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Eff last won the day on January 6

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About Eff

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    Senior Member


  • RPG Biography
    My first RPG book was Star Wars D6 Revised back in the late 1990s, but I didn't start playing until years later. Also D&D, Call of Cthulhu, Fiasco, Exalted, FFG Star Wars, Heroquest 1e.
  • Current games
    Dry spell at the moment
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    Lunar as heck

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  1. The perhaps cynical take here is that there are many initiates when the point is to emphasize how common magic is in Glorantha and how directly people experience the numinous in everyday life there, and there are few initiates when people start thinking about what a society where a substantial fraction of people over the age of sixteen could throw lightning would look like and whether that's consistent with the antiquity feel Glorantha aims for. So the overall answer I have is that there are just enough initiates for most people in central Genertela to have experienced Godtime, the Eternal Ret
  2. Yelm's passivity is sort of like Arthur's passivity in the few Welsh Arthurian stories that survive in the Mabinogion. What we have in Solar stories for Glorantha is only part of the story. We have the long middle age of Yelm and only hints about Yelm the Youth (or Brightface) who does all these fantastical cosmogonic acts that are reiterated in the Ten Tests and the Mustering (or assigned to Lodril in the later synthesis, etc.) and then overthrows the existing order in order to produce a new and better justice, etc. That being said, we have multiple faces of the Cold Sun. Some (Antirius
  3. "Bronze is the most important metal of Glorantha. It can be mined on its own but is more commonly made by alloying copper and tin. No Enchant rituals for it are common, but normal non-magical forging makes perfectly serviceable weapons, tools, and armor." -Rune Metals table, taken specifically from Red Book of Magic p. 47 Essentially, enchanted bronze is a rare secret. Now, it's easier to enchant copper or silver or lead, but these make bad weapons in most cases, and more importantly, if you start making them, it's apparent you're going to be going wolf hunting soon. Which may we
  4. As a player (and prospective but not active GM), there are two primary clarity issues with RQG: one is that there are instances (like the Attack and Parry Results table) where there are minor differences of wording in text that create potential ambiguities in how the mechanics are implemented. As this is true of any RPG which has not been reviewed by an ISO specification writing committee, and even many boardgames with a significantly more limited set of potential verbs and more exhaustive scope of playtesting, I would have to rate this as a minor issue. The other one is that it would be nice
  5. Presumably, the core of the Warm Sisters and Snakepipe Dancers of the Sartar Magical Union are Ernaldan heroes, even if perhaps not capital-H Heroes.
  6. Well. The myth is saying a couple different things. Firstly, it's explaining what being an adult man is to a Sartarite. When you pass through initiation, you are a fighter (Humakt), you are cunning and powerful (Vadrus), you are a protector (Storm Bull), you are open-minded and open-handed with strangers (Orlanth)... and of course, adults can have sex. But the myth is explaining that sex is not an obligation you must perform. Obligating someone to have sex is cosmically wrong and malevolent. Secondly, it's a reiteration of the basic theme that runs through a lot of Orlanthi myths: "Why
  7. I would have them use their Runes. Death, Disorder, Stasis, Fire, Moon, and Darkness seem like good ones to try and throw off the spell of good company and make oneself spiritually out of tune. Alternately, getting some kind of guidance from someone in the hall could pull them into a myth that leads out...
  8. Looking at the King of Dragon Pass version of this question for clan creation, it seems to me that there are three groups of people you need for a wedding. 1. The people of the receiving clan (or bloodline, if you believe in endogamy), who fulfill the role of Orlanth and ceremonially get drunk beforehand. 2. The people of the donating clan (or bloodline), who fulfill the role of Ernalda and ceremonially do something having to do with a "List of Names" (perhaps a geneaological recitation, or perhaps an exchange of magical secrets about each other's clans). I'm not sure whether this
  9. Somewhat more outre thoughts on visual inspiration that play into having players with a classics/antiquity background, focusing on RQG core homelands: Sartarites: Eastern Woodlands American Indians. In particular, my personal internal model of backwoods/rural Sartar villages is based very heavily on the look of Iroquois/Anishnaabe (Algonquian) villages and communities. The cities have direct artwork, but I still use reconstructions of Cahokia to inform my sense of minor buildings. Lunar Tarsh: Greco-Bactrian or Indo-Greek, in that I tend to like the thought of Dara Happa/Lower Peloria as
  10. We are all Us. (Take a check on that Illumination skill, too!)
  11. Well. It's somewhat more complicated. Anyone can wear the archetype/Mask of the Devil. (One of the incarnations of the Devil, Sekever, actually fought Chaos, according to the people of the Kingdom of Ignorance... but they may simply be trolling the Kralori.) So Sedenya can put on Her diabolic Mask... And, indeed, according to the Life of Sedenya, She confronted the Devil partway through Her Godquest and was killed and tormented by him... or her, because the Devil was actually Taraltara, and actually Her, because Sedenya pulled off Taraltara's mask to reveal Her own face, achieving transcedence
  12. Well, if She were a human being and nothing else, we might use the phrase "persona" instead. Jung defined the persona as a kind of mask over deeper individuality that both presents a specific social face and conceals the reality of the total entity. But Mask helps us get away from Jung's linearity of breakdown and recreation and emphasize that She wears each Mask as She pleases, or perhaps as we perceive Her. So another way to put it- the Mask is a lesser component of a greater self, a little selfhood that expresses some salient characteristics of the whole. So the Red Emperor adopts dif
  13. In order to be able to write an alternate version of the Hero Wars where Prince Argrath was really three ducks in a trenchcoat, or darker and edgier undead Kallyr, or five different people, it's helpful to have something to deviate from. Saying "the game starts by default in 1625. In 1626, Kallyr dies at the Battle of the Queens and Leika burns her body" is, to my mind, a challenge: can you save Prince Kallyr by speedrunning your way to Hero status?
  14. You'll hit Sramak's river eventually. I think the currents get stronger the further out you go, and beyond a certain point even Waertagi ships will get physically torn apart, but that may just be my interpretation. Alternately, and more firmly speculatively, the currents get stronger and force you into one of the Otherworlds that dot the physical edge of Glorantha like Altinela or Luathela if you go too far out, probably wrecking your ship in the process and leaving you, like Odysseus, to straggle ashore.
  15. Wakboth is a mask of the self. What else could the incarnation of evil be but a funhouse mirror that magnifies your own perceptions of what is evil back at you? After all, if you were confronted by evils you didn't expect, you might gain some insight from the process, and Wakboth would be demoted from the Devil to a measly Cacodemon.
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