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About KeithN

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  • RPG Biography
    Runequest, Dragon Pass, Hero Wars, Heroquest, King of Dragon Pass.
  • Current games
    History of Peloria
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  • Blurb
    Likes Glorantha
  1. Surely the hot lake is just the salty tears of Shengs enemies. Or the warm urine of the Black Sun. Or that salt is just the taste of death that water has when it knows it is going to die. I'm imagining there must be a lot of mist and fog rolling off the lake, with glimpses of large dinosaurs, and dampened screeches of monster heard through the warm, damp clouds.
  2. High Llama

    I once thought that Jaldon rode a camel. but I associate them with Godlearners for some reason. I once had a scheme for the food types that Praxian animals liked with two axes - wet and dry, high and low. Impala like low and dry, bison liked low and wet, morocanth liked high and wet, high llama liked high and dry. Sable liked a bit of everything. High vegetation being tall trees, tall grasses, low vegetation being short grass. This doesn't link in very well with High Llama being Water rune but I did feel that tall trees only lived in Prax along the Serpent beds, where rivers occasionally flowed. The scheme was cyclical - so a flooded, marshy river bed is wet and high and favours Morocanth, then the water dries up and it becomes high and dry, favouring High Llama.
  3. Ok, 16 different tribes/nations/linguistic groups I can buy, although some may already have been joined into small empires by enterprising leaders. In civilized Kralorela, only three languages are spoken officially - imperial Kralorelan, Stultan, and the turtle dialect on that lotus-growing island southeast o In my boardgame "History of Kralorela" I had 14 Hsunchen groups, plus Dragon People and Ignorants, making 16 human groups that later become Kralorelans.
  4. I like this idea - nice suggestion. I have my own theory about the big magic rocks all over the place relating to the Maidstone Mountains, Vadrus and Grotarons. Overall, I've been very pleased that the Fronela in the Guide doesn't invalidate the Fronela in my History of Fronela boardgame.
  5. Babies have no concept of time, and it gradually develops. The mythic ages can be viewed as a metaphor for the developing conciousness.
  6. I do have a Umathela/Fonrit/Laskal/Enkloso boardgame in the pipeline, but it is in early stages. The Guide in general is excellent at inspiring game ideas, but this section is really so sweeping that there is not enough to go on. I mean, for example, the sentence on p127 "belligerent factions refounded the World Council as the High Council of the Lands of Genertela" might be an interesting set up for some sort of political/diplomatic/wargame but you would need to go and research details somewhere else (somewhere else in the Guide, mostly). The huge green areas at the Dawn I interpret as uninhabited (by human) wilderness rather than Aldryami "strongholds". So Aldryami are there, and are the dominant people, but there are not many of them. So a person from the Serpent Beasts in Ralios might view the Greatwood and Ballid as Aldryami forests, and be scared to enter them but once they actually enter the forests and find there are only a few hundred elves in a huge area, the 'Aldryami'ness of the forest evaporates.
  7. I had assumed that Talsardia was made up of Orlanthi from Peloria, primarily, plus whichever Hsunchen were conquered, or impressed by the Lightbringers and converted, or simply joined the kingdom but kept their beast totem ways and gradually assimilated. I felt that the Kingdom was really either just a powerful individual or dynasty and that it collapsed when the dynasty collapsed.
  8. I have records! We've just met Talor, Arinsor, Varganthar and the King of Akem in a Fronela game.
  9. The historical maps are one of my favourite parts of the whole Guide. I have the same reservations about some of the boundaries as I do on real world maps in the same style, that imply that the boundaries are clear and easy to determine. For example. the population densities in the Dawn age make most areas just empty wilderness. I like the fact that the horse nomads are in a narrow band in 400ST p130 for example, as I think the blank white areas are practically empty of humans and to shade it all yellow because a horse nomad once rode through it is misleading. I would love to see maps in the same style for Fonrit and Umathela - I think Garangordos and his crew are interesting.
  10. Figures for Gloranthan Armies

    Does anyone else use Plastic soldier review http://www.plasticsoldierreview.com/Review.aspx?id=918, as a resource for this sort of thing?
  11. I assumed the hungry goddess was Krarsht but without the Krarshtkid link. The Cult of Krarsht is essentially a method for Krarshtkids to get fed. Without the Krarshtkids you might still have the Hungry Goddess, but not chopped up into little pieces by Storm Bull in Pamaltela.
  12. trollball ?

    My suggestion for a trollball simulation, is to base it on Boule, with rocks representing the trolls, the small ball being the trollkin (or badger, or whriling bug beetle). Players throw their rocks (trolls) at the sandy pitch marked out and try to get the trollkin into the scoring zone.
  13. Derik and the Pol Joni

    I like the idea that they might be the "bastard" tribe because their khan is not a legitimate heir of Waha!. and that somehow Derik took the role of Khan from Jaldon (but not the legitimacy). In my Glorantha I imagined that Waha being banned from raiding Dragon Pass was a side effect of Varajia Nopor hamstringing him, which I imagined was sidestepped by the name change to Jaldon (Jaldon being an incarnation of Waha! in my Glorantha, but sufficiently different to sidestep magical bans).
  14. There is no potato in Glorantha?

    In Alkoth they only eat Smashed Potato! Otherwise, it must be a Blue Moon vegetable. I'd make it rare and gift worthy "she gave me a potato!". I like the idea of the Artmal Empire having them - perhaps Loper people carry a few around.
  15. The Pavis Plan

    I had a lot of fun with a campaign set during the 830's with Lord Pavis as the patron of the player characters, who were trouble shooters for the new settlement. The idea in the back of my mind was always that Pavis was creating a new universe within the walls - with new creation myths, and new elementals (similar to the new Lunar elementals) The Heroes reenacted some myths which were slightly different to the originals to reflect the new world. They escorted a cradle downriver and it turns out, in my Glorantha, that Thog the Giant (who was a baby on the cradle the PC heroes escorted to Hell) was the son of Lord Pavis and therefore a legitimate heir of the City.