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sufiazafran

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  1. And yes the song is kinda lewd. It's a man singing to the fattest woman of his village, but basically it's three minutes of fat jokes. I guess it was the usual thing in the last years of the dictatorship (Spain had a 40 year dictatorship that ended in 1978, just in case).
  2. It's more like just... embarrassing it's very paleto or palurdo, which would be European Spanish for redneck o hillbilly.
  3. Hello everyone: I guess this has been said before, and it may sound stupid, but everytime I read GtG and I get to the Ramona entry I feel like I have to say it, just in case. Ramona is a female name in Spanish, and one that sounds rather funny, if I'm not mistaken (if I am, please correct me). Everytime I imagine myself playing in this city I see my players laughing their asses off and in the end, we have to stop because nobody takes it seriusly. I guess in any other country it sounds pretty cool, not in Spain. As an example I leave this old Spanish song dedicated to the saintly city of Ramona: That's all, thank you for everything.
  4. Hello everyone, What I think is a little pastiche of all your ideas, thank you. - I think malkioni rituals/ceremonies should show the ideology of the people/society/group that participates in them. So in Loskalm there should be more ceremonies for all castes, officiated by a zabburi to show them what they can achieve (beacuse a zabburi is the closest to a men-of all, right?) with smaller daily and weekly rituals for each caste, while in Seshnela i imagine strict and dogmatic ceremonies for each caste, always oficiated by a zzaburi, with little ceremonies for all of the castes. - I think ceremonies could be based in ceremonial magic, an example would be what Jeff said ("chanting the creation of the world, the Law, recite texts, etc. Guardians are summoned, and schematics or patterns that reveal the structure and order of the cosmos are made.") with use of magic components, such as yantras/mandalas ("schematichs or patterns"), mantras/dikr/prayers ("chanting the creation of the world") incenses, and even music ("the one who sings prays twice") and dancing. So instead of making rituals based in action, actually enacting the stories of a god like in theist ceremonies, malkioni ceremonies could represent reality by simbols with sounds, words and images (they don't represent only the action but the whole scenario in which actions occur, and their underlying patterns), transmitting knowledge/wisdom/truth essentially via the word and not the action. - To imagine differences between sects I would look into different magic traditions and famous alchemists and magicians, like cabalists, hermetics, orphists, golden dawn, sufis, vajrayan buddhism, Paracelsus, Agrippa, Eliphas Levi, Crowley or Swedenborg. I imagine the god learners being like John Dee and Edward Kelley and the brithini being the angels that teach them enochian magic, Lokalm could be more hermetic, with cabala influences, maybe? And Seshnela would be more like an organized church or orthodox Judaism, for example. - I think there would be differences also in how much contact have the different castes between them and the level of censorship. So in Losklam there could be meetings with workers, guardians and philosophers (zzaburi) with open debates where unorthodox ideas could be debated instead of suppressed and more ideas that are nicely frowned upon and explained why are wrong instead of punished, while in Seshnela only those chosen to be zzaburi would have any contact with zzaburi masters and there would be no debates, the word of the master is the truth, and unorthdox ideas would be sternly repressed with terrible exemplary punishments. Maybe there could be debate between the students. -Another interesting point would be the level of exoterism/esoterism in each people/group. So Seshnela could be way more exoteric, with only the Zzaburi learning the esoteric (actual sorcery) secrets, Loskalm would be more balanced, showing little esoteric secrets to those interested, so they can choose the more competent and eager to become philosophers, the remnants of god learner ideology, like the academies in Riverjoin and Eastpoint, could be purely esoteric, with an academic curriculum taught only to initiates, with a more academic/scientific point of view, maybe.
  5. Really? Wow! I've been thinking on how to link Sog city with Lodril for a long time! Is that in an official source? Do you remember which one? Looking at the god learner maps, I thought Lodril's mountain would be more to the west, and disappeared when the seas covered it.
  6. That's nice, I always thought Dayzatar's attitude would be more like "let them do their thing, I won't get tainted by their pettiness." But what do the trolls and the gods of darkness say? I imagine a god learner posing a question: "How can you know if Lodril's mountain disappeared?"
  7. Hello everyone, I've been thinking about writing a Fronelan myth of the descent of Lodril into earth and some questions come to mind: If I remember correctly, Lodril ends up as king of the underworld in some sort of dualistic kingdom with Yelm (as above so below, I guess?) ¿Does that mean that there was light in the underworld before Yelm? If he first touched earth in Caladraland ¿What is Lodril's mountain? ¿Is it a stronghold he created after his descent? when he crashed, he touched earth some times before he stopped ¿Did he crash on a straight line or did he bounce from place to place until some goddess stopped him? ¿Did he spend some time on earth before going to the underworld? Any contribution would be nice, thank very much.
  8. ¡Happy godtime, everyone! I come with a few questions and a song. The questions are about theater in Glorantha and they're, quite simple: ¿Is theater a thing in glorantha? ¿Where is it practiced? ¿are there any theaters in Glorantha? ¿Are there any theater contests anywhere? And this is the song: Vamos por Glorantha con los Hsunchen a cazar, beber y batallar Los lotari ¡Qué graciosos! Hacen risas sin parar Y los trolls venga a tragar. A la orilla del Eliari Existe una ciudad No les mola a los aldriamy No les va ese rollo. ¡Voy camino Zoria! ¿Tú hacia donde vas? Dicen que hay una tal Gloria Que le gusta por detrás. Ash el muy cabrito que no para de chingar Todo el día a bombear Las sacerdotisas de Uleria sin cesar Te dan su amor y más. A la orilla del Eliari Existe una ciudad No tiene ni una muralla ¡No le hace falta! ¡Voy camino Zoria! Tú hacia donde vas? Voy a ver si encuentro a Gloria Y lo que dicen es verdad Siempre queda en mi memoria Mi paso por Zoria. Adapted by Jaskier Balls from the song Voy camino a Moria by El reno renardo.
  9. Yes, maybe covered in ice or using snow as an additional obstacle. Or maybe ice palisades! Yes, that's what it says in Tales of the Reaching Moon 20. What is exactly the difference between oppida and Fürstensitze?
  10. And what use can they have for stored snow?
  11. Round because I want to make the Noyalings a hsunchen tribe with such strong bonds to the glacier gods that they don't remember their hsunchen roots, so they don't have any earth relations and tend not to build square buildings.
  12. Could they make some sense in Fronela? I'm trying to find something to make farmsteads around Riverjoin and I love the square houses but I can't help seeing the courtyards full of snow in winter, with Valind's glacier so close. Maybe the cellars can be used to store/extract snow somehow? I was thinking maybe something like an oppidum for a main village, where the most influential members of the farmer's guild live (orlanthi in Riverjoin are organized in guilds) and then scattered farmsteads and sepherd's huts in its surroundings with some other villages next to the Janube and Eliari rivers. I'm also thinking about how to make Agnost and Hingol, which are noyaling settlements. I'm thinking round Keltenschanzen villages with round houses for the noyaling and square Keltenschanzen for the oppidum and villages close to Riverjoin with longhouses and square houses (maybe a house like a square air rune?) what do you think? Makes any sense?
  13. Hello, very interesting thread. I just have one question: Isn't there already a muskox people in Fronela? GtG vol. 1 mentions Agnost and Hingol as musk ox people settlements called the noyaling (GtG, vol. 1; pag. 218, 220).
  14. I've been thinking a lot about how to develop some fronelan gods, especially Bakan, Orenoar and Tawar. After lookin at the god learner maps I saw that lodril's mountain is in the west. So I thought about a story to mix Lodril's descent with a primitive aspect of Urox. It would be something like this: - Tawar is Lodril's steed when he descends- lodril descends upon a cloudy/stormy mantle/ (what would be the effect of a fire god entering the atmosphere, i.e. overpowering Entekos, to get down to earth). - Lodril uses Tawar for the first charge against earth (¿fight against an earth guardian? ¿Lodril's mountain origin?). After that, he decides to keep going down and appoints Tawar as gate keeper. in time Tawar has sons/daughters - the tawari are born. - Lodril starts to pour out of his mountain like lava, painting the mountain with new motifs (¿Wendaria's foundation?) - Kachasti expansion influences the tawari peoples (¿tawari become sedentary pastoralists?) - When the blue peoples come they destroy Lodril's mountain (at least it doesn't appear in the god learner maps again). The Tawari lose a crucial sacred place and their ties to Lodril are severed. They take refuge with the kachisti, west of the Hykimi forest (¿some tawari peoples go back to their primitive, more hsunchen, ways?) - With the late storm age the northern tawari are defeated by the vadrudi and submit to valind- the noyalinga are born. - In the grey age the brithini start settling in the west, skirmishes between brithini and tawari start. - The tawari are pushed to the east until they start relations with the theyalans, who are able to see the similarities between tawar and urox/storm bull (so they change the bull rider from the original lodril, long forgotten, to Orlanth) and then: ¿What do you think?
  15. And what about ducks? Do they start sqacking in a specific tone maybe? I don't know why, but I imagine them really proud and really noisy when they are angry or sad. And dwarves? What happens when they see they're a cog in a system? Do they have something like existential crisis? I imagine decagonists don't really know if they have emotions or don't, since they are born into the system and are assigned a duty since they are born? molded? But it must be hard for individualists when they are starting to find themselves, right? And if they can feel emotion, I guess it must be pretty intense for a dwarf to feel something for the first time. I imagine a dwarf processing the act of crying (and other emotional reactions) like, some kind of runic system in motion, or maybe like energy that puts matter in motion? I don't know, just putting words together here. With aldryami I'm really lost, I don't know if they feel like ents or maybe they see emotions and relations as something that grows like a plant? I don't know
  16. Thank you all, really really useful, I'm going to play that scene on the next session inshallah. Yeah, I imagined it like a really really deep throat singing, something like this:
  17. Good morning, people: I Am thinking about a scene to play in Riverjoin where a group of human PC and a troll NPC find another troll who is sad. The trolls start talking in darktongue, after a few words the sad troll starts weeping, they hug and pat their backs, and then each one goes on their way. If the PC ask their troll companion about the matter, he says "he cryes because Gbaji's curse hit him many times now, two females already rejected him, and he fears that if he doesn't give healthy child to a female he won't be acceptd by any other female ever again." The problem is that I don't know if this makes sense at all so my questions here would be: ¿Do trolls cry? If so, ¿are they allowed to cry, even in private?, ¿when do they cry?, ¿what do they cry about?, ¿do males and females cry about the same things?, ¿do priestessess of Xyola Umbar have a different understanding of crying and the releasing of pain? ¿How do trolls tend to react when another troll cries? ¿Do they cry when someone dies, or their cannibalistic funeral rites give them enough closure? After this, I thought about the elder races. I think some have an idea of love too alien for humans to understand, if any (like altinae, dragonut, golden wheels, grotaron or luatha [I don't know if true malkioni and Vadeli would be in this group]), but others (like baboons, ducks, dwarves, elves or merfolk) seem more likely to have this kind of reactions. So I have more or less the same questions about other elder races, the basic or crucial question being ¿how do they cope with pain/sadness? I would love to read your oppinions on this matter. Thank you very much in advance.
  18. Oh, and another question: On page 205 of GtG says that Meriatan was king Gundreken's lover, so the question is simple: how does homosexuality play in Glorantha (specifically among Loskalmi, Jonatings and Janubians), and sex in public? Is there a topic about this already in the forum? I have to ask because I've already played Zoria with my players once, and well, I imagine there are public displays of love and sex in Zoria, hetero or homosexual, but I don't really know how would a Loskalmi react to these, or an orlanthi, or a troll, or anyone else. Can you help me?
  19. Hello again: Returning to the original topic, I just wanted to ask you guys a question: I have doubts about how to play the events of the War against War, more precisely, how to establish a system of priorities so I don't pass a really important event or character as something petty. For the moment, I've been reading anything I find on GtG, magazines, etc. and then writing questions about whatever is not clear, so one of the goals for players could be answering those questions by taking part in the events. For instance, what happens with the trolls of the black forest, are they all killed by KoW, do they play a part in WaW? What happened with Ganestoro after Varnaro summoned it, is it really a chaos creature? Who the heck is Ezdenia and how she ended up serving Lord Death in da house? What are the real intentions of Meriatan, does he fight only for his kingdom or are there other motives? Is Meriatan able to keep his "virtue" intact during the whole campaign, or is facing the KoW a task that changes him, little by little? What the heck is Lord Death in da house and who kills him, Meriatan, someone else or maybe he survives? If he gets killed, what happens afterwards? And so on. So I guess I wanted to ask if you think this is a useful method to start writing an adventure and, if so, what questions would you like to see answered if you were to play the WaW? So to say, after all said and written, what do WE, players, Mr Jeff Richards and other creators of Glorantha (I presume there are others in this forum) want to happen? As I said before, any suggestion would be really appreciated (actually this whole topic is pure gold, thanks!)
  20. Thanks, That is actually the material I used to write Zoria, I just took the names, places, people, key words, etc. and added some details to adapt it to RQ. I want to adapt my campaign to the official material and the campaign setting starts in 1621 T.S. So I intend to use these future invasions as hooks so the players decide where to go at the end of the campaign. Let's see, the idea is that each proposed path of the setting (eastern, western and northern) has three scenarios with three adventures each, so after each scenario I will write a few hooks for possible adventures, and the players decide if they continue with the campaign or go in a different way (some of the ideas I have are an expedition into Charg to see if the ban is still active, go to Jonatela as envoys from Riverjoin to convince king Congern to join their side, follow the god of the silver feet after Lord death is dead and go with the troll refugees of the black forest to a secret meeting place to reunite with their cousins from Valind's glacier). I hope that with this structure, players and GMs will have the possibility to replay the campaign several times, choosing different paths, like following Meriatan into an invasion of the Arrolian cities. Yes I wasn't sure about that, so what I did is that the orlanthi kingdoms and arrolian cities (except for Riverjoin) don't really take any action against the KoW and the hsunchen (except for the noyaling) are to busy with hibernation and surviving. So the scenario around the KoW at the beggining of the campaign is more or less like this: 1. king Congern of Jonatela still has to decide if he will take the chance to conquer Karstall instead of fighting against the KoW. 2. the different tribes of hsunchen are not organized and some of their members (specially among the sabadari, but also rathori, lotari, kloisari and rinkoni) are joining the KoW. Other tribes of hsunchen either live too far away into Rathorela and may not even know about the conflict or, like the uncoling or the hogari, have the option to get far away from the KoW and avoid conflict. The idea is that these groups can choose any side on the battle, so it dependes on the players (and de GM, of course) if they will join the KoW, Loskalm, Riverjoin, stay neutral, etc. Yes, I really like it too and I am a little obsessed with making more sense of malkionism. I mean, right now there is not much usable material since the old material was scrapped, so I've been avoiding anything that treats westerners as medieval europeans and I would really like to write some myths about Malkion and Zzabur, to give malkionism more context. For the moment I have one about the ascension of Zzabur and why he made the closing, and I also would like to write one about how Warera takes Malkion to the west and gives him, maybe to mostal, maybe to Acos? to teach him the western ways, since I just read in The Book of Heortling Mythology about this. I would like to ask you, How do you represent the western cultures? I mean, how do you describe the Losklami? do you make them more greek, or more bactrian, maybe more vedic indian?, how do yo differentiate the four castes? because I take the impression that they are almost like four different cultures inside one bigger frame-culture. And how do you play the blending of different cultures along the JAnube river? Do you play the Orlanthi as Dragon Pass orlanthi? Thank you, I really appreciate your feedback. I would like to send you what I've written, but i'm afraid it's written in Spanish, so it's no good.
  21. Hello everyone, I am currently working on a full campaign setting around this topic. You know the war against war, the KoW and what happens in there, and I would really appreciate some feedback from you. I haven't read the conversation yet, so just tell me if I mention something that you already discussed. For the moment I am playing the eastern part of the campaign, centered in Riverjoin, Zoria, Barleygrove, and part of Rathorela. I am trying to stick to the official material as much as I can, adapting it from heroquest, old runequest and magazines, and writing my own stuff only to fill the blanks. My idea is that the evil from the KoW is old and new. The idea is that a part of Gbaji (Ge) was hidden somewhere in Fronela since its defeat, and Ezdene made a pact with it before Snodal made his crazy thing with the God of the silver feet. So She took te GotSF body and made some nasty things, like reviving him with pure caos, turning him in the opposite of what he was, the Lord Death (I have some ideas about him, but nothing written yet, like that he is some kind of autarchy power, you know, a lord of isolation instead of communication/travelling). Obviously the trolls of the Black forest didn't stay idle while all this was happening, they receive part of a prophecy and with the help of a hsunchen shaman forge a nail from the bone of a god to destroy Ge once and for all. But, as the prophecy foretold, their champion faulters, and the final blow does not kill Ge, it just seals its power. Ezdene already knew smething like this could happen, so during the battle with Ge, she makes a parlay with the troll matriarchs: one of them will bear six children, all daughters of the pure uzuz race free of Gbajis curse, but they will all swear loyalty to her. One of the matriarchs accepts and the families start fighting each other, some unite with chaos, others fight until death, some flee to fight another day. In the campaign the players have to find the third part of the troll's prophecy, fulfill a ritual of fertility in Zoria to save the city from the hordes of chaos, and maybe create a new goddess in Riverjoin in a crazy ritual devised by Varnaro and Ganestoro to save Riverjoin of disaster. After that, they have to go look for the two heroes that fought Ge before: Dertan, the noyaling shaman that helped forge the nail, and the great troll that was supposed to deliver the killing blow. And then, they must go under the place where the power of Ge was sealed, find the remnant of the god, and kill it. After that they can go after Ezdenia and try to stop her from raising another army, or help the trolls recover their clans and lands, and THEN. with their help, go after Ezdenia. I thought of it as a campaign setting for two reasons, one is that, after much GtG reading, it seems that the war against war is a confrontation that drags all of fronela into it, rather the fronelnas like or not. So I would like to write three campaigns, one for the south eastern regions, one for the west (centered in Loskalm) and one for the north. Each campaign would be for playing with different cultures, so the western one would be made to play with loskalm/junoran, the northern with uncoling/noyaling/other hsunchen, and the eastern with Zorites/Jonatings/arrolians. The final idea is to create a setting that allows players to play a variety of fronelan cultures starting with easy adventures and gradually introducing them to heroquesting, so if they like, they can pass to the heroquest system after completing one of the paths of the setting. The other reason is that I would like to write a campaign setting in the spirit of RQ settings like Griffin island, Los city of Eldarad or Snakepipe Hollow. So it's not enough with just the adventures, I am also adapting/writing the cities I am playing (for the moment I have Zoria, Riverjoin and Barleygrove, with cults, people and places of interest and some minderkind, zorite and hsunchen spells) Well, I think that's all, more or less, please ask me any questions and any comment will be appreciated, thank you very much.
  22. Sorry about the mess, I made it public. This is the new link: https://www.dropbox.com/sh/1bl6lr46ipfzfkm/AAAKveg8TITMuv08H-slDOdYa?dl=0
  23. Hello everyone, It is my first time writing in this forum. I am writing this message because I am writing diverse materials about Glorantha blending, adapting and developing different sources such as articles from the fanzines Ye Book of Tentacles, Tradetalk and Tales of the Reaching Moon with up to date materials such as The Guide to Glorantha or the Stafford Library. The thing is that I need someone to review my materials because I don't know if I am missing important details or not, so I need someone more knowledgeable to give me a second opinion.I inform you in advance that everything is written in Spanish, in case that may be a problem. Keep in mind that all are incomplete works that I update daily, well more like thrice a week. here's a dropbox link with all my materials:https://www.dropbox.com/sh/1bl6lr46ipfzfkm/AAAKveg8TITMuv08H-slDOdYa?dl=0These are the materials I am working on right now: Afinidades rúnicas: the set of rules I use for the runic affinities, including the use of the chaos rune.La tercera profecía: a campaign settled around the Kingdom of War in 1620 that tells events that precede the War against War.Los hsunchen: an article about the hsunchen with systems to make them more colourful and fun to play.Notas Glorantha: an adaptation of RQ6 rules for the Glorantha setting.Resumen magia: a mash-up of third and sixth edition rules I use for magic.El hijo pródigo (now a part of Cuentos apócrifos): a tale about the first owner of the Magic rune and how it ended up in the hands of Arachne Solara.
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