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The God Learner

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About The God Learner

  • Rank
    Senior Member

Converted

  • RPG Biography
    First played RQ sometime in grade 7-9 in ... 1980? Streak ended early 1990s.
  • Current games
    Inactive.
  • Location
    Machine City Ruins
  • Blurb
    Defender of the monomyth.

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  1. I recommend Tekumel too, and Tomoe Gozen. I have found myself returning to Philip Jose Farmer's somewhat obscure pair Hadon of Ancient Opar and Flight to Opar. Straightforward adventure books, but the primitive Khokarsan empire at the dawn of man is exceedingly well drawn and will provide some inspiration. It was originally intended to be a longer series, and there have been a couple of follow-ons written later by others (I was less fond of those). I thought those two books worked well enough alone. For Heroquesting with a British flavour, I'd recommend a look at Robert Holdstock's Mythago Wood. It spawned a longer series of books, but at the time I thought the first one was the best.
  2. Perhaps various nastiness, left behind by broo or otherwise, acts as a mini-shrine to Mallia and attracts disease spirits?
  3. Then while he's moaning on the ground, drag him into your basement to let him recuperate. Some time later, go down there with some friends and a lantern and drag him up to your kitchen. Tell him you're sorry and, by the power of Orlanth, he will now be your friend.
  4. Shoot him with your bow and arrow. It's what Orlanth would do.
  5. (Left eye twitches.)
  6. Pavis is easier to introduce, a desert town with adventurers, nomads, newtlings and romans, er, lunars. And a convenient megadungeon next door. For Sartar, I would choose to start somewhere reasonably close to a city, Whitewall maybe. Hill country with green, lush, blessed fields with sheep and cattle, dark woods, lively rivers, enormous mountains and troubled skies. In the hills and mountains there are many temples, shrines and monasteries of Orlanth, the storm king of the gods who have given you these lands, and his companions. At night, overhead beyond the clouds, you can see the fantastic, slowly swirling star-filled sky wherein hangs the terrible red lamp that is the enemy moon. In the city, there are temples to strange visitor gods and you can meet animal-men of various sorts, plant-men, dwarves, traders and occasional oddballs like sorcerers and demon-horse riders (once you saw a duck carrying a spear and helmet and smoking a cigar!). In the wilderness, there are hungry trolls, giants, outlaws, werewolves, enormous animals, the unburied walking dead, weird creatures, and, rare but worst of all: unearthly chaos abominations. There has been fighting with the Lunar Empire from the north for several years now. Once, the men of the village marched off in the spring and fought all summer somewhere far away. And ... here we go!
  7. As I understand it, in Glorantha, only Chaotics and God Learners are evil. And the Gods were willing to excuse the Chaotics. (I do find the connection of Tapping, Entropy, and Time interesting though.) And now I'm off for the next fitting of my fine black cape. Muahahaha, everyone.
  8. Myself, I found the extended examples of the HQG book to be a bit (cough) tedious, but there does seem to be a need for more information on how to run the game, resolve situations, build scenarios and settings, manage the various keywords, and overall how to go about it. Perhaps a HQG GM's Book would be useful? (Include extended rules for extended contests, of course.)
  9. What we know about the Compromise (Guide to Glorantha, looks similar to Cults of Terror) And elsewhere in the same, the end of the LBQ: Perhaps the strands of the web should be seen as representations of the vows and geases of the gods. (Smudged note at end of comment: 375?)
  10. I think I would strike out the Chaos Gods, except for the Compromise-partaking Lunar pantheon. Though perhaps Chaos Gods can pluck up the souls that are discarded by the Gloranthan Gods and do what they will with them.
  11. Perhaps a bit of a derailment, but since we're in the Underworld and all ... what happens to chaotic creatures when they die? Where do they end up? Full on chaos, like broo, ogres and such Honest guv, it's just a chaos feature and I didn't even ask for it Illuminates
  12. There were stats for the Crimson Bat in Cults of Terror. I seem to recall its ticks were problematic enough. There is also the Cradle scenario, Dorastor (with Ralzakark stats), and giants and such in Griffin Mountain. (Though only 10-15m specimens, not 150m tall Gonn Orta.) My impression is that attempts at Super-Runequest haven't really been successful and there will be no Deities & Demigods for Glorantha, but I would nevertheless like a way to play through, say, the deeds of the Red Goddess. (No pressure, Jeff.) Practically speaking, @soltakss has some rousing examples of playing at a hero/superhero/demigod level. One example here: Another at his site re: Dorastor: http://www.soltakss.com/indexplaces.html#Dorastor
  13. The distribution of the roll is indeed uniform, but recall that each location is hit on a range of numbers. So for the head it's 19-20, that is, 10%. Right leg 01-04 = 20% (if the table I just found somewhere on the internet is actually from RQ2). And so on. Good point. I have sometimes, in the same "vein" if you will, wanted to ghoulishly interview trauma doctors, ambulance staff and the equivalent regarding how these things work out in real life, to serve as the foundation of the ultimate wound system. Well, perhaps next year.
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