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Scorus

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Scorus last won the day on July 10 2023

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  • RPG Biography
    I began playing RQ2 in a very, very large campaign out of a game shop while in high school. I pretty much immediately started a Boldhome-based campaign for my high school friends, which ran for several years. I started another Boldhome-based campaign in college that ran well passed graduation. I moved away from my players in 1999 and lost touch with Runequest until after Greg Stafford's passing, when I started looking into how it had changed. During the pandemic my college gaming group started chatting online and it was a short leap from that to a new campaign. I have spent a good part of the last 3 months catching up on all the great Glorantha stuff I've missed!
  • Current games
    I have a fledgling RQG campaign with 7 players. They are all Hiording clanspeople trying to make sense of the chaos that is post-Dragonrise Sartar. I previously played many, many RPGs of the 80s and 90s, but Runequest was always my favorite. Other favorites included Paranoia, Pendragon, Bushido, Ars Magica, and Superworld.
  • Location
    Central NY
  • Blurb
    I am an archivist and administrator by trade, both of which help me as an RQ fan and GM.

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  1. Thanks, Scotty! The combination of 2 and 3 concerns me. Someone not in the rather small initial spell radius, either intentionally or not, would then be able to shoot/pound on someone that was in the radius for 15 minutes with no risk or repercussions.
  2. Lots of questions about the Harmony rune spell. Let's assume it is cast by a Chalana Arroy with a 6m radius (2 pts.): 1) Do affected characters that are already fighting stop? 2) If an unaffected character (who resisted or shooting from outside radius) attacks an affected character, can the latter parry/dodge? Hit back? 3) Are affected characters under Chalana Arroy protection, ala Sleep and Befuddle? 4) The spell is temporal, lasting 15 minutes. Is this the duration of how long it lasts on an affected individual, no matter where they go? Or is it the duration of the radius of effect and those moving in or out of the radius can become affected/unaffected? If the latter, would it be measured from the casting spot or the caster should they move?
  3. First, I know that slugs aren't insects! 🙂 But since this is the magic of Glorantha and not the science of Earth, are slugs part of Gorakiki's domain? I see in trollpak that gastropods are part of the food supply, so wondered if Gorakiki might be an Eiritha-type for slug...herds.
  4. Except for those designed to obfuscate, no rune or spirit magic spells should be quiet or transparent. Magic is loud and very showy!
  5. Okay, changed my mind for campaign reasons: I want Entarios interacting with the High Priest of Orgorvale PC instead of the Thane of Apple Lane PC, so she will be in charge of temple relations (mostly building support from the non-city temples scattered around Dragon Pass). The venerable, above-the-fray Dunorl Brandgorsson will work with the tribes and cities. Thanks for all the great ideas and suggestions!
  6. I agree with Jeff's comment that "Some are close friends (especially from his journey around the Homeward Ocean), but most are people that have no past relationship with the Prince until now (who has not lived in Sartar in over a decade and a half)." While he definitely is putting old friends into key positions, I see this one as needing to go to a well-connected Sartarite. I had been thinking of Entarios the Supporter for another role, but the comment above made me realize that this is where she belongs.
  7. I ended up adopting this, with one of Argrath's proclamations when crowned being: A All Eurmali are urged by their Prince to come out of hiding and bind themselves to someone such that they may become full and contributing citizens of Sartar, bound and protected by its gods and laws! Elusu, the Red Woman, shall serve as High Priestess.
  8. Argrath has ascended to the Sartar throne in my game (mostly according to canon, except later). As per Jeff's View From Boldhome, Circa 1627, Argrath (i.e. me) must find the right people to delegate to and it is especially pressing that he "get the cities and tribes working together again." While Argrath will work directly with the tribal Kings and city Reges, he needs someone that can work with those leaders' underlings on smaller issues before they balloon to require his intervention, whether that be in their general relationship to the Princedom or, more often, problems they have with each other after decades of the Lunars fomenting conflict among them. So, what is Argrath looking for? Obviously diplomatic/social skills would be necessary, but where do those come from in a Sartar and Orlanthi society context? Must they be an Orlanthi rune level, given that the vast majority of the folks they are working with probably are? Is this a role generally left to Issaries, given their social skills among Lightbringers? An Ernaldan would certainly carry a peace message: "There is always another way" but that might put out a softer image than Argrath can afford when working with the Orlanthi military folk that tend to attain tribal kingships. A well-known and respected noble or gentry seems obvious, but it would be a very rare one that doesn't have allegiance to a current tribe. Insights into what rank, religion, experience, etc. Argrath would need in this key position would be most welcome! Or if you can think of an individual in the early Argrath period that he is likely to turn to, do make a suggestion! I've worked up something akin to a very loosely defined cabinet, but this position and someone to handle temple relations are two that I'm stuck on. And while I do admit to playing Sim Glorantha (get over it! 😄), this character will factor into my game working with the Thane of Apple Lane as the latter establishes the village as, per Argrath's directive, a place of peace and reconciliation where tribes, etc. can safely meet to hammer out agreements (occasionally with real hammers since they are Orlanthi after all).
  9. Thanks for these. I'm using the text from GtG (v.2,p.736) which had him coming in at night in such a way as to invite attacks with confidence. In my game, he is doing it with only 24 companions/guards (including the 6 PCs) under a full moon. From my notes: While there are some short-lived hurrahs and boos, the general reaction is a mixture of awe and fear. Instead of leading an army fit to take the city, Argrath is leading a company. Instead of coming in in broad daylight, he enters not only by night but under the symbol of his greatest enemy. Instead of an array of tribal kings, high priests, wealthy merchants, and fawning nobles, he leads what appear to be veteran adventurers whose allegiance is both hard-won and always considered suspect. Instead of leading the people in cheers, he and his entourage ride in silently. It is Argrath’s first visit to Boldhome, but everything about the entrance is meant to project that he already owns the place.
  10. My players will be among the column accompanying Argrath as he enters Boldhome to light the Flame of Sartar. According to the legends, there were 3 unsuccessful assassination attempts, one of those was someone jumping from a nearby building, and one assassin was killed by Argrath himself. Are there other sources that provide more information on these events? Right now, I'm thinking: 1) A poisoned arrow from behind that one of his companions blocks (giving my healer an opportunity to cure the poison). 2) A spiritual/magical attack of some sort that my players can participate in stopping. I'm thinking about an onslaught of Lunes and Salamanders, but am VERY open to other ideas! 3) The jumper is a krarsht assassin killed by Argrath.
  11. So he is requiring they all be bound to an Orlanthi now? That would be a change! I have used Black Spear to set Argrath within a context of Eurmali, so it will be him making the change but it is after a lifetime of being influenced, served, and betrayed by tricksters.
  12. Oh yes, the players have met Elusu! But first they met Argrath with illusions making him look and sound like Elusu, so he could test them without them knowing it was him.
  13. The trichotomy of bound-hidden-lynched from KoS has evolved recently to include the public-but-not-bound clown societies mentioned by others. Jeff has talked about them many times. All that said, if an unbound, hidden Eurmal becomes "official", what does that mean? Being Eurmal, based on Greg's encyclopedic knowledge of anthropological trickster theory, are able to violate clan/tribe/kingdom/temple/etc. law with no consequences but are also not at all protected by those same laws. How does that change? Are they now beholden to the law? Are they now protected by it? If not, then what is the change that allows someone that is always scapegoated, and frequently guilty, who can be killed or whatever with no consequences to shed their disguise? And I am in NO way arguing that this shouldn't or couldn't happen, for the very reason you state! I'm just wondering what change Argrath makes that unleashes the greater wave of change that Eurmali will bring.
  14. Just want to make sure I have the mechanics of being Illuminated right: 1) A character answers a riddle, gets hit with a mindblast, etc. and, knowingly or not, picks up the first point of Illumination skill. Based on the "Pursuit of Enlightenment" example in the Lunar cults book, I assume that at the next Sacred Time, he would make a roll of 1+(Moon Rune/5)+Magic skills Modifier? 2) But same character doesn't start with a base (Moon Rune/5)+Magic mod roll each Sacred Time, all that only triggers after they have 'earned' that first point through a riddle, mindblast, etc.? 3) Based on the Involuntary Illumination and Illumination without a Teacher sections, it sounds like a 'penalty' to the roll for folks that are not seeking Illumination would be appropriate? Lastly, I'm probably missing it, but I'm not seeing the Moon Rune/5 base listed outside the above-mentioned example. Where is it?
  15. Jeff has said several times that Argrath declares his support for Eurmal and encourages them to come out from hiding (not exact language, obviously!). So what does that mean? How did that change the way that they are perceived and treated (over time and by some, at least)? Are they no longer scapegoated? Are they now subject to the clan/tribe/Sartar laws? And what was the societal effect of this change? Did membership increase? Did more shrines go up (or at least become known)? Did the Eurmali reduce the number of murders, rapes, thefts, etc. that they did? Was there an individual Eurmali that grew to become a well-known exemplar of the religion, similar to a Minaryth Blue or Abelard Elf-friend? Argrath is about to take power in my game and I have an Eurmal player, so am very interested in playing this change out. Thanks.
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