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Bohemond

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Bohemond last won the day on March 17

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About Bohemond

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  • RPG Biography
    I've been playing RPGs since I was 8, in 1975. My older brother discovered Glorantha in 1981, and I've been playing it ever since
  • Current games
    The Orlmarth Campaign
  • Location
    Milwaukee
  • Blurb
    My blog, An Historian Goes to the Movies, at aelarsen.wordpress.com, deals with film and movie from the perspective of an academic historian.

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  1. My PCs found a heroquest that enables an Ernaldan to get the ability to purify something of chaos. They're building a plan to invade the Marsh, located the corrupted dryad who produces the Blackthorn trees, purify her of Delecti's corruption, and then kill her so that Delecti cannot produce any more of the blackthorn trees. Then they can attack the trees one at a time to shrink the Marsh.
  2. If anyone in popular culture is a Eurmali, its Bugs Bunny.
  3. My Orlanthi PC has a bonded Trickster that was more or less forced on him. For many sessions, the Trickster, Gisli, was mostly just a pain in the ass, like any good Eurmali. Eventually the player said "what good is this? I feel like he's just a troublemaker." I pointed out that the player was mostly trying to keep Gisli from causing trouble, so Gisli was mostly causing trouble FOR HIM. He got this surprised look on his face and realized that he could use Gisli to cause trouble for other people, which makes Gisli a lot less of a problem. So he started having Gisli use his Outrageous Lie ability to make trouble for Lunars (like the time Gisli spread a rumor that a particular Lunar convert ate babies). Then at one point he threatened to punish Gisli for something. Gisli said "If you do that, I'll lie to everyone in the clan and tell them that you ordered me to do that thing that got the chieftain really injured so that you could try to become chieftain yourself." Live by the Trickster, die by the Trickster...
  4. My general rule is that a god knows everything or nearly everything that his worshippers do. Although gods are not omniscient, initiation creates a strong bond with a god that allows Him/Her to be aware of the initiate and their actions. So in the case of breaking a geas, I think that the god knows automatically that it's been broken, even if the worshipper doesn't.
  5. The gods move in mysterious ways. Given that ducks are so often tools of Humakt, who's to say exactly what moved them to betray Indrodar...
  6. In my Red Cow campaign (HQ), the PCs discovered a spot in the Staglands where healing magic was a bit easier. The CA player declared that it must be a Chalanan holy site, and set about trying to figure out what Chalanan myth happened there. One he found a myth he that he thought had happened there, he decided to build a shrine there. It's turned into a major plot thread in the campaign. He had to get the support of the clan ring for the project, and one of Queen Ivartha's household indicated that the queen might support the project with resources. But other clans will not be happy about the Red Cows just trying to annex part of the Staglands, and the Telmori will obviously oppose it, which is a problem since they don't respect the White Lady. So there's a lot of diplomacy happening. Most people have told him he needs to do a quest to prove that the myth took place there, and if the quest succeeds, they will think providing the resources for an actual shrine. The big challenge is figuring out whether the Red Cow Tula will get extended into the Staglands or if the shrine is just going to be out there on its own. The former is more controversial, but the latter is more risky. Obviously HQ makes the issue of creating a shrine much more about the story and less about the mechanics and technical requirements, but this might at least give you things to think about as you're doing campaign planning.
  7. It was at a small local LARPing event--it was one of a half-dozen LARPs being run this weekend. 5 of the 13 players were familiar with Glorantha, while the others were mostly newbies. It's part of a masterplan I'm working on to set up a Sartar LARP campaign. I figured I'd run some one-shots to build a player base that knows the basic setting.
  8. I just ran a one-shot Larp (or as the Brits call it, a Free-Form) based on the Sartar High Council that Greg published back in Wyrms' Footnotes. The published material needed a lot of development (little things like goals...), but it turned out really well. Kallai Rockbuster, Hofstaring Treeleaper, and Kallai Starbrow were all seeking to be made Prince of Sartar, while Sarostip Cold-Eye was angling for a war with the Telmori. In the end, Benava Chan divorced Kallai to marry Kallyr Starbrow, who won the support of a majority of the Council. Then Chipmunk Bing tried to assassinate Kallyr by poisoning the Iron Torc, but Sarostip sensed an assassination attempt and thwarted it. Much fun was had by all, and the Kolati Durulz shaman did an astounding job of costuming (I'm hoping to get permission to post pics...)
  9. I guess I've never found the idea that Heortling society recognizes neuter and hermaphrodite sexes to make much sense. Perhaps I've missed something, but there aren't any neuter or hermaphrodite deities in the Heortling pantheon (Eurmal might be exception, as he usually is, but I haven't seen any myths that explicitly reference him that way). The only hermaphrodite I know of in Glorantha is Androgeus, and everyone seems to regard Androgeus as a freak. Given the powerful concern with fertility in Heortling religion and the deep xenophobia it has, neuter people seem like they would be seen as highly problematic, even potentially chaotic. Shifting gears somewhat, and speaking as a gay man, I've always found it fascinating that same-sex desire can be expressed in certain ways in a culture but not in others. (For example in the 70s, there was a somewhat greater acceptance of homosexuality and bisexuality among entertainers--those theater people, you know...) So in my Glorantha, same-sex desire in Heortling culture has to get expressed through cult. Some cults, like Vinga, Nandan, and Heler can acceptably engage in same-sex activity, while other cults can't, unless their partner belongs to one of those cults. So a Vingan can have a lesbian relationship with an Ernaldan or another Vingan, because Vingans function like men. Nandani can have a gay relationship with an Orlanthi because Nandani function like women. But two Orlanthi cannot acceptably have a gay relationship and two Ernaldans can't have a lesbian relationship because that doesn't work in terms of fertility. Vingans can reproduce with Ernaldans because it creates the proper marriage of Air and Earth, and Orlanthi can reproduce with Nandani for the same reason. So these aren't exactly homosexual relationships in the modern sense, because one partner's gender role doesn't match their physical sex. Two Orlanthi warriors having a sexual relationship would be taboo (although no one can make you do anything) while an Orlanthi and a Nandani would be seen as falling into an acceptable divine pattern.
  10. But he could also Augment with the Illusion Rune. He can't do anything explicitly magical with either.
  11. So as you read it, I'm correct that because he is an Animist, Herrox cannot do anything with his Water rune? In order to actually do something with his Water rune, he needs to initiate into a theistic Water Rune cult? Is Herrox' player just laying the groundwork to initiate into a Theistic Water Rune cult at some point later in the campaign?
  12. I'm still trying to understand the way Heroquest handles Spirit magic. At the moment what I'm struggling with is what Animists do with their Runes. To use the example from HQG, Herrox is an Animist. He has Spirit 5W, Water 1W, and Illusion 15. His Spirit Rune is the basis for all his Charms, so they all have a 6W (5W +1 for the specific Charm). So far, so good. But what does he use his Water and Illusion runes for? His Illusion Rune doesn't have any points in it, so it's dormant, just like an Unawakened Rune would be for a Theist (say a Chalanan with the Fire Rune). But he has put 4 character points into his Water Rune. What is the value of putting points into his Water Rune at all? From a Theistic standpoint, he's Awakened that Rune, but all his Water magic depends on his Spirit Rune and as an Animist he doesn't worship any god that can give him Water Rune magic. He could join the cult of Zola Fel, but he already has Zola Fel magic from his membership in the Thirstless Society so from a role-playing perspective it wouldn't make sense to worship Zola Fel both ways and from a game-play perspective he seems to be wasting his points here. And wouldn't it make the most sense for him to just keep sinking all his points into his Spirit Rune? That would mean that in a campaign, he would quickly surpass the Theistic players in the strength of his magic--he would have perhaps 10 experience points sunk into a single rune whereas a Theist is likely to have 10 experience points spread across 2 or 3 Runes. And his Spirit magic would get the additional +6 boost against Theistic magic. Granted, the Theists will have more flexibility than he will, but in a head-to-head contest, he's likely to win. So how do Animists use their non-Spirit Runes? What am I missing?
  13. In my Glorantha, Sartarite culture thinks in terms of souls as determining gender more than bodies. A female body with an Air rune soul means the person is a man (the particular subset of men we call 'Vingan'). A male body with an Earth rune soul means the person is female (the particular subset of female we call Nandani). Sartarite culture prefers to have Air rune souls marry Earth rune souls. So Vingan women would most readily marry Nandani or Ernaldans. If they marry someone with an Air rune, they're setting themselves up for a very stormy marriage (pun intended). The marriage is unlikely to be fertile (no Earth fertility involved). Fire runes can be fertile with Earth runes and other Fire runes, but not with Air runes. Water runes, of course, can go either way as they choose.
  14. The Last Unicorn, by Peter S Beagle, has a lot to recommend it to fans of Glorantha. The central plot, of a unicorn traveling to rescue all the other unicorns who have been trapped in the sea by the Red Bull of King Haggard, is almost the definition of a hero quest. The animated film is actually pretty good as well, if you can get past the horrible songs. It has a wonderful running theme about the nature of immortality. And it's filled with great one-liners that have a rather Gloranthan feel --Never run from anything immortal. It attracts their attention. --There is no immortality like a tree's love. --She will remember you when men are myths and books are written by rabbits.
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