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  1. Enter a podcast of wonder A grizzled old man with a poorly constructed box under his arm limps into the centre of the dusty square, coughs and wipes phlegm speckled lips, scratches his butt and spits. None of the busy merchants or their eager clients spare more than a suspicious glance in his direction. He places the box in the centre of the square and steps shakily on to it and it immediately falls apart with a crash spilling him bodily into the dust, with many loud and profane curses.. A couple of urchins run out and help him to his feet, fleeing after finding his purse as empty as it looked—the old man’s boots flailing on empty air instead of their butts as they disappear into the now gathering throng. The entire square begins to chortle, and then laughs begin to ring out, first one then another as he proudly brushes himself off while eyeing his now gathered audience. Figuring it to be as ready as it can be, he clears his throat and begins. “I am sure you have many questions” he begins in a surprisingly loud and sonorous voice… “yes, you over there. Speak up, hmm. Will it be dangerous, you ask,” “Will what be dangerous, you old fool”. retorts the surprised and befuddled merchant. Another demands to know, “What have you been smoking, old man. Make sense!" Ignoring these retorts, he continues his nonsensical speech to the confused throng, “Why yes, extremely dangerous. You ma’am, your question... am I qualified and is your safety assured, no and no.” he responds to a bemused woman holding a casaba melon in one hand whilst she shakes her bejeweled and braided hair, which dances about in a fetching way, gems sparkling as they catch the morning sun. “And you in the back, the timid one... excuse me, can you speak up, man, Ah yes I see, you ask has this been tested?” a small nebbishy looking chap with a scraggly beard and turban peers over the shoulder of a large woman. “Yes, that is exactly what, I ...” begins the startled and bewildered little man only to be shushed in mid-sentence by the large woman and then hurried away, feet scrambling to find firm ground to the amusement of all. “Great question, NO! Which is why I have assembled you all here: the bravest of the brave, true heroes all! Hear me now! “Our maiden voyage (and again louder) I SAY OUR MAIDEN VOYAGE on the good ship https://windwords.fm to the lands of Glorantha, will sail upon the roiling, bubbling and extremely dangerous waters of imagination and will depart as soon as you launch your browser and point it to, I SAY AGAIN, https://windwords.fm. and hit play or click on one of the many other fine choices of vehicles offered there such as the SS Spotify or your choice of Apple or Google Podcast, as well as a goodly selection of other podcasting services. Let them take you to a world of wonder as you voyage on the adventure filled seas of the Internet!” So come, leave the mundane behind! Enjoy your exercise routine for a change, forget your commuting hassles, make cooking an adventure and join @Joerg, @Bill the barbarian and @lordabdul as we explore the exotic and yet familiar world of Glorantha in a monthly podcast, discover the news and rumours of the adventure filled green lozenge, hear sages discourse on subjects divers and fascinating! In other words, let us entertain you by choosing your subscription of choice at @ https://windwords.fm. Give us your comments here, or at Tribe@windwords.fm
  2. Secrets of Dorastor is out and can be found at https://www.drivethrurpg.com/product/318512/Secrets-of-Dorastor?affiliate_id=66807. A snip at $25.00 for 259 pages, it comes out as a Bargain on the Brooke Scale. There is a Table of Contents at http://www.soltakss.com/JC/StormSpearia-SecretsOfDorastor-TOC.pdf. From Nick's Scenarios: "Complexity: medium to high – a massive collection of material compiled from many years spent running RuneQuest games in Dorastor, including many self-consciously gross old-school elements – tips sadistic gamemasters can use to upset munchkin players, rules for “hyper-critical” hits, and a boyish enthusiasm for violated orifices, succubi and acid damage. The author writes with oblivious relish about this disturbing material." Secrets of Dorastor is a campaign pack set in the fabled land of Dorastor, in Greg Stafford's Glorantha. Inside you will find: A gazetteer of over one hundred places, with a map of Dorastor and nearby areas and maps of key places in Dorastor Descriptions of forty personalities, both of Dorastor and the surrounding Borderlands 25 types of Monster, of animal, vegetable and mineral types Write-ups of 9 Organizations RuneQuest write-ups of 8 Cults, including adapting the cult of Humakt to Dorastor New abilities for Illuminates and a description of Illumination and its various Schools 15 Magic Items Encounter Tables of all the important areas of Dorastor Sample Campaign and Scenario Hooks Extended RuneQuest rules for High Level Adventurers Tips for playing High Level Adventurers and NPCs Based on the write-up of our Dorastor Campaign, with a great deal of extra material, this covers the land and people of Dorastor and its Borderlands. WARNING: Dorastor is the most horrible part of Glorantha, a cursed land full of terrors. Secrets of Dorastor deals with extreme horror, with topics including violence, cannibalism, seduction, forced matings, ritual sacrifice and the liberal use of acid. Please do not purchase this if these themes might cause offense.
  3. How to get into RUNE QUEST: Role-Playing in Gloratha If you are new to the system, welcome! I recently started playing and running RuneQuest Role-Playing in Glorantha (RQ:G) and decided to create and compile some useful resources for those just entering the gates into this Mystical world of ancient powers, exciting yet lethal combat, and mythical Gods... Be forewarned: adventurer or storyteller, this is a path from which once followed, there is no turning back. Excerpt from Chaosium's website: "Glorantha is a world with a deep and rich setting, drawing influence from the Bronze Age and other ancient world cultures and mythologies, created by Greg Stafford in 1966. From its first appearance in print as a strategy boardgame titled White Bear, Red Moon in 1975 by The Chaosium (as it was then called) to the first edition of the roleplaying game RuneQuest in 1978, Glorantha has been used as the setting for roleplaying games, computer games, boardgames, novels, encyclopedias, comics, and other creative expressions, with a dedicated and global fan base. Now, Glorantha is firmly established as one of the most popular original game settings ever, and the influence of RuneQuest is everywhere in roleplaying and computer game design." The Quick Start Guide If you are completely new to the system and don't know where to start, fear not! For Chaosium has conveniently created a free guide to the important rules, which comes with everything you need to start your gaming in Dragon Pass, as well as a pre-made adventure module. Download the Quick Start from Chaosium's website to begin your journey and to see if you enjoy the system or not. Another thing you should definitely do is watch my currently on-going mini series on YouTube: How to get into RQ:G, and subscribe to the channel to join the Legion! Shameless plug aside, I really do cover a lot of ground and encourage you to check it out. Next is the- The Core Rules The main rulebook to obtain after discovering the power of this system and setting. Unlike some similar fantasy TTRPGs, RQ:G is set in the Bronze age and draws the majority of its inspiration from Mythology. This single book contains everything you need to run incredibly enjoyable games, and create deep, varied characters within the world of Glorantha. Inside you'll find... Fast paced, lethal, and variable combat which is both exciting and tactical. Deep and involved character creation that roots your character in the world and ties them to clan, cult, and family. Unique magic system with rules for spirit combat, sorcery, and shamanistic traditions. One can purchase a physical version of these rules here for $54.94 (at the time of writing). You could also get the PDF from the same site, but if you buy the rules as a physical copy Chaosium will give you the PDF free. Alternatively, if you buy the PDF, Chaosium will take the PDF price off your purchase of the physical. All rather convenient and useful. Next Steps So you love the rules and setting and are wondering how this could get any better? It can:) The next steps to take can include the Glorantha Bestiary, which includes both powerful and ancient monsters and Chaos Beings, but also many different races and rules on how to create characters of different styles. Along with lots of rich history and culture surrounding each entry. The Game Master Screen Pack is a handy and beautiful addition to your collection. Not only does it come with the gorgeous GM screen, but it also has a 100+ page booklet featuring some lore and cool pre-made adventure modules/scenarios, a Gloranthan Calendar, assorted collection of Gloranthan maps (some of which are quite large, and character sheets. Among even more stuff... And that is just the beginning. There is even more, and you can browse the various RQ:G source books and modules at https://www.chaosium.com/runequest-glorantha/ Other Assets and Resources I already mentioned my own channel, but there are even more useful and helpful articles and assets you can utilize as a Game Master of Player. Here are just a few I enjoy... English Gloranthan Podcast Wind Words RuneBlog on getting started on Glorantha RPG Imaginings YouTube Videos on making a RQ:G Character Jonstun Compendium on DriveThruRPG (community content creations) As I find stuff, I will probably add to this list, but currently these are my favorite assets. I hope you found this list of some ways to start RuneQuest useful. For reference, I began with the SlipCase set you can find on Chaosium's site. It comes with the core rules, the bestiary, and the screen pack. After my recent acquisition of the Rune Quest Glorantha Slipcase set, RQ:G has very much impressed me. Thank you to the community members who got me into this system!! And thank you for reading. And also, remember the two most important things (imo) about these Role-Playing games: 1. As they say in RQ:G, MGF. Which means, Maximum Game Fun. That is the end all be all, and very important for each and every game you play. 2. (Just gonna copy and paste this from a different post of mine): No matter if you're a Game Master or an Adventurer, the one thing all role-players need is imagination. At the end of the day, statistics aside, all RPGs are collaborative narrative exercises and you need to understand how a story or character works. One should discover all the richness of storytelling first, then purchase all the rulebooks and supplements. Learn about character arc and the three act story, solid backstory and world building, and anything else you can! Life is short, don't waste it on a sub-par role-playing experience.
  4. Hello my friends, I am officially the proud owner of the RuneQuest: Role-Playing in Glorantha Slipcase Set! Woohoo!!! What follows is a brief summary of what I like so far from just a quick flip through, and my unboxing and first impressions video (more Gloranthan? content to come). First off, I love the fact that this system is what inspired BRP, and the fast paced and deadly combat system. These two things along make this game better than D&D, which is my main comparison point since it is the only other fantasy game I have played. Next, the magic seems very involved and varied, with far more potential than most other systems I've played for staying unique and engaging with spirits, cults, and runes added to the mix. I found the lack of classes quite interesting and felt it was a step in the right direction for getting the focus off stats and onto creating a fun engaging story. In fact, all character creation seems like it deeply involves PCs in the world, which will make for very interesting role-play. The bestiary seemed a touch frugal to me, but perhaps I will warm up to it in time. It mainly seemed small compared to my collection of 4 books which hold hundreds if not thousands of monsters for D&D 5E, but I enjoy creating monsters and beasts and believe I will be able to convert some of my collection into RuneQuest rules. Please let me know if this line of thought is on the right track or if I'm just not understanding something about the apparent monster manual. The Game Master screen pack was a pleasant surprise as it contained awesome maps, a calendar, and a bunch of scenarios and adventures for any aspiring Game Master to start with. It was a collection of resources which I did not expect, and which filled me with a burning desire to run a game (will be getting my family to play with me so I can hone my GMing craft with this new system). Here is the actual video: All in all, this system looks exciting and innovative and I can't wait to try it out and get deeper into both the system and the lore of Glorantha. I would like to thank Chaosium for making this game, but also the WindWords podcast for getting me interested, and @soltakss for putting the game on my radar. We are all us.
  5. I am loving this system, and so felt it was time to go back to my roots and create a new "How to get into" mini series, this time focusing on the unique and awesome system/game/setting RQ:G
  6. Rune Quest: Role-Playing in Glorantha; Dragon of Thunder Hills Chapter 1 (Here be Dragons) Actual play of some completely new players and new Game Master playing (or attempting to play) Rune Quest! Podcast style because some players would not consent to having their cameras recorded, so sit back and take a listen. Through the forests of Sartar and into the spirit of adventure and glory. Welcome to part 1 of Dethstrok9's new Rune Quest: Role-Playing in Glorantha actual play; The Dragon of Thunder Hills. This is chapter 1, entitled: Here be Dragons. In which two poor souls from the opposite spectrum of life and idealism met by chance (or fate) and band together for a common goal. Starting with just two players, but at least one more adventurer will be joining soon. Thanks for reading, I hope you enjoy seeing the struggle to pronounce Sartar:)
  7. Some folks have asked us to share notes from our playtest campaign for Valley of Plenty. If you were one of them, or even if you weren't, you can find Peggy's notes here: https://dscarpenter.wordpress.com/2020/06/11/valley-of-plenty-playtest-notes-1/ Enjoy!
  8. Bienvenu à Prax ! - Here are the game rules of Khans of Khans in French! Many thanks to James Coquillat for the French translation. Annotated Rulebook: Khan-of-Khans-FRENCH-Rulebook.pdf Text Only: Khan-of-Khans-FRENCH-Rules-Text.pdf
  9. So... while I have had a fair volume of RQ3 AH material as well as some MRQ, RQ6 and Mythras... I have never used Glorantha as a setting. For reasons, but mainly because I preferred historical or quasi-fantasy historical settings and preferred other worlds (Harn off-island, for instance). I am considering giving Glorantha a go since I happen to have a few hundred pages of material to build off of (not in a hurry to buy RQG). But, as an obnoxious grognard, I like to understand a setting before I dive in, and as I have gotten older I find I do better with a structured plan of info assimilation. Where should I begin? What should I read first?
  10. So as I learn about Glorantha from the tribe, I began to do an exercise and began building a clan. This folder contains the ramblings of my feverish mind, I present the piecemeal forming of The Glimmerstone Clan. Everything is a work in progress and I'd love advice. They've got a few unique things to them: The Koza/Koska (?) - They're Sheep, they act more like Goats(intelligent, curious, but have a strong sheep like herding instinct and are unique) The original group of Women were from clans broken or destoryed in Starbrow's Rebellion ins 1613. As a result the Women turned to Vinga and became Red Women, for nearly 3 years. in 1615 the Aranwyth granted them a small section of undesirable Tula, and the group made a small shanty-town. It was then the women began to realize that they were a clan, forged by their experiences. Some men, old and young come to work with the women. Pure Horse, folk, Lunar castaways, and Orlanthi all leaving together because survival outweighs their cultural grudges. Heler is invoked to hold the group together. 1618 - The Koza/Koska are Quested for by priestess of Nevala the Ewe, who had been with the women. 1625 - The land the people have been living on can no longer support their growing number of people, animals and land. The Earth Priestess Umeka calls on the Gods, to show them way. One of the girl's who has now reached Ten years old is used as a living conduit in an attempt to find Voria's Garden- a hopeful place for a new Tula, even if it is outside Dragon Pass. It's me mostly musing, but also wanting to try and do something distinctly differently. I am considering making their Tula outside Dragon Pass (I know strange), but a clan this small would stand no chance of holding their own or taking land from a bigger clan. In my head I see their Tula as 'Hidden', it's distinctly a place that has never seen humans before (or it's been a long long time). It's visually a cross between a alpine Austrian valley maybe. Rivers and lakes should feed it.. Or does one just literally make such a place up, and how does one find a place to put it in on the map? Are there Heroquests for Wyters and making Clans? (Its something I wanted to write about, but I think most of the things I have read only reference it.) I do want to write about hte Heroquest for the Koza- which in of itself would be New Quest Anyone want to point me in the right direction or guide me in coming up with how these things should be written?
  11. Hi, As with the post about the French covers of RQ and HQ, I've now compiled all existing RQ and HQ covers of the German edition. 👈 (Except for those which look the same as the original editions). I hope you enjoy the read (remember to use Google translate to transmute the text into your language of preference) 😁 and let me know what you think.
  12. Really enjoyed this amazing podcast, made me want to play a game I had really never heard of!
  13. Draconic magic has been something as bit of mystery to me when researching it. I only found some base spells but never on how to cast them. I understand it is Taboo for those that aren't of Dragon Kin to use but the EWF (Empire of Wyrm Friends) and Some select Groups of Humans have figured it out. My main question is how is it casted and how does one become gifted or cursed to cast them. Some sources say it dampens the Dragonewt cycle but how does this effect those who cast it that are Human? Any help or points would be gratefully appreciated. GeminniRed
  14. Hi all - I am (once again) thinking of setting a game in the Lunar Empire. I thought I’d see if people have any advice or material for how best to use HQ for this. I have to re-read the Lunar magic portion of HQ:G and may have more specific questions after that. I also have the old Hero Wars / Issaries Lunar books and will look back at that, for cult structure etc if nothing else. Similarly I’d be very interested in any home brew materials or personal setting/rules info. Thanks in advance! Hyperlexic
  15. We now have the protagonists defined: five members of the Saliorson household of the Osmanning bloodline of the Red Cow Clan of the Cinsina Tribe. They all participated in Starbrow’s Revolt and have now fled to Pavis to avoid the repression. The year is 1615. We have the two hunter brothers Gaios and Salion, one an Odayla initiate and the other a Yinkin. Their cousins, the Orlanthi farmer Dangsarle, and his brother the Orlanthi redsmith Gaar. And finally their cousin, the Orlanthi farmer Antip. But let me describe the session from start to finish. After personal presentations (most of us had never met before) the session began with a few general words from me on Glorantha. I then explained the undefined player characters’ general situation and decision to seek employment with a settler duke in Prax. Mercenary Captain Daine then presented his map of Weis Domain and held his briefing. At this point we began the character creation process. Everyone was informed that this would take the entire session. I had prepared a family tree with named grandparents and parents, and ten or so empty spaces where the players could write their names (as the characters were still unnamed). On this family tree they selected their significant ancestors. We then rolled for their histories. I had prepared a few random tables for early years, as my campaign takes place ten years earlier than assumed in the rules. I really enjoy the family history part of the character creation process, but I think it would be even more fun if it had even more impact on the characters. There is a chance of getting a passion or some reputation, but in our case, that only happened to one character. I’d prefer if every character always brought at least one thing from the family history to the character sheet. As I’ve already adjusted the family history process to handle earlier years I might do something about this too. One idea is to make “A normal year.” give +10% to one of the ancestor’s occupational skills. The rest of the character creation process went smoother than expected. We skipped skill category modifiers and other attributes. I’ve added those to the character sheets after the session. The players were a little afraid of making bad choices regarding occupations and cults. I tried to reassure them that as long as they didn’t pick something they really didn’t think sounded fun, it would be alright. Spell choices were also a cause for some worry about picking something they’d come to regret, but I tried to advice them, and offered them the option of changing something after the first sessions when they’ve learnt more about the game. Everyone in the group expressed satisfaction with this session. Some were a bit overwhelmed with all the information they had to take in. I had prepared a leaflet with cultural background information for them to take home, which they did. I stated several times that they did not have to read anything at all in order to be able to play. Everything in between sessions is totally optional. I offered an invite to the Kanka site, and two players have joined so far. Next session we will probably start with questions, finishing up anything left on the character creation, and then continue with Scouting the Lands, the first mission from Duke Raus.
  16. First of all, I would like to clarify that with this text I do not intend to end a debate as complex as that of the truth in Glorantha. I am rather a new person in the setting, attracted thanks to my fanaticism in the "deep lore" of Elder Scrolls that later became an obsession with religion and folklore. I just wish to give my vision about it, a vision perhaps ignorant, but open to corrections and criticism. I've been reading these pages for a while now in silence. I only uploaded a post once, and since then I have dedicated myself to read and feed myself with the excellent discussions that you guys have here. However, when I encounter certain topics related to certain eternally controversial issues (Yelmalio-Elmal for example) I cannot help feeling that we forget one of the main characteristics of ancient religion and mythology, a serious thing, because ancient religion and mythology is the base of glorantha. I honestly believe that it is impossible to define a god as a fixed entity with personality, and treat their myths as if they were some kind of historical book (or a thousand historical books) that together will give us a complete and accurate view of the events that happened in that Glorantha's timeless past. This is not something new: I have read it several times here and elsewhere regarding the setting, and yet, I think that many times we do not realize how deep this goes. No doubt there are primary, cosmic, magical forces that manifest themselves in Glorantha through the cult of the deities, and no doubt heroquesting gives access to powerful magic that defines the characteristics of entire cultures. However, I do not believe that this means or brings with it some kind of literal knowledge about the nature of a deity or its personal tastes: God in Glorantha does not wear masks, as if by removing them we could find a "more true" primal entity than all the other ones. On the contrary, God in Glorantha is a mask, and it needs to be a mask because it is impossible for the mortal to approach what lies beneath without that little help. Heroquesting, myths, magic, etc. All this tells us more about people and about religion than about God in himself, just like any other cult in our mundane real world. We cannot expect to separate or unite two extremely similar deities as if they were opaque reflections of a third person that we are not able to see clearly, since being one, two, three, four or five thousand is irrelevant: At the end of everything , it will be the community, the cults, the people, who mold this mask and use it as a vehicle to access that reality that the mind can neither define nor understand without help. It is the people who end up shaping the magic and I have no doubt that it is the people who ultimately "create" or shape the heroquest, putting together a narrative from a convergence between history, metaphysical knowledge, truth and metaphor. I don't see anything said as something negative, complicated or strange; quite the opposite. This is what makes Glorantha the best fantasy setting since it appeared so many decades ago. It is ultimately an environment that speaks not only of epics but of individuals, peoples, cultures, human spirits trying to get in touch with the indefinable reality that has given birth to the most destructive forces and also the most benevolent in our world . Honestly, the more we try to define a deity as if it were an individual (no, not even that: As if it were a cardboard cutout), the further we will be from what makes this setting great. Again, this is just an opinion and I am still quite new in all this. I apologize if I seem arrogant or ignorant. I just wanted to get this off my chest, hahahaha. Sorry for a grammar or spelling mistake, I am not the best with English and I have to help myself with the translator when writing.
  17. I’ve thought for many years about this and still can’t fully articulate it. So I thought that I’d try to start here... When a Gloranthan uses their god’s magic they become their god. Mostly, we see this as the person participating in a fraction of their god. I don’t. I see them as actually becoming their god, with all the consequences that implies for the god. There are a lot of issues with what I’ve just stated. And eventually, I’ll get to (some of) them. First, I see this extending right back to the beginning of creation. The initial forces are very abstract and completely impersonal. After those initial interactions, the Runes arise - almost personality free and intellect free. Then the primal Gods, with a little intellect, choice and personality. Then the Gods that are worshiped, with personalities, choices, intellect and more human stories. What I think is is happening is that the powers, the bundles of powers that we call the gods, and the personalities are entirely separate things, though deeply linked. I think that beings with personalities find ways to invoke those Runes and, by invoking them, embody them. However, it’s not permanent. This is hinted in the mythology of Orlanth, where at different times he has different names. My premise is that each one of those, and many more, is a separate being, a separate personality, that found a way to invoke the powers of Orlanth, and extend them slightly. Orlanth became them and they became Orlanth. Vinga, a female personality, took up the the bundle of powers we call Orlanth and exercised them better than any of her brothers ( cousins, clansmen, tribesmen, nation, whatever ) and became Orlanth. Or Orlanth became Vinga. This continues after Time. The most famous case to my memory is Alakoring, who quite fundamentally changed the nature of Orlanth by making him more of a ruler and less of a first among equals. Less famous but as important and at the same time, Renvald Meldeksbane also changed the nature of Orlanth (but apparently less permanently). How does it work? The key is identification. Some people are better at identifying with their god. It doesn’t matter whether this is because of ancestry, nature, luck, power, necessity, determination, a combination of all of these, or whatever. So what does this theory do for us? Well to me, it starts to explain how the God Learners were able to achieve the damage they did. They would search out devotees and priests of a god and find someone that was powerful and that they could manipulate. This manipulation would not be coercion or corruption, more likely naivety or greed. Coercion or corruption would lessen the identification of their victim with their god. Having found their choice, the God Learners would offer a contest (a heroquest challenge) that they could genuinely lose. And then ‘cheat’ based on the personality or circumstances of their victim. So, for the Goddess Swap, they offered a contest to two different senior priestesses, one in each land (likely, it was many more than just two, because the GLs could, and probably did, lose some). During the contest, the GLs would help their opponent identify more completely with their goddess. And then switch the basis of the contest in a way that their opponent could not resist. Perhaps a personality flaw that was consistent with the identification with the goddess. Or perhaps by posing a dilemma that was completely outside the domain of both the goddess and the priestess. One part of their cheat was likely their RuneQuest Sight that allowed them to precisely identify the runes the opponent could manifest and which Runes they might be more vulnerable to. Maybe the GLs even had magic that helped their victims identify more deeply with their gods and goddesses. And few devotees or priests could resist that... Having won the contest, the GLs could the offer back the lost powers, on the condition that the priestess would relocate to a foreign land. As the priestess was her goddess, the two goddesses would have switched lands. Similarly, this is how Tatius and the Lunars killed Orlanth. I can pick some holes in my theory. First, some people seem to be genuinely powerful without that level of identification. Yes, and that’s OK to be independently powerful. Second, this doesn’t explain spirit worshipers that well (but with the right twist it might), and doesn’t explain sorcery at all. In the meantime, I’ve already written a lot and power is rapidly draining from my iPad - maybe it’s the Doom Guardians coming for another God Learner... -- Becoming the god - well yes and... If defeated (or if unusually successful) then the level of identification matters. Not just personal identification but the communal belief or communal investment (power, treasure, etc) that the identification represents some wider community. Tatius 'killed' Orlanth in a very wide area because he could arrange ritual defeats of many Orlanth priests across a vast area, even if only symbolically by banishing worship from all towns and cities. This could impact Esrolia and Prax because they looked to Sartar and/or Heortland for Orlanthi leadership, even if only unconsciously. At the start I mentioned powers and bundles of powers and then didn't much explain. Initially, the first personality to take up a power might express one Rune. Over time both the original personality and successors refine the expression of those powers and, particularly if successful or widely emulated, they expand the powers into bundles. What gods know - gods know a little of what each of their communal worshipers know (which for a great god can add up to a lot), more of what their initiates know etc. They know this from when their worshipers use their magic. Basically, a Spirit of Retribution is self-imposed. This is also my explanation how the regional and local variations of the gods arise - a god does not always have global knowledge, so what their local or regional worshipers do shapes them. Behind all the accumulated beings that make up the god, there is still a primal something with it's own agenda. This something, let's call it the core god, can be roused to give dreams and visions to those who will become heroes - or dead or insane. It works both ways. As a worshiper uses more of their gods' magic, they take on more and more of the agglomerated aspects of their deity. If they resist this, then they lessen their identification. Until a worshiper becomes illuminated... and then an illuminate can hide knowledge from their god.
  18. During my time here on BRP I've come to more deeply enjoy the world of Glorantha, and may have gotten some understanding of some of its "secrets", the style with which the texts are often written, and arguably some of the intent behind them. While it's unlikely that anything I write down is totally in line with the canon, it would be fun to try my hand at making up some hopefully-engaging pieces, most likely some kinds of flash fiction and the like. These are my current ideas, off the top of my head: - How Moss Was Made and How Moss Died (Green Age, Greater Darkness Plant Myth) - How Ygg Seastorm Saved The World (Greater Darkness Yggite Myth) - The Tragedy of Shargash, Most Dutiful of Sons (Storm Age and Greater Darkness Shargashite Myth, possibly heretical, definitely secret). - The Buraroxi of Northern Pent (Overview of Storm-worshipping Muskox pastoralists of Northern Pent, not based on Guide material). - Yelmalio the Scapegoat (Low-tradition folktale of the Cold Sun's selfless sacrifice in the Greater Darkness, likely apochryphal). - Rearguard Shale's Last Stand (Greater Darkness Praxian Myth, and guide to gaining spell based on said myth). Not sure when/if they will be made, but I thought I might as well post it up so I don't forget about them.
  19. Hey there, A few months ago I heard on the KARTAS podcast that Ken Hite's own custom hellenistic 13th Age campaign featured only "in character" maps, i.e. either the players draw their own maps based on the GM's description of their travels (or what NPCs tell them), or, if they want to see some cool hand-outs, they need to go find some cartographer who has maps to sell (or steal). I thought that this is pretty cool -- it's kind of a shame to hold off on maps, because frankly everybody loves maps, especially Gloranthan maps which are often super cool, but on the other hand, this also makes maps even more special since players have to do some work before the GM lets them see any. So of course I figured "what if did that for my upcoming RQG campaign?". But first I have some questions: 1. Did anybody do that? (even if it's for other games) Any feedback? 2. What is, even, the general availability of maps in Glorantha? I assume that you probably find maps for sale at any good Lhankor Mhy temple, but where else? How expensive would they be? How common would they be? (for instance, there are probably maps in Boldhome's palace, but what about, say, Queen Leika's residence? Or Apple Lane's thane's house?) 3. How detailed would Gloranthan maps be? How far would they cover? For instance, would Queen Leika's maps feature landmarks in other tribes' territories? Would they have a lot of information on, say, Lunar Tarsh or Esrolia? Is Prax even accurately mapped out, or would it be mostly vague maps that convey the general knowledge that "it's a couple days' ride South from Pimper's Block to the Devil's Marsh"? Etc... Thanks!
  20. Our Reiner Knizia card game KHAN OF KHANS, set in Greg Stafford's world of Glorantha, is coming to Kickstarter on Jan 10. But in the meantime, you can download the full game for free and try it out with our PRINT & PLAY version! Download it here and give it a go: http://bit.ly/khanofkhanspp
  21. Hey there! I'm still slowly figuring out my plans for an upcoming RQG campaign -- most likely something around the Red Cow/11L campaign books but with some slightly modified Broken Tower and/or Cattle Raid thrown in at the beginning. One of the main concerns I have is the default "seasonal adventures" mode that RQG is modeled around. I know that, based on my player's knack for getting in unnecessary additional trouble, there are always loose ends after an adventure, regardless of how simple and straightforward it was. When you combine that with my GMing style, where I absolutely love exploring the consequences of the characters' actions, you end up with a lot of follow up adventures that pile up one after the other. So I'm wondering: - How incompatible that is with the default "seasonal adventures" assumption in the rulebook? For instance, you run Broken Tower and there's some loose ends about whether any NPC escaped back to the Greydog clan and what they will say or do. How do people deal with that? Do they resolve it only the next season, making that next season's adventure about the consequences? Or do they combine it with the next season's adventure? (it's a new storyline, but it factors in where the Greydogs are based on last season's actions) Or do they resolve it all in a summary/non-played way, like "so here's what's happening during the rest of the season" (with maybe a couple of broad skill rolls to figure out how things go, but without playing it per se as an adventure) and then it's all (mostly) wrapped up? - If I was to go with pseudo-real-time gameplay, what kind of problem would encounter? For instance, say I play a few adventures per season... it's not totally real-time because I would definitely ellipse a few days here or a week there for traveling back, resting, praying, training, talking to clan elders and waiting for them to deliberate, etc... but we might pop back into adventure mode for when the players want or are ordered to go spy on the Greydogs, or when some Greydogs messengers come in with a blood feud declaration or asking for reparations for the death of their members, or whatever, and then that might kickstart a related adventure right away because the players want to play through that themselves. One of the first problem I can think of is the replenishing of Rune Points, since you have to wait for a holy day for that. This means that, compared to a group that sticks to seasonal adventures, a group that does pseudo-real-time adventures can use less Rune Magic per encounters... but on the other hand, that might be pretty cool since (just as in the KoDP game) the players might figure that they have to wait until after this or that holy day to do a raid because they need Orlanth's favours or something. Did anybody do that? Or did anybody tweak Rune Magic grants to make it less hard on the players? Anything else besides Rune Magic that might be a problem with a pseudo-real-time campaign? Thoughts? Feedback from experience? All will be appreciated!
  22. Version 1.1.0


    Previous Versions 0.2b Updated to include better rune affiliations, cults, rune points, skills (including some corrections). Tried to get as much practical information on the front page while keeping the same general layout as before. 0.3b Updated to include combat skills, addition of shield to combat silhouette, adjusted passions to allow better usage, and some minor rearrangement. It should be pretty function at this point though you might need reading glasses. 0.70b This is probably about the best I can manage short of the final game. Added all known skills in list, adjusted font sizes and styles for readability (if over 45 you may still need glasses), updated layout, many minor tweaks. Two versions of this one with a splash of color and one solely in black and white. Final version until the release of the full game barring any glaring errors. 0.75b One more with some minor fixes discovered while using during play. Fixed track skill percent which was incorrect and too high. Changed Point to HP on listed weapons to avoid confusion based on new players feedback. Everything else is the same. 0.76b Fixed the glaring error of wrong hit location number for chest on the homunculus. 0.78b Added an approximation of the new RuneQuest logo and did some minor layout fixes Previous versions can be found here: https://basicroleplaying.org/files/file/581-runequest-roleplaying-in-glorantha-character-sheet/ Current 1.0 Updated to released version of RuneQuest. Contains three varieties, black & white, color, and textured. This version supersedes the previous ones above.
  23. I´m playing a Kolati shaman in the eleven lights campaign in RQ Rolelaying in Glorantha (a Free Adaptation from my GM) and I want to take the Spirit Affinity to bargain better with the Air Elementals, so I don't know which is the correct category for that kind of spirits: Main category which gives me a 10% in command and -10% to others to control my spirit or the minor category, which gives 20% and -20%? Thanks for your answers.
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