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Found 10 results

  1. To avoid spamming the board, I'm going to keep all my actual play posts in a single thread per scenario, rather than 1 per session. Also... is this a worthwhile thing to post, or are actual play threads not really a thing here? I don't want to be "that guy" who constantly puts threads on a forum that are meh or not really what the forum is for. Anyways, the intro scenario, a murder mystery on a caravan, ended with the players fully invested in their characters, which is awesome. Now the PCs are heading to Selgos. Lady Featherjoy is a noble of Selgos owes them favours for "saving her" from joining a cacodemon cult, and they intend to extract those favours from her to improve the caravan's business. Additionally, Dara possesses a strange magic item that she wishes to research more: an intelligent, musical axe that feeds off the psychic energy of crowds. She hopes one of the temples in Selgos has some information. Here is a quick "community sheet" for the caravan: Selgos, meanwhile, is going to be an awesome viper pit despite its small size (about 2,000 people). Here are some things I'm planning on simmering there: The year is 1623, and emissaries of Greymane are in the city trying to recruit Nimistori and mercenaries for their next glorious campaign into Esrolia. the PC Kullen, now a healer, is a disgraced Ditali warrior labelled as a coward and cursed for refusing to kill a fire priestess in Thonble on his first raid. The Cacodemon Cult is still active in Selgos. The Ogres are working toward trying to unleash a summoned cacodemon in the city. Featherjoy's family, is also in trouble. They turned to the cacodemon cult because they were getting pushed out of the market by another family (who maybe were also in league with the Ogres. Will the PCs try to save her family, or let them fall and spend their effort elsewhere? King Volusus of Jaraz plots to centralize his power over the Nimistori, and dreams of annexing Fay Jee and taking over Handra's sea trade <<Something Something 52 Tombs of Castelein Something>> The main thing I need to decide by Wednesday is a "bang" (to use Ron Edwards' terminology) that the players need to react to. I think it's something like, "The PCs arrive at the Featherjoy estate the same time as Greymane's recruiters, who are renting the place for their recruitment drive." The PCs will then be forced to decide if they're ok with Featherjoy getting in bed with the Solanthi.
  2. My previous Manirian Scratchpad thread focused primarily on the Trader Princes, especially their potential Malkioni influences. This thread will be about the Pralori, the Elk Hsunchen that mark the boundary between Ralios and Maniria. This first post is going to basically be a "lit review" where I summarize what I know or can find about the Pralori in Glorantha products. While interpretation is inevitable, the amount of extrapolation in this post will be minimal. Commentary beyond pure attempts at summary will be italicized. Here is what I know from the Guide to Glorantha and Blood Over Gold. Is there anything else from Glorantha I should make sure I read / know. I don't pretend to have a comprehensive uderstanding of the Hsunchen. The Guide to Glorantha (I am treating this as the hard parameters to work within) General Hsunchen Culture Chapter All Hsunchen are hunter gatherers Many Hsunchen believe they were once animals or have animal souls A core shamanic responsibility is help people reconnect with that spiritual heritage Hsunchen have no hereditary status; at least in principle, one's success in life is about their personal actions. Matrilineal extended family networks are the primary form of social structure Social structure mirrors their animal Law has not been formalized Raiding is common, full scale war is very rare. Religion focuses on great spirits, local spirits ,and ancestor spirits Maniria Chapter The Pralori conquered the Entruli that survived the sea's sinking of The Sweet City I THINK this occurred before the Dawn? The Vathmai / Theyalans "liberated" the Entruli in 115. They sell their services as elite cavalry to the Trader Princes During the Second Age, they ruled Gualal and they were allied with the Lopers They are viewed as proud, arrogant, vicious, and fearsome. Both their warriors and shamans have a reputation for being powerful. This chapter tends to frame the Pralori as villains. The Pralori collect a toll from the Trader Princes at Highwater, and Highwater is the primary place to find & hire Pralori mercenaries The Pralori have grown wealthy off caravan tolls While they are nomadic hunter-gatherers, they use bronze and other goods from "civilized" societies much more than most Hsunchen. A Praloran Serpent Dancer (Shaman?) kidnapped Castelein's half-elven daughter, who was then rescued by Stephon. The motivations here will be fun to unpack The (human) Pralori ride their elk Other Chapters Time chapter Maps suggest Aldryami controlled what is now Pralorela at the Dawn, with the Pralori being in control of what is now Ryzel and sunken lands. There was a brief period of time where the Middle Sea Empire controlled Pralorela, creating a continuous overland route from Ralios to Maniria within the GL Empire. Ralios Chapter Pralori are confused with the Alekki Moos People, Cuz Big Mammals with Antlers? Pralori are less secretive than most Hsunchen Blood Over Gold (potentially useful non-canon) Pralorela also has a Damali Deer People population Elk totems among Wenelians suggest virility, dignity, and sensing danger Their shamanic tradition comes from Desdoval Antlerman Rites of passage involve awakening the Elk within, and symbolically integrating hunter and pray into the one, human Pralori I have NO idea: Is the hunter-hunted unification a common trope among other Hsunchen? Pralori can become elk. The unit is the herd gender egalitarian, until there's a formal meeting, and then the dominant male stag has final say Each herd has a bachelor herd of unmarried, young, male warriors Goal: win acceptance into the herd proper, or capture enough women to start their own herd Pralori mercenaries and bandits are usually bachelors Each herd has its own territory Pralori wander well beyond Pralorela Saint Caselein originally set out across Maniria to acquire a "Falangian Diamond" as a ritual tribute to "The Iron Elk." This doesn't really make sense given what is in the Guide regarding Castelein and the Pralori The Pralori supported Palangio / The Bright Empire / Nysalor / Gbaji Bastis is presented as being allied to the Pralori The Pralori conquered the Entrulings during the Silver Age Castelein was a master of ritual gifting / trade, and this is how he got through Pralorela
  3. This is a thread for me to work through some of my ideas about Maniria in public so people can tell me when I'm going about things horribly. Why Maniria? I like Maniria for several reasons. First (and foremost, if I'm honest), I got into Glorantha right before Blood over Gold came out. As a result, Maniria is "my" Glorantha in a way other people may feel a fondness for Prax, Dragon Pass, or other places. Beyond that, there's a few other things that make Maniria fascinating to me. First, it is layers and layers of ruins from extremely disparate civilizations. The doomed Trader Princes, the Maniran Tribes, the Slontans, the Zaranistangi, The Bright Empire & Arkati, the Wenelians, the Entruli, the Pralori, the Helerings.... This is the antithesis of, say, Seshnela, Esrolia, or Dara Happa. Second, if the past is a mess, the future is too: Maniria is a Hero Wars Blind-Spot. To the east, Esrolia is involved in all the Agrath vs the Moon wars. To the west, the greater Safelster region gets sucked into the turmoil of the Five Arkats. But what happens to Maniria during the Hero Wars? Maniria is the antithesis of Sartar in this regard. The written material is relatively scant compared to a lot of Genertela: We know, most immediately, that Greymane manages to throw eastern Maniria into war... and then dies. We know the Elven Reforestation is a big deal in Maniria. We know that in about 2 generations the great flood comes. ...And that's it. We could plug Magasta's Pool with what we don't know about the future of Maniria. We don't know... ...who are what fills the power vacuum left by Greymane among the Solanthi, and Maniria more generally ...when the Reforestation occurs, and which humans survive, how. ...what happens to Handra though its talked about in somewhat heroic tones in The Guide. ... how Maniria, a land DEFINED BY FLOODS, reacts to another great flood. In a region with Elven magic, Helering magic, remnants of Blue Moon cults, and hidden Godlearner wisdom, it is reasonable to expect Heroes will try to respond to the flood. But how... who knows. ...how the Trader Princes try to survive without the Manirian road. ...what the Weartagi or the Wolf Pirates do to the coast, beyond "probably something bad." The Result is that Maniria is a massive and confusing pile of lego places, for gaming groups to assemble as they see fit. That's why I like it.
  4. This was the final session of my murder mystery. At the end of last session, two key things happened: The party discovered the murderer of the caravan boss - a scholar who the boss was blackmailing into translating some ancient texts. The scholar poisoned the boss, demanding his freedom in exchange for the antidote. The Caravan Boss died rather than admit defeat, which shocked the scholar. The party discovered there is ogre trouble on the caravan! Well.... it's actually more complicated than that: A rich noblewoman was trying to join a cacodemon cult to save her family's fortune. An ogre, masquerading as a hunter hired by the caravan, has made contact with her The noblewoman's assistant witnessed the murder, and was killed by the murderer scholar. The ogre and desperate noble had nothing to do with the murder, but they also were aware things were going bad for them, so they fled into the woods. The party, deciding ogres MUST BE INVOLVED IN THE MURDER, grabbed the NPC Pralori warrior who is the head of caravan security, and they went to hunt the ogre down. The hunter NPC was tougher than any of the PCs. She's an ogre, afterall, and the big bad. But I didn't really expect things to go the way they did. So, 3 non combat PCs and a warrior NPC marched into the woods to find an ogre and human collaborator. I rolled this as a simple contested group challenge - the image I had in my mind is they're walking through the woods and a stream of arrows terrifies them and sends them scattering. ... However, they all rolled amazingly, and my poor ogre rolled horribly, resulting in a major victory for the PCs. Now, since they all took defensive moves, I didn't rule this as physical injury for the ogre. Rather, the ogre was now stuck up a tree in plain sight, and any attempts at moving or getting out of the tree would result in her having massive penalties. If she tried to get out of the tree, she was toast. And she knew it. The PCs, on the other hand, were aware she still had plenty of arrows. So... they decided to parlay. The ogre made an offer: She had nothing to do with the murder, but she'd happily give them the human noblewoman collaborator, in exchange for letting her go. At this point, the players, who are all new to Glorantha, stopped and asked me about Ogres, and then asked me about Chaos. After my explanation, which was very much an Orlanthi perspective (2 PCs are Wenelians, and 1 is a Trader Princess), they agreed to agree to the ogres deal, and then double cross her, cuz "Screw Chaos." 😵😅 Long story short, they set the tree on fire while throwing javelins at her. She rolled badly, and the NPC warrior rolled well, and she was squashed. They then bound the ogre, collected the human collaborator, and marched back to camp. And this is where things got rather special: the PCs gave all humans second chances: they acknowledged the caravan boss was a total bastard, so they let him go in exchange for the texts he was translating (they were treatises about water magic of all sorts). They also exacted many promises from the noblewoman to help them move into the trade networks around her city of Selgos, and she agreed. As for the ogre, well, they decided to have the caravan execute her as a public execution of sorts.
  5. What the title says: due to current circumstances, I've volunteered to run a game online for some friends. I'm a little nervous because I haven't run anything real time in forever (like 16 years or so). Anyhow, here's a short summary on how things are going to go down: I'musing Heroquest rules because I know them better and I feel they will go smoother in online play with some less experienced players The game is set in Maniria, the hook is that a caravan has a murder, and the PCs need to solve it. The structure of the game is loosely based on the movie version of Clue. So... I'm making pre-gen characters that are Manirian equivalents of Mrs Peacock, Colonel Mustard, etc. The nice thing about this is that the characters are all relatively different. The "helpful" NPC is the main assistant to the trader prince master of the caravan (Tim Curry's character) The caravan head is Mr. Body. Mr Body was found dead, floating in a pond, with bite marks on him. If a PC rolls well enough, they will see they were an attempt to fake bite marks. A poor roll will make them think it was an ogre attack Mr Body was an elf friend, and he has a charm that tells elf allies that his death must be avenged. Thus, we have a motivation for the PCs: they need to figure out who killed Mr Body, where, and how before the Elves show up. If they don't have the killer caught, the Elves are likely to just turn the entire caravan into mulch. I will decide who the murderer is after the players choose their characters. But generally, Mr Body was blackmailing everyone, and had a spy / information network throughout Maniria. He was killed either to be free of the network, or to take it over. As for ogres, to butcher a line from the Clue movie, chaos was always a red herring. I'm unsure if actual play treads should go here, the Heroquest forum, or nowhere. I'm using Roll20 and Disord. I'm excited and nervous and I hope I don't suck as a GM (it's happened before) So, yeah, wish me luck!
  6. FInished my 3rd session of my online murder mystery game. Here is a bulleted list of what happened: MURDER SOLVED: The PCs kept circling the mystery of 1+1, so I asked them to make some rolls for help putting pieces together. The players seemed totally ok with it, though I'm not sure that would have been the right move for all groups. Anyhow, because of this, things moved VERY quickly, and they solved the murder! Put simply, the Caravan boss was blackmailing many of the people on the caravan, including the PCs. One of the NPCs, a scholar from Saltcastle, who was being blackmailed did not appreciate the situation: he was given a very slow-acting but lethal poison, and was being forced to translate ancient texts for the caravan boss in exchange for the antidite. The NPC decided to turn the tables on the boss, poisoning him with something that was just as lethal but much quicker. In exchange for his freedom, the NPC would give the boss the antidote to HIS poison. ...The Caravan Boss, seemingly out of a heroic level of spite, decided to die instead. The NPC was not expecting this, and put him into a panic. Weekend at Bernies. One of the things the PCs all agreed to which I did NOT SEE COMING is that they have kept the murder of the boss from the rest of the caravan. Play has been a bit too fast for me to really make this an issue, but it's still hilarious to me. In the 3rd session, they FINALLY informed the caravan's head of the watch, a hulking pralori warrior with a hyper-intelligent elk. They learned how to use Hero Points in their attempts to chill the Pralori out, who was feeling very unhappy about being lied to. Those poor, innocent... Ogres? One of the other NPCs on the caravan is noblewoman and a cacodemon cultist. An actual ogre had infiltrated the caravan as a hunter to make contact with her to set up Cannibalistic Schemes (tm) for the city they were arriving in (Yolanda). Unfortunately, a murder occurred they had no part in. Worse, the noblewoman's personal servant witnessed the poisoning and murder. Worse, there were rumours on the caravan about ogres already. All of this has made the ogres start to panic, and they have fled into the wood. When the PCs realized people had fled the caravan camp, they immediately searched the tents, and found cacodemon ritual items. They are now convinced the ogres had something to do with the caravan boss' death, and they are putting together a posse to go into the deep upper woods of Maniria, chasing after chaotic cultists, cuz PCs gonna PC. It's very easy for me to find things I didn't do well, but the fact remains my players are having a blast. Next session will be the last of our little mini-campaign, and then we'll decide what to do next. At least definitely wants to keep his current PC. It is entirely possible I will spend the entire summer running a relatively light-hearted, social skill-heavy Manirian caravan campaign. And that makes me happy.
  7. Tomorrow night is my second session of my online HQG game, Caravan Calamity. Last session, the PCs discovered the body of their Caravan boss, started collecting evidence at the scene, and also became worried about the social-political consequences of the boss dying. As all three players are new to Glorantha and Heroquest, I am slowly bringing them up to speed. Setting-wise, they are aware they are on a caravan, and they know Elves are humanoid trees. This session they'll be introduced to Chaos, or at least the threat of Chaos, as someone will be starting a panic that there is an Ogre on the caravan! The ACTUAL Ogre on the caravan is rather upset at this rumour, as he's far too smart to kill the head of the caravan in the middle of nowhere.... that's just stupid. In terms of rules, I'm introducing extended contests and using Hero Points. Core things I know: I know who actually killed the caravan boss: a Trader Princess on the caravan, who is trying to taker over his freelance spy network. I know this was witnessed by a scholar from Solung who is on the caravan. The murderer is currently unaware of this, but if the players are sloppy they may inform her. I know which NPCs care, don't care, and are happy the caravan boss (who had a penchant for blackmail) is dead. I'm planning on re-reading the rules on long-term benefits to make sure I know how that works, so there is a mechanic to help them put the pieces together if they don't themselves. So... yeah. Wish me luck. I'll be back over the weekend to let yo uknow how it went.
  8. So, Wednesday night I had my first session of my new mini-campaign. Caravan Calamity is set in Maniria. A trading caravan of wagons and horses is travelling between Jaraz and Yolanda, when one morning the head of the caravan, Road Baron Abbanes, is found dead in a pond. The PCs The PCs all work on the caravan: Kullen is a Ditali Wenelian who is the cook and healer of the caravan. He has been with teh caravan, and with Abbanes, for years. Arlette Scalecoin is a textile merchant from Jubal. She is very likeable, likes creature comforts, and this is her second season with this caravan. Dara is an entertainer with a rough past that has left her suspicious of others. Key NPCs Abbanes, aka "Honest Benny" is a roguish figure who has made and lost several fortunes over the course of his life. He has schemes within schemes, and half the caravan is currently blackmailed into working for him. Lyobun is benny's extremely high strung assistant who knows exactly how much money is invested where. Neurotic and loyal, he is the mirror image of Benny. Bui Six Point is the head of the caravan guard. He is a Pralori, he is tough, and he is mean. I described him as "Jayne from Firefly, on an elk." Mosscalm is a female hunter hired recently as a scout. Very private, and not good at social interactions. She's much better at staying motionless in a tree until game wanders by. Lady Featherjoy is an aristocrat from Selgos travelling with the caravan and constantly complaining about the lack of luxuries. Toff Redscroll is a scholar from Solung who may or may not be a fire mage. The players all started the game knowing this was going to be a murder mystery, that it was going to be "PG-13", and that none of teh PCs were going to be the murderer.
  9. Hi all, I am after some information. I am thinking of setting a campaign in Maniria. My Guide to Glorantha tells me that Greymane is considering his options as to whose side to be on in the upcoming Hero Wars (page 355). RQG goes on to say that Queen Samastina is the new queen of Esrolia in 1625, after securing her freedom from various people, including the Western Barbarians (page 110). Can anyone tell me the fate of Greymane, his sons and the rest of the Manirian tribes? Is he still alive? Did he support the new queen or do otherwise? Any information would be gratefully received. Many thanks
  10. Because of when I got into Glorantha, Maniria was "my" setting, even more than Sartar or anywhere else, thanks to Blood Over Gold right after I got into things. I recently got back into Glorantha, bought a PDF of the Guide, and loved it immensely. I have several of questions about Maniria as it stands now. Most are questions about what is canon or what is in print about a particular issue, though there are a few questions that amount to me asking "exactly how idiosyncratic is my Glorantha?" I am of course aware the answer "It's a certain way if you want it to be" is always an option, but I believe firmly in the value of structure as a source of creativity, and I like to know what's been written, and what's the current version of things. Thanks! And now, the long list of questions: I: Orlanthi My first set of questions is about the Orlanthi culture of Maniria. Is there a culturally relevant umbrella term for the Ditali, Solanthi, Nimistori, and Maldros? Manirian? Wenelian? Second, how different are they from Heortling / Sartarite Orlanthi in terms of religion? A straight question here is what is the current state of Entru? Is he affiliated with animals in general now, or specifically pigs/boars? Did he have priests or spirit talkers? As a piece of speculation, what is the possibility that Manirian heritage includes the Helerings, a tribe separate from the Vingkotlings? It has the mountain where Heler surrendered to Orlanth, and its residents ticked off the water gods enough that a beautiful city got sunk and trapped, but not destroyed. And finally, are there still Haranding clans tucked away various places, screaming "freedom!" at irregular intervals? II: Western I also have some questions about the Slontan heritage of Maniria. First, where did the Malkioni kingdoms in SW Maniria come from? I ask because overland routes at that time were blocked by elven forests. I also doubt that they came with Arkat who had already become an Orlanthi before liberating Maniria. Were they colonists from Sheshnela or somewhere else? Any info on why they came? Second, there are polities that are remnants of Slontos: Kaxtorplose, Ramalia, Handra partially, and I'm guessing Khorst. How similar do people think religion is in those places? Are the Slontans of Handra worshipping the same way as the people in Kaxtorplose? Is Ramalia just an "evil and proud of it" version of Slonton style Malkioni? Regarding Handra, I'm just curious what's been published and/or is canon. I own the Tradetalk issue, but I feel a large overhaul of that info is necessary after the GTG. I'm assuming, however, that the religion is an idiosyncratic form of henotheism, and the governmental structure is still some sort of council of guilds and temples. And that brings up my last question: Kaxtorplose survives thanks to pilgrims. Who are these pilgrims and where are they from? III: Geography I have 2 geography questions about Manira, and they both involve the Mislari Mountains. First: what is Ramor Mountain? I ask because it has an illumination rune on the map, and as far as I can tell, it isn't mentioned ANYWHERE. Anybody have info? And Second: other than trolls who want to eat elves, why would anyone want to find the one lost pass through the Mislari Mountains? IV: Hero wars My questions regarding the hero wars in Maniria revolve most around the reforestation plans by the elves, since I didn't know anything about this before I read the GTG. As I look at the map of Maniria, it looks pretty forested overall. But I know there's more here than just planting trees. Am I correct in thinking this is about covering the entire region in dense, (magically created) old growth forest that is all perfectly integrated into Aldrya's song? Also, would I be correct in thinking they want to push humanity into a simple existence that would make them less destructive (hunter-gatherer lifestyle with minimal agriculture or industry, etc.)? V: The Loper People My last set of questions are about the Loper People , aka the Zaranistangi. Was their magic rune or spirit based? What does a loper beast look like? And third, are the blue moon worshipping fisherman leftovers from the Lopers?
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