Jump to content

Darius West

Member
  • Posts

    3,274
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by Darius West

  1. 15 hours ago, Iskallor said:

    Sounds like you need an oxygen mask to climb over!

    Mostali waste pipes are awesome.

    Here's a question.  Can you use a small sylph as a respirator?

    • Like 1
    • Haha 1
  2. On 1/6/2017 at 3:05 AM, Ian Cooper said:

    Its confusing isn't it.

    But I think the way to think about it in Glorantha is the Great Compromise.

    In the godtime death sends you to the Underworld, but concepts like life and death don't really exist before the Great Compromise; you can't really use cause-and-effect or strict separation of binary opposites to describe this at this point (although human imposition of there will gives it this form because they can't understand it otherwise).

    So before time 'dead' and 'alive' don't really exist, they are just ideas we impose upon them from within the world of Time.

    But IMO the Great Compromise established that things in the Underworld are dead, since Time began.

    I think when Humakt kills grandfather mortal, and then Orlanth kills Yelm, that death gains a pretty important place in the world before the Great Compromise.  Before that period of the Lesser Darkness however death was a strange thing and I agree with you on that.  In fact Kargan Tor, the holder of the Death Rune doesn't seem to have had much meaning, and is best know for fighting himself in that weird period of pre-temporal contradictions, and  deserting his post and allowing the Devil to destroy the Spike.  The old death seems silly and weak, being merely a sort of guardsman.

    Now before time, Death and a Life exist side by side AND at the same time with the same entity, because without time such paradoxes are possible.  So how can we understand death pre-time?  Death becomes geographical.  If you died in Prax, your story there is about being dead, though you might be alive in Dragon Pass and also dead in the Holy Country.  Of course part of the story is now about time in the underworld, because that is where you go when you die, hence the notion that death can be a direction you head in.

    On the other hand, there is good evidence to suggest that you don't die just by stepping through the Gate of Dusk and wandering into the Land of Darkness, despite it being in the underworld, and as I have said before, Humakti would have to stay in the underworld forever if they Hero Quested there, because if the underworld were truly the land of the dead, then they are forbidden to return from it, for that is by definition resurrection. There are lots of other precedents that cast doubt on entities always and compulsorily being dead in the underworld that I have enumerated elsewhere.  By suggesting that 100% of people in the underworld are dead, you introduce some big contradictions into your game.

    Now as time travel isn't possible in Glorantha, despite Lunar experiments, when you hero quest you are not stepping back in time, you are stepping into a particular story that is held in a form of immortal stasis like the gods themselves.  It is the hero quester's movement within time that makes things appear as if they are moving in the myth; a sort of "paramythic relativity".  That is how deities can be dead but alive at the same time in different places.  Seen as a whole from outside of time, the whole of Gloranthan mythology could be viewed as a series of coexisting "vapor trails" (like the blur you get when you move your hand really fast, but co-located back through time to all the places you have gone) worming around and through each other.  When a vapor trail ends, it goes in the "death direction" of the underworld, or sometimes the entire trail is erased by chaos, leaving only tiny spotty agglomerations and hints of what may have been, such as with Splendid Yamsur.  Now this entire paragraph is not in any way part of my argument, it is just how I speculate that Hero Quests and Myths Before Time work presented for, hopefully, your entertainment, but based on all the evidence I can find.  I also provide a link to a truly unusual video game that is under development called Miegakure that deals with travel inside 4 dimensions  to give everyone a sense of what that might be like 

     

     

     

  3. 1 hour ago, Ali the Helering said:

    Having been playing since 1980, trust me, I have been gregged to the maximum.  Yet I rather enjoy Glorantha.  What to one may appear "a salient point that screws up and contradicts a great many things"  to others might appear a minor niggle that is being made far too much of in a self-publicising tirade.  Majority opinions are not, of themselves, correct.  Neither are minority ones, they are simply opinions.

    Glorantha is fiction.  It depicts a world across millennia, with peoples, religions, and philosophies living alongside each other in conflict and disagreement.  You might even suggest it is a reasonable model for an internet forum.  It even has Uz. 

    What it is not, is a definable absolute reality.  Rather like the RW.  Looking to lay down absolutes for your own comfort is a pointless dream.  Enjoy it instead.

    I am not laying down absolutes.  You have utterly failed to understand my argument if that is what you think.  My argument is the one in support of diversity, and is against absolutes.  I do not accept that 100% of the time you are dead if you are in the underworld.  I do not accept that 100% of Gloranthan cultures accept that you are dead if you are in the underworld. Those 100% arguments are my opposition's contributions, not mine, and every 100% argument is an absolute. They are two absolutes that people have misinterpreted about "the canon".  One bad reading of "the canon" has introduced "the rule" and I am pointing out that 'the rule" contradicts so much about Gloranthan lore that it must be wrong.

  4. On 1/5/2017 at 11:30 PM, Roko Joko said:

    I'll take a round or two in the mud pit.

    "Among the dead" does not mean "dead".  Being in a Place of Death does not mean you are dead, any more that visiting a cemetery means you are dead.

    "Mythology's language is metaphor.  I don't mean simile - metaphor.  God is my heart."  - https://youtu.be/_hKrVRTOYpY?t=9m39s

    Welcome to the mud pit.   I have long suggested that the whole "being dead" thing is merely a poetic allusion mistaken for a fact i.e. mythology's language  is metaphor.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    Death is and remains the point at which your body and your spirit are separated because one or the other has been severely damaged.

     

    Going to the underworld the way Grandfather Mortal did is the usual way to go there, but even if you descend the pool or something you're still doing what he did, and are still him.

    Tell that to Flesh Man.  Living flesh in a dead place.  Also, did Arkat hero quest into the underworld as a Brithini?  Because Brithini are spiritually annihilated upon death, and that would include going into the underworld if you believe "the rule".

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    Baby Giants 

    I say baby giants die when they go to the underworld, but so what?  First of all, they're true giants.  Second, they went down the right way for true giants, and they have their full body and cradle when they arrive.

    why would giants be upset if humans killed their babies and robbed their cradles if they were sending their babies to die in the underworld anyhow?

    Because then the baby would get there the wrong way, and without their full body, and without their cradle.

    Sarcasm...yes... yes... all parents want their children to die. Perhaps the entire ritual is not what we think, but actually a huge abortion that ends with the baby going down the plughole?

    The giants are going through a ritual that would have been fine during the Green Age, but has probably sealed their extinction with the coming of Time.  While this is conjecture, I suspect that the babies are being sent to the underworld to be educated so they don't turn out like the rampaging giants that come down Giants Walk to eat people.  Dead babies don't grow, ergo, Giant Babies aren't dead in the underworld or the entire Cradle story is pointless and the God Learners are utterly correct in plundering the cradles, and Argrath and all the people on the Cradle are merely being wasteful.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    internal contradiction of Humakti Hero Questers 

     

    Humakt coming back from the underworld is morally and mechanically different from a resurrection spell.   He descended for a purpose and knew what he was doing when he went there and when he returned.  Maybe he paid a price.  That's different from a mortal not honoring death when it comes for you.  And I think resurrection spells specifically go get a spirit while it's on the path of the dead or waiting in the hall of the dead.  That wouldn't work on a heroquester anyway.

    Resurrection is defined as "coming back from the dead".  A spell is not different from a heroquest in this respect.  Humakti won't do it, it is the defining restriction of the religion.  Go join Yanafal Tarnils if you disagree.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    The thing that draws me back to Glorantha is the internal consistency of its myths 

     

    There are contradictions there, though, especially about things like the mysteries of life and death.

    A contradiction is not a mystical truth, it normally means somebody doesn't understand something, whether in a mythological or a rational sphere.  Take Xeno's paradox of Achilles and the Tortoise for example.The ancient Greeks knew that an arrow could fly, and could through repeated measures get a sense of its performance, but could not come up with the theory of why it did what it did.  This was eventually solved  by Isaac Newton's use of calculus in determining ballistics.  Through the use of the transcendental function of infinity within calculus suddenly you can keep an arrow in flight, and Achilles can overtake the tortoise.  Normally a contradiction means you have misinterpreted the facts and asked the wrong question and, as a result, reached the wrong conclusion.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    people being compulsorily dead 

    It's compulsory for heroquesters in the sense that it's hard to get back.  It's not compulsory in the sense of losing as much strength and agency as the involuntary dead lose.  The involuntary dead aren't all the same anyway.  Those with better funeral rites are stronger.

    "Hard to get back from the underworld"  is not my issue.  The underworld SHOULD be hard to get back from.  My issue is that... despite the fact that Gloranthan cultures agree on very little, and despite the many examples where it obviously isn't and can't be true, that 100% of Gloranthan cultures somehow believe that you are "dead" if you enter the underworld according to one foolish and ill considered misinterpretation of the evidence.  You Roko Joko quite reasonably want to draw suggest that agency and voluntary vs involuntary death play a part, but the point is that according to the prevalent and jaundiced reading of the canon, nope, if you are in the underworld, you're dead matey, and 100% of Gloranthans agree, not the usual 85% Orlanthi version of "all".  My argument is that not everyone who goes to the underworld is dead, but I happily concede that most who go there are dead, but not all.

     

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    game mechanics.  

    There are different games set in Glorantha and they don't all say the same thing about the setting.

    plausible - believable - be consistent - suspension of disbelief

    Verisimilitude in fantasy settings is very subjective.

    consistentcy of context that any audience needs

    People are diverse.  Not everyone is going to agree about stuff like whether such-and-such constitutes an extreme contradiction.

    A rule, once established, is better adhered to and kept consistent.  There are repeated examples where "the rule" is broken, and yet somehow people still pretend it is "a thing".  Nothing breaks suspension of disbelief more woefully than contradicting the established facts of a narrative.  It is one of the major differences between good and bad writing.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    The Lightbringers don't die in the underworld any more than a Baby Giant does

     

    They do have strength and agency down there, as do baby giants if they descend properly.

    So despite all the contradictions, you aren't prepared to wonder, even for a second, if they have agency because they are in fact still alive, like say, trolls, who still live down there.  The dead in the underworld are undergoing a process, it is the living who have agency.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    there needs to be an unbroken link and association to the Living World

     

    The lightbringers had support from the living.

    They are also alive.  Flesh man dies eventually in some versions I believe.

    On 1/5/2017 at 11:30 PM, Roko Joko said:

    Does Dayzatar who is so very pure look at a mortal hero from the middle realm and think of them as being "part of the sky", no, he thinks "I wonder who this mud footed interloper is.  I hope someone else respects my purity enough to deal with this dirty Earthbound creature". 

    He does both.  The sky and the underworld are different anyway, though.  The underworld is more of a mixture.

    Being in the sky doesn't make you part of the sky any more than being in the water makes you part of the water.  As above so below.  There is a very important geographical relationship between the pantheons and the landscape of Glorantha, to the point where death can be considered a direction, but being in a cemetery is not the same as being dead.

  5. On 1/5/2017 at 9:32 AM, Ali the Helering said:

    Unfortunately, Darius, the world of Glorantha is not the product of the mind of but one of the fans.  It is the product of Greg Stafford's mind supplemented by a whole host of other people with different backgrounds - including anthropologists and mythologists and theologians - who have all fed into the wondrous melting pot which is now carefully edited by a dedicated few.

    A fine example of argumentum ad verecundiam.  Clearly you have never been "Gregged".  It is the curse that most Glorantha Fundamentalists most dread as it skews their doctrinal purity. Things have never been as clear cut as you suggest here.

    On 1/5/2017 at 9:32 AM, Ali the Helering said:

    Disagreeing with the overall pattern does not make that pattern wrong, nor does it imply anything about the abilities of the editorial staff.  All it means is that you disagree.

    To quote... "Disagreeing with the overall pattern"...?   No, I take great issue with a single salient point that screws up and contradicts a great many things.

    On 1/5/2017 at 9:32 AM, Ali the Helering said:

    There are times when I disagree with Jeff.  That doesn't make me right, and him wrong.  It means I disagree, and it is up to me if I wish MG to V.  It does, from time to time. Accepting that the majority view is not my own is something I had to accept decades ago.  That doesn't mean that I can dictate what Glorantha should be.

    I am always suspicious of majority opinions.  Jeff is an editor who won't edit.  Your appeal to conformity is not an argument. 

  6. Griffin Mountain page79 (Information) suggests that Wyrms High Pass is too high for wyrms to fly over, and that is where it gets its name.  I like your idea better though.  As to the notion of hot springs,that's a great idea, but rather than Lodril, what if the steam and hot water is actually from a series of concealed Mostali outflow pipes coming out of Greatway?

    • Like 2
  7. On 1/1/2017 at 8:30 PM, Jeff said:

    Darius - given that I have the original sketch on which this was based, this map works fine as a schematic - which is all it is. But like all cosmological schematics it has its limits. 

    Yes it has limits.  The limit is that as the schematic doesn't advance your argument.  I am sure you would consider it iron clad evidence if it supported your case, but surprise surprise... it doesn't.  So now you have to abandon it like the proverbial hot potato and back pedal rather that accepting that maybe I have a point.

    I would point out that this also utterly undermines the notion that Baby Giants who are sent to the underworld never die because they remain on the river Styx, and thus between life and death, because as the schematic clearly shows, and as the Guide to Glorantha clearly enunciates on page 10, half of the underworld is the realm of darkness, not the realm of death.  Thus you don't die by entering Rausa's Gate of Dusk, or by entering the underworld.  Clearly Baby Giants would be dead if they enter the underworld if this were not so, and if that were the case, then why would giants be upset if humans killed their babies and robbed their cradles if they were sending their babies to die in the underworld anyhow?

    Similarly, there is no satisfactory answer to the point I raised regarding the internal contradiction of Humakti Hero Questers being required to remain in the underworld if being in the underworld is "death".  Let me say with gentle sarcasm that Humakt is a very reasonable and compassionate deity, and despite being a god of Death and Truth, he is always ready to break the rules so that his mortal worshipers can protect their precious lives. Humakt isn't grim and fatalistic, and he understands that not every worshiper of his is as dedicated as others, so he makes special allowances for the less committed members of his religion.  The path back from death for a Humakti therefore allows for them to resurrect themselves and don't worry about those little cult strictures if they get in the way; after all, every good Humakti knows that honor and fair play and keeping both the letter and the intention of your oaths really only applies to other people...

    On 1/1/2017 at 8:30 PM, Jeff said:

     But as far as I am concerned, it seems vitally important to you that we have a definition of "dead" that suggests that a hero that returns from the Underworld was somehow alive all the time ("hurrah!").

    Oh dear.  No.  Really, no.  That is neither why I am raised this point nor why I am sticking to my guns on it at all. Allow me to explain my motives...

    The thing that draws me back to Glorantha is the internal consistency of its myths and the interplay of cultures and their mythologies, and how those myths allow players to interact with that world.  On the other hand, the thing that sets RPGs apart from merely telling a story is that they have game mechanics.  No some people bitch about game mechanics ruining their stories, but I disagree.  The fact is that the real world has physical rules that set hard limits as to what is possible, and in order to make magic plausible, and a mythological realm believable, a fantasy world  has to be consistent or the audience will break their suspension of disbelief, and you plummet from art to farce.  Similarly if the GM breaks those rules in some sort of "Fiat - Deus Ex Machina" way to move the story in a direction the particular GM prefers, they undermine the enjoyment of the game and devalue the achievement and experience of the players.  Good game rules well applied provide the all important consistentcy of context that any audience needs.  In Hollywood for example they pay people good money to read scripts and look for plot holes; in essence that is what I am doing here, free of charge, in order to make Glorantha better.

    So you are probably asking yourself "so what is Darius' gripe with people being compulsorily dead in the underworld"?  I will hence refer to this as "The Rule".  It would, on face value, seem to be a good rule well applied.  My position is that this is sadly not the case, and as I have pointed out repeatedly, this point introduces gaping and irreconcilable contradictions in an otherwise beautifully consistent game environment.  I have also, throughout this discussion entertained and frequently conceded points that were well reasoned and well argued within the "Gloranthan Scriptural Canon", something that has been notably and ungenerously absent among those who take the alternative position.

    My point is essentially this...  the notion of being compulsorily dead in the underworld doesn't work.  The more you inspect The Rule, the more obviously flawed it becomes.  If you look at Gloranthan lore it doesn't fit the facts.  Now Gloranthan cultures and their mythologies seldom agree on anything and the notion that all cultures in Glorantha agree 100% on a rule that is obviously flawed is so absurd within the context that it constitues a "plot hole" kind of mistake.

    I have also generously put forwards some suggested remedies, if you are of a mind to consider the possibility that a contradiction is a mistake not a mystical experience.  Primarily this consists of relaxing The Rule.  I am not saying The Rule should be abolished altogether as clearly some people and deities need to be dead and in the underworld, but the way The Rule reads at the moment, it devalues and confuses both life and death within the game setting.

    So what is death within Glorantha?  Well, it is and remains the point at which your body and your spirit are separated because one or the other has been severely damaged.  In the case of the Brithini who view themselves as perfect expressions of the Man Rune unadulterated by the Spirit Rune, death represents annihilation. For good Hrestoli and other non-immortal Malkioni it represents a one way trip to Solace.  For pantheists it represents the beginning of the reincarnation process as understood by their culture.  Shamans obviously have learned the trick of leaving their body with their fetch, as far as tricks go its an oldie but a goodie.  The point is, you aren't dead until your body has been taken away from you and you can't get back inside it within that seven day grace period of the resurrection spell.  

    Heroes like Jaldon and perhaps Jar-Eel and others know how to break that rule, but they had to do something extraordinary to find that secret, and that is part of what makes them exceptional.  When Yelm dies, his spirit goes to the Land of the Dead and only Bijiif (deity IV-24 Gods of Gloranthat p679) remains of his body.  The Lightbringers don't die in the underworld any more than a Baby Giant does, because they symbolize the descent of Life into the Land of Death to resurrect the Sun.  The Lightbringer's Quest is a resurrection spell laid out in mythological form, and it is also representative of the turning of the Seasons from Winter to Spring i.e. from Storm Season through Sacred Time and into Sea Season.  For the metaphor at the heart of the myth to work, there needs to be an unbroken link and association to the Living World, and the Lightbringers while hard tested, must remain unbroken for the multiple levels of the myth to work.

    Now the parallel drawn mythologically here to real world myths is to that of Inanna and her descent into the Underworld, where she dies and affects her resurrection (corresponding to the transit of Venus).  Now this is very like the story of the Red Moon Goddess and her various stages, but in Glorantha the RMG doesn't self resurrect, she has Seven Lightbringers to serve as her Seven Mothers who bring her back through their connection to the Living World.  However Inanna is ONLY ONE EXAMPLE in the real world.  The real world cultures that the main played mythologies are drawn from are the Norse, Greco-Roman, Hindu and Celtic cultures, and without exception in ALL of those cultures you have heroes and deities entering the underworld while alive and returning.  A lovely example of this is when Orpheus in his descent into the underworld pays Charon the two obols to get across the Styx, but he knows the secret of also paying a sprig of mistletoe for the return journey, because mistletoe blooms in the middle of winter, which is symbolically synonymous with being alive in the middle of the land of the dead.  The point of this? The Rule doesn't work mythologically either.

    On 1/1/2017 at 8:30 PM, Jeff said:

    If that definition makes the cycle of Life and Death easier for you to grok, then go for it. But for me, that definition doesn't help and doesn't work (then again that could just be a result of my current writer's vantage point).

     I totally grok it, I grok it so well I know it is wrong.  Please reconsider this entrenched position, it doesn't work within the rule system or fit within the mythology.  I am offering you free plot hole checking here.  I am not saying get rid of it, I am saying it needs reinterpretation. To paraphrase Inigo Montoya "this rule, I do not think it means what you think it means".

    On 1/1/2017 at 8:30 PM, Jeff said:

    The Underworld is the Place of Death and if you are there, you are among the dead and not living.

     "Among the dead" does not mean "dead".  Being in a Place of Death does not mean you are dead, any more that visiting a cemetery means you are dead.

    On 1/1/2017 at 8:30 PM, Jeff said:

    If you are in the Underworld you are on the other side of mortality - i.e., one of the dead. That's a definitional thing - like saying that if you are in the Sky Dome you are part of the sky, even if you are made out of flesh and bone. Or like saying the Red God is red.

    You think this relationship is definitional, I think it is symbolic at best.  Also, does Dayzatar who is so very pure look at a mortal hero from the middle realm and think of them as being "part of the sky", no, he thinks "I wonder who this mud footed interloper is.  I hope someone else respects my purity enough to deal with this dirty Earthbound creature".  As to the Red Goddess being red... what about in her black phase?  You may think that is an idle point, but it isn't.  Death carries the seeds of life, just as Life may be viewed as a journey towards death.  As to Uleria not dying, she is the cosmic principle of life and fertility, if she had died, everything would have died.

    Now I agree that position is important in Glorantha.  Some Gods are powerfully mythologically linked to some places and have weaker relationships to others, and some are even "dead gods" in some places.  To say that the death implied in The Rule is anything other than a map co-ordinate or a poetic allusion taken as fact is an error.  Yes the underworld is a bad place to be a living person, it is quite antithetical to life, but so is a Haboob dust storm or a savage hurricane, or a massive blizzard.  You can be caught in any of these terrible things and still heroically find a way to stay alive, that is what heroes do, and if heroes do it then so do deities.

    On 1/1/2017 at 8:30 PM, Jeff said:

    Like most definitional arguments, it doesn't really say that much. 

    Well this is low hanging fruit. 

    On 1/1/2017 at 8:30 PM, Jeff said:

    The Otherworld (or mythology, or the Gods War, or whatever you want to think of the Great Other) embraces contradictions.  

    No, I think you have chosen to embrace contradictions rather than correct the obvious mistake The Rule represents.

    Edit (noun form):  A change or correction made as a result of editing.

    Isn't correcting mistakes the DEFINITION of what Editors do?  

  8. 11 hours ago, M Helsdon said:

     

    glorantha.JPG

    Drawing on non-canon sources now? LOL.  And to show a map that demonstrates that apparently more than half of the underworld is not actually the land of death, and in fact you aren't dead just by going through Rausa's Dusk Gate, you are just in the land of darkness.  Why it makes you wonder whether crossing the Styx represents anything either.  Notice also how Magasta's Whirlpool is positioned right over the Styx, as though the Styx is a continuation of Magasta's Whirlpool?  That's because we know it is.

     

  9. On 12/30/2016 at 8:33 PM, M Helsdon said:

    Except... it doesn't. Please see page 10 of the Guide.

    Middle: The flat Middle World with the Earth
    “lozenge” is surrounded by and floating atop Sramak’s
    River. The northern continent ends with huge
    glaciers, the southern continent with deserts of fire.
    In between is Magasta’s Pool, a whirlpool that drains
    into the Underworld.

    Good reference.  Read it more closely next time.

  10. 21 hours ago, EvilGeniusPrime said:

    My group isn't squeamish, thankfully. Although I played a character who made the bargain once. The GM just glossed over the whole thing. Which to me, made if feel less horrific. I've never read the source material by Ramsey Campbell though. So even I don't know the mechanics of brood implantation. The imagination conjures horrible imagery though. LOL!

    Just remember that you might be setting your crew up for one of the most perverse party wipes ever.  Death by mass alien deity impregnation.  Memorable, but a bit rapey.

  11. In answer to your specific questions:

    1)  Fear is a response to a number of things... danger, unfamiliarity, a source of pain, abandonment, vulnerability etc.  One of the most primal is the sense that you are being stalked by something unknown.  Movement perceived from the corner of the eye, rustling in the bushes, creaking on the stairs, things go missing, all revealing nothing but prickles on the back of the neck and adrenaline butterflies in the stomach. Sun Tzu says:   

    If I determine the enemy's disposition of forces while I have no perceptible form, I can concentrate my forces while the enemy is fragmented. The pinnacle of military deployment approaches the formless: if it is formless, then even the deepest spy cannot discern it nor the wise make plans against it.

    This is the use of the enemy's ignorance as a weapon against them.  But in C'thulhu, knowledge of the enemy can be just as dangerous as ignorance.  That's pretty scary, when your best weapon, knowledge, leads as certainly to your ultimate destruction as ignorance. 

    The next thing is to properly understand the difference between fear and horror.  While horror has its foundation in fear, it is a knowing abhorrence of what you face.  Horror is when you understand that the thing you were afraid of is worse than you imagined and you are permanently tainted by association with it.  You build horror through suggestion and investigation, to quote Lovecraft:  

    The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. 

    When the players begin to "correlate all the contents" and fit the jigsaw together, that is when the horror should kick in.

    2)  This step is of primary importance.  You need to tell the players beforehand that CoC is a game about investigation,  and that if they fight monsters before they know how to beat them they are likely to die quickly and foolishly. Tell them that if they go into combat under-prepared against non-human enemies the fights are likely to be bad and one sided.  That gives investigation a purpose, you are building an arsenal of information.  Get players excited about chasing leads and clues.  Personally I love writing scenarios and when it comes to CoC I especially enjoy writing the handouts.  In fact I like them so much I have even written a mythos story in handout format a few years ago, and I have attached it for your perusal.

    3) A measure of tolerance to frequent mythos encounters of the same creature is not impossible, in fact there is a precedent for it in the Lovecraft story "Dream Quest of the Unknown Kadath" wherein Randolph Carter begins to feel less disturbed by ghouls through frequent contact, and it has periodically been part of the CoC rules in the various Companions.  It is also acceptable for veterans to have an immunity to seeing dismembered human bodies.  Remember however that few people can ever get used to a creature that causes more than 1d8 SAN loss, and you never get used to seeing a creature that always causes SAN loss.

    4) Generally a quick sit down Q&A session to discuss the character is enough to get a decent performance out of players if the background info for the character is not enough.  Let the players divide the characters up among themselves so they can at least choose a persona they like.

    Papers pertaining to the disappearance of Mr. Richard Upton Pickman (Artist).pdf

    • Like 1
  12. On 11/25/2016 at 10:02 PM, Mike M said:

    This Book is Full of Spiders was good but not nearly as crazy or inventive as the first book.

    Agreed.  Hopefully "Mr Wong" will produce some more material of the same quality as his earlier effort soon.

     

  13. 8 hours ago, EvilGeniusPrime said:

    Hello everyone. I don't have my previous editions handy. I'm currently preparing a 7th ed adventure and was wondering if there is a spell to banish Eihort's brood from an investigator who has accepted "the bargain". I seem to remember one in a previous edition, but can't be sure. I don't see anything in 7e like that. 

    Don't be afraid to take lore from the past editions, it is the story that is important.  Whatever moves the story along best.  So go and pry through musty tomes from the past until you find what you seek.  I have always shied away from using Eihort because of "the bargain"; it's a bit too "Adult Content" even for some adults I know. (The writer descended into a vile rant of frustration and expletives at this point) :) 

    • Like 1
  14. 16 hours ago, Jon Hunter said:

    Its a move away from en excellent post ... so if we go to far off this one lets start a new thread.

    But I think its one of real world given concepts which is very alien to most Gloranthan cultures. The myths of  of EWF and God Learnism would have created a resistance to progress in very many cultures. New is not better, new is dangerous, wrong and risky.

    Sounds good.  Lets start a new thread.

  15. 14 hours ago, M Helsdon said:

    No, because the Deep is under the earth (upper world) but not under the Underworld. You are aware that the cube of the Earth floats above the deepest Waters? There's an illustration in the Guide (page 10) which serves to show this. The Deepest Waters are above and lap upon the shores of the Underworlds. Contradictory? Intentionally so.

    And, when you get beyond the Middle World, perceptions useful there aren't as useful beyond the confines of the Mortal World, so it is entirely feasible for the Primal Water to have a surface upon which cradles and dragonships can float - even though it is in the Waters.

    Yes, I am aware of those things, but the cradle will pass through the underworld to get to those deeper waters on the Magasta whirlpool.  I doubt that the Styx doesn't flow to help Magasta's whirlpool.  

    Yes, there is an under dome that protects the underworld from the primal water, and whether it is a bubble or rock is up for grabs. What doesn't change is that the spiral of the whirlpool will pass through the underworld to get to the primal waters.  Ergo, everyone dies, regardless of whether they survive the journey.  Contradictory? Intentionally so.

  16. 3 hours ago, Pentallion said:

    Again, as I said earlier, the Cradle finds itself travelling the river Styx, which divides the land of the living from the land of the dead.  It is in neither realm and yet both.  (Which, btw, is why Styx's brother Vivamort is so mythologically bound to utter destruction there.)

    Cross that river, you'll be dead.  Go to the other side, you live.  As it journeys down that river, it is going to either end up with a live birth or a dead birth.  That will be decided upon its completion of the journey.

    And in the case of the cradle from 1621, I like to think that either the world will be destroyed or reborn, such is the mythological ramifications of that particular journey.

    Hang on... isn't the River Styx very much a feature of the underworld that you can find once you pass through the Gates of Dusk?  And aren't you automatically dead if you are in the underworld regardless of which side of the river you are on?  I regard this as yet another case of the "dead" in the underworld rule being broken.  I mean, it says that the Puzzle Canal links into the underworld and the Styx in the Big Rubble adventure book.

    BTW I have also long harbored the suspicion that giants should be reported to social services for their neglect of their babies. :)

    On a more serious note, what is your basis for thinking that about the 1621 cradle?  I mean, apart from upping the ante for that adventure?  It is an interesting idea.

  17. On 12/28/2016 at 3:34 AM, David Scott said:

    Yes

    Yes

    They are derived from Genert, an aspect if you like. In any case, the sands are needed to resurrect Genert. Once the mould is made and lined with Hyena Skins, the dry sands are poured in then the Hyena's start vomiting in on top. I'm sure other parts get placed inside at strategic places. Like the magical objects inside a mummy. Many will be the Great Magics of Prax, others will be other found magics.

    Further info:

    http://glorantha.temppeli.org/digest/gd10/2004.08/0820.html

    http://glorantha.temppeli.org/digest/gd10/2004.01/0033.html

    The trick is in feeding every hyena in Prax the correct dose of syrup of ipecac for the ritual.  The volume of hyena vomit required to resurrect a dead continental giant deity is considerable :)

    • Like 1
  18. On 12/29/2016 at 2:10 AM, David Scott said:

    Where do the swords they find in the marshes come from - mostly they are left there by Praxians themselves - offerings to Waha. This is one of the reasons that Praxians continue to steal / buy / acquire metal weapons from others, eventually they are given to the marshes. Initiates tend to find bone or horn weapons, Khans metal ones. Some that are found are actually part of Storm Bull - a horn or lost limb bone. Rarely an iron death sword is found. But none of this is rules so what is found should of course suit your story. As initiates do the task cooperatively, a range of weapon is often recovered. Oh and the weapons aren't usually just lying there. There are most often in the hand of a broo, scorpion man or other chaos horror...

    Well this is perfectly reasonable, bronze doesn't rust.  I am wondering which marsh spirits the offerings are for.  They had better be very useful if the Praxians are foregoing the use of metal weapons and effectively arming the chaos critters in the process of gifting them.

  19. On 12/28/2016 at 3:45 AM, soltakss said:

    Most people don't go to the Underworld.

    I think that depends on the tradition they belong to, but some clarification on the point would be good.  Some would say that every dead person travels there on their way to be judged, hence the 7 day turnover for the resurrection spell, which works the same way regardless of tradition.

    On 12/28/2016 at 3:45 AM, soltakss said:

     Very few people do, in fact. So, this is only really an issue for HeroQuestors.

    Especially for Humakti hero questers.  

    On 12/28/2016 at 3:45 AM, soltakss said:

    Again, if you don't like it then don't use it.

    I won't use it.  It is ridiculous.  What I resent is the notion that an idea so foolish has entered the canon and is now considered somehow incontestable as a result.  It is fun watching other people performing theological somersaults to justify it however. 

  20. On 12/28/2016 at 9:13 AM, M Helsdon said:

    The Elder Giants that send their children into the underworld are not the giants you might encounter walking around the Surface World. Like dragons (who they apparently fought in lost ages long before Time) humans tend to perceive them in terms of geography.

    Given their lifespan and presence before Time, their method of birth (the cradles simply appear at the Boathouse) and their nature is entirely alien to that of the mortal races. Compared with these Giants, Gonn Orta is tiny. The Three Little Giant Mountains are the giants who float their babies down the river to the sea; the journey of the baby down the Zola Fel, and subsequently across the Homeward Ocean and down Magasta’s Pool, is now the giant equivalent of giving birth. Magasta's Pool leads down to the Primal Water. Down there, things are a little different: this is the Deep, the Silent, the Still which arose from Darkness and from which the first Earth in turn pushed upwards. It is part of the underworld, but not the Underworld. It laps the Lands of the Dead, 'below it', and is a distinct realm all of its own. Perhaps the life cycle of the Elder Giants follows the Elemental pattern, and they grow upwards to become mountains in the Mortal World. It is doubtful anyone knows, for the lifecycle of these beings appears longer than there has been Time in Glorantha.

    When the Closing ended sea travel, the Waertagi dragonships also sought refuge below and sailed down Magasta’s Pool to wait upon the Black Ocean, from which they return in the Hero Wars. However, this is not a realm for ordinary humans; even Argrath and his companions were happy to leave the Cradle prior to its descent.

    So, if you are beneath the underworld you aren't dead?  But surely you have to pass through the underworld to reach this place beneath the underworld where you suddenly aren't dead anymore?

  21. 16 minutes ago, David Scott said:

    I'm confused that you would apply a true / false label to what I wrote. It's true or false depending on your interpretation of Glorantha. YGWV. There are no absolutes here, I'm looking at the same texts you are, this is my interpretation and so it's an opinion. 

    Sartar: KoH page 145

    Her impetus was that she chose to act rather than succumb to the collapsing world around her.

    If there are no absolutes, then why do 100% of Gloranthan cultures seem to think that everyone is "dead" if they set foot in the underworld.  That sounds pretty absolute to me.

  22. On 12/23/2016 at 11:22 PM, David Scott said:

    The quest to return Yelm is more about Orlanth setting his wrongs to right, not a dead to living quest. I don't believe the original LBQ has anything to do with return to life from Death. The version in time does however as it's a vehicle to go to the Underworld and return.

    Actually on closer inspection I think you will find that the whole reason for Chalana Arroy to do the LBQ is to heal the wound she could not heal, which was death.  Also, given that the world was dying without Yelm, his resurrection was essential to making life possible again and ending the Greater Darkness.  Lhankor Mhy was questing for his dead love too.

     

    On 12/23/2016 at 11:22 PM, David Scott said:

    Humakt is the Orlanthi personification of the God of Separation. Within time this equates to death. In the God time, Humakt is Orlanth's Sword, his distant brother, a force that can separate souls/spirits from their physical forms and a rune (power). As death was widely copied and disseminated in the God time, many gods used it, and even transformed it to their own way. Many Gods wield Death, but they are not Humakt. Humakt is the pure form of separation.

    Humakt is not purely an Orlanthi deity.  I suspect he is worshiped in Carmania and the Kingdom of War which are pretty western.  I would be surprised if Vormain doesn't have a Humakt cult too, given the Samurai sword culture.

    On 12/23/2016 at 11:22 PM, David Scott said:

    As for my interest in shamanic cultures, I've been teaching and working with shamanism for over 20 years now. With that in mind It's not a coincidence that I contributed to the Praxian and spirit magic sections of HeroQuest Glorantha, and am working on the Praxian book.

    Good.  So, given your background in this area you must have a deep understanding of how important it is within a journey into the underworld to keep one's connection to the world of the living as an anchor if you are trying to draw them back from death.  It is an idea which is central in the majority of shamanic cultures when dealing with the issue.  There are exceptions, such as the Bardo, but even there you will find sutras to save the sick by drawing them back to the land of the living.

×
×
  • Create New...