Forum Replies Created
April 18, 2015 at 2:21 am #15223
p.101, description of the Lunar prisoner, ‘and wears only a long solied robe.’ I’m guessing that’s meant to read ‘soiled’?October 16, 2014 at 9:23 pm #11298
You know what I think needs a book? The Kingdom of Ignorance. I got asked about it on the blog, and that was the first time I really had a peek at the Kralorela material. I’d love to have a go at expanding the stuff that’s described there.August 20, 2014 at 1:33 pm #10504
It’s a D&D game with a focus on action and heroics. The major people in the setting are called Icons, and every character has a history with one or some of them. Every character also has a One Unique Thing, a single fact about the character that makes them totally unique in the setting. Instead of skills you have backgrounds, which the players make up and which can be applied to any appropriate situation. It plays like a simpler, faster D&D 3.X.
It’s probably the best D&D system for running Glorantha. It’s got some unfortunate legacy mechanics, but hopefully 13AG will be able to fix that.August 18, 2014 at 5:34 am #10465
I figure they would come out of their initiation that way. Most Orlanthi get Air and Earth, but there’s still plenty who get Fire, Water or even Darkness.August 15, 2014 at 12:39 am #10435
@aumshantih: I figure that in the West, the worship/study of Subere is seen as Chaotic, or at least not something that any decent zzaburi should take up. Of course, Arkati would have a different view. Suberites might even be among the secret societies of Safelstran.
boztakang: I’m glad you like it! I agree that becoming a devotee of Subere should be a big deal, no matter what. When I was writing this, I was even toying with the idea that the devotee immediately goes down to the Underworld forever, leaving behind a shadow of themselves to enact their will in the world. Kinda like a shaman’s fetch.August 14, 2014 at 3:50 am #10422
13th Age should be effortless once the book comes out. However, it’s quite difficult to run Glorantha in HeroQuest at the moment, simply because there’s so much so many areas of the setting need to be playable. I’m trying to prep a game about trolls on the Shadow Plateau, and it’s definitely the most prep I’ve had to do for any game.
I’m expecting the gods book to make that easier when it comes out, though.August 13, 2014 at 10:34 am #10410
I think the Holy Country would be a great place for introducing Glorantha. You have a range of diverse cultures showing different beliefs from around Genertela, rising conflict from both the Lunar invasion and the death of Belintar, lots of monsters to fight and ruins to explore. You can easily run the traditional RPG party (a group of adventurers from different cultures meet up in a tavern), or have everyone be part of one culture and focus on those conflicts.
Loskalm would be good too, and I’d love nothing more than to see Fonrit be developed more.August 11, 2014 at 1:44 pm #10384
This looks great! Kalin’s outdone himself here.July 31, 2014 at 7:28 am #10210
The spell lists are good, but I bet you could make them more situated and specific. They probably have shades of darkness within the pantheon, so maybe play up the mysticism angle. Berserk rage sounds a little generic. I’m thinking [cheese alert?] Zero Wolf from Apocalypto; he’s angry for sure, but berserk I’m not sure. Commanding slaves threw me a little. On the face of it you don’t need magic for that, but it makes sense in the sense of managing them in general. I don’t know if there’s a better concise description for that than command (dominate, intimidate?)
The history sounded a little wonky, since the Gargandites enslaved the Veldang first. It might be more interesting to give the Pujaleg their own ideas about history, though. I also wonder what they say people thought the planet was before the recognized it as the Decapitator, or if they say it wasn’t there before that.
You might want to think about how shamanism fits in here, since the Guide describes kalkus as shamans in a few places (I count 3 “shaman”, 1 “magician” and one “bat sorceress”).
Thanks for the advice!
It’s pretty rough at the moment, so I will be trying to improve it. Giving the cult more unique powers is definitely part of that.
The thing with the history was just a big goof.
When writing this, I was working on the angle that maybe kalku is more of a social role than a mystical one, like maybe any experienced warrior with powerful magic was eligible to become a kalku and not necessarily just shamans. I figured that it would be odd if this extremely important cult in the Pujaleg Empire wasn’t able to enter (what I assumed was) a major leadership role in society. But I guess it’s possible to still have the Decapitator cult as a major part of society without being kalku. Something to think about if I get around to writing the Red Bat spirit society!July 28, 2014 at 11:54 pm #10178
He is, but I went with something a little different. Shargash and Tolat are in theory the same god, but they’re worshiped in very different ways. The former is a primal force of destruction, the latter is also a god of love and father/husband to the Amazons. In older game material (particularly Darra Happa Stirs) Alkoth is described as having three kings; Red, Green and Black. My idea for the Decapitator is that he isn’t just Tolat but a third aspect of Shargash, his mystic aspect.July 27, 2014 at 3:23 am #10144
One of the things the Lunars have accomplished is rights for women in Dara Happa. Dara Happan culture is very patriarchal, with women essentially being treated as property in the cities. But now, any woman can join the Lunar Way to escape from that, forcing Pelorian societies controlled by the Lunars to dial down their misogyny.
There’s lot of places where women are equal to men. Orlanthi society has some strong ideas on what men and women are supposed to be like, but they are equal and there is nothing stopping a woman from becoming a chief or a warrior. In Esrolia they very pointedly have a matriarchal society, with each clan being headed by a Grandmother. Then in Pamaltela you have the Doraddi, where women own most of a family’s material possessions and make most of the political decisions. The great wagons in the Doraddi nation of Kresh are pulled across the country by men, and the women are expected to never have to touch the ground.
A lot of the Hsunchen societies have distinct gender roles, but not really favouring men over women. Western societies can be extremely patriarchal, but there’s others which have more equality between genders, and in Loskalm there’s complete gender equality. Even the Fonritians have gender equality: free women and slave women have the same rights as their male counterparts, be it all rights or no rights at all.