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  1. More explicitly, I’m of the opinion that most Illuminates are Heroes (not all), however most Heroes are not Illuminates. In particular, the upper hierarchies you mention are mostly Heroes or equivalent, in addition to being Illuminated.
  2. Does this assume that the Uroxi have Hero class representatives in each locale? As far as I understand, the only area where Uroxi even make it to ‘Uncommon’ is Prax and the Wastes. In Heortling/Orlanthi areas, they are rare. Illumination is extremely rare, though it becomes less rare during the Hero Wars. Most Illuminates are Hero class, and the rise of a Hero in Glorantha almost always attracts an opponent that is just as famous and powerful, at least until their inevitable clash. I’d find it a little boring if every Illuminate were inevitably opposed by a Uroxi. In the stories of the early Hero Wars, there only appears to be one rising Hero class Uroxi (Orgwaha Blue Llama?). And to a large extent, Argrath appears to have co-opted the Praxian Uroxi via his leadership of the White Bull society (likely from before his Illumination, but this association seems to continue post-Illumination). Of course, this is my Glorantha and yours will vary.
  3. One possibility is that the magical side effects vary by who is doing the perceiving, in addition to who is doing the casting. As outliers, a troll’s primary sense is ‘hearing’, a dwarf’s is touch, etc., so their experience of magic could be very extremely different. Within a species, perception may be culturally influenced.
  4. Which method does each player prefer? What story do they want to tell? Do some of them feel this is all too onerous, please just roll it? Maybe each character can have a different experience that best suits the preferences of the palyer
  5. During initiation, the magic of the ritual causes runes to be tattooed on the newly young adult. Whether that is self-tattooed, or by an elder wise in the ways of magic, or just magically appears is up to the GM and story. And whether the forms of the tattoos are actually truly inspired by the magic or are the choice of the tattooist is also story driven. The pre-initiate and clan/family/social organisation should often have a good idea of their runic inclinations. Some especially strong children manifest magic early, which is often not appreciated by parents and clan. Or maybe the runes are drawn / finalised after the two years of mens' initiation, where the initiate works with a god-talker of the clan's choice then another year with a god-talker of their own choice. If the elders notice unwanted runes, they may drive the young adult out or, in extremis (such as Chaos), even try to kill. From my reading of one partial version of the Harmastsaga, there are clan tattooists, who are magically inspired to tattoo runes, including lineage runes that the tattooist does not necessarily recognise (so Kodig's lineage rune for Harmast, or the Sartar rune for an unknown scion of that house).
  6. Do you really mean: are any further publications planned in that campaign line? I’m guessing the answer to that question is no. Jeff, as the primary author, appears to be pretty busy with the other Chaosium lines that have bigger audiences than HeroQuest, eg. Call of Cthulhu and RuneQuest. I believe that Ian Cooper has enough material in draft status for a HeroQuest book, containing ‘off-stage’ material from the Red Cow campaign (and perhaps more). He ran the Dragonrise heroquest from this for a small group including me at a con and it was marvellous! I hope to see it published in the next few years. While I prefer HeroQuest to the other Chaosium systems that I’ve played (or run), I believe that it makes complete sense for Chaosium to focus on the systems with the bigger audiences. They need the revenues from those audiences to keep publishing the high quality material that we expect.
  7. The clan questionnaire ( https://www.glorantha.com/site-apps/clan/sartar.html and https://www.glorantha.com/site-apps/clan/pavis.html ) separates the question data from the 'engine'. Which means that if you know a very little JavaScript programming (actually, pretty much any programming) and some HTML, you should be able to create new online questionnaires.
  8. My feeling is when most of us hear "Trickster" we think of of the far gentler "Prankster". However that's _not_ the archetype Greg wrote of - a Trickster does these things because they have no choice. When Greg spoke of being a Trickster Arkati Shaman, he meant that he was driven to investigate the myths more deeply and that caused him to destroy what some people loved - see the recent resurrection of the Yelmalio/Elmal wars for an example that was far more hurtful and divisive the first time around. He told us that he was unable to not do it.
  9. Could you explain that? See if you can find Storm Tribe for the first complete description of a trickster (which may no longer be canon). Tricksters usually have little or no control over their impulses, emotions, body functions or magic. They are miserable and pathetic creatures except sometimes when they are transgressing. When bonded, they get some limited control over themselves, enough that they can mostly function in society.
  10. The Orlanthi are my favourite Gloranthan culture for storytelling. They are not and should not be anyone's dream of a 'perfect' culture. They are violent beyond almost all Earthly cultures and times.
  11. It's perhaps useful to add that Orlanth Adventurous and Yinkin and quite a few other Gloranthan gods will be happy with a prankster worshipper.
  12. I'm writing this based on what Greg Stafford wrote and spoke of, not conforming with desires of many Gloranthaphiles to have Trickster be a prankster with cool magic and without having read any of the latest (pre)publications. Orlanth tolerated Eurmal before the Gods' War and gave a limited protection in return for bonding. And during the Lightbringer's Quest, Eurmal betrayed the group and then helped them escape. For these reasons, Eurmali may be allowed to live (perhaps worse than thralls) under the 'protection' of an Orlanthi chieftain or king. Their alternative (pre-Argrath) is to die because they have no protection from the elements or from anyone that cares to beat them to death for any reason (or for no reason). In some of Greg's talks and writing on Tricksters, it was unspoken but fairly obvious that the fate of many 'neuro-atypical' was to be tagged as tricksters so that they could be ejected from society without divine retribution. In most of the cultures that Greg designed, there are some very positive aspects blended with very very negative aspects. An Orlanthi King or Chieftain gets several things from bonding a Trickster. First, and likely most importantly: RESPECT. Only rich and strong Orlanthi can afford the costs and risks of having one around - eventually the Trickster WILL betray the person and/or the community. Second: a scapegoat - no matter who did what, in almost all cases short of obvious chaos worship, the trickster can be blamed and then beaten or maimed as punishment. Third: access to unusual magic /stronger communal magic. And magically, Trickster gets some control over their own body and magic that they do not get without the bond. They will frequently be beaten but only with the permission of the chieftain and usually will be fed and given some access to community. No other Gloranthan culture has ritualised this protection to this extent. Because Tricksters are generally so outcast, they do not get the chance to organise and they maybe oppressed to the point where they are unable to organise / never learned to organise. And given the whole betrayal thing, Orlanthi don't want Tricksters to organise and teach each other, so won't allow it and will destroy / barricade / destroy Trickster shrines where possible.
  13. When I started this pic / diagram, I wanted to make it an in-Glorantha document. However, I couldn’t work out a story for it. It’s specifically drawn from an Orlanthi/Heortling perspective, with the pre-eminent association of the Red Moon with Chaos. I chose a specific point on the Argan Argar Atlas as a viewpoint for the geographical view. For the in-Glorantha story, I would like this to have been drawn by one or more associates of Agrath as training material for one of the groups within the Sartar Magical Union. Likely, there’s more than one contributor, to give the different world perspectives. A worshipper of Lhankor Mhy might be able to give the sorcerous and the theist perspectives. Likely, the group lead (not necessarily an actual artist) would be Illuminated to bring all of the perspectives together. BTW, I made a mistake in the original. I should have put the Dragon or Dragonewt rune where I put the beast rune.
  14. With the Guide to Glorantha, I understand that the 3 worlds are considered as different perspectives of the same thing. See page 162 of Volume 1 for the way that the 3 different major types of magicians might view the magical landscape of Kerofin and surrounds - I drew the layout that became this pic. A theist sees the magical world as full of deities and typically interacts with the magical world by entering it in the the role of a god. A spiritist sees the magical world as full of spirits and typically interacts with that world through bargaining with the spirits. A sorcerer sees the magical world as a place of abstract forces that may be manipulated through knowledge. Most entities in the magical worlds may be successfully approached with any of the magical systems, though they may be most usually or most easily contacted by one of the 3 main systems. My offline life has meant that I haven’t kept up to date with later publications.
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