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jajagappa

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Everything posted by jajagappa

  1. Reference for the first? Verrogors was the original spelling of Verogors the sixth king of Saird (1045-1085), Verenmars’ great-grandson. The original reference is in my Verenmars Saga. Verogors was 1 when his father died, and came of age in 1062. He made his capital at Mirin's Cross. In his later years he was a great builder and works included the Palace of Black Dogs at Jillaro-above-the-Estus and at least one famed building in Mirin's Cross.
  2. The closest would have been Giant Top in Imther, so maybe just localized. Or given that all the winds of the world blew towards Dragon Pass (and then disappeared), I'd be tempted to say either: 1) the souls attempted to fly and the attempt failed; 2) the souls got dragged by the winds in the direction of Kero Fin and crashed out at the Windstop; or 3) found themselves at Karulinoran in the Great Darkness with Orlanth gone and Bad Dogs haunting the ruins.
  3. That would be a useful addition! (Pretty much how I played their state, too).
  4. Good question - this already came up in my game. There's also a related question about how many (and which) legs must be removed to immobilize either a Scorpion Man or Giant Arthropod.
  5. We've gotten used to the great artwork in these releases! I'm quite happy that the Bestiary is out now and really like the art done for it. My point of reference just went back to this note from Jason in April: "The Glorantha Bestiary is heavily illustrated by (IIRC) a single artist, and all unique RQ species and most fantasy creatures have 1 or more illustrations", so was thinking "most" meant an Orlanthi "most".
  6. p.82 in the Create Zombie spell - "This spell creates a revenant (see page 123) out of a newly slain victim." Think this should read: "This spell creates a zombie (see page 128) out of a newly-slain victim" (If it just creates a revenant, then no need for a different spell since ZZ also has a Create Revenant spell)
  7. All the Distribution Maps on pages 12-15 are missing the Imther Mountains though many much smaller mountain ranges are shown.
  8. And listed among the Gods of Chaos in the Guide p.703.
  9. From the Guide p.424 we know that Guilmarn will conquer and unite Nolos and Pasos. Those might be considered one or two of the Three Kingdoms. It does note that attention is then turned towards Ralios and Fronela, but only notes invasion of Ralios where he runs into the Arkats. The only reference in regards to Fronela otherwise seems to be the Takenegi Stele where the Red Emperor reaches Sog/Akem.
  10. I wasn't expecting them to be so noticeable, but it does support that the Colymar Wilds are indeed wild. Apparently the dwarves have put the mountains under some invisibility spell! (Or perhaps the cartographer got stomped on by a giant?) I like the inclusion of the Distribution Maps, though. Much better sense of where you can find different groups then just labelling the region. Unexpected, but interesting! Must have regular Morocanth caravans along the Pavis Road - maybe decadent Lunars have a taste for herd-man? Somewhat less artwork than anticipated - think an early note suggested that all entries might have art, which is not the case. But I do like the art that is included. Elves and dwarfs are quite good. The jolanti makes me think of some classic robot movies (particularly if you remove the head). I like the uz with the beetle head helmet.
  11. p.13 "Bullstitches" should be "Bullsitches" p.104 The pictured scorpionman has 8 legs, but the hit locations chart on p.105 only lists 6 legs. Perhaps add note that both 6 and 8 legged varieties occur. p.186 "Thunder Broather" should be "Thunder Brother"
  12. That is how I've always played at. I think this is the important point: creates a magical missile at the instant the original is launched or fired The implication is that the spell is cast upon the missile, and since the magical missile appears at the instance of launching, it can only ever follow the trajectory of the original.
  13. But that's the Seshnelan king with Seshna Lakita, not the King of Loskalm, who gains the Serpent Crown. Glyph 16 indicates the Serpent Crowned king dispersing the Arkats (i.e. invading Ralios), before being killed by Ardinyar Kocholangsson, King of Ralios (also noted on p.742) who brought the Storm Dragon.
  14. However, the Takenegi Stele does mention the King of the West who has suppressed the Arrolian Properties and is defeated by the Red Emperor in ~1641. That the King of the West had "rebelled against the gods" can be taken in varied ways, but could represent the King of Loskalm adopting the ways and practices of the Kingdom of War.
  15. Every so often I go exploring in the vast tome that is the Guide to Glorantha. Today's exploration was in pursuit of beastfolk references, but it led me to p.511 in the midst of the Jrustela archipelago. Narkast: An island inhabited by giant Beast Men with the heads of animals such as birds, bulls, goats, monkeys, and so on. They are ruled by a king, an outsider spared by the monsters called the Sendak, who rules for life, or at least until his “subjects” grow bored and devour him. I had not realized that the Wild Things had found there way into Glorantha! But Where the Wild Things Are was one of my favorite childhood books, and I enjoyed the discovery. Probably won't ever make it there in a campaign though - Jrustela is well down on my list.
  16. Most are called rivers around us, e.g. the Parker River, the Ipswich River, the Little River in Haverhill. However, just south in Boxford, MA, you can find Fish Brook and Mosquito Brook and in Topsfield there are Boston Brook and Nichols Brook. What I haven't seen in New England is Creek or Fork, which are definitely in the Midwest and South.
  17. Ship from a US port, through the Panama Canal, then on to Lima.
  18. I haven't hit it yet, but would probably allow some nominal amount of Spirit Magic. Once the Bestiary is out (scheduled for tomorrow), we should see info on typical spirits and if they include Spirit Magic, I'd just follow that guidance.
  19. I'd rule it impacts at least Lore (Knowledge) skills and INT rolls.
  20. I haven't worried about the time in-game. When one of the characters in my game recently cast Detect Enemies, I told them who/where enemies within the range were detected. Did they have to spend a few seconds turning their head to see all? Probably, but irrelevant to game flow. If you need a time for an instant spell, decide what you think is reasonable. Probably be one melee round for me.
  21. That is simply incorrect. After 30+ years there was a strong desire by the designers to get players/characters into the Hero Wars. There is nothing in the Guide that is negated by this. It gives you a worldwide view as of 1621. There are several sources (including the Guide) which give you guidance to 1625 and help you understand the current state in core homelands as of that date. It allows you some flexibility as a GM to shape what happens in your campaign between 1621-5. And there's nothing that keeps you from running your RQG game in 1621 (or any date earlier or in-between). Most of those are not set in 1621. Most fall in the period 1615-1620. The Cradle is the only noted 1621 scenario. And I think that is the right decision, and allows a lot more than just the classic Evil Empire vs. Rebellion theme.
  22. No, I don't see anything additional there. It simply adds the maximum damage bonus from the special, and then gets the usual ignore armor for the critical.
  23. Detect spells have always been instant. The objects detected light up magically, you see them, and the glow fades off. A carryover from RQ2. In that edition p.36 "Spells affecting the character’s body do not require a focus." while "spells affecting other people and objects do require a focus for quick casting." In RQG, all spells require a focus to be immediately cast.
  24. RQG p.203 for impales: "If the impale is also a critical hit, then the maximum possible impaling damage (14 points in the case of the short spear) is done to the victim, to which is added any damage bonus and any extra damage from spells." RQG p.204 for slashing: "If the slash is also a critical hit, then the maximum possible damage (18 points in the case of the broadsword) is done to the victim in that hit location."
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