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jajagappa

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Everything posted by jajagappa

  1. Not correct - he appears in both GRoY and the Guide, so he is fully canonical. ๐Ÿ™‚ GRoY notes (p.9) Veskerele. God of the Second Hell. Shown on Gods Wall IV-6. In reference to the latter, he is among the deities of the 4th Row, the deities of Below: (p.62) Veskerele. The faceless God of Second Hell. The latter repeats in the Guide (p.678) IV-6. Veskerele. The faceless God of the Second Underworld and Keeper of the Second Hell. He dwells in: Veskerelgat. The God Caves. These are the places that can be reached only by heroes, holy men, madmen, and fools. The lesser deities of the Earth live here.
  2. Yes. The Glorantha Sourcebook contains the myths of the pantheons of the Gods (including the Lunar), as well as the complete History of the Lunar Empire, and more. It's a good grounding from a cultural perspective. The Guide is effectively the gazetteer for all of Glorantha, plus good summaries of the competing cultures and the Elder Races, plus some broad summaries of the ages of the world and hints at the upcoming Hero Wars.
  3. aka Deshkorgos, Keeper of the Fourth Hell, but in some guises Lodril as Keeper of the Third Hell.
  4. The HQ1 era supplements created lots of weird gods that, I believe, really didn't capture the Lunar way and have gone to the list of non-canonical sources. The best source for the Lunar gods currently is in the Glorantha Sourcebook. And most of those are a veneer or supplement on top of the existing local cultures which are dominated by the Pelorian Earth religion (including Lodril), the Weeder folk of Darjiin and along the Oslir, etc.
  5. Lodril - he revels in wantonness, drink, etc. The river gods - they are always mercurial. Others noted Orlanth and Veskerele. Ravenveg the Carrot God, who's likely just an incarnation of Eurmal.
  6. Probably in my Glorantha, Tatius would assign the Coders to take the Magics of the Cradle at all costs. Giants are a race of Disorder and possibly Darkness - the antithesis of Tatius' solar magics. Her fate is immaterial to Tatius. But the Red Goddess might well whisper words in Anderida's dreams to have her protect the baby, or offer her to Gerra - after all, the Moon is the balance of Light and Dark. What Tatius takes to power the Light of the Reaching Moon must be balanced by the Dark of the Dying Moon.
  7. Nothing posted yet on price, but see Rick's note near bottom in this thread for rest of details: https://basicroleplaying.org/topic/9043-when-should-the-bestiary-be-in-print/
  8. RQ2 has a Defense, which RQ3/RQG dropped. If you look in the back of the RQG book there is also a conversion list from RQ2/RQ3 to RQG which identifies spells that have been dropped or renamed. Most tactics/tips should carry forward (there's not been that much change in either spirit or Rune magic spells). The RQG Rune Point mechanic lets most PC's use both the "good" and the common Rune magic from their deity rather than having to explicitly make sure you had sacrificed for Shield and Spirit Block and Multispell to the detriment of the cool stuff.\ The Rune and Passion Inspiration mechanism is new/different and if successful potentially provides a bonus through a whole battle. Of course, your opponents may get those too which goes to @Dissolv's points on level of capability of foes. Use terrain to either avoid or attack them (i.e. get height, hide from them, etc). Or make it difficult for them to harm you. They can only cast so many Speedarts or Multimissiles, so cast Shield (in combo with natural armor) to counter (and outlast) their magic. Shield is good because you can add Protection or Shimmer to it. Cast Lightwall in front while charging so you can see them but they can't easily see you. Use Fanaticism or Berserk once you're in the middle of them because they likely have few/no weapons to parry with and you want to maximize attacks. Or if you're inspired, that may also put you over 100% so you can split attacks. Another option if you're Orlanthi is to use the wind. Cast your Increase Wind and Wind Warp spells so that the arrows don't reach you, or Rain so that their bows become wet and useless.
  9. I had the pleasure of having Phil as one of the players in my long-running HQG game. His character Beorht Shortspear (nickname from the heirloom weapon that came from his great-grandmother Vingan warrior) was one of my favorites, and the spear proved its worth when he used it to summon lightning when fighting a demon in the Otherworld (if I remember right, he scored a Complete Victory on that roll). Later became an initiate of Geo's at the Jonstown Inn.
  10. When I ran face-to-face games years ago, we used miniatures - they were useful in combat situations. They were generally unpainted. For current play-by-post games, where needed I create maps and then mark positions.
  11. Not extensively, only when augments bring over 100%. But no problem with it (or the subtraction) so far.
  12. Could well represent the battles between Water deities (often draconic in appearance) and Earth deities.
  13. I figure that Molandro and Molanni are of a common origin and from some borderground between Orlanthi and Solar cultures (probably the Tarsh/Saird region) which was crushed by each in turn. Really very little to go on for this. Entru is a possibility, particularly given an association with Ketha as perhaps the original land goddess of the region, but nothing canonical there to my knowledge. There are a group of Esrolian deities named Del-xxx. Delaina and Deleao are the most notable. And the Delainan Hills are a prominent feature of Esrolia. The Map in Heortling Mythology p.62 shows Ancient Dellen and Del-eppo Heart as ancient places. And Thunder Rebels, p.146 notes Delan the Strong as one of Ernalda's varied husband-protectors. There is also Deleen Kodigsdotter, suggesting that Kodig may have married into the Del- related earth deities. So, Delan the Strong might be a possibility. Then there are the Ter-xxx figures. Esrolia p.23 notes the Axe Man, probably Tereen (chosen of Ter) as well as the Most Bad Man, possibly Terliol (โ€œBlessed of Terโ€), the grandson of Tereen. Also on p.25 we get Tereneel, the Little Voice. These may just all be titles for figures such as Kodig. Or, they may be ancient Earth cult titles laid upon Kodig or other more recent arrivals.
  14. Running various Glorantha games on and off over the past 30 years. These are the main 3: 1) Imther Campaign - ran 10 years (was an in-person game with sessions typically once per month; used RQ3) Set in: โ€ฆ Imther! Primarily but also included Sylila/Jillaro, Balazar, and a trek to Gonn Orta's castle. Aside from the excursions into Balazar/Elder Wilds, it was largely my creation and was the material that appeared in my short-lived fanzine, New Lolon Gospel. Time period: 1616-1619, if I recall correctly. Setting/canon: it built off of roughly two sentences in the old Griffin Mountain book: "Imther is another client state. It fell to the Conquering Daughter in 1347. Its barbarian population is mixed herders and farmers; the state controls the Imther Mountain mines." That was all the "canon" I had, though Yelmalio was one of the primary gods (and evolved from Cults of Prax) and the Conquering Daughter writeup was based on the text of the Lunar Second Wane from Wyrms Footnotes #12. A number of pieces from my campaign have subsequently become canon. Note: as I commented on in Jason's Summoning Runequest GM's thread "Don't be afraid to create or add to Glorantha. If you want or need a new myth, a new spell, a new cult, a new clan or city, add it. It's your game - your personal touches will add to and enrich it for your players." 2) Orlmarth Campaign - running 4.5+ years now (a play-by-post game on RPGGeek using HQG) Set in: Sartar. Based on SKoH and HQG, plus material from a variety of other sources (including the Harvest Festival from old RQ3 Sun County) and whatever else I come up with. Time period: 1617-1618 (so far) Setting/canon: largely canonical, but I also create a fair bit (e.g. heroquest settings). 3) Into the Hero Wars Campaign - running 1.5+ years now (a play-by-post game on RPGGeek using the new RQG) Set in: Sartar. Based on RQG, the Quickstart scenario, and RQG Bestiary/Adventures, plus older HQG material. Time period: 1626 (so far) Setting/canon: largely canonical, but as with my other Sartar campaign I tend to develop my own scenarios and expand on existing settings. Other: also had a more short-lived Nochet Campaign using HQG. Drew on a lot of the Nochet-related material and maps I've put together (and which you can find searching in these forums).
  15. And that is what counts! It did sound like a fun game (but couldn't resist responding ๐Ÿ˜‰ ) Oddly, despite having the old gods book for many years, I could really never make sense of why anyone would want or use the Hallucinate spell. It's only been with a couple recent posts (including this) that it's hit home how a Trickster can utilize and take advantage of it.
  16. And you admit it! ๐Ÿ˜ฒ Clearly a heretic! Naming one of the two forbidden books that all in the tribe of Glorantha have forever forsworn! At this point you should be expecting the RuneQuest Inquisition and be prepared for โ€ฆ The Comfy Chair! (Or at least a pair of Moon demons to drag you to the deepest pits beyond the Adamantine Gates where Ikadz forever tears apart your soul.)
  17. Agree. But perhaps the River Gods did not want to share such knowledge to those who brought fire to water.
  18. Here are some of the entries from my Nochet text for those bloodlines associated with the Nochet Sun Dome temple: Little Vanntar: For long the temple of Yelmalio was banished from Nochet and Esrolia, yet Green Ernalda called him back and, garbed in the Robes of Loyalty, he returned. House Pelgraeos granted Yelmalio a small corner of Pellaโ€™s Garden and this has become known to all nearby as Little Vanntar based on the origin of most of its inhabitants. K9. House of the High Sun. The bloodline responsible for the Sun Dome Temple lives here in this squat stone court. K10. Long Hall. The bloodline of Montar Blazingeyes resides here. They are known for their strict adherence to the vows and geases of Yelmalio. K12. The Footstool Inn. Innkeeper Dorasa Sharptongue says the name comes from the golden brick her ancestor took from the Footstool of Yelm in the wars with Dara Happa. No one who stays there believes her, but itโ€™s a busy inn with much traffic from the Great Market. K14. Temple of Green Ernalda. Here the women of Little Vanntar celebrate Ernalda. K15. The Sun Dome Temple. This is not like the glorious Sun Domes of Sartar or Saird, but a rather poor bee-hive like building of stone blocks painted yellow-gold on top. (For possible appearance, see: http://aphs.worldnomads.com/rachel_and_daniel/16402/P2080185.jpg ) Despite its inglorious appearance, the local warriors are keen fighters though they use substantially shorter spears to maneuver through the streets of Nochet than their northern brethren. K16. Gold Finch Hall. The chieftain of the Gold Finch clan lives here and keeps order and truth prevalent throughout Little Vanntar. The chieftain and his family always are charged by Yelmalio to never eat the meat of birds, and the little gold finches that live in the district keep the chief alert to danger and threats. K37. Hall Pelgraeos. This clan is magically strong and traditionally serves the shrines of both Pella and the Three Flames. The Orendar [i.e. chieftainess] of the hall rules over Little Vanntar, but has granted the privileges of the Earth and Sun to the local Yelmalions.
  19. As the Cradle passes out of knowledge after the encounter with Harrek, this is not surprising. I think it is just an Unknown. Clearly the river waters were unaffected by the Closing - they continue to flow to Magasta's Whirlpool and to the Underworld. It may well be that the Cradle is effectively "enfolded" within the waters of Zola Fel and considered part of them so that nothing further inhibits its passage. Still an Unknown.
  20. Movement and Truth are the ones my players have used the most. Movement applied to lots of things from actions like Climbing or running or Riding, to better coordination in combat. Truth particularly to help with Lore rolls, but also actions like Evaluate or better Insight into other's motives. Fertility or Harmony to help with healing. Harmony to help with certain Communication skills. Illusion has value with actions such as Act, Disguise, Sleight, or Stealth skills. Disorder might be used in combat, or possibly in Communication skills such as Fast Talk or Intimidate. Stasis has applicability to artistic or craft endeavors, or to hold ground in combat. Death, well combat is obvious, but could be with skills such as Prepare Corpse or dealing with Spirits.
  21. W in my game! ๐Ÿ˜‰ Sounds like Computer Use 1W against a Very High difficulty scoring a Major Victory.
  22. That would work - just reduce the number of Rune Points by one (whether already used or not).
  23. I had missed that change as well. So what happens to the poor initiate who has already used all their Rune Points? Do they have no chance for DI, or must they sacrifice 1 point of POW? I'd probably rule the latter in my game.
  24. Except Arkat's Hold on the way to Esrolia is rather suspect (particularly since I think they refused refugees during the Great Winter). And there's a small temple to Black Arkat in Nochet - probably thought to be a place where strange foreigners from Ralios and trolls go. And of course the persistent rumors that Sir Ethilrist descends from Arkat (probably encouraged by Ethilrist himself).
  25. Marked - yes, it's the three little huts in the lower left. Labeled - no. So, if you don't like Greenbrass and want something else there, easy to deal with. And if you want to resurrect Greenbrass from the old RQ3 scenario, you can do so.
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