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Daesta

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Everything posted by Daesta

  1. Hmm, I was referring to the confederation city (like Jonstown) as the main "trade center" for a tribe. Some useful links: https://wellofdaliath.chaosium.com/tribes-clans-of-sartar/ https://wellofdaliath.chaosium.com/the-tribes-of-sartar-1625-1626/ https://wellofdaliath.chaosium.com/rural-sartar-urban-sartar/ ... and if you make it past the bit about the word "Mayor" vs "Rex", there's a bit of discussion of Town vs City here: https://wellofdaliath.chaosium.com/city-rex/
  2. Most material I’ve seen presents the tribal confederation’s city as the local trade town, and each clan having its own central settlement, sometimes - but not always - a hillfort. As to there being a settlement that is the seat of the tribal “king”, not so much a thing since the tribal king is a member of one of the clans of the tribe. And the king’s “court” moving between the settlements of its member clans. But - if you’re creating your own clan and such for your own game - my tip would be to take an eraser and “de-canonise” a whole tribal area for your game, and then create what you want. For example, in a past game I pretty much erased everything written about the Dinacoli tribe (not much really) and put in my own clans and settlements. In your case - creating a central trade settlement for your tribe’s feuding clans isn’t world-breaking - just the way things are done in that tribe. And if MGF for you is a tribal king as an ageing vingan dressed in piecemeal armor, the tribal champion is a great troll who carries its human “master” around, and tribal justice is dispensed by an ancient artifact in the form of a “wheel of justice” - then why not.
  3. I’v always viewed an air elemental carrying a person as more of a “mount” type situation, rather than an “engulf-and-carry” type situation… And I guess our house rule was that an elemental could be healed with the same kind of healing magics as a person, and protected by the same kinds of protection magics.
  4. Totally agree. Summoning cult spirits feels a bit bland and generic. Some kind of listing or example of cult spirits would be really useful. For example, I recall the fiction describing “flint slingers” as Orlanth cult spirits? As a player, I always felt bemused that these were described, but we never seemed to have stats for them as summonable things. And the concept of having a local shrine teaching how to summon a particular cult spirit fits my viewpoint - I’ve already used when GMing.
  5. For what it's worth: in my Glorantha a HeroQuest is always a big deal, and has some foundation in myth - either adapted from existing Gloranthan corpus or one created by the GM to suit. When working on the framework or myth behind a heroquest, I like to think of it as a bit like a children's picture book... Which makes me especially amused to see that the example of a mundane everyday heroquest was "Orlanth Buys the Milk". Since Neil Gaiman seems to already have made this quite an epic heroquest-like tale in his story for young readers "Fortunately, the Milk".
  6. I used Affinity Designer for a similar purpose - though I must admit there’s a learning curve. My one word of caution: if you want your end result to be a pdf with fillable “forms” fields, Affinity Designer is not going to do that for you.
  7. Here’s a map of Whitewall 1625… https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2019-04-jeff-on-facebook/image-61-2/
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