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Posts posted by Ironwall

  1. So I started my Runequest game and i ran the cattle Raid scenario one of my players decided to deal with the situation when the Orvelings arrived by challenging the leader to a duel. He won by summoning a Air elemental who lifted the leader up and made him fall to death. so i didnt think of it at the time but i imagince using a spirit in a duel would be a rather bad thing to orlanthi society but is that the case, also what are any common rules for duels that exist for future refrence.

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  2. 9 minutes ago, Ironwall said:

    in this case defiantly would be lead

    you know i meant this as a joke but the shear weight of a lead map would be a good way to avoid these maps being taken by none Uz (Plus lead being the metal of Darkness)

  3. 1 hour ago, Sir_Godspeed said:

    Troll maps! Carved into smooth stone. Analysed by touch. Disturbingly accurate.

    I quite like the idea that trolls have highly detailed and multilayered maps of underground and the surface world. I also imagine they would guard those quite jealously 

  4. found a jonestown book that has something to do with bramble berry hills The Rostakori a valind worshipping bandit clan that toke up residence in them hills could make an excellent rival or even friendly clan if the players chose brambleberry


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  5. 14 hours ago, Nevermet said:

    So which appeals most to you?

    personally id choose eithir Brambleberry hills, Tamlane hills or the east bush range, but id probelly allow the player to hose from amongst the list


  6. 13 hours ago, Bill the barbarian said:

    I wonder if you would have to deal with the Dinacoli (the ranking power in this ‘hood) or with the Alone Undertribe, the neighbours. Do you have citations for the Dinacoli owning this area?

    glorantha fan wiki not sure if its a good source but its a source if its not than its neighboring and not to much of a stretch for them to Claim its theirs escpecailly after its been cleared


  7. so I've looked at all these suggestions you've made(thank you) and look over the map and looked at what caught my fancy and will make a list of with pros and cons of each. if you know of any material where any of these places are described please tell me it could help. also feel free to say something if your a late comer to this thread.

    1. Dwarf Run 


    • possible access to dwarven crafts 
    • on the map lands appear to be hills and plains close to a river


    • dealing with dwarfs
    • close to snakepipe hollow
    • on a possible lunar invasion router

    2. Woods of the dead


    • untapped forest lands
    • close to a road 


    • full of undead and needs to be cleared
    • technically owned by the Dinacolli need permission or to defeat them to stay
    • would need to start from scratch

    3. East Bush Range


    • looks fertile 
    • easy to claim low population


    • Dragonnewts on one side Lunars on the other
    • Would need to start from scratch 

    4. Jomesland


    • already under plow and maintained
    • fertile hills and plains
    • Maboder survivors might join


    • need to take by force from lunars
    • right next to the Telmori
    • could destabilize the area 

    5. Disputed Lands


    • good grazing and especially hunting grounds


    • likely poor farming
    • start from scratch
    • land is claimed by the telmori, Culbrea, Jomesland, and Cinsina

    6. Tamlane hills


    • at the foot of Kero Fin Herself 
    • likely great herding grounds
    • easy to claim
    • possibility to tame dinosaurs


    • inhabited by bandits
    • right next to a place with a lot of dinosaurs could cause some problems
    • right next to the Upland marsh undead can be a problem
    • a bit isolated from the rest of Sartar (although could be considered a Pro)

    Smoking Ruins


    • soil is likely highly fertile from all that ash
    • ruins to inhabit and loot
    • Holy to Orlanth and Ernalda (the place they wed i belive may be wrong)


    • need to stop that smoking
    • Grazelanders may be a problem

    Brambleberry hils


    • possibly good grazing
    • Berries may be abundant and possibly a valuable asset
    • Close to major population centers 


    • Dragonnewts and a dream dragon
    • Possible curse
    • will need work
    • Thanks 2
  8. 5 hours ago, jajagappa said:

    So, you can use this to define any "curse" you like for the area and why it hasn't been populated since.  Maybe there is a powerful demon, evil spirit, or hostile nymph that wanders the valley.  Maybe the curse affects crops so they wither and die and instead give rise to thorny brambles (or that's what the demon, spirit, or nymph do to attempts to farm the area).  Or anything else of your imagining.  Just figure it's probably not an easy curse to lift (maybe it's a curse within a curse so that you need to eradicate one, and then discover that was masking something as bad underneath).

    speculation but there is apparently a Dragonnewt city above the snow line of the mountains adjacent to the Bramblewood and the two face hills to the south south have a dream dragon could possibly make that the source of the curse

  9. So I'm in the very early stages of putting a game of Runequest together the idea is the players will make a clan that recently was uprooted by something (the cause of the uprooting will also be decided) so i have a question as to possible locations in Dragon Pass where they could settle i have 3 current idea 

    1. Conquer Jomesland from the lunars. (Ressurect the Maboder or even start a new tribe)

    2. Settle the lands disputed by the Telmori, Cinsina Tribe, and Culbrea Tribe (With the clan joining one of the two tribes)

    3.  Settle the Smoking Ruins (an idea i got from reading a thread here but I've forgotten who posted it and what it was called) which would probably cause some tension with the Grazers

    are there any other places in dragon pass the clan could settle. Also would the dragonnewts be territorial if they settled somewhere in the dragonnewt wildlands. 

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