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Jeff last won the day on November 16

Jeff had the most liked content!

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About Jeff

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    Creative Director


  • RPG Biography
    Chair and Creative Director, Chaosium Inc.
  • Current games
    HeroQuest, RuneQuest. Call of Cthulhu, 13th Age, Pendragon, Nephilim, 7 Seas
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    I'm an international man of mystery

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  1. I don't think that was the case at all. As is usual in Glorantha, there were multiple people doing different things for different reasons.
  2. The prototype for what became King of Dragon Pass was our Taming of Dragon Pass game back in the mid-1990s. We used Pendragon Pass - basically a precursor to RQG which used a mash-up of RQ with Pendragon. If I did it again, I'd bring in more elements from RQG (Runes instead of Traits, etc), and who knows, maybe I will do it again or get David Larkins to work on it.
  3. They are probably 10 to 20 hides in size and had 50 or fewer slaves. These would have had a little villa made of adobe or stone, huts for the slaves, an overseer's house, and a few agricultural buildings. If I recall the Slave Farm in the Nymie Vale was an experiment to produce wine for sale back to the Heartlands, so there would be a wine press and likely a pottery workshop. The slaves were probably NOT local Sartarites, but Aggarites or Talastarings, or even Lodrilli from some peasants' rebellion.
  4. 1. Kallyr is participant in a magical rite to enter into the Consecration Rites of the New Temple of the Reaching Moon. Yes, this is a heroquest, but it is not based on anything other than the Broken Ring's movement through the heavens. The Broken Ring isn't supposed to be there, but thanks to an opening (possibly created by Orlaront), the Orlanthi are able to enter the Lunar ceremony and wreak havoc. That's all that was supposed to happen - the consecration ceremony was supposed to be disrupted, giving Kallyr the ability to increase the guerrilla campaign against the Lunar Occupation, and pos
  5. What I find really interesting about this is it suggests that in southern Pamaltela we get TWO hot seasons - one in Fire Season, another in Dark Season and Storm Season. Which might be why the Sikkanos Winds are so awful - instead of the rain-bringing Orlanth storms (which Umathela gets), the Pamaltelan plains get blasted by hot dry winds coming off the Nargan. It also means that the plains are dependent on the Keraun Winds bringing WARM rains in Earth, Dark, and Storm Season. These rains are warm as they are coming right off the Togaro. Wongarrasi has got to be just awful, making the Wastela
  6. Wulfsland: This territory in the former Maboder tribal lands was ruled by the Lunar noble Jomes Wulf, who waged a successful war in 1607 against the Telmori to make it his, after the lands were granted to him by Lunar administrators. After the liberation of Sartar, Jomes Wulf and his Lunar soldiers abandoned these lands, which are now claimed by the Cinsina, Telmori, and Torkani tribes, as well as by the surviving Maboder. A few retired Lunar veterans have held on, refusing to abandon the lands they won at sword-point.
  7. One of the first things that the Sartarites looted and burned once it became clear that the Lunar military power was broken were the slave farms. So the one in the Nymie Vale was likely destroyed about the same time that Leika became queen, and same with the one near Runegate. I can't imagine the one in Lismelder lands lasted any longer. These things were not all that impressive of buildings and aren't significant enough to be noted on the Dragon Pass map.
  8. This is really fantastic stuff!
  9. The Red Goddess does not have Charisma.
  10. Jeff


    Typically communities have established points or networks for handling that - the Issaries cult often handles this for many human societies.
  11. Maniria is not an ignored backwater, any more than Dragon Pass is. For centuries it was a "Silk Road", carrying goods and people between Ralios and the Holy Country, and being influenced by both. A network of settlements, each ruled by a "Trader Prince," facilitated this trade (and imposed tolls), and the local Orlanthi tribes were drawn to the riches and opportunities of the civilisations connected by the routes, taking on the trades of mercenaries or marauders. This is very similar to what happened in Dragon Pass, although at a much lesser volume (and thus the Trader Princes were not unifie
  12. Which is fine - but those rules were written in 1984, and the only official supplement that did any exploration of sorcery was in 1985. We also got rid of fatigue, certain types of armor, got rid of numerous cult restrictions, and changed shamanism and spirit combat substantially. If you want to keep playing your old RQ3 characters using the RQ3 rules, nobody is stopping you. But we will be exploring sorcery and Malkionism, and they work using the RQG rules. Greg and I spent countless hours discussing Malkionism and sorcery, and just as I am finally happy with how Runes function with RQG,
  13. I am very glad to get rid of RQ3 sorcery. It did not function within the magical ecology of Glorantha. We have no intention of going back to RQ3. And as we continue to explore the Invisible God, we've had many interesting revelations.
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