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Martin

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About Martin

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    Senior Member

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  • RPG Biography
  • Current games
    HQGlorantha, Runequest 2. RuneQuestGlorantha, . Call of Cthulhu, 13th Age, Pendragon
  • Location
    Cheshire
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  1. Is anyone in europe or UK planning on buying a large volume ? the shipping costs are tripling the price for those of us in UK
  2. Martin

    Who is who?

    Does anyone know who each of the people are in the illustration on page 402 of the RQG rulesbook? I see Gunda the guilty and is that Leika or Kallyr? I can see a bearded female Lhankor Mhy member who is that? and who are the others?
  3. Despite of Jeff's request that this thread is not about Illumination , still it carries on as that so i am reposting my question so it doesnt get buried: I ponder about the reactions of those big players (King Broyan, Samastina, and others) in the Dragon Pass and Esrolia areas to Argrath (and Harrrek) when the latter pair arrive back from the circumnavigation voyage. Are they feared? (surely in the case of Harrek) respected, are current leaders beguilded by Argrath? does he come as a liberator to aid King Broyan or to replace him?
  4. I ponder about the reactions of those big players (King Broyan, Samastina, and others) in the Dragon Pass and Esrolia areas to Argrath (and Harrrek) when the latter pair arrive back from the circumnavigation voyage. Are they feared? (surely in the case of Harrek) respected, are current leaders beguilded by Argrath? does he come as a liberator to aid King Broyan or to replace him?
  5. we agree that is Harrek bottom right yes?
  6. Just to chip in here, I have noticed numerous times on Glorantha forums of all kinds both past and present, it is those who lack creativity that moan or pick at the creativity of others...It baffles me that they undermine the authors that are the very sources of creation.
  7. Has to be Jar Eel, Argrath , and Harrek right?
  8. After the failed Tournament of the Masters of Luck and Death has anyone attempted to conduct it again to bring back Belintar in their body? , if so who and when?
  9. Travel in the Spirit World Leaving a shamanic circle is an extraordinary and extremely dangerous act. Doing so means entering the phantasmagorical Spirit World, a vast region without direct connections to the physical world and with ever-changing features. At first the Spirit World seems gray, vague, and indeterminate—as if floating in a dream. There is no sense no order or arrangements. Vast, amorphous things float about seemingly at random, occasionally coalescing or splitting. Some landmarks can be discerned, but the landscape shifts and changes; flowing and melting like ice under the hot sun. The Spirit World is like a fever dream or hallucinogenic experience; a place of ever-changing manifested possibilities. It is almost as if every dream anyone ever had would become tangible—at the same time. The Spirit World is semi-consistent in places, insanity inducing, or inspiring in others. Journeys in the Spirit World can be very confusing, but at the same time revealing. The Spirit World is especially dangerous because it does not have any firm or easily recognizable boundaries that separate regions where incredibly powerful and dangerous entities dwell. The spirit landscape is formed from embodied spirits—embodied life forms and spirits of nature, but their distribution seems random and irregular. For instance, sometimes a single tree is an entity, while sometimes an entity takes care of a whole grove or forest. Sometimes an entity is of a little pebble, sometimes of a huge mountain. Spirits are visible everywhere and they are often frightening to see. It is common to see wispy, snarling illness spirits, smell the unburied dead, hear the wail of ghosts, and sense large, formless things that feel like curses. Time passes in the Spirit World at a highly variable rate and distances are also highly variable. While there are eddies and back-currents of time in the Spirit World, one cannot reliably use them to return to a specific time or place. Shamans avoid such time streams, as they are exceedingly dangerous and unpredictable. Moving through the Spirit World is a very dangerous navigation of the demesnes of spirits. Some of these are hostile to each other, causing waves of danger and devouring pain; some are cooperative, moving like schools of fish inside larger fish.
  10. Not sure if they were mentioned before but Crocodile Games has some great figures that maybe of use https://www.crocodilegames.com/store/
  11. I know of an example where a mortal did interfere with the initiation of boys into the Orlanth cult...his name was Lokamayadon
  12. Martin

    Yellow Bear?

    Yeah i just found it 😀 ) Am now wondering if there was anything more in print or unpublished
  13. Martin

    Yellow Bear?

    Would anyone (maybe @Jeff) care to tell me anthing about one of the (last?) children of Androygene (The) Yellow Bear?
  14. Does anyone know anything about the Blind Bird's Tree in the Underworld, where the dwarves beat the trolls in the gods age? Do we think this maybe the roost of the immortal part of the Half bird? or could it be the dead mate of the Halfbird?
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