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Posts posted by Evilroddy

  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!).



    • Like 1
  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.



    • Like 2
  3. 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.



    • Like 1
  4. 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.



  5. 19 hours ago, Charlie D. said:

    I've roleplayed for decades. But I've never played in Glorantha. Do you think RuneQuest roleplaying in Glorantha is a good place to start? I know the rules somewhat, the world not at all. Or will I feel like I've missed out on decades of history and be wasting my time?

    I'm okay with dangerous combat and big magic. I don't want to argue minutiae or feel like the world is trying to run the game instead of the player characters' decisions driving the game.

    My players felt like Mythras/RuneQuest 6 was too complicated but Basic Roleplaying was okay. I have to get them on board as well of course.

    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!



    • Like 3
  6. 1 hour ago, David Scott said:

    Horn Gate. This is the centre of the Chalana Arroy cult for the Praxians. The oasis folk here retreat into the “haunted” tunnels as they normally do. Many refugees converge here and the White lady does her best to save all those who come. Many who are not Praxian or oasis folk go into the tunnels and never return, story hook. Waha himself (a khan) closes the horn gate. Story hook.

    Biggle stone is at the centre of the Morokanth ancestral grazing, Its name translates a “Close to the Goddess”. We know from the Guide that it’s a piece of dagori Inkarth accidentally brought by Waha during his reweaving of the Wastelands. The kygerlith at the centre acts as a rallying point for the Morokanth who summon Dark Eater herself to protect them once again in the darkness. Chaos spilling out from the devils marsh heading to the sacred ground is once again buffered by the Morokanth. Although this is their role, many perish in the fight, the air that is gone is replaced by darkness and darkness spirits. When the air returns, dark Eater is fed and banished once more.

    Tourney altar. This is the centre of the Humakt cult for the Praxians. I haven't specified what the Humakti do here, they should go where best needed. The Block is certainly an option. As you can see, the oasis's actually with the chaos zones defined in Greg's Praxian Sense of Space article in Tales.

    The Sounders river freezes unable to deal with the cold, but the Marsh doesn’t. The marsh denizens pour out and head towards the Paps (as usual). the Morokanth take the brunt as usual, summoning Dark Eater. The Block is a rallying point for those that oppose the chaos but not normally the target of the chaos.


    Yellow is Sacred Ground, brown, the morokanth ancestral grazing and Biggle Stone. Dark green is Prax, lighter green is the Eiritha Hills, green at the top is the long Dry. Moonbroth is in the brown area at the top, the sable ancestral grazing,

    Moonbroth is a rallying point for the sables, they call on their Founders to ride out the Windstop and are largely unscathed, using Moon and Sky powers.The sables also savagely raid the Pol-joni.


    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.



  7. On May 20, 2018 at 7:13 PM, styopa said:

    I'm really looking forward to this but...Ugh - I hope this is only their D&D5e stuff and nothing to do with RQG?

    Give a Player a Cursed Magic Item for £15!

    £1/125 Bits: Heal a Player 1d10. If they are Down, you can remove 1 Death Saving Fail.

    £1/125 Bits: Give a Player or NPC an Advantage or Disadvantage

    £3/375 Bits: Give a Player or NPC a Critical Success or Critical Failure

    £5/760 Bits: Give a Player a Wild Magic Surge on a d10,000 Table!

    £5/760 Bits: Bring in a standard Monster to attack or aid the Party! (DM decides the difficulty)

    £5/760 Bits: Give a Player a Potion!

    £10/1250 Bits: Give a Player a Magic Item from Warwick!

    £10/1250 Bits: Bring in a Boss Monster to attack or aid the Party!

    £20/2500 Bits: Give a Player a Mount

    £30/3750 Bits: Give all the Players a Magic Item

    £50/6250 Bits: Go MAD! Step into the DM seat and tell us what happens next

    The folks at Encounterroleplay do this for Call of Cthulhu too, so I think they might use it for RQG as well.



  8. 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!





    • Like 4
  9. On May 21, 2018 at 9:52 PM, jajagappa said:


    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.



  10. 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.



  11. 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!



    • Sad 1
  12. 5 hours ago, Runeblogger said:

    I'd like to read what kind of adventures did they have in those places. Do you keep a chronicle somewhere?

    As far as the famine and the Fimbulwinter go, IMHO the easiest way to solve this if you don't like them to happen just now would be to put that off for a while and then hit your players with it when they least expect it.

    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.


    Evilroddy the anti-Zistorite Luddite.

  13. To the wise Magi and Priests of Gloranthan lore:

    Well, after some adventures and misadventures in Talastar, Larkene, the Skanthi Wilds, Brolia and hellish Dorastor the surviving party members and two new characters to replace the departed player characters plus one NPC have their hearts settled on returning to Pavis County, the Zola Fel Valley and the Prax. They figure more than four years away is enough time to let the local authorities forget their past indiscretions and misdemeanors (even though they were more like anti-Lunar sedition, rebellion and out-right felonies). But here is the problem. By the time they get to Pavis it will be mid to late 1622. The aftermath of the Fimbulwinter will be in full force and no doubt the Zola Fel Valley, Pavis County and Sun County will be in the midst of desperate famine, privation and turmoil. One of the reasons they left the River of Cradles region in 1617 was the hardships of drought and famine which along with their Lunar-difficulties made their lives untenable. The aftermath of the Fimbulwinter will no doubt be much worse than1617-18 so I need some information to update the campaign setting.

    Given the potential for disorder and open revolt, I am wondering what the canonical history of the region is up to the conquest of Pavis by the Praxians and rebels and the post conquest order in Pavis, Sun County, the former Grantlands and the rest of the Prax up to 1627? Let's say for the five-year period from 1622-1627. 

    This is what I know (or think I know) or have pieced together as best as possible. The combined forces of rebellion under Aragrath White-bull, Aragrath Dragonspear and maybe other liberators overthrow the Lunars in Pavis County and the Zola Fel Valley. The Aragraths and Praxians plus many rebels hastily march west and get themselves mauled by Lunar demons and miltary attacks; the survivors scattering and falling back in disarray.. Rather than consolidating power in Pavis the new regime moves on to Sartar and Tarsh leaving behind a rump force and leadership to manage the collapse of Lunar authority. So whose in charge in post "Liberation" Pavis? How damaged was the city of New Pavis, the Rubble communities and the rest of Pavis County from the Fimbulwinter and the liberation? How did places like Garhound, Zebra Fort, Major, and the other small towns, hill forts or earthen berm EWF-patterned forts of Pavis County manage during the "Liberation"? How depopulated is the region and how displaced are the centres of settlement in the valley?

    What has happened in Sun County? Solanthos is dead. Invictus rises for a time but falls and a succession schism between followers of Vega and Belvani occurs, splitting Sun County and Suntown (Pavis) loyalties. Rurik plays no major role in the post Invictus schism and basically focuses his attentions on supporting the wars in Sartar and Tarsh. What about other major families and personalities in both Sun County and Suntown? How do they fair?

    What is the fate of the Grantland settlers and the River folk communities? I know Raus leads an exodus as far as Corflu and then ships out for parts unknown. If the Lunars have lost all of their sea ports and thus their access to the sea, then how are former Grantlanders of any status supposed to get back to lunar controlled territories? Is there a pro-Lunar underground-railway at work in Esrolia and the Grazelands, despite recent regime changes?

    What becomes of the rest of Prax? The Fimbulwinter and the subsequent upheavals must have effected if not out-right shut down trade for a time. How have the various communities from the Paps to Barbarian Town/Exile Stead to Adari faired in the turmoil and privation following the fall of Whitewall, the disaster of the Fimbulwinter and the collapse of the Lunar military dominance?

    What are the best printed and digital sources for getting a better understanding of the changes over this five-year period? I have the GtoG but that is a broad-strokes source, so there is not enough local detail to piece together a new and detailed setting for players to deal with.

    Perhaps this thread could serve as an ongoing vessel for building up a clearer picture of the period unless other pre-existing threads are about which I have forgotten or am unaware of already exist? If they exist could somebody clue me in.

    Thank you in advance for any help you can offer this lost Gloranthan traveller as he attempts to cobble together a post-Fimbulwinter River of Cradles campaign that is at least close to canon in its progression above the character level. I fear I may just kill them all through starvation or strife unless I get a better handle on this period.



    • Like 1
  14. Yah, you might get a fowl and fully-fledged mallardy, have to be medi-vacced by a Huey and then be stuck with an enormous medical bill from some quack. And who knows where that duck has been; you could get a dirty duck pawned off on you. Licking a duck can be a real downer and can lower the egg-spectations you have for the nest of your life, sort of like licking a cane toad. So it's a pretty daffy thing to do, even for the dewey-eyed youths in Japan and even in the mad climate of the age of the Donald. 

    I'm so sorry! What was I thinking?



    • Haha 1
  15. Cylliwinn Kortha is a charming, urbane, handsome and virile semi-regular patron of Goldfang's Grotto who is originally from far-off Furthest. He is a clerk and sub-factotum for a lunar merchant of the Patroma family. He has his own modest home in Pavis. He visits the Grotto and quickly makes friends with any non-threatening looking customers who seem to his practiced eyes like easy marks, who would not be missed and who are alone or in very small groups. Cylliwinn will befriend such targets, ply them with drinks, let them stumble out of the bar unaccompanied and then leave quickly after to shadow them. If circumstances are all in order he will either kill or disable them, rob them of their valuables and put them in his larder for gradual consumption. He especially fancies slightly over-weight types who have had a more sedentary lifestyle as their meat is more marbled and tender. If he captures a food source alive, then an extensive programme of torture will be followed to render the meat more tasty to his peculiar pallet. Above all Cylliwinn is an opportunistic predator and will avoid unnecessary risks.

    He likes the ladies too. So if he can get a night's entertainment and meat for his larder in the mix, he'll bite (metaphorically speaking). Again he will be careful to not be seen leaving with his prospective dalliance and will make all sorts of creative and believable excuses for a discrete rendezvous soon after the departure. What will likely follow is profoundly disturbing and I will spare you all the grisly details. 

    He will always carefully check from the shadows by the entry way for Stormbull or Uroxi patrons before entering and mingling in Goldfang's. If they are present then he leaves immediately.



    • Like 1
  16. David Scott:

    Why develop water screws and pumps when you can enslave (long-term binding enchantments) elemental spirits to move your water up hill or along to fields? Why build cranes when sorcerers or priests can animate very heavy stone and lumber loads to walk themselves to building sites? Magic tends to suppress technological innovation and application in my Glorantha unless you experience the highly disturbing examples of Zistorite and God Learner pragmatism which threaten the fabric of the magical, spiritual and divine worlds operating pervasively under the surface of Glorantha.

    Even time, experience and history are somewhat mutable in Glorantha, despite the Great Compromise, so even trying to catalogue and date a technological history may be thwarted by meddlesome heroquesters changing mythical pathways and past realities in order to alter modern temporal understanding of what has been. In a world where just about all "reality" is mutable illusion and myths, these questions become unanswerable and somewhat pointless. That is why in my Glorantha, many scholars tied to mobility or illusion runes scoff at fixed histories and discount the value of well catalogued and organised temple libraries where "false order" can eclipse truer understanding of the nature of Gloranthan "reality". This is a big bone of contention between change oriented scholarly traditions and scholarly traditions tied to the stasis rune. Needless to say, Mostali go almost apoplectic when confronted with these notions of historical fluidity and temporal mutability, but in the opinion of many human scholars they are occluded by their insistence on a fixed order and their blind devotion to the immutable nature of their Great Machine dogma; in the eyes of most Lhankor Mhy and Ippri Ontor scholars, that is.

     So just go with the flow and let whimsy and fancy take you where they will. 



    • Like 2
  17. Jon:

    These are the Wargames Foundry 28mm figures I use for Sartarians.


    They're metal and they're a wee bit more expensive but they paint up well and look very good on the skirmish table.

    For Lunars I use Crocodile Games Miniatures.




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  18. Print.slasar:

    A prominent dwarven business owner named Agbardixitle Blackchert is acting as a frontman for a group of Pavic merchants who are interested in reopening the mines at Dwarf Knoll if the ore body is rich and sustainable enough. He hires and sends the party plus a few other mercenaries to guard and protect a couple of dwarven mining experts from Pavis. One is Ojadarr Veinsusser a curmudgeonly old Mostali who knows mining but is also a disreputable alcoholic and is down on his luck. The other is Porbeen Pluton a younger and more responsible dwarf who is acting as the assistant to Odajar and as his minder. 

    The party traverses the Long Dry, encountering a vicious and xenophobic shaman named Ikogie Spiritleaper of the Twistbone Sable Clan, who harasses the party with spirit sendings over the course of a day and a night before losing interest. Ikogie is accompanied by her assistant and by a sable warrior named Ulhanhi Strongbow (he uses a captured composte bow with some skill instead of the more usual self bow).

    As the party approaches Dwarf Knoll they find the old tailings pit, now a water hole of inferior quality, occupied by fifty or so sable riders of the Twistbone Clan. There are about 14 men, 18 women, and about 14 children and eight slaves in the clan along with 76 sables, two Llamas, a bison and 11 impala, all animals are domesticated. The clan is not hospitable and demands three challenging tests of the party's worth before allowing the party to water mounts and rest at the oasis unmolested. The tests include a skills test of hunting three impala from a nearby wild herd, a magical test (the Peaceful Cut ritual and a butchery skill test, meat to go to the Twistbones) and a martial test vs. a Twistbone champion. If the party succeeds in all three tests then the Twistbones allow them to stay but are stand-offish and aloof. If they fail one test they are humiliated but allowed to water before being sent away. If they fail two tests they are denied water and sent away. If they fail all three tests they are attacked and either killed or captured to be sold into slavery as foreign enemies of Prax.

    Whatever the result of the tests, except for total failure, the party proceeds to the nearby mines to conduct their investigation. Happily there is some stagnant water in the mines which, while barely potable, can be used to water mounts and party members alike. Animals will be fine but party members must make Con X 5 rolls or suffer mild illness, the runs and dyspepsia. The mines are right beside and below the artificial knoll where the Mostali miners used to live and process the copper. The mines are occupied by some dwarven creations like nimlergs and gobblers. There is also a pack of 12 feral Trollkin who have fallen under the brutal and unsophisticated sway of a minor Tien priest and fugitive Morokanth named Eejabao Throatrender. The Tien worshipping pack will attempt to ambush or pick off party members as they are fearful and have very poor morale/elan and no real armour to speak of. The pack has amassed a rich hoard of loot from preying upon vulnerable travellers along the Old Pavis Road over the last year or so. The party must deal with the denizens of the mine in order to make their appreciation of the mine's viability.

    When they emerge from the mine, which is a taboo place to the sable folk, the Twistbone Clan has been reunited with Ikogie Spiritleaper the shaman, who will turn the clan against the party for un-Praxian behaviour. A harrowing chase will result until the party is either able to escape, is captured/killed or drives off the dozen sable riders out to get them. Ikogie will accompany the sable braves as will her apprentice. There are two veteran sable riders, four warriors and six young novice scouts plus Ikogie and her apprentice. Scouts have self bows and light clubs. Warriors have selfbows lances, shields and either axes or clubs/maces. Veterans have the same as warriors but have scimitars too. Shamans have daggers/sickles and selfbows. Scouts and shamans are unarmoured except for light leather, warriors have hardened leather armour and veterans have light scale shirts and skirts with metal helmets and hardened leather limbs. All are mounted with warriors and veterans on cavalry mounts and scouts on skittish riding beasts. Ikogie and the apprentice will also be mounted on riding beasts unsuited to melee combat.



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  19. Happy Birthday Mr. Stafford and thank you for forty wonderful years of sharing your brainchild of Glorantha with us all. What a marvellous place to lose oneself in the reverie of imagination and role playing. I hope you have many more happy birthdays, prosperity and satisfaction. Bravo, sir, on your journey of seven decades through the tumultuous seas of time, and let's all hope to avoid the final closing of that sea for as long as possible. Congratulations!



  20. On November 10, 2017 at 2:04 AM, Jon Hunter said:

    Are there part of Glorantha that you never use as either you don't like them or you don't understand?

    With me ducks never get a mention in games, i have not un-invented them and don't deny them. They just don't appear.

    Also Mostali never get used, just because i cant work our how to play them well or involve them in a campaign. 

    anyone else?


    Years ago my circle of RuneQuest players and I jointly and severally ran a cooperative campaign in Balazar, the Elder Wilds and the blank lands of Garsting and Jarst. One player/referee named Dave placed an isolated "Shangri-La" for Ducks in the Nand Valley along the lower Seronde River and called it the Republic of Canardia. Many an evening of silliness and deep frustration was spent arguing and negotiating with the "Founding Feathers" of this quarrelsome and absurd republic in order to repeatedly secure transit rights and safe passage to supply a player established community further upriver called Fort Yrmma. I still twinge and get unsettled thinking about it almost forty years later and I still haven't forgiven Dave for doing that to us! 



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  21. Locations in Glorantha which I have never used are Slon, Tarien, the Eastern coast of Pamaltela, the Nargan Desert, Vormain, The East Islands, Telos, Valind's Glacier, Koromondol, Brithos, Rathorela, and most of Jrustela.

    Critters and races which I never have used are Balucitheres, Dwerelan, Gods incarnated on the mundane plain, Lesser Hydras, Hydras, Gyndrons, Orcs (A Griffin Island aberration which I never accepted) Orveltor,, Ouori, Scythanni, Slarges, Surutran, Titanotheres, True Dragons (unless they're dormant geographical features), Weartagi (although I have used ghosts, wraiths and undead of Waertagi origin, just no living ones), Watchweres, Ysabbau, and Zabdamar.




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