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Found 8 results

  1. Armadeus

    Advice for Satarite Campaign

    I'm going to be running a game set in Sartar/Dragon Pass soon. The PCs are going to be the young adult children of members of the clan ring/prominent thanes who get tasked by the ring to be kind of problem solvers in an attempt to make a name for themselves and make them worthy of inheriting their parents prominence.The way I'm currently thinking about doing prep is taking the Dragon Pass board game map (available via google image search), noting where the PCs clan tula is, figuring out where the other clans/tribes are, stocking some hexes they are likely to go through using the Ruins & Relics tables from the old Judges Guild Wilderlands products (ignoring the ones that aren't very Glorantha), and putting 5-10 ruins/dungeons for them to explore because both my group and I like dungeons. Then I would use a random hook generator I have to make up what problem the ring needs dealing with (or what problems they can pick from) in a given session. Does anyone have any advice for this sort of game? What are some things that can be interpreted as dungeons that exist in Dragon Pass/Sartar? What are the best things I can read in a short time to get my head around that area of Glorantha? What would be a good way to introduce my players to being Orlanthi?If it matters I am using OpenQuest with some stuff borrowed from RQ 6.
  2. Martin

    Heroquests

    Is it possible to Heroquest within the era of time? or can heroes only heroquest to the God's Age? Or is this a violation of the Comprimise of Time? More specifically, can you go to Orlanth's Hall in the God Plane then leave a door to the Hero Plane of the Dawn Age?
  3. m0n0cular

    Orlanth without Ernalda?

    What do Orlanthi tribes do in lands where the earth isn't Ernalda? For instance, in Peloria or Ralios.
  4. Martin

    Orlanthi Justice

    In Orlanthi culture is cannibalism seen as a capital crime? If not what is the punishment? What is the exact nature of what is considered to be criminal...is unwitting cannilbalism the same as intended? If we accept the definition of: Cannibalism is the act or practice of humans eating the flesh or internal organs of other human beings. Then is it cannibalism for one sentient race to eat one of their own ? What about if a human knowingly or accidentally eats the flesh of a sentient being...is that cannibalism?
  5. Not sure if this is of interest, but over at D-infinity.net, I have been writing an ongoing story of my player characters' adventures exploring my interpretation of the Clanking Ruin: To Teak the Nose of the Red Goddess. It is up to Chapter Five at present. Here is a link to the first Chapter: http://d-infinity.net/fiction/runequest-thursday-94-fiction-tweak-nose-red-goddess
  6. Ian Cooper

    The Coming Storm AMA

    Some folks have picked up The Coming Storm, some have not. I wanted to create a thread where folks could ask questions, either about what they are reading or about whether they should buy. First of all, let me capture the answer to a few common questions: Why is this in two books? There are a number of pragmatic reasons: it would be cheaper to ship and the first volume would be completed faster, and could be interleaved more easily with other priorities as a result. In addition there is a natural divide between the two volumes. The Coming Storm (Red Cow Book I) is the setting material. You can use this as a sandbox campaign setting without the other volume (although we do provide some 'template' episodes there that will help with a sandbox campaign. In addition, players can read this volume as it represents what most people know of their local area (there are one or two secrets, but nothing players should not know if they can be trusted to only use that knowledge for MGF). With a more complex setting like this (we have over 60 NPCs) then having the PCs armed with knowledge of the NPCs and places can actually help with gameplay. The first volume focuses on the Red Cow clan of the Cinsina and includes details of their clan lands and primary settlement, Red Cow Fort. It also includes details of their rivals and neighbors, the Dolutha, and the settlement of Dangerford as well as the Red Cow's enemies the Emerald Sword clan of the Dinacoli, and the Two-Pine clan of the Culbrea. There is full detail of the Cinsina tribe, and their history as well. Finally we detail the Rebels in the area, Telmori, and the settlers of Wulfsland, including the settlement of Stonegate. The heart of the material is the description of over 60 NPCs, all fully illustrated. It is intended to form a sandbox campaign setting. The second volume, the Eleven Lights provides a campaign that runs from 1618-1625 and takes the PCs through the darkest years of the Occupation to the Liberation. It allows the PCs to take part in one world-shaking event (that has not been previously detailed in print, although the Guide alludes to it), which gives the second book its name. The presentation format is similar to that of the Great Pendragon Campaign. For each year we detail events of the Hero Wars that reach Sartar (by news or direct impact), local reaction to those events, and suggest scenarios that could occur in that year. We detail specific scenarios for key local events. These can be used as inspiration in a sandbox campaign, or interspersed with your own organic episodes to 'tell the story' of the Red Cow clan in the Hero Wars. The material is open to diverging based on player action and support is provided for managing that. (In playtest nearly all campaigns 'go their own way' by about 1623 so we provide more scenarios for early years to 'introduce' the setting and less later.) Can I use this with System X? The advantage of Heroquest for gamers using other systems for Glorantha (both official or home-brewed) is that it has very little need for system material in a campaign book such as this. Beyond a line for keywords for NPCs, which can easily be treated as inspiration for stating them for other systems, there is little 'game' text. So you get value for money, by comparison to using many products with a ruleset you don't play. Of course in play you have to provide the stats for those NPCs. However, in most cases the PCs will not 'fight' with kin so you only need to decide on the level of their social skills, as and when you need them, reserving fuller stats for 'enemy' NPCs as and when you need them. (We may do a stat pack for other supported systems, such as RQ2/4 and 13thAge - no promises though). But a Heroquest book looks much like a system-less book. When is Vol II coming? Soon. We are in layout (having finished the text and art). Once that is complete it joins the queue for printing. It's hard to give exact dates, because other Chaosium products compete for resources, but rest assured that the book exists in an advanced stage that this will be sooner rather than later. it's not just a piece of advertising copy in the back of RQ2 ;-) Is Broddi supposed to annoy the players? Yes. The key struggle is between the 'Three Rivals' to replace Broddi, whose hour is done. We trigger that in the campaign in 1623, but in your campaign it could occur earlier. One reason for the rivals is to force the PCs to take sides amongst the different factions vying for control of the soul of the clan. The 'situation' is built as a 'tense' status quo, ready for the PCs to throw things out of balance (it might even be a PC who replaces Broddi). Although it's worth noting that in one of my playtests one or more PCs decided to be loyal to Broddi 'right or wrong.' But fire away and I'll seek to anwer PS I don't expect there to be 'system' questions, so I am posting it on the Glorantha thread. If system specific questions come up, just post a link here to a question on a more appropriate forum.
  7. Viktor

    RuneQuest Imminent

    So I am soon to begin a new campaign of RuneQuest, reffing for my two best friends and girlfriend. They are all fairly green players so I am very much looking forward to introducing them to the wonders of Glorantha. I'm planning to set them in Sartar, near Starfire Ridge just after the initial, but not complete domination, of Sartar by the Lunars as Orlanthi that get embroiled in rebellion. It's looking like I'm getting two Babeestor Ghor initiates (played by the two most brutal women in my life, fittingly) and un-confirmed on the other friend but probably an Orlanthi warrior. My initial plan is to have the two Babeestor Ghorians at the Ernalda Temple by Clearwine, and have them tasked to escort an Ernalda priestess to the made up village of Broken-Sword, the sight of an old Humakti fortress (now ruined) which has been moved into by a small clan and turned into a village. My premise is, the crops are failing and the priestess is coming to pray for their renewal. There they meet the other player and begin adventures in Sartar, probably starting with a hunt for some missing villagers (it ain't going well for the people of Broken-Sword) that ends up with them on Starfire Ridge fighting broo. Beyond that and a couple of random ideas, I don't have a massive plan for how they end up embroiled in anti-Lunar rebellion or on general adventures for them. Anyone got any thoughts/concepts that have worked for them or they think would apply?
  8. So, I came to Glorantha about a year ago after playing King of Dragon Pass (now easily one of my favorite computer games, and I've played a lot of them,) and purchased the Guide to Glorantha in July. I'm overall happy with it, though I have plenty of hang ups, one of them being the relative homogeneity of Orlanthi religious views, despite the lack of a centralized authority to enforce an orthodoxy. There are essentially three variations on Orlanthi religion as presented in the Guide; Heortling, Esrolian, and Malkioni/Orlanthi fusion. This just doesn't make a lot of sense to me. How can a people spread out over such a wide area and so often isolated from one another have so few permutations of their belief system? To illustrate how I think more perspectives on Orlanth and his worship by his followers could help the setting, I will point to The Elder Scrolls, which owes much to Glorantha, and a figure central to it's cosmology in the same way Orlanth is to Glorantha: Lorkhan/Lorkhaj/Shezzar/Lyg/Shor/Sheor. In the mythology of The Elder Scrolls universe, Lorkhan is at the center of the creation of Mundus, the mortal plane(t). What varies is why he did this, whether or not it was good, and how he did this. I won't go into great detail, but here are a few views on Lorkhan from various peoples: Altmer: Lorkhan tricked the Et'Ada into creating Mundus, and thus sacrificing their own power. He did so because he was evil and jealous. The Mundus is a prison and we must escape it. Triminac, a hero to the Altmer, tore out his heart in just revenge for his crime. He is the god of Men. Dunmer: Lorkhan tricked the Et'Ada into creating Mundus, and thus sacrificing their own power. He did so because he knew the truth of things, but the Et'Ada were so stuck in their ways that only evil and lies would convince them to do the right thing and create the testing ground of Mundus and the Psjiic Endeavor, which we must escape to learn the truth of things. Triminac, a hero to the Altmer, tore out his heart in anger. He is the god of nothing, for he is dead. Nords: Shor and the Et'Ada banded together in sacrifice to create Mundus and end the stagnation in the universe. The creation of the Mundus ensured an always-changing place, which would reset itself every Kalpic cycle and be created anew. He tore out his own heart in sacrifice. He is the god of warriors, leaders, and visionaries. I could go on. The point of this thread isn't to say "TES is better than Glorantha," because for one that's not productive, and for two I don't think that's true. Now the situation with Lorkhan is not the exact same as Orlanth; these views come from wildly different cultures, and have much less in common than the various Orlanthi peoples. My problem is, as stated before, the Orlanthi don't have nearly as much internal variation as they should, logically, and that the setting suffers for it. I think it might be helpful to think of the Orlanthi as being unified in much the same way old European mythologies are unified; most of them have some kind of storm god at the head of their pantheon, but have myriad variations on just who they are, what they're called, and what their personalities are like. TL;DR I feel that the various Orlanthi peoples are too similar to one another and that this hurts the setting and, frankly, makes the Orlanthi feel old and overdone. What do you think?
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