Jump to content

Dogboy

Member
  • Posts

    90
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Dogboy

  1. It should be pointed out that the published map in the adventure doesn't match the description or the original map, drawn by Steve Perrin, I think. I'm not sure what happened but the map can be found in one of the stretch-goal books that came with the Guide:
  2. a good review. I agree that we could have done with a clearer version of Treyas' story. My only other criticism is the player map of the Ruins: i can't make head nor tail of them. It reminded me of the Tower from Pegasus Plateau, which had no relation to what was described. My players are about to enter, and I fear that their map will derail the game as it doesn't match up with the bigger map in anyway (to me).
  3. Yup, that makes a lot of sense. Thanks for clarifying.
  4. I agree, I can see them as two quite different cults. The reasoning for no RuneLords(ladies) makes sense for the Alkothi Shargashi, as the Lunar authorities have muzzled the cult, so it acts as purely foot-soldiers or funerary priests, but surely the Tolatings wouldn't have that prohibition.
  5. As it was Jeff & Neils fanzine, which likely used stuff from their house campaign, I can't but giggle at this. It wouldn't be the first time their fan-works became canon. Yeah, I quite liked their version, and and agree regional granularity is important, Tolat and Shargash are 2 completely different cults. Sure they worship aspects of the same god, but without someone actually binding them together they will be very different cults in my Glorantha.
  6. I think Yelmalion communities have a different idea about the Hill of Gold Heroquest. We always think of it as "ooh, wouldn't it be good to regain our lost powers" but I suspect for them it is a necessary sacrifice, and I suspect it forms the center of their Sacred Time rituals: you endure the hardships of the quest to renew the world. It kind of chimes with their Spartan outlook.
  7. What were the skies like when you were young, Grandma? They went on forever and they, when I, we lived in Esrolia And the skies always had little fluffy clouds And they moved down, they were long and clear And there were lots of stars at night And when it would rain it would all turn, it, they were beautiful The most beautiful skies as a matter of fact The sunsets were purple and red and yellow and on fire And the clouds would catch the colors everywhere That's neat, 'cause I used to look at them all the time when I was little You don't see that anymore
  8. Though I agree with you, I worry that it won't integrate well with art. Honestly, I'm likely not the target audience, and my artistic sensibilities may be outdated.
  9. Yeah, that new logo is far too busy; embossed bronze on embossed stone, with a very modern looking underline straight out of OSX. The sizing on the letters is all over the place, the N particularly is far too wide compared to the other letters, and the E & S too small. It feels very cramped. Mostly, as others have said, it's just very generic. I liked the simplicity of the QS logo, especially coming as it did after the very busy logos of the Post-RQ3 era (though the DM version is rather elegant, and I love how it harks back to the RQ1 logo). I'm not sure why Chaosium decided to redo the logo between the QS and RQG: they are the same rules iteration, but they don't look like they are, due to such a drastic logo change. the AH RQIII logo resonates most with me, as it was when I first got into Glorantha. Yes, it's also quite cramped, but the lightness of the line weight leavens it (something which GW happily screwed on their version. What were they thinking?). I really love the "Book of Kels"-ness of the original logos, it gives a sense of archaism which set it apart from other games of the period. Of the 2 I prefer the BW version, as it has some touches lost when they redid it in colour. Kudos to DM for the call back to it on RQ6.
  10. I think there is a tendency to mix up the Underworld with Hell. Though the Underworld contains many Hells, it isn't of itself Hell.
  11. LOL! Even if it is contained it will not be signposted. It is just a secret in plain sight now Though it might also have been mentioned in another thread. Possibly. Who knows?
  12. OK, I think you can only Heroquest since Time. Gods don't/didn't heroquest, and neither do/did the demigods and other denizens of Godtime. They had no reason to, as they are stuff of the Heroplane and its' raw potential. They are the fabric from which we weave our tales, our Myths. After Time, those tales are fixed, and can only be experienced by ritual or heroquesting. You only heroquest for 2 reasons: to reforge your bond with Gods and to use myth to find a solution for an exotic problem. Orlanth doesn't "heroquest" to liberate Heler from Aroka, but you do by following in his footsteps to break a drought. Saying he heroquested is like saying he followed in Harmasts footsteps to fulfill the Lightbringers quest*. Just because two myths are similar doesn't mean that one god was replicating the others heroquest.
  13. or Votanki, as not all "Balazarings" worship him as an ancestor, but they all worship Votank.
  14. I remember Simon Bray telling Greg that Small Gods was a good example of how Gloranthan worship worked. He got a little flustered.
  15. OK, I think my point wasn't clear (I'm really not good at putting my thoughts to words). I'm not saying they have technology, I'm saying they have whatever mechani-magical crazy shit we think is cool. As Joerg said, they are the people who make cool prostheses in myths; how it works doesn't matter a jot. It is Clarkian tech/magic, with the twist that technology in Glorantha is magic. So, I take references to Black Powder with a pinch of salt; their weapons use thunderstones in opposition to an alchemical mix that represents sky and earth, which when animated creates great amounts of wind and clouds, which can propel a projectile. Is it gun-powder? no, but it can act similarly. Do they have clockwork? Not really, but they have things with gears that describe circular paths, because they attempt to simulate things that are cyclical; the movement of the Skydome, or the changing of workshifts. My point is, what might appears to be technology isn't. It is a technology analogue.
  16. I'd question if anyone is atheist in Glorantha. Everyone knows there are spirits, great and small, even if they think worship of them is misguided. I'd probably use the term rationalist over atheist.
  17. I did start working on a Mostali freeform based on Star Trek, but got bogged down with infection mechanics.
  18. I do see what you mean, but I'm not sure I agree. You are seeing technology that you feel is anachronistic, but ignoring the fact that they also have technology that makes golems. You are looking at it wrong, in my opinion. Much as I feel we can never, really, understand Aldrymai (they are wood, we are meat), we can't really understand Mostali. Everything written about them is from the outside looking in. It is an interpretation. When we say they have clockwork, we think "oh, how did they develop that?". They didn't. It was always there. Mostali don't "invent" like we do, generally because there is no reason to. Either there is a mechanism, or there isn't. They make Nuadas arm in silver, because it is longer lasting than flesh. Could Mostali make a Difference Engine? Of course they could, but they don't because there are Gold Mostali to do any calculation. Mostali have no imagination. Mostali "believe" in the Artificer, and that is the lens through which they see the world. The world is mechanistic, and everything within it is a mechanism, part of the larger engine. They see very little difference between the Antikythera mechanism and a man, because there is none. Both should work perfectly, but one is the construction of a derailed system, and follows broken programming. Likewise they see no difference between a Mostali and a clock; both are mere constructs. Both are tools. But even that isn't correct. Most Mostali don't "believe" anything, they just operate. The issue is that things are broken, so Mostali have created a system of quarantines, to distance themselves from infection. What we see as "heresy" is actually just divergence from norm. Any "heretic" knows they are divergent, and that they can't interact with "normal" Mostali, for fear of infecting them. "Heretics" know they are part of the Machine, and that they have a role, but that role is to deal with things that "orthodox" Mostali can't risk. Mostali know they have to deal with the world, they just can't risk the infection. So they send out "Openhandists" to deal with the outside, and "Octamonists" to disinfect and shore up and breaches. NB: It has to be pointed out that all of the Mostali depicted in this chapter are "heretics". Every. Single. One.
×
×
  • Create New...