Showing posts with label Glorantha. Show all posts
Showing posts with label Glorantha. Show all posts

Tuesday, 15 May 2012

The Great Hunt

Hunter's Hill

Every year during the Sacred Time hunters from all across Balazar converge on the citadel of Trilus for the Great Hunt. This ritual decides who gets to call himself 'Hunter', and count himself (and sometimes herself) an adult in their clan, and who amongst the Hunters is the greatest.

The fun starts up to two weeks before the event, as parties of hunters from the various clans come and camp on the Hunter's Hill, a ditch and rampart earthwork on a hill a couple of hundred yards from Trilus. All domesticated pigs and horses are kept out of the area as a mark of respect to Foundchild, (and because many hunters will kill them for meat, not accepting that it is possible to own a live animal). The only clan that sends no one at all is the Blue Bear clan, though attendance from a number of clans is low with many youths from eastern clans going to Taksmound to be initiated.

Within the circle all clan feuds are supposed to be put aside, and the Master Hunter's word is law. People who are judged to have broken the truce are given until the following dawn to leave the circle, and when they do they will be permissible prey for the duration of the following hunt.

The Games
The games held at this time used to be informal contests of skill between bragging hunters to pass the time until the ritual began, but since King Yalaring began offering prizes they have become more formal and for some hunters a more important part of the occasion than the hunt itself. When King Glyptus began offering a few prizes by way of keeping up with Yalaring, and King Skilfil of Dykene offered prizes for the hunters at the 'Old' Hunt at Taksmound, politics and prestige have got mixed in, much to the annoyance of the more serious minded and traditional Shamen.
On Freezeday of Truth week Yalaring, his chief priest of Tharkantus, the Great Hunter and whoever Glyptus has sent to represent Elkoi, open the games with libations and sacrifices, and wine, beer and meat are distributed to the hunters.

The sports vary every year, depending in part of whether Glyptus or Yalaring thinks his tribe can win the competition. Glyptus always sponsors distance running as the Grey Wolf clan almost always come first, Yalaring sponsors sprint as the Sables almost always win. Games such as the traditional wrestling, the 'catch the greasy boar' game, archery, javelin (accuracy as well as distance is important), hauling the carcass (a deerskin full of heavy sand is lugged up and down a hill then finally taken up a tree), dog racing and dog fighting, jumping and drinking competitions have all been part of the event over the last few years. 

Some prizes are well worth having; the distance running prize is a black loping dog from Glyptus own kennels and Yalaring offers a magic arrow for the sprint, but other prizes can be a bit more peculiar – enchanted bear fat for the wrestling, the boar itself and the guarantee that one will father a son in the next year for the boar catching, a headdress of yellow feathers for the archery, a smilodon skin cloak for the carcass hauling and so on. 

This year there will be a Shield Push contest, with teams from the Elkoi city guard and the Lunar garrison and from among Trilus' warriors. The prize will be a silver inlaid shield donated by the Temple of the Reaching Moon itself. The Lunars are quietly confident, the Triloi win over the Dykenean Tharkantus templars last summer was a fluke.

The Hunt

On Godday of Truth week, the shamen set up their drum and chant circles and the serious business of the hunt begins. Everyone swears the Hunter's Oath and gets the sacred warpaint mark of a participant in the Great Hunt. Some shamen offer other marks in return for sacrifices or as favours to men of their own totems. These give bonuses for the duration of the hunt (the two weeks of Sacred Time). The Pure Hearth mark offers +10% resilience, the Two Stone mark gives a temporary hero point to any hunting dog, Rigtaina's mark gives +10% Spirit Walk and +10% Tracking while in forests, the Darkness mark gives protection from trolls at the cost of being a target for elves, while the Old Tree Mark has the opposite effect, Balazar's mark gives +10% spear attack. Last year a Five Moon Shaman from Elder's Rock offered the blessing of the Red Moon, which tied the hunter to the Lunar cycle, weakening him on days of the dark moon, but making him much stronger when the moon was full. This year Throggar Giant Baiter will offer the West Wind mark, greatly enhancing missile range when shooting with the wind behind you. 

Some hunters will have sought other blessings at Hearth Spirit sites before the hunt begins and some shamen will offer fetishes with spirits who are bound to serve until the end of the Great Hunt only. Those who do not break the fetish on the last day are asking for trouble.

Only flint weapons may be used and only a loincloth may be worn. If the hunter made his own weapons (and most will have) they get 1 temporary hero point, and personally slew the beast that made his sacred hunting garment he gains +10% Survival.

The hunters disperse in all directions, many making forced marches of several days before looking for game to make sure they are well away from the mass of other participants. He who strikes the final blow gets the kill, and it is common practice (though strictly speaking not within the spirit of the hunt) for fathers to weaken a game animal and allow a young son to finish it off to gain their initiation. 

The beast must be of reasonable size (SIZ 10+) and either edible or capable of eating a man, and must be witnessed by a shaman of Foundchild in the field or the head taken back to Hunter's Hill. Succeeding in three hunts in a row and having sufficient skills and knowledge to satisfy the shamen of Foundchild makes you a Great Hunter. The Hunting Shaman who brings in the best beast is made Master Hunter. Ogolorph Windshaper won last year with the head of a huge Sabre Tooth tiger, but Willarnia Oakbow of the Great Sables says she is going after a Cave Troll this year.

Thursday, 26 April 2012

Welcome to Balazar







 Had a few new people turn up in my Griffin Mountain game recently and I realise I need a very quick intro to the setting and the rules.  

The Short Version

Stone age wilderness with Mycenaean outposts, plus Roman/Hindu – esque conquerors, Celto/Saxon – ish exiles and lots of spaced out shamen with weird tats. Long walks in the (sandbox) country meeting sabretooth tigers, trolls and dinosaurs. And ducks.

The Longer Version

The game is set in a backwoodsy corner of the world of Glorantha where the locals (you) are at a stone age level of technology. A few hundred years back a great hero, Balazar, invaded with a bunch of bronze age hoplites and built towns out of stone connected by roads. He went off to fight in the Dragonkill War, leaving his three sons in charge, and their descendants have been fighting each other ever since.

The Kings of the three vaguely Mycenaean citadels have groups of stone age tribes following them, but having a couple of dozen guys with bronze spears and few nags for light cavalry does not mean they have an easy ride of it. Controlling a population who can up sticks and hide in another part of the vast and trackless forest and prairie is almost impossible.

There is a back to this beyond, the Elder Wilds, an even more wild and woolly place inhabited by Trolls, Elves, Giants and a whole bunch of other dangerous critters, not least the Griffins.

The outside world is intruding. The Gloranthan equivalent to the Romans, the Lunar Empire, has invaded Elkoi, one of the three citadels, and are building a temple to their Red Moon goddess. A group of refugees (the Lunars say criminals and terrorists) from Dragon Pass have arrived in Trilus, the second citadel. And lurking in the background are the non-humans, the Dwarves, Elves and Trolls who once ruled this land, and might do again.

At the moment the party are followers of the King of Trilus, a heroic and charismatic hunter called Yalaring, who had traded in his flint spear for a crown. Follow him faithfully and promote his authority and you will be rewarded with real bronze weapons. The citadel has had a tough time of it of late though, and Yalaring might be hankering for the simple but harsh routine of the hunters life.
 
 The D&Ders version

Forget classes, forget XP points and forget alignment. Under the Legend rules, as with any BRP derived game, anyone can theoretically do anything. Your PC will start with a tribal background, a job (Hunter, Shaman, Warrior, Bard, Witch, Herder (if you live in a town)) and will have a mix of skills and a bunch of minor spells on top. If you want to get good at something then specialise, and get in with a local religion, they will give you access to all kinds of improved magic and special abilities.

Forget the 'generic fantasy' stereotypes for the various creatures as well. Gloranthan Dwarves, Elves and Trolls have their own quirks, and be ready for anything and everything to be intelligent and to have the equivalent of the old 3.5 'character levels', even the trees.

What kind of adventures do we do?

There are no dungeons, there is instead the Wilds, forests full of bickering tribesmen close to home but with ever more dangerous beasties the further away you get. Adventures so far have included fighting Trolls, werebears and zombies, settling tribal wars by ritual wrestling matches, finding abandoned cave-temples inhabited by weird and vile chaos monsters, traversing an elf-wood where the spirits have gone mad and the trees hate you, being chased by trollkin riding giant blowflies and rescuing ducks from the rotting interior of a dead bronotsaur, discovering ancient mysteries, fighting in a full scale battle, kidnap, murder, police work and becoming sporting heroes.

This is a sandbox, you can do whatever you like and go wherever you want, but don't expect bloody great signs saying 'dungeon here' and nor should you expect unambiguous 'baddies'. It is possible to make it to be a King or the greatest Shaman in the land, but it won't be easy.




Sunday, 22 April 2012

The Strix

The Glorantha material for MRQ II did not include anything about the Red Moon, since they were all set on the Second Age, so I'm going to have to write my own Lunar lunacy.


harpy
by Rebecca Ryals Russel, borrowed from http://rryalsrussell.com/2011/05/30/mythology-of-graeae-and-harpies/harpy/

The Strix is a uniquely Lunar type of were-creature or demon. Most of the time it is a human, but on nights of the full moon its monstrous true form emerges, a semi avian creature with a bird's legs and feet and feathers running along its arms and on its head, with a pinched beak-like face and huge owl-like eyes. They are believed by many to be were owls, but the true Strix is monster that lives on the Red Moon.

Str 3d6+6                   16-17

Con 3d6                     10-11

Siz 2d6+6                  13

Int 2d6+6                    13

Pow 3d6                    10-11

Dex 3d6+3                13-14

Cha 1d6                    2-3

CA 3, SR 14

Claws size S range S Dam 1d6 + 1d4

Armour 1 point

Skills: Persistence 30%, Resilience 30%, Evade 40%, Perception 30%, Stealth 75%, Spirit Attack 50%, Flying 50%, Seduction 30%, Transform 75% 


It is not a strong flyer, but where possible it will swoop and grab onto a target and pull them down, trying to keep them cowering and disoriented. It is not a strong flyer (roll against its flying skill to get airborne for any meaningful distance) but its squawking and flapping are confusing and can be hard to handle. It can also be stealthy, lurking in the lower branches of trees and swooping silently behind its prey ready to strike. As with any were-creature once slain its spirit will try and covertly possess a new host and gradually turn it into a new Strix. 

Strix can, allegedly, mate with humans in their beast form. They can spend 1 magic point to use their Seduction power, opposed by the target's Persistence. They are not very good at it though, and use every trick they can such as aphrodisiacs and very dim lighting to get their way. If they survive the night the target has a % age chance of themselves subsequently turning into a Strix.
Strix will be able to use any Common Magic they know as humans, and if they are members of of a Lunar cult they will be able to use Moon Spirits, Divine Magic or Sorcery as well.

Strix are bloodthirsty beasts and generally not tolerated even amongst the Lunars themselves, though some of the bloodier Lunar cults such as Yara Aranis will have a few flapping about as temple guards. Strix can be restored to human form by rituals known to a few Lunar cults such as Jakaleel, Deezola and Rufelza.

Saturday, 14 April 2012

Were-Creatures in Griffin Mountain

In some areas of Glorantha there are tribes that have no problem with blurring the line between man and beast and people like the Rathori and Telmori celebrate those members of their tribes who can change forms. Not so in Balazar, where prevailing opinion is that men should be men and beasts, beasts, and while the clan totem spirits are admired and emulated and called on for aid, no one in his right mind would want to be an actual animal, even for a little while.

Nonetheless it does happen. Shamen can use spirits by binding them into fetishes, using them as fetches, as guardian spirits or incarnated by taking them temporarily into their own bodies. They are usually pretty careful about what spirits they use for which purpose, but once in a while someone is tempted to incarnate an animal spirit rather than the more usual ancestor spirits.

This might look like a good idea; a fetish of a bear spirit might be used to give extra strength, OR maybe a bears toughness OR skill at wrestling; incarnating it gives all of these at once and many other bearish talents besides. But the bear spirit might not leave the shaman's body completely when the magic is over, and bit by bit such a residual spirit takes over. The bear-spirit gradually asserts itself, the human host becomes addicted to honey and fish, becomes bad tempered, grows slightly larger and hairier and becomes lethargic in the winter. He will insist nothing is wrong, but one Wild-day he will take the final step and transform into a bear (or wolf, or sabretooth tiger or whatever animal spirit he has unwisely taken on board). He can only be cured by exorcism.


The animal is apparently a normal one of its species, but has the intelligence and charisma of the human host, and the ability to use all his common magic, though spirit magic fetishes usually fall off or are destroyed with the clothes during transformation. This transformation is always complete. Halfway forms might exist in other parts of the world, but not in Balazar.

If a were-beast is slain the now homeless beast spirit will attempt to possess a new victim, having got used to the idea of parasitism on humans.

The Grey Wolf clan are considered especially prone to this problem. Back in the God Time Foundchild and Brother Dog had many confrontations with Telmor the Wolf. During the First Age the Telmori and Votanki lived side by side, and fought many battles. It was Jarzangai Cleareye of the Black Dog clan who finally solved the problem, capturing the entire Telmori tribe and offering them a choice; have the wolf spirits driven out of them by exorcism or die. Many escaped to foreign lands, but many others accepted and were purified at a now lost location called 'Last Howl'. The clan were renamed the White Dog clan and banned from contacting wolf spirits, but over time they returned to their old totem, but without the curse and without any overt enthusiasm for transformation. The other clans have not forgotten the origins of the Grey Wolf clan and are sure they still freely break the taboo against animal incarnation.


Shamen are sure that many creatures in Balazar originated in a similar way – the Trolls were a tribe that became possessed by night spirits, Elves were men who unwisely incarnated tree spirits, Dwarves are men possessed by stone spirits and giants and giant animals are possessed by mountain spirits. It is therefore theoretically possible to turn all of these back into men with an appropriate exorcism, but Balazar's shamen do not know the rituals.

Saturday, 31 December 2011

Griffin Mountain: The Story So Far...

It's been fun playing Runequest again after so long away, and nice to introduce a couple of new players to the classic setting of Griffin Mountain.

Griffin Mountain for those poor souls amongst you who haven't heard about it, was the first large campaign pack produced by Chaosium for Runequest 2nd Edition. It was originally put together by Paul Jaquays and Rudy Kraft as an alternative to Glorantha and then adapted and rewritten with Greg Stafford to place it firmly in Greg's game world. One nice feature of the book was the three authors giving their own story of how they came to create it. The setting is a bit of a 'cheat', in that it looks like it was never played out as a whole campaign before publication, though Greg Stafford says in his intro that he did use it as part of his ongoing Dragon Pass game.

Wednesday, 28 December 2011

Statement of Intent

This blog will update anyone interested about my current projects and RPG games, as well as acting as a repository for gamey links and materials, and, who knows, maybe a bit of fiction if I feel brave enough.

Things on the Go

G+ Griffin Mountain Campaign
A great success so far with half a dozen players happily ambling round the wilds of Balazar getting themselves ever more deeply involved in the politics of the Citadels. A couple of the players are new to Glorantha, but they have quickly found their feet in a confusing world. This is very much a sandbox game,  but so far I have dangled sub-plots and adventure hooks and used the mechanism of being in the Citadel guard to assign outright missions. I have high hopes that we will reach what I regard as the 'ideal' sandbox state where the players will develop their own goals with regards to the background material and setting and generate their own adventure ideas.

Tékumel Tournament
Tékumel is one of the best RPG settings there is, but gets relatively little actual play. There has been a resurgence of interest of late due to its origins in the days of Old School gaming, and some actual games using the original Empire of the Petal Throne rules. These rules leave something to be desired and the games so far have been exotic dungeon bashes. I am hoping to be able to take the players of these games to the 'next level' so to speak and immerse them more in the baroque aspects of Tsolyáni culture.

I am struggling a bit with a suitable rules set at the moment; I definitely want to update OEPT's magic rules, and I definitely want some kind of game-mechanical way of introducing the concepts of Noble Action and measuring Social Status, but my current draft has run away with itself and I am scrapping the lot and going back to basics.

The aim will be a tournament, sets of different players going through the same adventure and being scored on how they do against the social and natural environment in which they find themselves (and possibly each other for the more skulduggerous types). I have a spare copy of Barker's The Man of Gold I will be offering as a prize.

The Expanding Universe
And if all that wasn't enough I would like to start a Traveller pick up game based on a new cooperatively designed setting.

The nice thing about G+ gaming is that you can start a game at the drop of a hat, just see who is online and at a loose end and in no time you have a game on the go, in whoever's favourite setting with whatever player characters can be shoe-horned into the rules set in operation. Chatter on G+, reports of missions in the most popular dungeons, between session map sales and banter is all great stuff, and I hope to take it a bit further.

The game background will be sketchy, and the map will be all but blank, but participating GMs and players will fill it in as they go along, writing their additions up on a Wiki. When you generate your PC, you invent a homeworld for them and give the planet a name and some basic details. As the background gets fleshed out, starting a new game will be a matter of looking up a place, current adventure hooks, dragging in a few established NPCs and you are off, anyone can come and play and add to the material available.

I intend to retain overall editorial control, but only to chuck out bits that jar against the groundrules of the setting (No giant robots! No friggin' wookies!) and try and keep some kind of consistency.

Now does anyone out there know how to set up a private Wiki?

Enough blathering, onward, upward and outward into the Expanding Universe!