Jump to content

Corvantir

Members
  • Content Count

    176
  • Joined

  • Last visited

  • Days Won

    2

Corvantir last won the day on March 29 2018

Corvantir had the most liked content!

Community Reputation

143 Excellent

About Corvantir

  • Rank
    Senior Member

Converted

  • RPG Biography
    Started RPGs in 1982 though we really started role playing the following year when we dropped D&D in favor of RQ2. RQ3 detracted me from Glorantha and I am now getting back to this wonderful setting thanks to HeroQuest 2. It seems I am bound with second editions as far as Glorantha is concerned.
  • Current games
    I am currently running a few one shots from time to time using a house ruled version of Free Universal (FU) or a home made compact version of FATE.
    I currently have two projects, a Solomon Kane campaign (using my home made compact FATE) and after that I would like to run a HeroQuest: Glorantha campaign.
  • Location
    Toulouse (France)
  • Blurb
    I am 48 years old and I am lucky enough to live with the most extraodinary woman in the universe.
    I like hiking, jazz music, reading and... guess what!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. In my opinion, as soon as the players have named the prize, their goal, it is somehow natural to stop here. After all, playing to know whether the characters reach their goal or not is pretty enough in order to frame a conflict. As Game Masters, we have a lot of things to do and think about when running games, it is thus very easy to forget a rule or process that it is not really required to play the game. I don't say this is the right way to play, of course, just that it seems to be very easy and natural to drift towards player facing.
  2. Is the basement of the Castle of Lead still in the Middle World? Even if Orlanth IS air, that does not necessarily means he understands what Time is. Orlanth also exists simultaneously in the God's World. Air could well be an elemental manifestation of his primal nature. But Orlanth is also the God who is born from Kero Fin and Umath, the God who courted Ernalda, the God who succeeded in the Lightbringers' Quest, and all these parts live in the Other World and don't know of Time yet. Maybe.
  3. Hi French Desperate WindChild, and welcome from Toulouse. I know Glorantha for a very long time and I still consider myself as a beginner. I understand the need to have a good grasp of the setting and its mythology before playing with and in it, this is also my case. As far as I am concerned, the gods know nothing about Time as it didn't exist. They can't perceive it, it is simply not there. The myths we are told were built by the various races of Glorantha from the fragments at their disposal. Gloranthan myths can be compared to novels. Imagine you are reading volumes after volumes of novels happening in the same setting. Each story is self contained, not necessarily in the same era, but refers regularly to peoples, events and characters appearing (not always consistently) in the other self contained novels in the same setting. After a few novels, whether you want it or not, at a moment or another, you will start by yourself to think about a chronology. As creatures born in Time, I think that this is something we NEED to do. Because Time is so engrained in us, an age without Time is actually unconceivable, we NEED a structure. Now talk with one of your friend about your perceived chronology and I am sure he will have a totally different perception of the chronology. I am pretty sure at least one of you won't even remember that a character was also appearing in a given novel. The two rebuilt stories would have much in common but could well have some significant differences or even be completely different. The different cults are just different reconstructions and understandings of the same events. In my opinion, you should concentrate yourself on the area in which you are playing and merge yourself into the local myths. These are actually the only ones you need to grasp and the only ones that matter for your PCs. There are biased, yes. But these are the biased versions your PCs know. If you plan to introduce some foreign NPCs with more exotic cults, what is important becomes the point of view of the NPC when you play it. Trying to understand the two points of view while also trying to make them part of a single story could even be counterproductive, in my opinion again. As soon as you rebuild a single story, I think it becomes more difficult to play the NPC. The view angle of the NPC is actually the only thing to keep in mind at the table and it can become more difficult as soon as you have reconstructed something that is also shared by everyone. The exotism (and possible conflict) is lost. I am convinced that each area should be treated on its own terms, as Glorantha itself. And it is in my opinion better to refrain from comparing a Gloranthan civilization with a perceived real world ancient civilization. I read a lot of books about the ancient world and I use them to get a feel of what it is to live in a bronze age environment, to imagine how the peoples were living and thinking, what were their tools and furnitures, how they dressed, etc. I have compared the Gloranthan civilizations with real world civilizations for a long time, I don't do that anymore. For me, it is far more simple now. I have also stopped trying to "understand" the Gloranthan myths and I adopt the local constructions. I actually think that we can't "understand" the Gloranthan myths because we are precisely creatures of Time. Our understanding is actually a personal reconstruction. I don't know if that helps, but I somehow felt the urge to write that.
  4. I don't know if this is its first appearance but the pic is indeed in Wyrms Footprints, page 13: Famous sights of Dragon Pass #1 - A village near Alone.
  5. I am very far from having read everything on Glorantha but I have not yet read something indicating that Gouger and the Boar God of the Hsunchens are the same. 😕 But I agree with you about Darkness and its influence on the appearance of the Tusk Riders. I was about to reply to @Joerg's post in this way when I saw yours.
  6. I have checked my books and I have not found anything about Udram her/himself. The History of the Heortling Peoples (page 55) tells that Aram-Ya-Udram means "Aram Soul of Udram and that he was fully mortal, but lived almost two-hundred years. He was a civilized statesman, experienced general and religious adept. Among other deeds he conquered the giant boars of Dragon Pass and forced them to serve as mounts for his elite warriors." The Guide to Glorantha confirms that Aramites were members of the Unity Council and worshipped Orlanth. There are a lot of conflicting versions of the Tusk Riders origin. I have read somewhere that they consorted with a darkness demon to survive the Darkness while The Guide to Glorantha and other books like HQG, Pavis: GtA or Sartar: KoH clearly state a mixed Troll and Human ancestry and date their creation to the Second Age. Sartar KoH also suggests that some people believe that the Tusk Riders were created by the Empire of the Wyrms Friends. Hero Wars Anaxial's Roster also evokes an EWF experiment and adds that the "Arimites worship the god-pig Gouger together with the hero Aram-Ya-Udram and an unnamed darkness demon." HeroQuest 1 exposes a different version of the Tusk Riders creation, it would date from the first age (HQ1 page 262). The High Council of Dorastor would have doomed Aram to a tortured worship by hybrid inhuman things because he compromised with the Trolls who opposed Nysalor. RQ3 Elder Secrets states that the "Tusk Riders apparantly originated in the Second Age, perhaps from some abominable EWF fertilization program which crossed trolls and humans. The Tusk Riders however claim that they were made from the blood, the spittle, and seminal fluid of their God of the Bloody Tusk. The Tusk Riders claim that they have an emperor who once ruled the world, but who now rules from pig-back exile since being betrayed by the Dragon King in elder days. They say he rules over twelve tusk rider kings, each of whom rules 50,000 subjects". The Bloody Tusk is supposed to be the god who created them and fathered their ancient emperor on the swine goddess and the 12 kings on his granddaughters. This version is reprinted in RQ: RiG Bestiary. The Book of Heortling Mythology has yet another version of the Tusk Riders creation (Appendix C : Orlanthi Heroes and Hero Cults, page 174): Aram-Ya-Udram Status: Ancestor Date: Darkness Age Place: Kerofinela Worshippers: Tusk Riders Cult: Bloody Tusk Aram was a great leader and hero at the Dawn. He represented the human species on the Fist Council. His fame and prestige diminished as the Heortlings gained control, largely through their greater population growth. During the Imperial Age his descendants merged their blood with the fierce Tusker boars of Kerofinela, so that now he is worshipped as their ancestor and as part of the Cult of the Bloody Tusk. So different is his reputation today that many people imagine Aram of the Dawn Ages to have been a different person. In The History of the Heortling Peoples, it is said (page 5) that "[the Tusk Riders] are human beings, led by Aram Ya Udram, who is the human being serving on the Unity Council, [and that] later, after Aram's death, during the Second Council, these people turn to worship the darkness demon guardian of their temple [aka "Gouger"], and become the "halftrolls" of later times." As always, there isn't a simple answer when it comes to Glorantha. I must admit it was a very long post just to say I know nothing about Udram, but it was fun to make some researches as if it were a real historical subject.
  7. It seems you are pretty spot on. 2.a: I suppose the sub-ability Runes you are referencing are the Runes that are embodied/replaced by the Moon Rune. 3b.: Yes, "embodies" must be understood as "replaces". 4c.: As far as I know, when they are not selected as standalone abilities Grimoires are always breakout abilities and thus start at +1. 5a.: As replacing ones Moon Rune by the Chaos Rune is an option offered to Initiates only, there is no stretch penalty. This how I understand it. With the Dying Moon Rune, a character can also embrass the Lunar Tradition, become a member of Lunar Spirit Societies and gain access to Spirit Magic through Lunes. Lunar spirit worshippers are not limited to Lunes though. Though the Seven Mothers Cult write up in HQG is the latest and up to date version, the write up in Pavis: Gateway to Adventure is more detailed and gives some precious insights.
  8. I am still doubtful about that and genuinely don't know from where this assumption is coming, I have always considered initiation to adulthood as different from initiation to a god, even among Theyalans. It seems that the more I read about Glorantha, the less I know.
  9. In HQG, this is more or less amounting to: what is the proportion of Initiates? 😁
  10. Yes, hence my point. In HQG, a character can buy powers as Standalone Abilities or as Rune Breakout Abilities. Being limited specific abilities, they can be used directly, and not only as Augments, whatever your cult status. I have just realized that you even don't need to be a Lay Member to buy such powers. But I imagine that most players would link such powers to the deities they "communally" worship or some events of mythic importance met while playing the game. All consuming faith and devotion, this is how I see it. To my eyes, giving one's time to the god or to serve the god does not necessarily mean attending a ceremony or being at the temple. Isn't the simple act of worshipping your god a time consecrated to him? For an Issaries initiate, shouldn't saying a prayer at a crossroad or simply sending his wares in a blessed market be counted as time consecrated to one's god? In HQG, a huge difference with RQ is that you don't need to "refill" your powers, be them Magic or Rune Points. IMO, the rules attached to spells and other powers alter our vision of them. The rules of HQG are so different from those of RQG that they can easily provide a different visions on many point. MGV (My Glorantha Varies).
  11. May be am I getting it wrong but HeroQuest: Glorantha (HQG) seems to be some kind of middle ground. First, as I wrote it earlier, it seems to me that HQG Lay Member status is somehow between RQ Lay Member and Initiate statuses. HQG Lay Members can actually buy some reusable Rune magic. Initiate status in HQG is also somewhere between RQ Initiate and Rune Priest statuses as an Initiate has access to the equivalent of "reusable" Rune Magic through the Rune Affinities he shares with his God. Moreover in HQG, the rules don't ask you to go to a temple in order to recover your Rune Points. You can use your Rune Magic as long as you respect your cult restrictions, the cult holy days and as long as your acts don't offend your God. I would like to thank you all for your valuable input, I have a better vision of what it is to be an Initiate and of the proportion of Initiates one can find in different parts of the world. That's very helpful. 👍
  12. Yes, the Grazelanders live to the west of the Dragonspine Ridge and the Smoking Ruin (to the south-west of Kero Fin and Wintertop). The Pol-Joni are an independent tribe among the Animal Nomads and are horse riders originating from Sartar. They had to fight harshly to earn their place in the plains of Prax. The ancestors of the Grazelanders are Sun (Yu-Kargzant) worshipping horse riding nomads from Pent who conquered Prax and were later driven away by the other tribes. They are called the Pure Horse Tribe because they left Pent to preserve their purity. As far as I remember they refused to herd cattle whereas the other Pentans were adopting this practice.
  13. Pavis: Gateway to Adventure provides a lot of informations about Prax and the Animal Nomads. As far as I know, this is even the most complete book on the subject so far as it reprints and updates what was in River of Craddle, Borderlands, Pavis & Big Rubble, etc.
  14. I do that all the time. I use HQ as a base (HQG and all HQ2 material like Sartar: KoH, Sartar Companion and Pavis: GtA) and mine RQG and my older RQ2/3 books for adventures, background, alternate views and various ideas. I am about to start a HQG campaign based on Glorantha Classics Borderlands & Beyond. One thing to keep in mind is that the Cult Statuses don't exactly mean the same thing in HQG than in RQG. Lay Members in HQG can have some Rune Magic (as Rune Breakout Abilities), Initiates in HQG are somehow between Initiates and Rune Priests in RQG, and Devotees in HQG are the equivalent of RQ Rune Lords. With that in mind, almost everything written for HQ2/G is systemless and can thus be used with any version of RQ. A warning though, a lot of things have changed since RQ2 and RQ3 and it can be very confusing sometimes. If you are new to Glorantha, it could be a good idea to keep yourself to RQG and HQ2/G at first as they are fairly consistent when it comes to the setting. This is my two cents of an opinion on that matter of course.
  15. I agree with you, the Orlanthi culture is not that patriarchal, the Praxian culture is rather balanced and Esrolia is a matriarchy. It seems to me that there is still a slight bias towards male as leaders in Sartar and Prax, especially through the cults of Orlanth in Sartar and Waha in Prax. Isn't sharing the power (as in decision making) as important as being treated equally? I guess that a Khan of Waha or a Clan King would think twice, if not thrice, before taking a decision without the consent of the Priestesses of Ernalda or the Sisters of Eiritha, but he can still take it. And there are examples in the history of the Third Age. I might be wrong for Prax though, as it seems to me that the power is shared according to the current situation and threats. The cult of Eiritha leads when the Clan is at peace, the Cult of Waha leads when the clan is at war, etc. Am I right? Perhaps even Esrolia should change and share the power with men again, by the way. 😁
×
×
  • Create New...