Jeff

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About Jeff

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    Creative Director, Chaosium Inc.
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    HeroQuest, RuneQuest. Call of Cthulhu, 13th Age, Pendragon
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    I'm an international man of mystery

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  1. Also keep in mind that these are not eternal or fixed federations but ad hoc alliances. As Harald points out the Red Earth rises and falls from 1616 to 1625. By 1625 it has pretty much disappeared, as the Warm Earth and Old Earth contest for dominance and new alliances form. Likely after 1628 there is a pro-King of Dragon/Feathered Horse Queen alliance. And so on.
  2. Just pondering through EvilRoddy's original post. The party wants to travel across Vanch and Sylila, avoiding population centers, and skirting along until they reach Talastar. That's certainly doable - and if the gamemaster wants to simply narrate the journey, knock off some silver (for the ferry across the Oslir at the very least), I'd certainly view that as perfectly reasonable. If on the other hand, the gamemaster wants to introduce some tension and excitement to the travels, here's some off-the-top-of-my-mind suggestions: Local villagers are convinced the skulking barbarians are the same bandits or raiders who have been troubling the area and either send out the militia or recruit the Seven Samurai to hunt down the "bandits"; The party finds themselves drawn into an "anti-Orlanthi" ritual of the local temple - maybe Hwarin Dalthippa, maybe Yelm, maybe Yelmalio, etc. The party finds themselves drawn into a "enlighten the blinded" ritual of a Red Goddess priestess. The priestess is friendly, helpful, and determined to Illuminate the barbarians. A band of Pentan scouts offer to ally with the party. They too want to find a route that a small army could travel through South Peloria without notice.... A big unfriendly spirit - Lunar or Fire - is wandering across the landscape and drawn towards the party. A Lunar aristocrat is hunting with companions and decides to hunt "the most dangerous game". While trying to cross the Oslir, some Water spirits or intelligent fish wish the party to help them with a ritual to undermine the dykes that keep the Oslir River in its banks. Vanchite Orlanthi contact the party and beg the Rune Lord to help them summon a more powerful manifestation of Orlanth into their temple in the hills. Of course this might require overcoming the manifestation of Hwarin Dalthippa or Yara Aranis or whoever is "suppressing" Orlanth in that area.
  3. Sandy strongly disagreed with the take in Tales 11 and I relied upon his take to develop the Doraddi section of the Guide (and other sections of Pamaltela).
  4. I agree fully. And for sanity's sake, using the God Learner names helps people glimpse the internal unity of Gloranthan mythology.
  5. As I said in another thread (and in another context): Foreigners are problematic in every society. They are outside the caste structure, causing constant offense, and subject to whatever protections the local talars grants. In a place like Noloswal, they have extensive protection and are even allowed their barbaric religious practice within designated polluted areas. In a place like Leplain, I suspect foreigners need to be much more circumspect (or under the direct protection of the king). Even though the specifics are different in Peloria, the general thrust is the same. Foreigners are rebels, barbarians, and pollutants. The Orlanthi are pernicious foreigners who stubbornly refuse to become "not-foreign" (which is really quite easy to do - just incorporate the Red Moon into your pantheon). There are places where the Red Emperor has placed all foreigners under his protection (or at least under the protection of a temple), and there are specific foreigners who travel under the protection of the Red Emperor (or some less powerful notable), but foreigners who go outside of that protection are on their own.
  6. I love dinosaurs and there are plenty of them in Glorantha. Just wait until you see the pictures of the painted triceratops in the RQ Bestiary or the pack of Deinonychus attacking a Praxian rhino.
  7. The original Brithini castes each had skin colors associated with that caste. The talars had light golden skin, the zzaburi light blue, etc. Only the Vadeli were able to preserve that pronounced color differentiation through the Great Darkness - even the Brithini now rely more on clothing to mark the castes than skin color. Make what you will of that.
  8. For what it is worth, my strongest reference point for West society is ancient India, with the rigid caste-heirarchy of Vedic Brahmanism challenged by heterodox sects such as Buddhism and Jainism. The word for caste in Sanskrit ("varna") means "color", which we ran with for the Malkioni. Add a variety of Greek philosophers (particularly Plotinus) and you are much of the way there. Foreigners are problematic in every society. They are outside the caste structure, causing constant offense, and subject to whatever protections the local talars grants. In a place like Noloswal, they have extensive protection and are even allowed their barbaric religious practice within designated polluted areas. In a place like Leplain, I suspect foreigners need to be much more circumspect (or under the direct protection of the king).
  9. We all have a duty to preserve the cosmos through the Sacred Time ceremonies. Failure to participate in these rites (in whatever local form they take) weakens the cosmos. This is true not just for Lightbringer Theyalans, but for Dara Happans, Lunars, and even Westerners. Given that most political or military leaders in Glorantha are also religious leaders, the religious imperative is likely to be given the greatest of weight - and can even result in two enemies performing the rites in conjunction - even cooperation - with each other.
  10. Here are some notes on precipitation in Peloria that did not make it into the Guide: Furthest is the wettest city of the Pelorian valley, at 34 inches. Mirin's Cross is 28 inches. Mirin's Cross gets most of its precipitation in Storm Season. Alkoth is 24 inches (Kiev - the area of the Pripet Marshes). Alkoth is in a convergence zone that gets precipitation both in Fire Season and in Storm Season. Glamour is 16 inches (Spokane). The presence of the Crater moderates the Northerly winds, but also means Glamour is in a rain shadow. Raibanth is 14 inches. The presence of the Yelm cult definitely increases the number of cloudless days. Almost all of the precipitation falls in Fire Season, when the Pelorians worship Entekos the Rain Goddess and Dendara the Good Wife. Yuthuppa is 18 inches. Almost all of the precipitation falls in Fire Season. Elz Ast is 22 inches. Elz Ast is on the White Sea. Elz Ast is an awful place - the Pelorian version of Buffalo. Cold and miserable in winter even with the Kalikos Expedition. Further west in Talastar and Brolia, you get more rain (maybe as much as 40 inches in Hazard Fort and Dorastor), because of the Rockwoods. Further east it gets drier. The Arcos valley likely gets around 16 to 20 inches or so, and the Pentan grasslands get even less (probably around 12 to 14 inches). Yes, that means Pent is drier than Prax, but Prax gets its rain in huge useless downpours. And has the Desert Winds.
  11. I did that quite intentionally. I felt there was value in providing the actual art direction (which often contains pretty detailed descriptions of things) and then the final art. Especially when the two didn't completely jive.
  12. Actually, the spread of result is why both are in. The two methods end up with different statistical spreads - and POW v POW has a certain expectation of result that we do not want to alter (and opposed resolution does alter that rather substantially - in a way that would change setting assumptions). Where the Resistance Table was traditionally used, we kept it. Where the Resistance Table was not used, and where just resolving the issue fast is desired (rather than preserving a certainly predictable spread of result), use a quick opposed resolution.
  13. I doubt you have ever played with Sandy then.