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Jeff

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Everything posted by Jeff

  1. It covers the contours of the monomyth and the new Lunar religion. Plus a number of local cults of interest to the core lands of Kethaela, Prax, Dragon Pass, and Maniria. The two perspectives it does not cover is Malkioni humanism (which really needed its own book), and the draconic religion (and its influences), plus purely local cults outside of the core lands.
  2. It depends on how you count what a cult is. If you count spirit cults it is way over one hundred.
  3. In my opinion and Greg's, there was not enough detail in the RQ3 cults book to run a game in central Genertela, let alone anywhere else.
  4. There's approximately one hundred cults in this book.
  5. Yes, I've written the cults of Pavis, Fintnail, and Zola Fel for RQG. But they will appear in the Pavis & Big Rubble materials, where they belong. I also have written cults of the Bloody Tusk, Daruda, Seseine, Glamour, Geo, loads of material on the Draconic religion, and the beginnings of an Invisible God chapter. But those will all appear in other books. This book covers Dragon Pass, Kethaela, Prax, and Peloria in great detail. From here you can work out the contours of much of the rest of Glorantha. Other than gods of the East Isles, Godunya, Path of Immanent Mastery, and Tskanth, I believe that every cult that was in the RQ3 Gods of Glorantha book is here. Long form. Like Cults of Prax or Cults of Terror. Plus so much more - Asrelia, Barntar, Caladra & Aurelion, Choralinthor, Danfive Xaron, Dayzatar, Deezola, Hon-eel, Oslira, Polaris, Shargash, Yara Aranis, Ygg, and so much more.
  6. Most Gloranthan societies, including the Orlanthi, are organised around temples and sacred rulers. They would not even understand the idea of a division between church and state.
  7. Jeff

    Magic in Fonrit

    Not all of the Glorious Ones are equally glorious. But here's the cheat sheet to understanding how the Fonritian pantheon works: At the top is Ompalam. That's the cult of the slave masters. The range of magic is pretty minimal, but gives the masters complete control over their slaves that have been subjected to Ompalam's magical rites. Note that most slaves are agricultural slaves and don't go through this enchantment. Tentacule is a variant of this. Then we have the Glorious Ones who are basically Pamalt's Necklace (I'll give the Genertelan names - Pamalt, Ernalda, Asrelia, Lodril, Aether, Chalana Arroy, Gata, plus local deities like Jmijie, Keraun, Nyanka, Rasout, and Yanmorla, and a few others) worshiped with a civilised twist. Then there are a few Chaos gods and remnants of the Artmali - Jraktal, Seseine, Gark, Hungry Goddess, etc.). Add in a few Genertelan cults - Humakt, Maran Gor, Orlanth, the other Lightbringers, Dormal, etc. - and you are pretty much there.
  8. Everyone: this forum is for discussions of BRP. Talking about how the Coronavirus quarantines and shutdowns have affected your gaming (and what you are doing to get gaming time in) is fine - but this is not a place for discussing Coronavirus itself or about your thoughts about how well your local or national government is responding to it. Find another place to chat about that. UPDATE: now that this has been moved to Alastor's Skull Inn, chat away on all of the above.
  9. Depends on local custom - and whether this is an old Bandori/Esvulari territory or whether this is an area where the rulers are Aeolian but most of the population are Orlanthi. In the former, the ruler is probably called "talar". In the latter, the ruler is probably chief or king.
  10. Bah, as I have told Nick many times, we all know that Elvis was Magnificus. Argenteus on the other hand is Telly Savalas.
  11. Each new Mask invokes the power of the Ten Tests and offers any how doubt his legitimacy to name one test each. If the Emperor fails, he would be revealed to be false. But if he succeeds they would lose their holdings and status forever for themselves, their kin, and their heirs. Four great families challenged the Red Emperor in 4/51, and all failed. Others challenged the Red Emperor in 5/43, and again in 6/41. Everyone has always failed.
  12. Going back to the original post - the Yelm cult in RQG is the cult as found amongst the Pure Horse People of Dragon Pass. Note that Ernalda is listed as the associated cult and not Dendara. That's the result of the Feathered Horse Queen.
  13. No. Although I was familiar with the draft rules (and was a playtester back in the 1990s), it was not something we consulted or reviewed except to go over how it was wrong from Greg's perspective.
  14. We have no intention on letting Pendragon die, and want it a live game. Pendragon is one of my two favourite game systems of all time, and Greg's masterpiece of game design. We think a fully supported, fresh relaunch will give it the best opportunity for it to enjoy the success it dearly deserves.
  15. Jeff

    Merfolk vs human

    I strongly doubt that.
  16. Please do not post any material from RuneQuest Slayers. We do not own the copyright.
  17. That's the sort of thing that only cloistered scholars in their libraries might say. Of course the ducks aren't keets. They are ducks, not parrots or other birds. They come from Ganderland, a great expansive empire of DUCKS, not of silly parrot people or whatever. Honestly, if I were a duck, I'd find such scholars just offensive. But fortunately, few ducks join Lhankor Mhy - getting a beard over that beak is just too hard.
  18. Ducks are a strange little anomaly. They occupy their little city near the Upland Marsh and a few villages, farming (but how do they plow people always ask), and fishing. They live right next to the Upland Marsh and Delecti the Necromancer. They are rarely found outside of Dragon Pass, and I am uncertain if they even appear in any of Greg's First or Second Age stories. They just sort of appear sui generis in the Third Age, along with the other Beast People during the Inhuman Occupation. That's not to say they weren't there in the First and Second Ages - but we have no evidence for them one way or another. If they were there, they left no trace. They have a curious association with the Cult of Humakt - perhaps they embrace Death in order to avoid being that most pathetic of undead monster: the zombie duck.
  19. Those granaries are helping the Tarshites deal with their own problems.
  20. Not so much the lower classes - a poor slave or peasant in the Heartlands lives about the same as a poor slave or peasant anywhere, except for one thing - the Heartlands have been at peace since 1507. No civil war, no foreign invasion, etc. The Empire is reasonably well-ruled, when a satrap becomes tyrannical he or she can be replaced by the Red Emperor. Only the Lunar Heartlands and Kralorela can make any claim like that (although until 1605, the Holy Country had a comparable claim). But that run of luck has ended.
  21. Your GM was not taking the rules literally. He was taking cult guidelines to an absurd extreme. There are Storm Khans at the Block - and the Devil has been beneath the Block since before Time. The Khans watch the Block, as it is prestigious to be there, but eventually they need food and plunder for them and their followers, and leave after reporting to another Storm Khan. They curse the Devil and then wander off to kill something more killable. The Bullmen follow their Khan - when the Khan says it is time to go, they go. But when you sense Chaos - which is effective only with about 15 meters from the source - then you confront the Chaos. Period. The Frenzy of the Bull is upon you. Whatever can be killed must be killed, whatever cannot be killed must be reported to a Storm Khan (or whoever) and lead the next party to it.
  22. There are an awful lot of Air Elementals (including sentient, self-willed ones), as well as wind children, sky bulls, griffins, hippogriffs, giant hawks, giant eagles, giant wasps, wyrms, wyverns, dragons, and other fliers. The skies are pretty full of beings!
  23. It is for the Orlanthi and Praxians. Less so for the lowland Pelorians.
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