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Minlister

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Everything posted by Minlister

  1. Corflu is an Imperial outpost cut from the Empire's core. Corflu is a city built in a lagoon for protection against marauding enemies In short, Corflu is... Early Medieval Venice (or at least the first settlement which came to be known as Venice later on) Quickstart imagination about its potential development and campaign opportunities, isn't it? And as far as the timber problem is concerned, could not we imagine big coracle like ships with enchanted leather hulls on a timber frame? I can even hear the snarling Wolf-pirates calling these ships, cattle-ships or Corflu sheeps. It would entail to develop a partnership with the nomads to get the hides, like Venice developed trade with Slavs to fetch timber. Trade, war, negociations and sea-going endeavours on magic coracles.
  2. @Sir_Godspeed Sorry I lost my temper, but why should you have to know other people's credentials to abstain from being so dismissive about their posts? @Qizilbashwoman I agree with you but I am not sure to see the connection with my own post. Especially as I never said that Glorantha experienced total war. I learn a lot on this forum about all kind of things, but sometimes, honestly, I am fed up with people confusing being assertive and being right. And I am not a dude.
  3. Sorry, I must disagree with you and I was absolutely not speaking about steppe nomad societies. But I welcome the references for the "formal definition of total war" as obviously my education is lacking. I would be happy to discuss it with the history students whose PhD I supervise.
  4. @seasparrow An excellent scenario for the grantlands was published in the Zin Letters. Obviously, I don't think you can find it now but you could build on the central idea which was really good: The Lunar lord of the Grantlands, duke Raus, needs more water to irrigate his new lands. He sends the PC in a quest to revive a river, an affluent of the Zola Fel, who went missing centuries before. He wants them to find the river and induce her to return to the world and marry the Lunar duke in the same kind of mystical union which exists between the Count of the Sun Dome and the nymph Kinope. It is a nice mix of mythical investigation, heroquest and "tomb raider" activities.
  5. Always put 7Tigers in your search engine! Thanks!
  6. @Nick Brooke can you tell me what the "Falangian Diamonds" were?
  7. @Quizilbashwoman I am not so sure about that, as some Late Antique societies for example were basically armies on the move. So their wars would naturally fit your description. 7th-century wars in the Eastern Mediterranean will also fit the bill. Furthermore, but it is a different problem, a total war would require, from my point of view, a mobilisation going well beyond economy.
  8. I don't see why being the female makes it impossible to hate women. I thought that Muriah belonged to the cult of Malia, am I wrong? And I am sure, Soltakss likes it! Thed is so acid!
  9. @soltakss GREAT STUFF! In real world history, one Crusader lord (Renaud de Chatillon IIRC) prepared the various pieces of five war galleys in his fief of Outre-Jourdain (let's say present-day Jordania) and had the plan to transport them to the Red Sea (in the Eilat Gulf IIRC), assemble them there and raid the coast of Arabia. I would say the distance involved (Kerak-Eilat is ca. 250 km) must be greater than between Northern Sartar and Corflou, the environment harsher and the Ayyubid army more dangerous than the Praxian nomads. A good challenge for a bunch of Lunar'officers PC!
  10. @redmoongoddess Well, as a newbie, I must say that I don't really feel the need for extensive material on areas outside the "historical core". Just exploring Sartar/Prax whith inroads in Esrolia/Tarsh would take me years and years of intensive gaming. At this point I certainly won"t be a newbie anymore and I will have collected huge amounts of fan-made material (without even speaking of the GtG and the steadily growing JC), allowing me play nearly anywhere in Glorantha. But I recognized that I like to work a lot to prepare my campaigns and that's affecting my point of view obviously. So, as far as I am concerned, I am quite happy with the editorial strategy. The only missing block is the GoG but one year is not such a long time to wait.
  11. I believe I read a description in the Zine letters fanzine number 3, but I can't check because I am not at home and I made the terrible mistake of not renting a van to move with my Glorantha library. Rookie mistake. But if anyone has the book maybe it can check for all of us?
  12. Sorry I had overlooked the " In this case, there is two wonderful opportunities in the Red Cow campaign; If you play before the Dragon Rise, there is a disputed land (called the Stagland IIRC) between the Red Cow clan, a Culbrea clan whose name I forgot (Two-Pines?), the Telmori werewolves and the Lunar "fief/veteran colony" of Hostralos. Ideal spot to build a new clan and you can use all the materiel form The Coming Storm. If you play in 1625, you could easily play the resettlement of the Lunar "fief/veteran colony" by the survivors of the Maboder tribe who occupied this area before the Lunar take over. Once more, all you need is in The Coming Storm.
  13. Hi Seasparrow, welcome on board! I followed the same path, playing since ca. 1982 but coming to Glorantha only a couple of years ago. And I like the same kind of stuff "low-fantasy, community level adventures " The main problem I was faced with for this kind of game was the fact that characters members of a community should have a very good knowledge of it and you can't hope that your players will possess it (I am not sure Chaosium is selling grognard's clones at the moment). So it is difficult for players to act as members of a community without relying over and over on skill rolls and GM-advice, which is one form of railroading. As such my first choice was to play in Pavis as it is quite cosmopolitan and can explain easily why the characters are not fully at ease with their environment. Then, I went for another solution in order to be able to play in Sartar: the characters are sons of outlaws banished after the submission of Sartar in 1602. As such, they belong to the clan community but do not really know it and its territory. If you choose this kind of option, you should play either in the Colymar clan with a lot of good scenarios in Sartar: Kingdom of Heroes, Sartar Companion and the Game Master Pack. All this is great material. Even better maybe as you want low-fantasy is to buy the two volumes of the Red Cow campaign (big sales at the moment if I am not mistaken), The Coming Storm and the Eleven Lights. I prefer the first one, which is a sourcebook as I like to write my own stories, but both volumes offer magnificent material. The Sand Heart militia trilogy is also prime quality stuff. If you want a more constrained environment, with less variables than Sartar, go for it. Hope it helps! Keep us posted!
  14. Oh My God, I am insanely jealous!! The only problem is that if you are actually having a stroke, the players could stand there and applaud your fantastic role-play
  15. Yes, good points, various aspects of some gods are covering specific ages of more specifically life-stages. Although, in the case of Orlanth the runes don't change. @EricW I am not entirely satisfied with the idea that Orlanth was a Death god at this point. Obviously he dealt death but he seems to me mostly unaware of its true power.
  16. @Qizilbashwoman No, but for my other fantasy game, I favor hungarian... When my players had to save the Azárvákbosszantóköre from the infamous Amélykútlábai who had attacked Lonvaltajándéka before barricading themselves in the szivárványhegyibarlangok they had no choice but to run to the A koponya lája to call the Aszélözvegyei! Then they asked to play Monopoli Luckily, I own a nice version in Finnish.
  17. Congratulations! This series is by far my favorite JC books! And the HQ in Tradition is the first one I see that can be played so nicely
  18. @dumuzid Yes, that's a good point, in which case it is a little bit like the first solution I envisioned, special magic to enhance life expectancy. AFAIC, I prefer some ritual repeated on a regular basis, whether to rejuvenate the wolf by harmonizing it to the human brother or reincarnation of the wolf spirit, it enhances what we can describe of the ritual life of the tribes and gives more "food" for scenarios. It also gives something to the wolf in the bargain, the human brother receives magic to be a wolf and the wolf the life expectancy of the human. @Akhôrahil interesting question about the allied animal spirit, yes, I would see their life as tied to their human "ally", living as long as he does, and dying with him if he dies beyond the animal normal life expectancy. Big rush on turtle spirit allies!!
  19. @g33k Thanks, I was aware of that, but slightly reluctant to see Orlanth as fully in control enough for the rune to be part of his "mythic code" at this time. One should wonder who was in control at the moment, Orlanth over Death or Death over Orlanth. But the main point, and this goes also for @Akhôrahil , there seems to be a consensus here over the fact that a god's "mythic code" (as I call the rune he is tied to) can evolve over "mythic" time. Am I right on that or do I misunderstand?
  20. @Runeblogger That's incredible!
  21. @jajagappa Thanks, that was my feeling too that the runes could vary along the mythical history of a given god, which has to be taken into account when heroquesting @EricW I am not sure to get your point, do you mean that on this specific mythic episode (and consequently re-enactment), Orlanth shoud be considered to be linked to the Death rune?
  22. Thanks, yes, that was my impression, so "magical" transformations gives anthropoid werewolf and "full moon curse" four-legged furry f(r)iends. No insights on the second topic?
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