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Everything posted by Gallowglass

  1. If it were possible, Zzabur might be completely incomprehensible to mortals, or just uncooperative. The same might be true for other figures like Malkion. So maybe the God Learners did figure it out, they just didn’t get anything useful out of those Heroquests.
  2. I like this theory, although my money is still currently on Drona/Oran being one of the Kachisti who arrived during, or after, the Flood. Mainly this is based on him being described as a "demigod" in the Glorantha sourcebook who married Frona, rather than a true god in his own right. My own current project has been trying to figure out the myths of the Oranor pantheon, and how they all fit together. I have more thoughts about this, but I don't want to derail the thread (too much). When I was trying to find the connection between Eurmal and Lodril, the only reference I could remember was the Trickster stealing Lodril's fire in the Underworld, during the Lightbringer's Quest. I don't even remember where I read this now though. Having the theft of fire occur way before the LBQ makes more sense (although time is meaningless!) Here is a question slightly more on topic with the rest of Joerg's original post. Do any of the modern Malkioni of the Third Age know how to heroquest back to the time of the original Six Tribes of Danmalastan? Or really any time before the "Ice Age." I would tend to think the answer is no, mainly because the implications of this are kind of mind-boggling. A heroquester could, in theory, sit in the presence of Malkion or Zzabur and learn sorcery from them. Or re-create one or all of the original Six Tribes by learning their secrets. Or find some way to unify their whole religion, which I guess is what some of them try to do during the Hero Wars.
  3. Yeah that is a little surprising. Although, I guess I could understand how Shargash of Alkoth is not a martial cult specifically. More of a “Lord of Demons and the Underworld.” But Tolat and Vorthan from Fronela feel very warlike to me.
  4. Very interesting! I wonder if they’ll get into the regional variations like Tolat or Vorthan. Outside of Dara Happa, he probably wouldn’t have Alkor, Hastatus, or Oslira as associated cults. But I also wouldn’t think they acknowledge Artmal in Dara Happa, right?
  5. I wondered if he would have some kind of mace-focused spell, since I thought that was his main weapon. As a house rule or sub cult I might do True Mace.
  6. Does anyone know what rune spells Shargash will have in the RQG cults book? Based on the Red Book of Magic I’m guessing Summon Demon is one of them. Anyone with an early copy know the others?
  7. If you can find a copy of the zine Unspoken Word #1 there are articles by Greg Stafford and Simon Bray that describe the Shaker temple, although they may not be considered canon anymore.
  8. Thanks for the extra info, I missed that bit in the BoHM. I ended up choosing the Ravens as the home clan for most of the PC's. None of the players were very interested in becoming the king of the tribe. Instead they are building their influence, and then playing kingmaker with an NPC candidate from their clan. The background "war of the spirits" will be an ongoing complication for them. (highlight the text below for secrets...) They and their candidate want to unite the tribe, but their clan chieftain and wyter secretly want to destroy it by killing Owl Lord and Great Bearded Bran. Then they will join the Olontongi or some other tribe. The PC's only have gotten hints of this so far.
  9. I came up with a lot of similar ideas when I used Gerendetho for my last RQG campaign, including the runes you chose. I also prefer him as a son of Lodril, rather than the man himself. I remember the God’s Wall described him as “raising mountains,” which is the most Lodril thing he did. Instead of giving him earth-shaking magic, I gave him a rockslide spell to represent his creation of the Jord mountains. I imagined Granite Man as some kind of Jolanti or giant, so I also gave him a spell for bypassing the armor points of rock.
  10. I realized today that a lot of Gene Wolfe’s fiction feels very Gloranthan. The Book of the New Sun is a sort of hero’s journey, with numerous episodes that could be described as Heroquests. He also wrote the “Soldier in the Mist” books, which actually do take place in Ancient Greece, and feature gods and heroes. A few disclaimers in the spirit of earlier posts: Wolfe’s writing can be sexist at times. The way he writes female characters is... not always great. Also, his writing can be very obtuse, and you often have to read his books a few times to really get what’s going on. All that being said, I find his stories are very inspiring.
  11. The descriptions of childhood are also really cool. So basically troll children are raised the way I am raising my 3 year old in a pandemic. Instead of low-key heroquesting I'm just making pillow forts and pretending to be a talking truck.
  12. There is also some good stuff in Trollpak about the differences of growing up for girls and boys. Hopefully it's okay to share this...
  13. I agree with this. After looking at Trollpak again, it sounds like the initiation into KL's cult as a lay member is something that happens gradually throughout childhood, with many tests and magical experiences. The adulthood rites are more about leaving the protective darkness of your family cave and meeting the rest of the community. Becoming an initiate (in Runequest terms) would likely happen soon after that. I don't think you necessarily get rune points from just becoming an adult.
  14. Thinking about the merfolk now. I'm not sure who their main gods are, but I would think most men initiate to Magasta, and most women to Triolina. I would also think that most merfolk would have a third gender option, because the primal water gods had three sexes and genders (Framanthe, Daliath, Sramak). That isn't mentioned anywhere though, just my own musing. I think it would make sense for young merfolk to reenact the stories of their tribe's founders. Not sure if this would be male/female/etc sort of thing. Maybe the implied gender fluidity of the Water Rune applies itself here, and the young'uns experience the heroquest as both male and female versions of their founder. For other tribes like the Malasp, this could also explain why they're so nasty and unpleasant if they all experience the trauma of their founder's experience with the air gods.
  15. Right, so the Aldryami are interesting because sex and gender doesn't seem to be as important for them. Each variety has some combination of males and females, but it seems like anyone can choose to do what they want in terms of occupation, and serving the forest. So maybe there isn't really a male/female initiation dichotomy, but just a basic initiation to Aldrya and High King Elf's cult.
  16. I realized I wasn't being very clear, so I edited my post. I meant heroquest rituals to initiate children to adulthood, as featured in "Six Seasons in Sartar" and other places.
  17. We currently have some excellent descriptions of Orlanthi adult initiation rituals for Orlanth and Ernalda, as Heroquests. I was wondering if there is something similar for Uz, Aldryami, and other species in Glorantha. I have read Trollpak, but I don't have my pdf handy so I can't check at the moment. My memory is that there is a very detailed description of Uz childhood and initiation, but this was written before "adult initiation Heroquests" became a thing. Were I to throw some together for Uz males and females, I think having them based on Karrg and Korasting would make sense. Like Heort and Ivarne, they both embody the ideal masculine and feminine virtues in troll society. Karrg is a good boy who shuts up and does what his mother tells him. Korasting is a loving, but strong, mother figure. Curious to hear other peoples' thoughts or ideas for adulthood initiation. Aldryami? Ducks?
  18. I'm running an RQG session in about 90 minutes. One of PC's will almost certainly use a chariot, and I just realized I don't know how many hit points chariots are supposed to have. What is reasonable??? Do they have armor??? Can't find this in the book.
  19. I think this is for Vangono, as an associated cult of Pamalt.
  20. This might be better for the corrections thread, but I noticed that the rune spell Fleetfoot does the same thing as the spirit magic spell Mobility, minus the strike rank decrease. So this would make Fleetfoot kind of obsolete. Was this intentional?
  21. I am starting up a new campaign concerned with the Locaem Tribe and it's unique political situation. I'd like to develop their neighbors a bit more. Does anyone have any information or recommended sources on the Balmyr Clans? Also, do we know if they have a king as of 1626, or did their leader also get dragon-chomped?
  22. I think it just comes down to immersion vs. what’s fun for the average player, especially if they’re coming into Runequest from D&D, like many new players are (and me). In general, I like how the design of RQG provides a deep simulation of how things work in Glorantha. Paying POW for rune points is fine for me, because magical power should have a cost. I just think a lot of people have trouble with the cost being time, meaning in-game time and the players’ actual time.
  23. If the long casting times are a hard pill to swallow, one solution that someone posed in the forums a while back was having a “quick-cast” house rule in place. This would mean that a sorcerer can can use INTx5 or POWx5 or something like that, and cast a basic, un-boosted version of a sorcery spell. I’ve been thinking of allowing this in my next game.
  24. I'm thinking of starting my next campaign among the Locaem Tribe. The political conflict taking place within the tribe seems like it's worth building a campaign around, plus you have Pegasus Plateau as a good starting point. I'm debating which clan to make the PC's "home clan." The Owl and Raven clans both seem interesting, but I have a lot of questions about their patron spirits, clan history, etc. I think the story from Pegasus Plateau is that Raven led the original settlers from the Locaem clans into their current lands. The Owl, Raven, Salvi, and Ulanding clans are considered the "original" clans. It's not clear if these were all just one clan at the time of their migration from Heortland. Anyway, Raven asked these settlers to kill the spirit of Bran Creek, for some reason, and they refused. It's not clear what happens next, but I think most or all of the settlers ask the spirit named Owl Lord to protect them from Raven's anger at being betrayed. What I don't understand is how we end up with a "Raven" clan that placates Raven, and hates owls. Were they just clan folk who stayed loyal to Raven? Or did they betray him, and then decide to placate him rather than worship Owl Lord? I'm also wondering about the nature of these bird spirits. Is Raven the same spirit worshiped in Prax and other places? And what about Owl Lord? What are his Runes and associations? I know Raven has a connection with Illusion, and maybe Darkness. I don't know much about owls in Glorantha. Looking at the wiki, they are associated with Lhankor Mhy I think? Pegasus Plateau also says that Owl Lord provides protection from Darkness, even though he is a night bird. So maybe Owl Lord has the Fire rune, and something else like Truth? That would put him in direct opposition to Raven. Does anyone have any more sources on this stuff, or any theories?
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