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Evilroddy last won the day on April 2 2018

Evilroddy had the most liked content!


  • RPG Biography
    Played D&D since 1976, EPT since 1979, RuneQuest since 1980 and many other RPG's since then. RuneQuest 2/3 was my favorite system and Glorantha is my favorite setting to referee and to play in. I was not a fan of HeroWars/HeroQuest as I like crunchy, mechanistic rule sets.
  • Current games
    Not too much, playing some D&D 5e set in Faerun. I mostly play tabletop historical miniature war-games now.
  • Location
    London, Ontario, Canada
  • Blurb
    Miniature gamer since the late 1960's and an avid RPG player since the mid-1970's.

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  1. Shimozakura: First of all, hello and welcome to the forum. Welcome aboard! You pose some very interesting questions. As Joerg and others will no doubt cover Gloranthan illumination far better than I could hpoe to, I will limit myself to a more general comment. You mention real-world illumination as a foil against which you will juxtapose varieties of Gloranthan illumination, presumably for the purposes of comparison and contrast. But is there just one kind of real world illumination? Are there many types of terrestrial humanocentric illumination or are there perhaps none, all illumination being an illusion and a self-justifying feed-back loop between our limited perceptions and minds on the one hand and an unknowable, non-causal and thoroughly alien universe on the other? These are highly abstract, ephemeral metaphysical concepts and they may be shaped as much by the organic "us" as occluded humans as by the rest of the physical and metaphysical forces which may be at work in "our" perceived universe. Thus there seems to be a need to first make a case for the existence of any kind of illumination, real-world or Gloranthan, before defining its various iterations in both realms and then comparing and contrasting them. So how do you propose to make a persuasive argument that there is real-world illumination? The case for Gloranthan illumination is easier to make as you can point to the sole prime-mover of the Gloranthan cosmos, Greg Stafford, and say illumination exists because he willed it so. But in our world, barring the possible influence of the divine for a moment, billions of humans have pondered and millions have willed it over millennia. If illumination exists, then it does so in millions or perhaps billions of different flavours and iterations, since we have billions of tiny, nodal, prime-movers scattered through history and prehistory and the present, all puzzling out the perceived universe around them and trying to proclaim their version of it as "real". This multi-nodal and on-going metaphysical Genesis produces intellectual and spiritual interference patterns which tend to interact with each other and either cancel out some claims about ultimate truth and illumination which may be quite valid or tend to amplify other interpretations beyond their true value and "truthiness". Thus you have a nebulous metaphysical field in reality and a much clearer and, by Staffordian fiat, more concrete one in Glorantha. Can you really compare an indivisible and fixed-form Greek-Greg atom of metaphysics to a mutable and ever changing probability wave/cloud of our own biocentric quantum versions of reality and illumination? I better stop now, Wakboth is stirring and could threaten both universes. If you stare too hard and too long at the universe (or into the Abyss) you might just destroy it (and possibly remake it your own image!). Cheers. Evilroddy.
  2. Spequlator: While at Garhound the aspiring Issaries merchant hears stories of a lost tribe of Praxian Oasis Folk sheep herders far out in the wastes to the east. The rumors include mention of the very rare "silver sheep" whose fleece are an iridescent silvery grey. Such wool is extremely rare and is highly prized and if a source of the animals could be secured a fortune could be made. But is the rumor true? Fortunately the high concentration of knowledgeable and connected people attending the fair offers the merchant a rare opportunity to research the story and maybe get some firmer confirmation of the tales being told. Meanwhile, a jaded and somewhat corrupt Lokarnos merchant is looking for a non-Sun County mercantile agent to secretly represent him in some rather iffy transactions with Orlanthi rebels. He has an array of "agricultural products" which the Orlanthi can sell on the down-low for hard cash easily but which is illegal to possess or sell in Sun County. The Orlanthi may have captured loot, weapons and armour of Lunar origin which they cannot openly sell, wear or use. The Lokarnos merchant sees this a possible trade opportunity and is looking for a partner at the Orlanthi end of the arangement. He himself will not initiate contact but his factotum, an equally bent and handsome young man, will seek out likely candidates and check them over before approaching them with an offer. The merchant hears that someone is asking people about herself and her reputation. If she approaches him he will be very circumspect and not divulge the true nature of the Sun County products on offer and if caught by Garhound or Lunar authorities he will protect his employer claiming he was acting alone. His employer has promised to protect him should things go wrong. If the offer is made and accepted then the Orlanthi get his product which they can easily sell for cash under the table and he gets weapons and armour which can be sold to either the Lunars or to his own Sun County leadership to be used as gifts to curry Lunar favour or pay tribute. Cheers. Evilroddy.
  3. Metcalph: Great picture. The Nephilim would be proud! However it makes me ask was Wakboth ever a giant humanoid? I always pictured the entity as far more alien and often shifting form and morphology but without much in the way of anthropomorphic features. Cool piccie though! Cheers. Evilroddy.
  4. RossN: Yes there are civilised shamans and spirit talkers. A Pavis Witch (shamaness) from the Big Rubble was an NPC back in the day in the Strangers in Prax supplement for Avalon Hill's version of RuneQuest (RQ3) and I remember reading somewhere that Notchet had urbanised shamans and that one had travelled to Pavis, but I can't remember clearly enough to give you a citation for that. It might have been in the Pavis Old Mint or the Zebra Fort supplements done for both RuneQuest and HeroWars/HeroQuest, but I not sure. All I remember is that the urban-shaman NPC was associated with some Esrolian mercenaries working in the Big Rubble. If an urban person from Esrolia is born into a pagan or Aeolian tradition then there is a good to reasonable chance that they would use spirit magic regularly and a small chance that they would specialise in shamanism, as shamans are rare everywhere when compared to the general population. On the other hand if an Esrolian person was born into a Western Malkioni tradition then there would be real cultural and religious barriers to adopting spirit magic or shamanism instead of sorcery and probably a real risk of ostracism or religious violence against anyone who followed such a path. So, as long as you choose your culture and city well enough, your urban spirit-talker is quite feasible and will probably be great fun to play. Best wishes for both you and your player character and may the 10,000 gods and goddesses of Esrolia gaze upon you and protect you. Cheers. Evilroddy.
  5. How do people and beasts who choose to or must remain in Prax over the Windstop and the Fimbulwinter survive? Some guesses on my part. The Praxians who remain west of the Zola Fel probably slaughter most if not all of their herd and they consume and preserve meat initially by smoke, then by salt and finally by magic. Entire clans are reduced to land-bound ground-walkers with very few if any riding beasts left to them. These they will replace from stocks east of the Zola Fel in due time either by theft or trade. Many become enslaved. Some are hired to protect others who cannot protect themselves but have resources to support a small surplus population. River Folk may migrate south to the Corflu Delta and Rozgali Sea shore where sea food and plants/algae can feed them and vast frozen reed swamps can provide fuel for some warmth for a time. The insects not only provide food and are culled but many die or hibernate during the extended winter, making littoral life a little more bearable. However they also have to deal with migrating Praxians, hordes of chaos and tides of undead erupting from places like Sog Ruins and the Devil's Marsh so life is still dangerous and precarious at best. For the Oasis Folk of Prax the story is grimmer. One groups send small numbers east to escape the Fimbulwinter and drought/famine. Some rely on stores of food, hunting (badly - it's not their thing). Some find sustenance in ancient refuges or by magic and mystical means. Many migrate themselves into bondage under Lunar or Praxian masters. Some are converted into herdsmen by Morokanth and meet a bad end sustaining this nation. Some desperate few turn cannibal and shamefully eat their own or strangers. This triggers some cases of ogre-ism (is that a word?) in their midsts but many more simply die out and will be replaced by post-famine populations from the east plus the returning nuclear-seed-populations sent eastward in the diaspora as the disaster began. Gagarthi, Cannibal Cultists, Ogres and other very marginal populations manage the way they always have although clothing and fuel are big challenges for them. Baboons likewise cling on and depend on their ancestors and skills to eke out a living. Agimori and Basmoli migrate with the game and herd beasts so probably largely leave Prax for a time. Uz-kind mostly flourish despite some belt tightening as competition for wider hunting grounds diminishes, for the most part. Feral Trollkin do not fair well, however. Aldryami manically hire capable humans, Agimori and Baboons to help them protect their groves and forests (while most of their kind sleep), from flesh-wood/red-sap hunters, fuel hunters, treasure raiders and troll raiders. Of those who stay in Prax throughout the Windstop, the Fimbulwinter and subsequent drought/famine, I would guesstimate about 40-50% death rates, about 10-15% successful migration (mostly into slavery) and about 35-50% survival rates, depending on the group and their skills, resources and magic/mythic capacities. Grim and hard times for all, me thinks. Cheers? Evilroddy.
  6. Charlie D: I think the question which you must ask yourself and your players is, "How mythical do we all want to go?". But one piece of advice always is worth remembering. Start local and build out in scale and complexity from there. If you want a low mythical foot-print in your game to start with, then have your players participate in some local events which are mythically-light. A cattle raid, kin-strife, inter-clan violence, pursuing brigands, competitions at a local fair, a boar hunt, or the killing of chaos raiders like broo or a chaotic gorp infestation might be a good place to start. If you and the players all desire to get deeper into the weeds of Gloranthan mythos then make the cattle raid a minor heroquest as a ritual raid of a rival clan with different religious roots which must be ritually defeated with the victors then taking a prized and potent bull or ram to improve the players' clan's herd health and quality next year. Make the kin-strife theme rooted in different cult allegiances and sprinkle some modest mythic elements into it. Perhaps a trickster is secretly stirring things up in the players' clan as part of a ritual to honour his mischievous god, so the players have to figure out who is causing the trouble, why they are doing it, and seek counsel as to what correct mythical course the players must take to prevent further disruption and to fix the damage already done. If inter-clan violence is the path you choose, then perhaps a minor heroquest to either empower your own clan's warriors or one that weakens the foes of your clan could be undertaken. A quest to a local sacred grove, swamp, wilderness, tomb, barrow, ruin, sacred place or some such location where a ritual must be performed or a ritual item/ingredient must be collected and retrieved. The players must guard and protect a vulnerable individual or group who will actually do the ritual or gather the required materials, so they can be ignorant of the mythical nature of what's going on and just act as heavies protecting those in the know. If the players and you want to go full-on-mythical, then that will require some homework on everyone's part, but it is doable too. It just requires more preparation. And if later you find that you were mistaken about the mythos, chalk it up to a critical failure by the organisers of the ritual or to heinous heretics who momentarily deluded everybody in the mistaken ritual. Then a new scenario can be crafted to fix the mistake or to lessen the damage done by it. Just start small and limit yourselves to dealing with one or two cult mythologies at a time until you all have a better understanding of the greater mythical milieu and can complicate matters with complex inter-cult competition and rivalries later. The key is just to have fun, not to earn a PhD in Gloranthan lore from your local knowledge temple to Lhankor Mhy, Dayzatar, Irrippi Ontor or gods forbid, Thanatar! Cheers. Evilroddy.
  7. David Scott: Thank you for your input. It is much appreciated. A couple of points confuse me however. You say that the Oasis folk and healers at Horn Gate retreat through the gates and into the tunnels for refuge from the disaster, but what do they eat in order to survive the year-plus long disaster? Also many of the healers at Horn Gate are Pavic exiles and not local Oasis folk. Do they succumb to the dreadful spirits which lurk behind and below Horn Gate? My second question refers to your description of the map which you included in your above post. You write, "...brown, the morokanth ancestral grazing...". Isn't the brown region the Dead Place and given the Morokanths' heavy reliance on magic in order to survive in the Prax, is the Dead Place a sensible region to frequent for them if they can avoid it. Also given that the Winter Ruins are located there it might be one of the coldest and least hospitable places in Prax during and immediately after the Fimbulwinter. Do you perhaps mean the "rusty/burnt-orange" or "red" regions on the map or are the colours on the map as they appear to you not the same as on my I-pad, I wonder? Anways thanks for your good counsel and I am looking forward to the revised Prax book when you finish such a mammoth task. Cheers. Evilroddy.
  8. A nice show. Thank you Jeff for pulling an all-nighter to make this happen. And thanks to Encounteroleplay for hosting the session. I hope we see more on-line RuneQuest coming down the pipeline in the future. Cheers. Evilroddy.
  9. The folks at Encounterroleplay do this for Call of Cthulhu too, so I think they might use it for RQG as well. Cheers. Evilroddy
  10. To the wise Magi of Glorantha: If I may be so bold as to pick your collective brains some more, I have a request for information or informed speculation about what happened during and immediately after the Fimbulwinter in Praxian communities which were not so nomadic. The communities I am interested in are Horngate, Biggle Stone, The Paps and its Sacred Ground, Tourney Altar, The Block and the Devil's Swamp, Exile Stead/Barbarian Town, Pimber's Block, Moonbroth and finally Adari. I have my own ideas about what unfolds in these places and they are generally horrific with the exceptions of the Paps (which closes down and effectively hibernates), Agape, and Moonbroth (which is ruthlessly supplied by Lunar authorities "stealing" from Sartar and to a lesser extent Alda Chur and the Far Place). Horngate suffers badly but clings on in desperation, realising a 30-40% drop in the town's and surrounding Oasis folk's population. Biggle Stone is all but abandoned as the Praxians and the Lunars abandon it; it's Oasis Folk leave for either Horngate or Agape. Agape, through magic and mystic means, becomes a hidden haven for the few who are lucky enough to reach it alive and weathers the disaster far better than most places in Prax. Tourney Altar is depopulated badly and its Humakti/Iron-Man/Bronze-Treasure mercenaries mostly meet grisly fates fighting the waves of undead and malign spirits which result from the Fimbulwinter in a multitude of vain small scale quests throughout the Prax in order to hold back the rising tide of undeath. A small cadre of warriors cling on at Tourney Altar to maintain the holy places but most succumb to starvation or undead attacks before the worst is over. A large contingent of Tourney Altar based warriors head down to The Block to help the embattled and buckling Stormbullers and foreign Uroxi (who have been drawn there by dreams and visions) fight a prolonged eruption of chaotic undead from beneath the now-frozen Devils Swamp. The Block is an open-air charnel house. The Stormbullers fight waves of broo, Bagogi, undead and other indescribable chaos horrors in a protracted and great slaughter which depopulates both groups very badly. Only the arrival of foreign Uroxi from abroad and Humakti and their allies from Tourney Altar prevent a triumph of Chaos around and under The Block. But the cost is high with 75-80% deaths among the fanatic defenders from wounds, disease, starvation and spiritual annihilation. Chaotic activity below the surface is so strong that The Block itself subsides about two and a half meters on its south side and tips ever so slightly in a mini-earthquake during a bitterly cold night in 1623. The Griffins temporarily abandon The Block for better hunting grounds or perish due to starvation, a few only returning in mid 1624. The subterranean struggle below the now frozen swamp and the adjacent Block is mindnumbingly brutal and desperate. Those who survive are on the verge of insanity or divine ecstasy. Exile Stead is all but eliminated as a population centre as starvation, disease, slave raids and waves of chaotic and undead attackers overwhelm its people, already weakened by Orlanthi rebels taking their best warriors and vital supplies to fight the Lunars and to restore Orlanth. By early 1624 it is all but a ruined ghost town. Pimber's Block is abandoned and its function is taken over by its slavers moving to Moonbroth and buying huge numbers of starving slaves to work on and die at the new Temple of the Reaching Moon in what used to be north-western Dundealos land. Moonbroth is maintained as best as possible by Lunar supply trains but those not closely allied to the Lunar cause are either enslaved, starve to death or leave the Oasis. Lunar soldiers and allies eek out a miserable existence but at least survive the disaster for the most part. Adari meets a horrible fate as starving Uz turn it into an open air prison and giant larder for captured beasts and sentient creatures. The food supply eventually peters out however and the trolls themselves finally abandon the town to head to better hunting grounds in Sartar, The Far Place and Southern Balazar. All that's left are broken bones and the quite abandoned ruins of the troll hovel/midden and the pillaged-clean, walled town. Any ideas, corrections or suggestions from any and all are appreciated. Crikey this is depressing stuff! Cheers? Evilroddy.
  11. Jajagappa: Thanks for the links. MOB's snippets and the commentary of others have been very useful in allowing me to form a better picture of the dire difficulties of the Fimbulwinter and its immediate aftermath in the Zola Fel Valley, Sun County and Pavis County. Now I have to figure out what happened else where in Prax. Cheers. Evilroddy.
  12. Jajagappa: Thank you for the links which you have graciously provided. I will look at them tonight and try to glean wisdom from the digital scrolls which you have generously shared with us. May all the good gods of knowledge protect you and bathe you in the gentle light of wisdom. Cheers. Evilroddy.
  13. Joerg: Great ideas as always. Thank you, sir! The potential role of Annstad of Dunstop and Lunar refugees in the service of the Aragraths is one I had not even considered and might make for a good adventure, filled with ethical ambiguity for our plucky would-be rebels and our more Lunar ambivalent characters. Cheers. Evilroddy.
  14. David Scott: Thank you for your input, mythological rooting and chronology. The idea of a torrential spring-melt flood coursing down the Zola Fel Valley never even occurred to me. That's going to be another grim reality which the party will have to contend with either directly or after-the-fact. This is all rather ironic because the party was originally intending to go west-faring out of Dorastor by the Kartolin Pass and on into Railos. At the last minute (and after about six months of preparation on my part) they got wet-feet, baulked and decided the crossing would be too risky for them. So they decided to go the "safe route" back to Pavis. Boy, are they in for a rude awakening! Cheers. Evilroddy.
  15. Hi Runeblogger: Alas I am a techno-dinosaur and though I take and keep handwritten, point form notes during the game sessions I have never transcribed them onto a digital format. Ironically quite a bit of my preparation work is done digitally now but the in-game recording is still done by hand. So sorry for that. Cheers. Evilroddy the anti-Zistorite Luddite.
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