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Posts posted by Richard S.
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9 minutes ago, Nick Brooke said:
When the Sourcebook first came out, it contained revised, updated and expanded content drawn from a variety of long out-of-print and rare sources. This is still the case.
Thank you. The use of "this edition" confused me.
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1 hour ago, MOB said:
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There you go.
Assuming you mean that nothing is being changed, what's this referring to then?
16 hours ago, MOB said:This edition contains revised, updated, and expanded content drawn from a variety of long out-of-print and rare sources.
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Can we get a summary of what will be changed aside from the cover?
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Barntar is the only cult that explicitly says his RP can be transferred, in his case to Orlanth Thunderous. There's no provisions for the reverse though. Ernalda and the Grain Goddesses might be a reverse case - Ernaldans are automatically considered initiates of the local Grain Goddess without having to sacrifice POW, though it's unclear whether they can use the same worship skill. Grain Goddess initiates aren't automatically Ernaldans in return though.
Of potential note, Yinkin and Odayla are listed as associated cults in Lightbringers, not subcults like Barntar. Yinkin cultists have an easier time joining Orlanth Adventurous, but their RP don't carry.
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1 minute ago, metcalph said:
To reveal a philosophical truth about the Invisible God would require mental unity with It This is a bit different from accosting strangers in the agora and asking strange questions.
Fair enough. Where'd you get the philosophical truth thing from though?
2 minutes ago, metcalph said:I've already stated my position above on the multiple categories of hero, ancestor and ascended master. I don't see that multiple ascended masters having rune spells because of them being heroes or ancestors refutes the guide's statement. That the Rokari view prayer to the Ascended Masters as barbaric superstition *and* also worships them could just mean that the Rokari are trapped between practice and principle as their barely disguised Hsunchen warrior societies demonstrate.
Also fair. I suppose we'll just have to wait a few years for the IG book for a definite answer...
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7 hours ago, bronze said:
How much of Zzabur Says is truth? He looks as if naturally taking credit for everything. He comes off as the single most unreliable narrator of the Gloranthan mythology.
Why do you think he's unreliable? Frankly I don't think he takes much more credit than others like Orlanth or Yelm do, he's just a bit more arrogant about it.
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On 10/17/2023 at 8:43 PM, metcalph said:
Ascended Masters are Malkioni who have revealed a philosophical truth about the Invisible God to mortals.
"A very few men and women attain spiritual perfection in life and achieve complete unity with the Invisible God." From the Guide. That's a bit different from having to reveal a philosophical truth, and also makes Talor and Gerlant being masters make more sense.
I think the box about ascended masters in the guide might have been partially deprecated, since it mentions how they provide no direct magical benefit when worshiped, yet we have rune spells for three of them, and Jeff has mentioned that Xemela's cult overlaps with Chalana Arroy's in Seshnela. That last bit also casts some doubt on whether the Rokari really do "view prayer to the Ascended Masters as barbaric superstition".
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27 minutes ago, Godlearner said:
No, the current pocture is that most of this society use Spirit and Divine magic while Zzabur-caste use sorcery above the rest.
That's what radmonger said. The Zzaburi, however, would like it better if they were the only magic users and everyone else relied on them and didn't let gods and spirits muck up Malkion's ideal society. That's not going to happen though, except maybe in Loskalm for a few years, because of the complications of living in a world of mortals.
On 10/18/2023 at 3:46 AM, Glacir said:In RQ3, some of the regions (Safelster and Jonatela, Kingdom of Ignorance) grant all characters access either to Divine Magic or to Sorcery. How would one adapt that into RQ:G ruleset?
I've been thinking of allowing sorcerous characters (= Malkioni/Arkati worshippers) to receive the benefits of Philosopher occupation from RQ:G (understanding of one Rune and one technique and three spells) instead of Rune Magic, and probably Philosopher skills instead of Cult skills, but that will probably caall for a need to create a specific occupation for dedicated sorcerer with access to more Runes and techniques, like Malkioni and Aeolian wizards described on p. 389 in RQ:G rulebook.
Sorcery typically replaces spirit magic instead of rune magic, since the former ties up your free INT and also uses MP. Full sorcerers, of course, prefer to only use sorcery, but mixed sorcerers are far more likely to use it alongside divine magic, which doesn't take up space in their brain and doesn't eat up their personal power as much. Also, base level sorcery is closer in power to spirit magic.
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I think some of the lists of fan saints are still up on various personal websites, though you'll probably have to do some digging in the wayback machine. I don't think it'd be too hard to remove the old western flavor (unless you're into that), and then just give them 1-3 Rune spells similar to whatever their blessing was. I'll see if I can find some.
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Do be warned though that the Stafford Library is essentially just collections of worldbuilding notes, not all of which agree and not all of which are still true. King of Sartar is by far the most useful one.
I'd also recommend looking at least at the Sourcebook, if not the Guide. They're mostly about more mundane stuff and the third age, but knowing the mundane here and now of the world provides helpful context for the deeper stuff.
18 minutes ago, bronze said:Does the cult series include the eastern and southern mythos?
The cults books so far have made sure to point out how the gods are seen in places outside of dragon pass, especially for the earth deities in the south, and I expect the solar book will have a decent amount on the east once it comes out. For the most part their major myths remain the same, but maybe with some new names and associations. The deep lore for those places is mostly in Stafford Library VI: Revealed Mythologies, and the Prosopaedia has a lot of interesting tidbits to sort through.
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The cover is supposed to be Orlanth, the Red Goddess, and Nysalor/Gbaji iirc.
I don't think I've ever seen an image of the Red Goddess that has her looking anything but serene.
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The invisible god is just as real and powerful as the cosmic egg, primal plasma, cosmic dragon, void, etc. It predates the cosmos and gives no appreciable magic, but it has been communicated with, and it did create the cosmos (or at least created it to the same extent the other mentioned concepts did). Within time, its power is omnipresent in the form of basic natural law and the fundamentals of sorcery.
From a certain perspective, you might say that part of Arachne Solara's job as the goddess of nature is merely upholding the Invisible God's laws.
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5 minutes ago, Akhôrahil said:
I don’t know, I mean Six Ages is doing this?
(I agree it won’t be published by Chaosium, who have more than enough to do already.)
I guess that's true. Though I think since that's from the perspective of one society it sidesteps a lot of the problems of setting something pre-time. I think Six Ages could be seen as basically "this is what the Hyalorings say happened to them in the darkness", not "this is exactly what was happening in Peloria during the darkness".
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13 minutes ago, bronze said:
Then, unfortunately, I have already read practically all available sources of the mythic age 😅 Can only hope more dedicated lore books to come in the future... if they come out at all 🥺
We'll almost certainly get more godtime lore in the form of myths, and we'll eventually get the heroquesting rules to expand on those, but we're not going to see something like "the society of the Vingkotlings" or "adventures in the Artmali empire". The godtime isn't a historical epoch, with definite borders and timelines and events, it's the unknowable story of creation that we tell stories about to explain why things are the way they are. Some stories are united by specific themes, so we have golden age myths, storm age myths, etc., and the God Learners managed to develop maps of where these stories intersect, but it's supposed to be, ultimately, background for the story of mortals within time.
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37 minutes ago, bronze said:
No concrete evidence actually. Inferred from power and extent of civilizations under her worship. Gods worshipped and served by greater civilizations are typically more powerful than lesser counterparts 😛
Still, a god of such power and scope should have had associated deities, if not a dedicated pantheon. Their almost total absence couldn't been gone unnoticed. And we know very few Blue Moon heroes and demigods. Most of them are not even humans.
The Artmali worshiped Artmali as their primary god, not his mother. Jajagappa lays it out much better.
37 minutes ago, bronze said:You consider "moon" is essentially an illusion crafted and imposed on by Chaos? That is a very interesting take for sure.
Not an illusion, it's absolutely real, I just don't think it existed before either the Seven Mothers' ritual or the Red Goddess's godquest. In using the raw creative potential of Chaos to create a new goddess, an entirely new element was also made, either by accident or design. When the RG then earned her place in the compromise, the new Moon power was too, and so was retroactively associated with all other moon deities like Gorgoma and Annilla, so that to third age heroquesters it appears that they always had the association.
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Where did you read that she used to be more powerful than the Red Goddess?
Personally, I don't think "moon" existed as a separate element before the Red Goddess, who used Chaos to make herself something New that then was retroactively added into the godtime. There were several moons pre-time, but I think it was just another type of celestial body, like stars or planets. I think Annilla would have been worshiped alongside other still-existant gods of darkness and water, with the occasional power god like Mastakos, not at the head of some now-nonexistent pantheon.
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Ascended masters are Malkioni heroes who ascended to the otherworld and are now worshiped through hero cults. Gerlant, Talor, Hrestol, and Xemela are the only ascended masters we know of definitively, but there's probably more. They can also be worshiped as ancestors, with Gerlant as a notable example. There's no set requirements or prerequisites that we know of, but they probably just need to have been acknowledged as a capital-H Hero in life. Whether they're now gods or spirits is up to interpretation, the important part is that they were mortals who achieved something great enough in life that their power persists and can be contacted after death.
The word saint is basically unused now, since there's been a lot of effort to distance the Malkioni from the old allegories to real-world monotheist religions and their ideas of sainthood.
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It wasn't Runequest, but I was part of a very short-lived HQG adventure where we were all Helerings sometime during the flood. From what I remember it involved lots of over the top descriptions, heroic speeches, and bollywood-level action. I don't think Runequest would be great for that type of game, but something more like Six Ages could be fun. I'm not going to try and get into the weeds of how the lack of time as we understand it might affect things, but I feel you could just ignore that and still have a fun time playing in a world of living gods and active creation.
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I can't post the excerpt since it's too long, but there's a more modern list of which cults can enchant which metals on page 14 of weapons & equipment. All of the lunar cults except for the red goddess and seven mothers have enchant silver natively, so I think they're the "associates" mentioned for those two, probably because all of the rune magic for the RG and 7M comes from associates/subcults.
Some other possibly interesting things are that Lodril can enchant quicksilver/aluminum and lead now, Aranea can enchant silver, and the Invisible God's sorcerers only know how to enchant iron.
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The five stages of Pentan life are based directly on the five stages of the Yelm cult, which in turn are based on the five recognized portions of Yelm's life - Youth, Warrior, Teacher, Leader, Sage.
"The divisions so neatly made are manifest in the social structure of the societies which worshiped Yelm as their primary deity and leader of the pantheon." WF#11
That same writeup talks about how he practiced with weapons as a youth, and mentions "several tales" about him excelling as both a fighter and leader in battle. The only specifics mentioned are his fights with Zorak Zoran and Orlanth, but these were things that he did himself, not that he merely appointed a son to do.
The harp was also found "on the ground near where he walked", which is pretty direct evidence for movement (though perhaps I'm taking a myth a little too literally).
Most of this stuff is repeated in the WW#16/CC writeup.
1 hour ago, Joerg said:1 hour ago, Joerg said:Yes, the young men can progress seemlessly into Yu-Kargzant, but their behavior is Kargzant, not Yelm.
The Lightfore worshiping Pentans can't join the Yelm cult, which is why the Pure Horse People are a thing. Among the PHP, their men go through the five subcults of Yelm as they age and accrue responsibility, as described for the Grazers in RQG.
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You can use any vtt without maps. The "table" space can still be useful for placing handouts or reference images or such.
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12 minutes ago, Rodney Dangerduck said:
Are there any statistics to support this? And what is the intent of the game designers?
Jeff's mentioned a few times that dual initiates are pretty rare, possibly just a rounding error.
https://wellofdaliath.chaosium.com/mythology-book-coming-october/
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Personally I just run heroquests as normal adventures. I'm considering using the "MP doesn't regenerate and spells are permanent" idea, but it hasn't been a huge issue. All that's different from a real-world adventure is the framing and the possible consequences, which aren't things that I need definite rules for.
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3 minutes ago, radmonger said:
One thing is that when you meet (or embody) a deity on a Heroquest, you are not speaking Sartarite or Esrolian, but Storm Speach or Dark Tongue. In other words, one language per rune, presumably with a fluency equal to your rating in the rune.
The capability to speak those runic languages outside the context of a ritual or quest is esoteric knowledge that few have, and vanishingly fewer master. So translating the words, names and titles used in a runic language to a human one is a far from perfect art. Nevertheless, it is one of great significance if you want to explain, plan or prepare for a quest beforehand.
What's your source on this? I haven't seen anything about rune tongues being the only languages you can speak on a heroquest (though they're probably helpful to know).
Basic ability with elemental languages is pretty common. Boatspeech, Dara Happan, Heortling, and Pure Horse Tongue all give 1/5 fluency with their elemental counterparts, which usually puts you at or close to "may get across simple requests and function living day-to-day" level.
Coming in March: a new cover for The Glorantha Sourcebook
in Glorantha
Posted
I think I'll get the new cover to unify the look of my bookshelf, then pass the original off to an unsuspecting friend