weapons), though not dissimilar in concept. One makes an attack roll, the opponent chooses whether to parry with their weapon or dodge.
  7. And mine has arrived!!! I wasn't expecting until Thursday, so surprised to find it waiting at the door today. Looks great, and very solid slipcase.
  8. I always pictured a Neanderthal or maybe even a Homo Erectus look to these folk. Seem to be very much based on the old Edgar Rice Burroughs Land that Time Forgot series.
  9. I've been using for some time and find it effective. It's a good level of difficulty vs. augmented breakouts as it cancels out the masteries, but tends to be very even as to who gets success/fail.
  10. I've encountered the issue and I added more difficulty levels. I kept High at base +6, added in Quite High at +12 (IIRC), and then there's Very High at base +W.
  11. It's not made for it in the way you described it. It will pull you out of the narrative game and very much into a simulationist style. When I first played HQ, my mindset was still along this line and I felt that if anything it lengthened the Extended Contest further while destroying the flow of the story. I agree, reducing the number of points will just make it seem like a quick event one way or another. They do not need to be static. While some players will continue with the same actions/rolls, others switch to a different ability with different augment to potentially shift the focus and the difficulty against them. Sometimes a given hero will take a Defensive Action against a given foe or possibly a pair of foes so that other heroes can gang up on another one and remove them from action. The strategic use of a Hero Point can also help shift this.
  12. It was one of four hero bands written up in the original Narrator's Book for Hero Wars. As Joerg noted, it appears in a few of the subsequent texts. Gyffur Ulfsson kills, destroys, and demolishes. He is a fanatical rebel, with a band of committed berserks. They all worship Barantaros, a demigod who lets their souls fight on after death. Their warband is organized entirely around that god, so that they do nothing except raid, vanish into the wilds, and ride on to the next ambush or fight. To join them is to leave normal society. To meet them as foes is to leave the world of the living.
  13. More likely enchanted tin as that is the star element. However, if they had some encounter with the dwarves, and the dwarves sent them on to fix a piece of the World Machine, they might have (reluctantly) gifted them with some enchanted iron.
  14. If you don't get your Rune Points back until the spell has expired (which is what I'd argue), then you've lost those for the year. Priests will of course do this to help protect the temple, etc. I believe the answer is Yes, they do impede. No, I don't think so. I think you'd have to cast within the group of spells for that deity. You might be able to make a case that you can call upon the two deities together to reinforce each other based on their association/allegiance with each other, however, I don't think I'd play it that way.
  15. For the constellations, compare to p.645. You have to rotate slightly - Orlanth's Ring, iirc, enters above Borna and before Swan. 1) The oval with two dots is Mastakos/Uleria (this is noted on GRoY p.75). 2) Passes below the Plow, through the Willows and the Tree. (Runes are: Barntar the Plow, 3 trees for the Willows, and one Plant Rune for the Tree) 3) Passes above the Whisperers, touches Evandal and the Fishes, then hits the Steward. (Runes are: Evandal must be the box with two dots - it is also called Porridge Star and Yuthuppa’s Mother per GRoY p.47; Poverri's rune for the fishes; circle with crown is the Steward. The two little circles, one red, one white, with dashes in 4 directions is the Twin Stars - noted on GRoY p.75.) 4) After the Steward are the Harp and the Hawk. (Runes are: Harp, aka Hyraos; and Tholm the Hawk). As it then circles in closer, the red planet, Shargash, move to attack (Rune is circle with upside-down V - noted on GRoY p.75).
  16. Love this bit: "You have until the end of the month to pick up your flax shawls and sandals or else I will donate them to the temple of the moon god."
  17. If she sees herself as a female, then I'd expect her to be initiated as a woman into the clan. But there'll be something during the initiation that pulls her to Babeester Gor - perhaps a threat of chaos, or danger to the Garden, or some other encounter. Yes, I think so. These are not associated cults and there would be an inherent conflict between Babeester Gor's loyalty to the temple and Vinga's desire to be free.
  18. They may have intended to say the Gamemaster Book which is not yet finished/available.
  19. And Wyrms Footnotes #14 where it was first described.
  20. My original inclination was to allow viewing of the Spirit World spirits, but have backed away from that. Just seeing those that are manifest/bound in the mortal world seems appropriate for those who are not shamans. A key difference with shamans is the fetch, which is IN the Spirit World, so effectively the eyes in the Spirit World (unless the shaman discorporates and effectively swaps position).
  21. Not 100%. But it appears that much of the Y-DNA haplogroup G, increasingly associated with the Neolithic farmer culture, was wiped out across Europe leaving scattered individuals and isolated pockets (e.g. Sardinia, Caucasus). [As a haplogroup G descendant, I can attest we weren't wiped out.]
  22. Mostly, I think, because those who are not shamans are particularly vulnerable (i.e. if your spirit gets trapped while Discorporate, your body dies). Under the guidance of a shaman, I've taken PC's into the Spirit Plane. One transformed from a Yinkini into a Odaylan because she discovered she really had an inner bear spirit.
  23. Definitely! Be interesting to hear what you develop.
  24. Obviously the Lunars brought the antelopes, aka Lunar Deer, and then introduced a plague to wipe out the original Sables.
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