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jajagappa

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  1. jajagappa

    Jareena?

    I don't think there are any indications of forts among the On Jorri. They are noted as being in northern Orlanthland, and under attack by darkmen and ice. Janerra had to climb the peaks to meet Orlanth, suggesting a lowland folk. There's also a reference to Desderina and the Plateman moving to an old sandbar in On Jorri suggesting somewhere near the edge of the Osliran sea. But don't think there are any forts noted or associated with these folk.
  2. The initial question came up in my game, and @Joerg's thought was what I came up with. Eventually, an elemental can open a pit equal to its volume on the right soil, but it must be limited to something like 1cu.m per elemental size per round.
  3. Errata: Based on the additional Shaman adventurer, it is clear that the MOV line for the previously noted elementals, it is clear that should be the Damage Modifier line, and the MOV line is missing.
  4. Also the Sambari after the Fire Bull Moot and the Dundealos, I think.
  5. Although I did note that the Earth Elemental in the listing for the Assistant Shaman is correct (and includes both Damage Modifier and Move).
  6. Yes, I think that would be the logical outcome. And I agree that it's an extremely rare event. But I'd certainly allow it in context of a game, and following the Making of the Storm Tribe quest seems a reasonable starting point. Typically, I'd expect the surviving bloodlines of a broken clan would petition to be adopted into another clan. The clan myths already describe how this is done - and whether the adoptees are given full clan status, or become thralls. Some of this is visible in Ian's The Coming Storm.
  7. The common conventions are: RQ2 is Chaosium RuneQuest 2nd ed. from 1980; MRQ is Mongoose RuneQuest; MRQ2 is Mongoose RQ 2nd ed.
  8. I think it can, but I also think there's an implication in doing so. Specifically, the clan that is falling apart can truly no longer manage on its own and will become something else, part of something larger. I'd approach it that each of the bloodlines (where the divisions likely exist) is one of the "clans" to be united into the new Storm "Tribe". The leader of the quest, must go to each bloodline within his/her clan to get them to agree to form a new unity, and then to each of the bloodlines in the target clan. This will bring up divisions based on the bloodlines and the differing 'enemies' of the two clans. I think this approach assumes that the clans/bloodlines merge in a somewhat equal partnership (i.e. not with one clan becoming thralls of the other).
  9. Over in the G+ group, Andrew Larsen posted the following question on the Making the Storm Tribe quest. I thought it would be useful to carry over here. My initial thoughts: There's a number of notable stations in the quest: 1) finding the other clans - with deeds, promises, and gifts Orlanth must persuade other clans to come to a Tribal Moot (there can be any number of these - the more gathered, the stronger the tribe, but the greater chance of conflict at the Moot) - these may include fighting other foes, solving puzzles, making bargains, etc. and Orlanth may have to overcome the Doubting Wheel at some point 2) gathering at the Moot - many found that they had been promised things that were not Orlanth’s to give or that clans they hated were at the moot 3) another Way - Ernalda must calm Orlanth and bring forth the chest of torcs, otherwise the clans fight and the Moot ends 4) Vadrus and his Hurt Everyone Clan - they refuse to become part of the tribe - Orlanth must determine whether to bring them in or let them go, and how to treat them - this is one point the HeroQuest Challenge could occur - Vadrus likely challenges for leadership here, and proposes enslaving all the other clans 5) attack of the "Night Tribe" - clans must find a way to aid each other - this may reveal some powers of the wyter (a good point for a HeroQuest Surprise - maybe its the Logic Tribe, or the Fire Tribe, or the Stonemen, or someone else who attacks) 6) acclamation of Orlanth as King - last troublemakers are settled, and all the clans agree on the king - the other point where the HeroQuest Challenge likely occurs 7) the Storm Ring is created - Orlanth must determine who is on the Ring - this establishes the tribe (and must call forth the wyter), but may create seeds of future discord.
  10. It's not correct - it just uses a set interval. Likewise there is no variation made on the Southpath trek which is supposed to move substantially (and Jagrekriand/Shargash can have even more variation in interval). However, it does provide good positioning for the stars if that's an important part of your game for omens, etc.
  11. Consider SR's representing the minimum time by which an action can be performed. If you want to delay (whether for an aimed blow, or just because), you do so. As there is no other text saying 'yes' or 'no', you go with the MGF rule. The danger in delay in RQ, however, may strongly discourage you from delay without a specific advantage (e.g. you delay 3 SR's, but in the interim your leg is lopped off - "what are you going to do, bleed on me?")
  12. Discovered after posting in the other thread, that this one had been created, so repeating here. I found I had to perform two steps to get this to work in Chrome. 1) enable npapi support There used to be a Chrome answer with this but can't currently find it. However, these instructions should work: https://www.carnegielearning.com/pages/tech-support/3030 2) update exception list for Java You can find the information on getting to the Java Control Panel here: https://www.java.com/en/download/help/win_controlpanel.xml Once there, go to the Security tab, and enter the following URL in the Exception Site List: http://www.glorantha.com/site-apps/ephemeris/EphemerisII.html After making the changes, I can run the Ephemeris in Chrome.
  13. I found I had to perform two steps to get this to work in Chrome. 1) enable npapi support There used to be a Chrome answer with this but can't currently find it. However, these instructions should work: https://www.carnegielearning.com/pages/tech-support/3030 2) update exception list for Java You can find the information on getting to the Java Control Panel here: https://www.java.com/en/download/help/win_controlpanel.xml Once there, go to the Security tab, and enter the following URL in the Exception Site List: http://www.glorantha.com/site-apps/ephemeris/EphemerisII.html After making the changes, I can run the Ephemeris in Chrome.
  14. But I'd contend that makes for some interesting gaming choices. Do you push on into the Wastes trailing the chaos foes? Or do you stop in New Pavis (or the Rubble) to restore your magic? Or, do you invest in enchantments that help you go beyond known lands? Also have to consider who is adventuring beyond the realm of friendly temples. Sailors have a Dormal idol (and possibly other sanctified 'shrines') on their ships. The Issaries and Etyries merchants must find some method to maintain a portable shrine. Lunar regiments clearly maintain mobile 'temples' to their regimental deities. Orlanthi learn the sacred hills where worship can be performed. But for most, it's dangerous to go beyond the known lands!
  15. I think it forces three things: sacrificing and storing more Rune Points to have more to draw on (you do want to emulate your god, don't you?!) rationing your use of Rune Points to critical points in time and either directing your journey to intersect with relevant temples (pilgrimage!) or being able to prepare a worship area where you and those travelling with you can possibly get some attention from the god (e.g. take a priest along!)
  16. RQ2 Appendix C, Optional Combat Rules (p.113 of the reprinted pdf): AIMED BLOWS A character can affect the hit location struck by delaying his attack and waiting for an opening. The following gives two different rules for doing so. Referees should experiment with each rule and decide which one they like best. 1. For each strike rank a player delays attacking after his normal strike rank, the player can adjust the die roll for hit location by one. ... 2. A character who wishes to hit a particular location must state where he desires to hit. He then waits until strike rank 12, when he attacks with ½ his normal effectiveness, if he is successful his blow hits where he wishes.
  17. Fun to hear about the layout perspective! I've always enjoyed these alternative spellings. Makes me think there are great debates in the temple of Nochet over this (or perhaps it's just spilling invective at each other).
  18. Yes, you've always been able to do that in RQ.
  19. That's actually a question that came up in my game. I believe it is the Movement, but that small Earth (and Fire) Elementals cannot move. None of the elementals have a damage modifier row. But it would be good if @Jason Durall could clarify this point.
  20. Try p.256. Not everything, but does provide some sense of the harbor market of Nochet. Some other notes on final pages: p.14-15 - while I use the pdf for day-to-day entries, if I really want to read I prefer the book. And if I really want to investigate the art, I definitely prefer the book. This is one of those pictures where you really, really want to take in the two-page spread that the book offers. The whole layout of this page really frames the battle of heroes, the clash of White Bear and Red Moon. p.16 - Bones of the Gods. While I've seen this repeatedly over many years, I like this comment "are analogs, not duplicates, of Earthly metals" as it emphasizes that just because the document uses certain English words, it doesn't mean that things behave like the earthly item. That applies not only to metals but even political concepts. p.16-17 - Adventurers in Glorantha. Very useful comments connecting the world to roleplaying. I like how it also links the discussion in its way back to some of the core RQ adventuring concepts: "a player character can be anyone who leaves home to seek their fortune". This was a reason I found RQ (and Glorantha by extension), so appealing. The adventurer can be the farmer giving up the plough to save his clan, or the learned sage who explores the caverns of the Devil's Playground so that she can keep chaos at bay. "Adventurers have become public figures in many cultures in Glorantha." - I'm not sure how often this has occurred in gaming over the years, and it's tough to build scenarios around, but I do think it would be cool to get to this level, particularly in the latest RQ incarnation.
  21. Two questions: Extension: it notes "Affects the duration of another spell" - in RQ2, this was specifically a battle/spirit magic spell. Here it does not say, so does that imply that it can also extend rune spells? Earth Elementals: one of my players noted that the earth elemental can create a pit the size of its volume (e.g. small = 3x3x3, so at 27 cu.m. a fairly good-sized pit). Yet it also says that in combat it can only create a depression to grab a foe roughly 1 meter deep. These appear inconsistent.
  22. Red Cow provides a level of detail of the clan and its people that you won't find for the Orlmarth/Colymar in SKoH. E.g. You have all the main figures for the Red Cow, plus the bloodlines, plus Queen Ivartha and her household. You also have the Dolutha clan of the Cinsina, the Emerald Sword clan of the Dinacoli, the Two-Pine clan of the Culbrea, and of course the Telmori (i.e. you have details of all the main clan enemies). With SKoH you have a sketch of the Orlmarth clan ring. But nothing on the bloodlines, key NPC's, clan enemies, etc. Now, with some online hunting you can track down a lot of the bloodline background (which came from Jeff's house campaign) - I did this and have a fairly fleshed out bloodline for my Orlmarth campaign. We don't yet have the Eleven Lights book/scenarios that go with the Red Cow, but the campaign in SKoH is centered around a series of three heroic quests. Given the Coming Storm background for the Red Cow, that campaign will likely center more on what happens to the clan, less on big quests, but Ian can say more.
  23. Btw, it's interesting to note that very few deities have the "Cha" name. In GRoY we have Asharthcha, the White Overseer of the North. "Cha" = "White". And Chalana is the "White Lady". And from Fortunate Succession: "Ch(a) is the most alien letter. It is the only one which does not have a deity associated with it. In fact, it is used almost exclusively within words, such as in Asarthcha." (i.e. it's not Dara Happan, but came from some other, presumably Northern culture - Altinae?)
  24. While I didn't complete the assignment, I did put together a reasonable bit on the first 10 pages. The Cover - love this piece of art, particularly its rotational aspect as you can turn it and see something new. · The ouranekki board - simultaneously Sky Dome and Web of Arachne Solara (the latter emphasized with Cragspider's presence) · What is expected: Harrek and Jar-eel, White Bear and Red Moon, coming back to the oldest published Gloranthan roots · What is new: Cragspider vs Can Shu. It's a battle we have not seen or heard of before, only that Cragspider was the one who prophecied the Hero Wars. o What does this signify and portend? There's a power battle in the forces of Darkness as well. o Is there significance that Can Shu is entwined with Jar Eel and the Red Moon? Red Moon and Blood Sun. · There is a great battle at hand - clearly it is on the verge of the Hero Wars P.1 - partial picture of the giant holding the Sky Dome · This is not your normal round world - there are immense giants or gods bound to tasks, even ones who look crippled; and the constellations have meaning, such as a rider - what are the stories behind these? · And this is a collective work - so many have contributed bits and pieces to Greg Stafford's creation p.2-4 - all of those who backed this Kickstarter effort and give it life. Fun to find oneself among the "immortalized" list, and so many folks who have been part of the community for years. "I Bought, We Won" indeed! p.4 - Fertility Festival - a celebration of life and birth - very appropriate when seen in the context of giving birth and life to this immense work. p.5 - Table of Contents - cultures, races, time and gods, that which is beyond mortal ken, that which gives flesh to the regions of the world. And this only details Genertela! (and not even all of that) p.6 - Foreword · "Reams of notes, typed and hand-written, accumulated" - tell me about it. Boxes filled with assorted Glorantha and RQ books and magazines, my first RQ characters, ideas for Pavis, notes on Imther, my old campaigns, correspondence with Greg, the Verenmars saga, stray cult write-ups, maps, not to mention what is now in electronic form. · "All fantasy is the same" - I think Greg proved that wrong. I continue to find Glorantha one of the most richly rewarding fantasy worlds - just wish I had the time to explore more! · It's natural to link in my own experiences here from early discovery, to GM'ing, to writing and submitting material for publication, to creating my own fanzine and contributing to others, to RQ Conventions and Gloranthan LARP's, and adding bits and pieces of my own creation into this immense work. · "This book is a dream come true for me – the manifestation of a lifelong vision in beauty and power." - The book really captures a beautiful creative vision and is inspiring in how it comes together. p.7 - World of Glorantha · I was fascinated by the original sketch map of Glorantha, the lozenge, in RQ. While I love the coloration on the map here, particularly that sense of the great mountain ranges, I don't find it has that same impact as that original sketch - perhaps just too familiar after 35 years! · "the influence of the magical world is always there." - I love the magical richness of Glorantha. It's not an ordinary world where magic somehow happens to exist. It is inherently magical: runes, gods, chaos, etc. p.8+ - Introduction · I've read most of this in various forms over many years. Consequently, I find a tendency to skim it. · "created cultures with no Earthly equivalent." - It's not just Ancient Greece or Celtic Britain with magic. These are distinct cultures which have developed on their own paths. There are analogues in our history, but these should not be seen too closely. o "Don’t make the mistake of assuming that such societies and their associated cultures are less sophisticated or complex than our own modern, technological societies" · "The central theme of Glorantha is the relationship between man and the gods, between the mythical and mundane worlds" - long-time fundamental tenet of Glorantha. It's an aspect that I've particularly enjoyed exploring in my games and writing over the years. o While I found RuneQuest fascinating and believable as a game, what really solidified the world of Glorantha for me was Cults of Prax. That first-person overview made the world and this theme come 'alive'. p.10 - Cosmology - where the map on p.7 is nice and colorful, this picture really evokes and goes beyond that initial sketch map from the RQ book! · Here's the earth lozenge floating in the sea! Here's the path of the Sun through the Sky and the Underworld! Here are the Gates of Dawn and Dusk! Here are the Hells with their Keepers! Here are the Pillar Gods who hold up the Sky Dome! o Is it really Six Hells? There are six deities shown, but are the Hells of Annara Gor and Deshlotralas truly distinct? · Interesting to contrast the Pillar God on p.1 with the White Goddess of the North here. What's the real truth? Or are both true? What is the relationship of the White Goddess, Chalana Arroy, to the northern lands? · Something about the western warrior (Luathan knight?) reminds me of the Imperial Guard from Star Wars. I always thought these outer worlds would be intriguing to interact with. · I like how the Glaciers hang off the land and over the seas. · I miss the legendary Mountains of the Sky though from the original map - but perhaps they do exist when the Sky Dome rocks down and one can climb into the Northern Sky? · One can see Magasta's Pool, but I've always wondered what the inside of the great Earth cube was like. Does Magasta's Pool widen (as the Spike did)? And what realms exist within the Earth that we are ignorant of? p.12 - Coins · Provide for a nice in-world feel. You get some sense of particular leaders (Hendira, Guilmarn), and cultural aspects of respective societies.
  25. Taking some comments out of order here. Yes, Governor of Esrolia is largely ceremonial. Whatever Belintar initially tried to do in Esrolia got co-opted by the Esrolian Grandmothers. And once Bruvala became Reverend Grandmother, there was no doubt about who ruled Esrolia (except in those gaps where there wasn't a Reverend Grandmother). I don't think so, any more than the ranking priest of Orlanth at the Wind Temple is King of Sartar. Yes, she will rule Ezel as a city with the help of the local and powerful Enfranchised Houses. But given Ezel's central religious position including Sacred Home, the Queen of Ezel will have even more religious duties to perform including serving in Ernalda's capacity as granting sovereignty over Esrolia to the most capable political Queen (usually that of Nochet). And it likely isn't from a religious standpoint. She is in effect at the top of the Ernalda religious pyramid. With Reverend Grandmother Valinyr dead (or, IMO, that she IS Belintar), then Hendira, Queen of Nochet, was the logical choice for the Esrolian Grandmothers to recommend to Belintar to serve in that capacity, along with her capacity as Queen of Esrolia. It really depends on the particular Sixth, but in the Esrolian case, power went back to the Esrolian Grandmothers and their selected representatives. Three factions: Red Earth, Old Earth, Warm Earth. Red Earth is weakened by the Great Winter and Samastina's coup, and destroyed in 1624 at the Battle of Pennel. After that it is Samastina and the Old Earth vs. Demivierge and the Warm Earth. At least until 1627. Yes, with some exceptions for Rhigos rule in the 3rd Age when Rhigos dominated the western trade and Nochet was weak.
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