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AlHazred

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  1. I did not know that! Reading the fanzines, it really looks like it was translated into every European language in the 90s. Better late than never! I guess that makes sense, then! I'll check out the Kappa issues, but I'll put that on the back burner!
  2. I forgot to list that one! I checked it out, and it looks like maybe errata to the Spanish edition of Pendragon.
  3. I was able to find a couple more articles, which are now in the spreadsheet. The Spanish fanzine El Juglar, issue #2 (January-February 1996), has a two-page article defining a magical tradition for the Herbalist-Hermit. Interestingly, apparently issue #0 (or #1?) of this magazine (published by a group of RPG fans from Málaga) had an article on setting up a Pendragon campaign and included npcs, but I have that from a one-paragraph review of the magazine in Lider volume 3 #47. I'd love to find issue #0 of El Juglar, but I can't find any trace of it online. The Spanish fanzine The Elitist, issue #1 (January 1996) has an adventure named "El Torneo Irlanda" ("The Irish Tournament"), which looks interesting. There were at least two more issues of this fanzine, but I can't find these either. I'm still checking Spanish fanzines, but it's slow going, as it's not one of my primary languages.
  4. I realized the list doesn't have much European material beyond a couple of German entries, a bunch of French material, and a few Spanish entries. I've heard there was a small Pendragon fan community in Italy. I've heard of Italian gaming magazines Kappa (at least in 1991, the first two issues had RPG content), Fuori dal Tempo (also seems to have published RPG material in 1991), Kaos (ran from 1991-2002), X (a spin-off magazine from Kaos focused on RPG material), and E Giochi and Giochi (these two might be the same magazine -- RPGGeek is less helpful in this regard since "giochi" in this context means "games"). For a variety of reasons, my Google skills are failing me on these. I have no idea if any of these have Pendragon content, sadly. I know there's another Kaos magazine, a Danish periodical, that had a Call of Cthulhu scenario in issue 12. I wonder if they had any Pendragon, since they obviously knew Chaosium. Anybody have any idea for where to look?
  5. Sheet has been updated. I'm still haunting eBay looking for issues of Beamains, but it's really slow going. People like to hold onto it, and I don't blame them; it's a great fanzine! I've also got saved eBay searches for Fantasy Chronicles but that's trickier, both because those are extremely common words to have in any particular RPG listing, and also because the ones I've found are too rich for my budget. This year my daughter was born, and budgeting for inessentials has become trickier! 🙂 I was gifted some gift cards which went to PDFs of old magazines I could find, so I plan to fill out some more blanks in the list this year.
  6. I managed to acquire (at more expense than I would normally like) a copy of Beaumains issue #6 from a UK eBay seller. As a result, I can now report on the articles in it, in somewhat more detail than @ShannonA's index. The Adventure of the Strangers' Path, by Gareth Jones: This was the tournament Pendragon scenario from Convulsion '94. It's set sometime in the late 540s, and begins at King Arthur's Court, then goes into strange territory. It's an interesting scenario, based on the author's own interpretation of the Arthurian Grail drama. It's also, IMO, somewhat heavy-handed. It has some very evocative and extremely weird encounters, and definitely feels like something that could have dropped out of The Mabinogion or Perlesvaus. 12 pages long, very detailed. The Adventure of the Noble Baby, by Tim Harris: This is more of a scenario seed than an adventure, despite its name. It could take place at any time and bbegins On the Road. The PKs meet a mute woman carrying a child. The identity of the child is left to the GM, with five options being provided; as I said, this is more of a plot seed. Weirdly, the jewelry of the mute woman is described in detail, including value and magical powers, almost like it was D&D. Not bad, but it's only two pages long and extremely bare-bones. What Your Character Knows in 495 AD, by Michael Trout: This was my main interest in this issue. It's a lore article detailing the state of Britain in 495, invaluable information for those of us who were trying to run a sort of "Phase 0" game to lead to a longer campaign. A lot of this information is probably also provided in The Great Pendragon Campaign, but I'm interested in seeing how it compares. 10 pages, brief coverage of many topics. Divers Dabblings: A miscellany column of short pieces not long enough to be articles, this contains: Temporary Fellowships, by Heidi Kaye: A few examples to show how temporary Orders were set up and the sorts of benefits they provided and duties they required. Example orders: The Order of the Devoted Heart and the Knights of the Cyclops. 1 page. Saracen Knights, by Danny Bourne: Character generation for Saracen knight characters. 2 pages. Reviews: Pagan Shores, reviewed by Heidi Kaye and Ed Everett; King Arthur's Camelot, a Pop-Up Castle and 4 Storybooks, reviewed by Gareth; AD&D Crusades Sourcebook, reviewed by Ed Everett; and, The Ellyllon Knights Campaign 1995, reported on by Gareth. Waxing Wood, by Gareth Jones: endnotes about various Arthuriana Gareth has received, DC Comics interpretation of Excalibur, and so on. Now I need to acquire issue #5, which I believe contains the 495 AD character background tables to go along with the lore article in this issue. I'll update the spreadsheet shortly.
  7. It might be worth reaching out to Jennell Jaquays to see if she remembers her influences. She's pretty responsive on her official Facebook page.
  8. CoC Sanity is specifically based on Lovecraft's impression of what sanity looked like. Different authors in the Cthuhlu Mythos have different interpretations of what that looks like; there's a round-robin story where Lovecraft wrote one chapter, at the end of which the protagonist is confronted with alien horrors and freezes in fear, and then Robert E. Howard wrote the very next chapter, where the protagonist conquers his momentary fear and reaves the alien horrors limb from limb in an orgy of violence. All this to say, it's interesting to think of what "sanity" means in Glorantha. The Lunars definitely have a concept of "sanity" since they have a lot of theology about madness, but it's questionable whether the Praxians do or not. Maybe a question for Mystics?
  9. There are some real-world Occult tomes in the 7E Keeper's Tome. EDIT: Occurs to me I didn't list them: Beatus Methodivo, attributed to St. Methodius of Olympus, c. 300 AD The Emerald Tablet, apparently from a Phoenician original, author or authors unknown, c. 200 AD The Golden Bough, by Sir George Frazer, 1890, in two volumes I Ching, circa 2000 BC onwards, modern English translations available Isis Unveiled, by Madame Helena Petrovna Blavatsky, 1877 The Key of Solomon, 14th century AD Malleus Maleficarum, by Sprenger and Kramer, 1486 AD Oracles of Nostradamus, by Michel de Nostradame [Nostradamus], 1555-1557 The Witch-Cult in Western Europe, by Dr. Margaret Murray, 1921 The Zohar, many editions and translated to Latin, German, English, French, etc., by Moses de Leon, 1280 AD EDIT 2: And I realized I listed them in the first post. Oh well...
  10. Pardon the question, but would there be any QuestWorlds addendums being produced? Like a conversion document? I rather expect the answer will be "No," but it never hurts to ask!
  11. Elder Wilds: Gonn Orta's Castle (possibly) I mean, he can't only trade with Joh Mith...
  12. Osprey Games' Romance in the Perilous Land has interesting interpretations of characters from Arthurian romance. Two of them are particularly interesting in light of this thread: 1) Queen Guinevere is a knight. In this incarnation, war has come to Camelot. Initially healing the injured, Guinevere takes a more active role and takes up arms as the casualties rise and the war is not going in Camelot's favor. 2) Elaine of Astolat is a knight. This version of Elaine takes up arms shortly after Sir Lancelot spurns her romantic advances after healing him where the villain knight Sir Turquine kills her father and attempts to ravage her. She wounds Sir Turquine enough to drive him away, and takes up arms to defend her home since he will return. I thought this was an interesting take which is not for everyone's tastes, but was worth sharing.
  13. LOL, you think birds are real? Birds aren't real! It's all a conspiracy of Vrimak to get some aspect of godhood after all the Portions of Yelm were gone! Fake it 'til you make it, as they say!
  14. Most of you are completely ignoring the métier of the thread, "Your DUMBEST Theory." Oppenheimer/Krishna/Orlanth similitudes are too SMART.
  15. Oh, I'm very familiar with it, and have used those writeups before!
  16. Wow, really? I found this back in the day, was it complete fantasy? Wow! Tehri The Eternal Transcendent Tehri, the Eternal Catalyst, presides over the enigmatic cult known as the Transcendents. Embracing the paradoxical nature of existence, the Transcendents seek enlightenment through the transformative power of death, life, and the ever-changing forces that shape the world. They reject the notion of stagnation and believe that true growth and understanding come from embracing the cycles of creation, decay, and rebirth. Entry Requirements: Must possess a deep curiosity for the mysteries of life and death, and a willingness to embrace change. Abilities: Commune with Spirits, Death Rites, Mythology of Tehri, Revitalize, Shapechange, Transcendence Rituals. Virtues: Curiosity, Resilience, Adaptability. Affinities: [Death] Embrace the Void (Counter Necromantic Spell, Death's Resilience, Dispel Death Spirit, Evoke Mortality, Nullify Undead Feat, Speak with Dead) [Life] Vitality's Renewal (Healing Touch, Infuse Life Energy, Renewed Strength, Regeneration, Rejuvenation ritual) [Change] Shaping the Flux (Alter Form, Chaotic Influence, Imbue Transformation, Shift Realities, Twist Fate) Other Side: Tehri's followers understand that death is not an end but a transition. They believe in the eternal cycle of life, death, and rebirth and seek to transcend the limitations of mortal existence. Worshippers: Seekers of wisdom, philosophers, mystics, those unafraid of the mysteries of life and death. Other Connections: The Transcendents of Tehri have been both allies and adversaries to various gods and entities, for they see the interplay of life, death, and change as fundamental aspects of the cosmos.
  17. It occurred to me I never got around to reviewing all of the "White Hart" adventures. There were ultimately five: “Adventure of the White Hart,” Beaumains #2 (1993) [EN] “La Chasse au Blanc Cerf (The Hunt for the White Deer,)” Casus Belli HS #8 (June 1993) [FR] “Les Cerfs Blancs (The White Deer,)” Tatou #16 (November 1993) [FR] “Aventura del Ciervo Blanco (The Adventure of the White Stag,)” Lider (2nd Epoch) #39 (January 1994) [ES] “Adventure of the Hunt for the White Stag,” Tales of Chivalry & Romance (April 1999) [EN] I don't have Beaumains, so that one will have to take a back seat. Also, I seem to remember an "Adventure of the White Hart" in The Boy King? “Aventura del Ciervo Blanco (The Adventure of the White Stag,)” Lider (2nd Epoch) #39 (January 1994) [ES] This is a short scenario. The PKs encounter a white deer, who leads them to a deserted castle. In a room in the center, they find a sleeping nobleman on a bier, with three fiery horses attached to the bier with leads; they prevent anyone from approaching the nobleman. The deer explains she's a noblewoman who has been turned into a deer by an enchantment, which also put her brother to sleep. The PKs need to solve three riddles to stop the curse and free the nobles from their predicament. It's not bad, but it's a little short. It would probably work well as a scenario at a convention, where you have very limited time to run your game. I would have liked a little more meat to it, but I'm pretty happy that the riddles aren't bad. I agree with @Tizun Thane's 7/10 rating. Two endings are given, a happy ending and a paranoid ending; what a strange way to end a Pendragon scenario...
  18. TradeTalk had a few. I initially asked my question because I came across the Uleria HW/HQ cult in (I think) #16 and it occurred to me to see if I could find a listing.
  19. I mean... that's the Whole Point of This Thread!
  20. Yes, that's a great site! I noticed that it doesn't have any of the stuff from TradeTalk or Ye Booke of Tentacles or most other 'zines, though.
  21. Don't fall for it, man. Don't you see‽‽‽ It's the Nysalor Riddle for the Geometry skill!
  22. I read this just before going to bed, and it informed my dreams. So, my subconscious coughed up a few things. Definitely flesh out a few of the maidens. One should be very devout and offer some theological interaction with a chaste PK. Another should be an impoverished noble's daughter, being sent to the convent since there's no prospects for her at home; she can offer some political or social commentary. One of them could be a Pagan, being sent to the convent by her folks who have otherwise converted to Christianity. There are sooo many possibilities here. The Earl's family should be fleshed out. I'm on the fence whether the Earl should be villainous or just excessively selfish; leaving it ambiguous would let the GM change it to suit his needs later on. Perhaps Isodore is being excessively paranoid and the Earl doesn't much care about her one way or another. Isodore's adultery is dropped into the scenario and never really addressed. In Arthurian stories, that could go a lot of ways. Perhaps she was enchanted (if you want to tie in Morgan or somebody magical). If you want her to be more sympathetic, her husband can have been particularly vile to her; this may be a more appropriate plotline after Guinevere introduces Romance. I feel like, if you're going to run this, you should have the PKs have run-ins with Ezra's Saxon followers previous to the scenario. Maybe they're a throwaway encounter in an earlier scenario, with the last surviving Saxon shouting (in broken English), "The Devil will take you!" Make it more noteworthy. In my dream, Sir Gabriel was a villainous knight in cahoots with Ezra, and this gave megives the PKs the lead necessary to track Ezra to his secret lair, which should be more dramatic -- maybe a seaside cave system or a ruined keep on a rocky island just off the coast.
  23. So, the scenario is called "And Then There Were Nun..." and is billed as "a scenario for beginner knights." The knights are at the court of the Earl of Bedegraine. They are supposed to succeed in Intrigue rolls to figure out the Earl is looking for a group of knights to do a task for him. If confronted, he tells them he has an escort mission for the knights to bring 12 young maidens to a nunnery. Joining the group on the morning of departure is another woman, who the players are supposed to roll to Recognize as Isodore, who is married to the Earl's son, Gabriel, who is away on a quest. Unbeknownst to the PKs, her backstory is she had an affair, which was discovered, and is to be banished. She fears if she stays in Bedegraine she might be killed to salvage the family honor. NOTE: In the BoU, Greg Stafford has the King make Sir Sulien the Count of Bedegraine in 481, and in the GPC after the Battle of Bedegraine in 510 Arthur sleeps with Lyzianor, daughter of Earl Sanam of Bedegraine, fathering Borre le Cure Hardy. However, none of this was around when this scenario came out in October 1992, so David Barras can be excused for not putting any of it in. Along the way, the PKs can camp at Castle Hill (a trading outpost), and eventually they reach the nunnery, which lies in ruins. The nunnery was sacked by Saxons, and there is only one survivor,a single nun. She tells the PKs the leader of the Saxons is named Ezra, who is The Devil himself. Nobody knows where the Saxons camp, but they've been raiding along the border with Logres. So, the PKs have a choice of how to take care of their charges: they can bring them back, or they can find someone to watch the women for them. The scenario mentions the players might feel a time pressure from this, and it would make an interesting narrative pressure. However, the scenario informs the Narrator that there's no real time pressure -- the players can just follow the trail of destruction to the Saxon hill fort. On the way to the Hill Fort, they can be joined by Sir Gabriel. But, surprise!, it's not Sir Gabriel, it's Isodore, dressed in Sir Gabriel's armor. She didn't feel safe in Bedegraine and has come to journey with the PKs, the only people with which she feels safe. The players then go to the Hill Fort and fight some Saxons and eventually Ezra. There are two possibilities given for Isodore, a competent and a meek version. And there the module ends. So, there's a lot of wasted potential here. It seems like the family drama could have been fleshed out considerably. The Earl of Bedegraine doesn't get a lot of development in the GPC (IIRC) so you can expand that without running into any continuity problems. But the only character who receives any real description is Isodore, and the only family members mentioned by name are Isodore and Gabriel. Nobody else in Bedegraine is given a name or personality. Then there are the 12 women going to a nunnery. They're the reason for the name of the module, but they are given no personalities or names, and that seems like an enormous waste of potential. They could have been used to provide interesting interactions with Christian (or Pagan!) Knights, having discussions of spirituality and engaging in interactions. Heck, you could have one of the women secretly be an informant for the Saxons! That whole section could have been expanded a lot instead of just being dropped halfway through! Ezra himself is beefy, but doesn't scream "mini-boss" to me. He has no personality beyond his given Traits and Passions ("Valorous 18, All Wotanic Traits 16, Honor 15"). He needed more foreshadowing or to be more archetypical. No Glory rewards (or loot) are given. There is a nice map of a Saxon Hill Fort. It's... underwhelming. It feels like there are a few nice ideas, but it would take a lot of work to make it into an enjoyable session.
  24. The trick is, you have to avoid the Fridge Logic situation. So long as your inconsistencies don't rise to that level, you'll be fine with them.
  25. I acquired a copy of The Last Province #1, in order to get the Pendragon scenario. It was disappointing. I'll post a more detailed review of it when I get home from work, but the scenario was not worth getting the magazine.
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