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Richard S.

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Everything posted by Richard S.

  1. They definitely aren't going that far. Slavery is presented as a chaotic act, and not common, but places like Fonrit are still alive and well. I'd guess it was removed from the Sun Dome largely because most Yelmalian PCs will be from there.
  2. I'm excited for the absolutely banging art in them. After that, I really want to get my hands on the solar cults since they've always fascinated me (and it'll be nice to see a definitive end to the Yelmalio debacle). Lightbringers we have heard a lot about already, but it'll be interesting to see them presented as "lightbringers" instead of the "storm tribe". Lunar cults, of course, will be great for giving a view of the empire's internals.
  3. I think two different definitions of "physics" are being discussed here. Effects of physics like falling, drowning, pressure, etc. all exist in Glorantha, I'm not trying to deny that; what I meant was that the reasoning behind those effects is different. Gravity, for example, isn't an effect of masses pulling at each other, but instead the Earth trying to pull everything to itself out of love/greed/hunger/insertreasonhere (we haven't gotten a single universal gravity myth, but there was a local one in HQ1 to that effect). Volcanoes, likewise, are the direct result of a god's actions instead of merely the result of preexisting magma being pressurized until it erupts (of course the Malkioni explanation might sound something like the latter, though still more "magical").
  4. I mean, technically that's correct. IIRC, Jeff's just gotten rid of the Ergeshi idea entirely, so the Sartar Sun Dome no longer relies on slave labor.
  5. Why would they have considered how they work in the real world? Our own physics have never applied to anything in Glorantha, it just happens to have similar phenomena, though they occur for entirely different reasons.
  6. How long's it been since we actually had a dumb theory in here? I think the chaos talk might need to move elsewhere to free up space for us less intelligent folks.
  7. Lodril is the volcano god, who brought fire from the sky to under the earth. Neither Yelm nor the underworld have anything to do with it.
  8. No one's trying to change your Glorantha. Official publications do have a canon though, and that's primarily what this board is for discussing. Has that canon changed? Yes. Do you have to change your own? No. Play with the old material if you want, and edit the new to suit your campaign. YGMV remains.
  9. I don't recall the thread, but Jeff has posted some pictures over on facebook (catalogued in the Well of Daliath) to convey how Glorantha looks: https://wellofdaliath.chaosium.com/cinsina-flats/ https://wellofdaliath.chaosium.com/quivin-mountains/ https://wellofdaliath.chaosium.com/good-place/
  10. https://basicroleplaying.org/topic/8780-notes-on-the-many-suns-and-the-sun-gods-of-prax/?do=findComment&comment=127075 This topic is really about the release schedule, not the contents.
  11. Antirius, Elmal, and Kargzant are variants of the Little Sun, Yelmalio - this is both evident and universally accepted in-universe, the same way West King Wind and Orlanth, or Lodril and Veskarthan, or Urox and Storm Bull are the same. Storm Tribe and S:KoH's take on Y/Elmal/io disagreed with what was presented in RQ2, 3, and King of Sartar, and has been discarded, obviously with Greg's blessing. There's at least five different topics where this has all been discussed to death, but the decision has been made and whether it was right or not isn't something we should start arguing about again, at least here. Yelmalio will be in the solar pantheon book unless there's been some massive shakeup, and Elmal will be right in there with himself.
  12. Is Pamalt going to be in the earth pantheon book?
  13. Yeah it's great to have an ETA but saying it's here got my hopes up a little more than was warranted. Still good to have a firm window though, even if it looks like things'll take longer to release that I was hoping.
  14. Wakboth and Kabajor are both the devil. The difference is semantic, if there even is one. Storm Bull crushed the Devil, and the Devil went to hell, and Arachne Solara devoured it to give birth to Time. The Devil is beneath the Block and within the Net; not gone, but forever trapped by the world.
  15. Here's the most up to date list of pantheons and which gods will be in them: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/cults-of-glorantha-previews-2019/ Storm/Lightbringers is definitely the largest at 18 cults, with earth as a close second at 16. Then lunar at 14, fire at 12, darkness at 11, chaos at 10, and water at 7. Spirit technically has 48, but 41 of those are spirit cults, which are a fraction of the size.
  16. Cults of glorantha is basically giving every single major deity in Genertela a long form writeup, which is about 5 pages per god going by cults of prax. With 96 major cults that's already 480 pages, then there's an extra 40 spirit cults and such of probably about a page or two each, and it looks like each of the major gods will have at least one full page art piece as well. I agree that it probably could've fit into two volumes, but I'm fine with each elemental pantheon getting its own 150+ page book. How it'll affect affordability is beyond my guessing abilities. There don't seem to be any plans for anything more condensed like the old gods of glorantha. The prosepaedia will give a general overview of the monomyth and each religion I think, but without any game material.
  17. I can't remember the exact book it was in, but it was more that in some lives they just choose not to, either because they don't want to take time away from something else or because they just don't care enough to.
  18. An associated cult is one that has a separate existence but is also worshiped by another cult. Nearly every cult is an associate of another, usually several. A subcult has no existence outside of its parent cult. Orlanth Adventurous and Yelm the Archer are subcults. A hero cult is a mortal who's ascended to godhood. They can either be subcults or full cults. The groups that form around mortal heroes might also classify, but their magic (if any) doesn't come from the hero. Your example would be a cult who is also an associate of Ernalda. He has his own magic and cult, but also provides some to Ernalda worshipers who sacrifice to him.
  19. Lightfore is Light/Truth. Specifically under the name Antitius I'd just say Light alone. IIRC, he provides Sunbright to Yelm under that name.
  20. Inflammatory necropost that doesn't really add to or relate to the previous conversation? Just ignore it lads.
  21. Yep. That's why it's the Empire of the Wyrm's Friends - they're the ones who started teaching it to humans.
  22. I don't think formal executions break honor. IMO, killing a defenseless victim out of hand is dishonorable, while killing someone who has been sentenced in a formal proceeding is neither honorable nor dishonorable. The important point is avoiding reckless use of death.
  23. Some ideas: Harmony - finely woven cloth, a small harp Disorder - a valuable item visibly broken or ruined, a small bit of black powder Life - a sheaf of grain, a fertility idol, a cup Death - a weapon, bones, a raven feather Movement - a broken chain, a wheel Stasis - an ancient stone, an effigy of the spike, truestone Truth - a book or scroll, a Y-shaped torch Illusion - a gaudily decorated mirror, hand puppets, a mask Man - a humanoid skull, a record of ancestry Beast - an animal skull, a pelt Plant - a flower, a potted plant Spirit - a binding crystal, shamanic supplies Chaos - a piece of a chaos monster, something that has done a chaotic act I'd personally rule that you can't stack multiple mundane or magical items (though you could have one of each).
  24. I'm still of the opinion that you can represent all that background magic perfectly fine with the regular RQG rules, no need for whole new subsystems or lists of spells. Augments can represent magical activity as well as mundane, especially rune augments. You can also have custom spirits with the appropriate unique power to provide whatever effect you need, all that's needed is a way to get them into the scene, like a simple ritual, or having them bound to the workstation (which I believe is the case with Gustbrani forges).
  25. They're different lengths because the designers decided they'd be different lengths, there's not really a pattern to it. Spirit magic isn't sorcery, it doesn't have concrete mathematics or tiers of effect, it's just a grab bag of tricks borrowed from the spirit world. Most of them follow similar patterns in terms of duration or effect because the powers behind them are only so strong, but there's going to be exceptions.
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