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Grievous

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Grievous last won the day on January 20 2018

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About Grievous

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  • RPG Biography
    Over 30 years gaming, but only slowly becoming more deeply versed in Gloranthan lore.
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    Too many to list, really. We go from system to system.
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    Illuminated in the ways of the Red Goddess

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  1. Looking at the myths of Six Ages, we see that there Elmal is married to Nyalda, who to me looks more like their version of Esrola than Ernalda. We have the story of "Nyalda's Bride Price" there which details how Elmal won over Nyalda over her other suitors. It would make sense that there'd be some overlap between this story and how the Orlanthi see the two getting married (referring to the versions of the myths Bohemund presented earlier).
  2. One would think that the Pure Horse People - who have an origin among the Hyalorings - would preserve a lot of these old customs (even though it also seems that they are their own special thing even among the Riders). Of course, there's the general disappearance of Elmal to account for, and the resurgence of the Yu-Kargzant/Yelm worship (and whether that just popped up with the Dawn, or required some re-jiggering as by the Bright Empire), but we may get some insights into this as Six Ages rolls along (though it's as likely that the story will become more centered on the Berenethelli). And well, sure a lot what we know of the Grazers for example looks quite different, but the line of descent is there. Also, who knows the Pentans could be pretty close to what we see of the Hyalorings. So, yeah, I mean a lot of it isn't directly applicable, but I think it is a useful look at the past. One wonders about the existence of Elmal among the southern Heortlings, but not among the northern Orlanthi, where he entered the pantheon, though. Of course it is likely Yelmalio has just overridden him there and it is the south which is farthest from the Yelmalian heartland, so..
  3. So, it might make sense that a Summer Queen is chosen when there is an eligible Esrola Priestess (probably junior) up for marriage and males from different clans will vie for her in some form of contest. This would not really be a yearly event, but more like once a generation or so. Of course, Twisted Morganeth doesn't seem to be an Esrola Priestess, so there is that. I also wonder should the male candidates be restricted to initiates of Heler or Elmal, or would any Orlanthi apply (and if so, should they still choose to champion either of the aforementioned gods or could they stand in for their own).
  4. I hope you don't mind a little necromancy, but I've been looking at the Heler-Elmal conflict between the Red Cow and Dolutha, to mine some adventure ideas... but I have had a few questions raised in my mind. Twisted Morganeth is stated to be a Summer Queen, but I couldn't really find any information about that whole concept. Do we have any established canon about this among the Orlanthi that I am missing, or are we looking at a more general "one girl is chosen as the best one via some rite and a contest for her hand ensues" type thing? I took a look at Ian's old Red Cow material (pre-Coming Storm) and there the Priestess of Voria gets a status much like this (and again I wonder if this is a general Orlanthi/canon thing, or something that's only extant here?). Your knowledge and ideas would be appreciated!
  5. The single skill for parry and attack for weapons makes sense to me. Ultimately, in the guise of realism we can craft very many systems on how to break real combat down into statistics/operations and the different systems will have different weaknesses and advantages. None of them will ever be the truth, just like the map is not the territory. For a game with a bit of a simulationist bent like RQ, you're gonna want it feeling realistic though. The single skill certainly accomplishes this. You could separate parry and attack. You could also separate left side parry, right side parry, low parry, and all those for the attack. Realistically, my skill with doing each of those in simulated armed combat is a little bit different. Is this relevant for the game? Maybe, but the primary factor in translating realism to game mechanics by far IMO is the overall skill with a set of weapons (ie. single sword, sword-and-dagger, sword-and-shield, etc). My skill with the set I am using is the primary determinant of success, along with the interplay of the sets that are engaging each other - usually a mostly forgotten factor in most game systems, which is still hugely important in real life (RQ strike ranks go this way, but are so-so if a full simulation is the goal). Also, I guess it is obvious and it only becomes even more obvious with experience in martial arts, but defense is of primary importance in armed combat. Hitting someone is relatively easy. Hitting someone without getting hit yourself is difficult. This is the core dynamic and that'd be idea around which I'd create any RPG combat system involving melee.
  6. I mean, yeah, now that you put it that way, this.
  7. And this is why it could in fact be Chaos - because even if it makes sense and gives meaning to you [and your culture], it actually doesn't make sense and actually erodes meaning in other cultures. Also, thinking about Movement =/= Stasis: I think both can be expressions of free will.
  8. I don't have the impression that they are in any way an Orlanthi only phenomenon - Lunar regiments have wyters, cities everywhere have their city gods, temples their guardians, etc. I think they are an entirely universal thing (though not sure about the Westerners regarding this, now that I think about it).
  9. But the way you put it certainly feels like Gbaji. Was Nysalor always Gbaji? Heck if I know! The undevourable devoured does sound like Gbaji to the trolls, though. 👺
  10. So either he was never what he appeared to be and the devouring stripped his outer shell - or perhaps what was devoured could not be Nysalor, but turned out to be Gbaji...
  11. Hmm, I find it amusing that for humans Gbaji is something like the truth-become-lie, or so, and for trolls he is food-become-, errh, unfood. Gbaji's power is that he is never who or what you expect him to be.
  12. Also, it bears saying that the idea that the main benefit from dual wielding is extra damage or an extra attack is very dubious. The main benefit is defensive. Again, this is difficult to put into text, while it would be very easy to physically demonstrate. You can only really attack with one weapon at a time* - for sure, you can follow that up with a secondary attack fairly quickly if you go all out offensive, but the defender can parry one after the other. What they can't do - as I pointed out above - is attack and defend at the same time, which is what the dual wielder CAN do, and which is the core of the advantage of using two weapons instead of one. * I'm sure you can argue this with me, but discussing the details of this on the forum is difficult. Yes, you can swing two swords (for example) at the same time in certain ways, but I wouldn't consider that optimal. BTW, this topic was also discussed on an earlier thread here:
  13. Hmm, I think dual wielding is something that games consistently get a bit wonky and I'm saying that as someone who is pretty confidently trained (and teaching) in sword and sword and dagger fighting. The best way to think about it is to see single sword as a skill in itself, and sword and dagger as a skill in itself (also, similarly sword and shield should be a skill unto its own). The idea that without any significant specific training in dual wielding, you'd get half the skill of the main weapon isn't really bad at all - whether half is exactly the right amount is a question, but really gets into the weeds/minutia and raises questions about simulating actual fighting via dice rolling in general. Another really curious thing to note is that dual wielding isn't really something that lowers your effectiveness overall - quite the contrary. If you give me a sword and dagger, and I'll face an opponent with a single sword*, I will be able to beat fighters of much greater skill due to this disparity in weapon sets and I don't need much training in sword and dagger to accomplish this advantage. This is a bit difficult to explain very illustratively in words, but I could demonstrate the principle of the thing very easily in real life. The crux of it is, when I parry with the dagger, there is nothing left for you to parry my sword with (and because I just parried your attack, you are almost by definition in measure/range, which means my attack will likely also land). * if the opponent has a two-handed sword, the situation is different: the mechanics of using a two-handed sword and it's probable greater reach give it a fairly clear advantage against a single, shorter sword. In this case, I'd say the addition of a dagger for the 1h sword fighter helps with bridging the gap, but I would still want to be the 2h sword wielder in this instance in pretty much 100% of the cases. A shield, on the other hand, would change things. Also, I've spoken mostly about sword and dagger here because of my experience with it, but all this is equally relevant to dual wielding in general. Two equal length swords are a little more difficult to use together than a sword and dagger (you could argue for a larger negative modifier to untrained use), but the principle of a "case of swords" as a style in itself remains.
  14. All this talk of Argrarths makes me wonder about that and Greg's ideas concerning the topic. As I understood, an Argrathsaga was in the cards at some point and it seemed more explicit at that stage that there may indeed be more Argraths than just the one. However, it seems there has been some backpedaling concerning that and certainly an Argrathsaga per se hasn't been talked about for a good long time. I wonder about what was Greg's thinking about this, and how it has changed over time and where are we now.
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