Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

130 Excellent

About scott-martin

  • Rank


  • RPG Biography
    Glorantha caught me right before puberty and I never really got away.
  • Current games
    Killing the god with the silver feet, one clack at a time.
  • Location
  • Blurb
    For luck, for laughs, for the great unknown.
  1. Date of fall of New Pavis

    Good God!
  2. Androgeous

    Worth keeping in mind here that Androgeus becomes Best Friends with the Twins so however she forges his bond with the Old Tarsh coalition, it happens fast.
  3. PDF of Wyrm's Footnotes

    Thanks -- you should be good with DP, which has all the lore seeded across a more "professional" layout. The "minicomic" is really just a couple of Gene Day panels with recurring characters that can be pieced together into a kind of larger story about the "disciples of the Earthquake School" and the Wolf Pirates, but even at that point you're moving well beyond the Glorantha we know. A couple of years ago I managed to acquire a set of WBRM containing the original owner's expansions, a few new superheroes and so on. It had a very Moorcock feel. I'll get you the pages if it helps you on your journey -- I wonder if the first steps are to mash the implied world of DP up with Stormbringer (or Arduin) and see what sticks. Let me also see what might be useful in early WF.
  4. PDF of Wyrm's Footnotes

    Please keep us posted on your progress. I'd second Joerg's response on WF availability and especially on the Pavis campaign, which was arguably the closest that Glorantha ever got to ODD baseline play. Even if you don't like the mythology brought in for Prax I'd still consider the high-level background in Cults of Prax as a window to the world of WBRM. Otherwise, there are those obscure APA articles about Sartar (remarkably cohesive with the way that piece of the setting has evolved), the Redline History of the Lunar Empire and the archaic notes on the West that only peripherally connected to Dragon Pass in the beginning. What, if you don't mind, do you love about WBRM that isn't there by the time we get to NG and Runequest?
  5. 1652 Great Flood

    Love this. If I recall correctly, the glacier only exists because Valind immobilized the flood. Releasing that trapped water restores the blue age to its natural level without permanently interfering with sacred Magasta -- capturing the food that water accumulated (not to mention doomed uzhim patsies "allies") is really a bonus. We're just calling lost waters home to rejoin the cycle at last and if that's woe to the dry people, they knew what they were doing when they decided to live there in the first place. And when all the waters are in communication again you can get wonderful leaping waves and other demonstrations of triumph.
  6. Where in Glorantha?

    I always think of the descending pyramid of Dezarpovo with slightly different angles.
  7. What was Belintar up to?

    One key that turns a lot of this may be his known interest in the quasi-historical "silver" age that seems unusually prominent in the region's mythic orientation if not unique to it. Many of these entities and cult roles (arguably up to and including the OOO) don't really make it into the wider theyalan mythic diaspora but instead linger as purely local fixtures within the country that is holy. Much like the Belintar cult itself. This land is special.
  8. Androgeous

    Androgeus may get a rune in Forgotten Secrets (don't recall) but part of Sandy's work on her ended up pointing away from superhero status toward something stranger. Supposedly Garangordos was the Man at one point. In any event the portfolio of love and war is a fairly common Greg trope but it's tempting to look for connections to the god of Trowjang. Bringing in Vadel is exciting. As a child I read the "five and four" detail as poetic license but naturally now I see hints of primeval tribes of Danmalastan everywhere in those numbers -- he may not be Malkion and she may not be his wives but both stories can be true in exotic corners of the mythic West. The "five" hideous ones may reflect orthodox opinions on the Vadelite caste founders (we know their mother from archaic texts but I don't recall hearing about their father; "Vadela" may be another name for Androgeus-as-a-woman) or (less likely) native Vadelite opinions on the sons of Malkion (Androgeus-as-a-man).
  9. best Pamaltela sources on the internet

    Out of context this sounds remarkably similar to the strange story of Malkion the Sacrifice. If the specifics differ, I wonder how they differ. Otherwise, sudden new light on what orthodox God Learners saw behind the bolongo mask and why this god received special treatment as a rune holder. (Carry on with what you're doing please.)
  10. A Magical Economy

    Ja, I was thinking about simply going in to have our lucky plow sharpened and blessed . . . but forgot the mechanics for that. The documents are full of fetishes and charms "providing one use of Spell X" or whatever. Maybe supporting this "chattel property" is part of what the priests do on cult time while waiting for someone who can afford spell training. It's vibrant Gloranthan peasant magic either way.
  11. A Magical Economy

    One of the best documented we have, Seven Mothers, "has no spirit of reprisal" (at least in the Cults of Prax formulation). Do ut des, as the Romans said. If I stop giving, god stops giving, but our relationship ends there. But if I come back with the sacrifice, I can buy whatever magic is on the shelf. IMG the "uninitiated Dara Happan mob" narrative is only partially complete, with Pelorian laborers worshipping an entire complex of entities beneath the aristocratic notice of the Buserians, who scoff and see no god there at all within the block parties aping the wedding of Yelm. Likewise, there are hints that rokarite women communicate significant magical expertise outside the rules of zzabur and beneath formal notice, even though they personally never have two clacks to call their own. Cottars and shepherds aren't rich on the material scale but they get the job done. And people like Wolf Brothers may not have formal spells listed in RQ2 because their magic is invested in who they are, immunity to bronze, shapeshifting, all these wonderful exotic gifts.
  12. A Magical Economy

    Ten of us get together, it's 5% held back from that harvest, literal Spare Grain. And because spirit magic is reusable that investment continues to enrich our stead week after week until the person who knows that spell dies and we need to go back to the priest. Maybe next year we apply that 5% to something else we need. Meanwhile the temple has these spell spirits just hanging around willing to be "monetized" if the priest brings someone in who passes the test and can learn. Leaving those spirits in the box while our people suffer and starve doesn't strike me as something god likes to see.
  13. A Magical Economy

    IMG these marginal situations have a self-perpetuating character, where people with low cultural capital (access to productivity magic) get pushed toward under-improved fields, soil that hasn't been enriched, bad carpentry, etc. They're more concerned with surviving Dark Season than with reinvesting surplus resources to get ahead . . . their meager sacrifices will never buy a spell. Meanwhile their land will require dramatic outside intervention if it's ever going to be as fertile and wonderful as we know a happy grain goddess can support, so that acreage tends to get passed over when you have to allocate crop blessings. Poor land IMG is a product of poor people and vice versa. And in my Glorantha, desperate people on the margins are one of the places Chaos crawls back in. Different societies have different strategies for managing people on the bottom. From the early Sartar materials I always liked to think the Orlanthites had a sense that even a wretched stick picker could impress the examiners and get enough credit to go home and get a better night's sleep, gather more fresh water, plant a garden, make things better. Not every clan will be generous with the resources that trickle down to the margins. Some will, of course, concentrate their magic at the center to preserve the strong. That's just how it goes. People make choices, collectively and individually. In Tanisor, it's a pretty good bet that most of the dronar are absolutely miserable because (despite rhetoric) they're mostly alive to power other people's prosperity magic. I'd rather be an ambitious stick picker in fallen Sartar than a serf in modern Seshnela. The motivations and character of that magical 1% come in here. You can keep all the Barntar magic to yourself and live extremely well, or you can spend a little cult time to teach a few of those 99 farmers a thing or two. IMG most of the really successful gods prefer that cult leadership actively promulgates cult magic . . . that's how those communities prosper within Time while their counterparts drift to the edge of extinction. Even if an indolent priest can trick the "spirits of reprisal" and ignore community service requirements, a community starved for magic just can't compete when better-equipped competitors come around. Especially in a situation like the Sartarite Diaspora where the cult is already on the defensive and fighting for survival, I can see the 1% being unusually generous with magic. Smoke 'em if you got 'em, so to speak -- if you don't spend these spells and other cultural capital to support the generation you have, you may not have another generation of free Orlanthites to worry about. Maybe this sense of "crisis pricing" is built into various game rules. I think it's built into Pavis-centric RQ2 cult credit. But either way, if I'm in the Sartarite 1% and I truly want our way of life to get through this, I'm going to teach some spells to the hill people who still believe in our gods. We might have forgotten them in previous generations, pushed them to the rocky slopes. Now they're all we have.
  14. A Magical Economy

    I like this bottom-up economic approach because it opens the door to modeling how much cultural capital a community invests in individuals. If a given young adult -- a Rurik -- represents X lunars equivalent in training time, that's what the community spends on education. Some communities would then be more or less generous with "cult credit" and distribute surplus magic and other training time in advance at what they hope will be a fair return on present value. It depends on the examiners and what they want. Donations to the cult also give a sense of how many improvement rolls and access to spell spirits affiliated individuals "deserve" in a given season, year, lifetime -- I have a feeling this shows up in RQG. Some people donate labor, others give the equivalent of POW or other "magic points" in prayer and religious service. A few might have cash but I think most sensible examiners would price cash transactions at a huge mark-up -- all the money on the lozenge won't help me if I can't fill all the temple roles on the holy day or keep our young people from moving away to town. It starts with souls. If I were the big man at Nochet Grand Market this is how I'd organize our spell trading activities, but luckily I am not.
  15. Trade and Markets in Glorantha

    Teleos at least is said to have "shifted" during the Closing so it apparently happens -- but rarely enough that the dislocation could be detected and was considered worth mentioning. Mostly flagging this point because I've had difficulty getting a sense of linear intercontinental distance. The Homeward Ocean may confound navigation and so appear bigger or smaller than various methods suggest. For all I know there are relativistic effects. On which note, I wonder now whose epochal feats of sail revealed the Homeward islands. Maybe these were unknown to modern cartographers before the Cradle Saga?