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David Scott

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Everything posted by David Scott

  1. Rather than novels, I favour the epic poem of the Bronze age. I like the idea of the epic Gilgamesh (and other sumerian poems) on clay tablets. I've seen an excellent live story telling by a UK storyteller Ben Haggerty (clip here: http://benhaggarty.com) and it's really the medium for this. Likewise the Iliad and Odyssey. In Glorantha some will be written down, likely in short form, but told in a more expanded way. Having seen the excellent exhibition at the British Museum, I see the great LM libraries akin to the Library of Ashurbanipal: In amongst them will be stories and poems, but I don't think novels as we know them.
  2. Shannon also has indexes for many Glorantha magazines: http://www.erzo.org/shannon/gaming/indices/glorantha-index.phtml and other independents that contain RQ material: http://www.erzo.org/shannon/gaming/indices/
  3. From shannon's site: http://www.erzo.org/shannon/gaming/indices/totrm.html I realise it's all RQ3 though.
  4. As all this stuff is new to you and old to a lot of us here's a brief run down: Here's the ToC: Shannon's index provides more detail on the content here: http://www.erzo.org/shannon/gaming/indices/wyrms-footnotes.txt
  5. I have copies of Wyrm's Footprints and Tales of the Reaching Moon for sale (and other Gloranthan stuff) - PM me.
  6. Have a look through here: https://docs.google.com/spreadsheets/d/1hcupKD4qfHFX2oqSHfK-7f3NsO1y0vhBH7jK7atC8dY/edit?usp=sharing It's by @Hyperlexic, many magazines are listed. There are still copies of Wyrm's footprints around, with the best articles.
  7. Using smoke to send prayers to the gods has long been part of human history. What is burnt clearly varies as well. I’m not sure what we call books actually exist in Glorantha, but certainly all kinds of Bronze Age media exist, some may be vellum or plant fibre “pages” with a protective cover, some might be loose bound leaves in boxes, like some sutras. Book burning likely takes a different form for knowledge sages. Kindling made to look like a rolled scroll case, small clay tablets that are inscribed and when burnt become blank. Magic writings on slips of “paper” burnt for magic. We know that there are factions within the cult, Completionists might be the ones that burn only simulated media, Ivalists, will be burning second age documents like there’s no tomorrow. See Sartar KoH page 163:
  8. They are the Founders of four of the clans The sables Founders are not of Storm bull but the Twinstars The Ostriches and Bolos have a different origin, they are children of Ernalda not Eiritha and not related to Storm Bull at all. Cattle are the children of Eiritha and Storm Bull, who aren't part of the Covenant, except with the Pol-joni. The Pol-joni founder is different too as it's the Pure Horse Founder.
  9. This particular snippet of lore has been around for a long time. RQII, Sartar KoH and HeroQuest Glorantha said much the same: However it's in Greg's notes that we learn that there are 12 of them, then later in some of his campaign writings in the 80s we learn that they are the first gods that separate from Chaos - self-conceived within the womb of Chaos. Their children were the quarterlords - the elements. It's of western origin, but known by everyone on the norther continent. Yes.
  10. This may be of interest to fans of the strip over at http://www.princeofsartar.com/ https://www.ebay.com/itm/132924610293?_trksid=p2471758.m4703
  11. Doesn’t sound broken to me, sounds more like a gaming style / balance / minimaxer problem, but I run very combat light games. A Humakti would be useful in any game, but if you are going to play your character as a one trick pony isn’t it going to be problematic. Alternatively just up the opponents, tough adventurers are going to attract tough adversaries. As the lesser characters are slaughtered, the mighty survive (and then the adventure is over). Runequest does have a combat engine, but it’s not the main aspect of adventuring is it.
  12. Welcome, great to have knew people on board. I played in the Quickstart and with an experienced GM and players it took about 2-3 hours. So I would say an afternoon. Depending on what happens it might take longer or shorter. It's going to be longer for you as you've got to get your head's around the rules. I would also suggest that you have a go at running some combat on your own first, Just one character versus another or against on of the denizens of the game. Combat is the time eater in RQG. As has already been mention the Complete Griselda is still available, but also some short stories in the the form of "Chapbooks" https://www.chaosium.com/search.php?search_query=griselda&Search= https://www.chaosium.com/a-day-at-the-races/ The Sables are holding races, and everyone in Loud Lilina's and elsewhere is anxious to get inside information to help with bets. But will Olaf the Storyteller and his friends be able to work out what is going on, let alone make any money? And more important, will Avidius Tiro, whom Griselda once helped to con (see the story Serious Money) get away with bringing pressure to bear on her to get secret information from her Sable friends? This KRAKEN Chapbook contains a rarely published Griselda story by Oliver Dickinson. The stories about the heroine Griselda take place in Glorantha and are set in and around the city of Pavis and the Big Rubble. 26 pages. is a nice one. Oliver Dickinson tells a good story. Good luck with your game.
  13. There's a conceptual difference between the Godlearners and the Lunars. The Godlearners were sorcerers with an established and evolving schema of the known universe. They used their powers to establish a grand unified theory to incorporate everything, which was not only flawed, but they were blind to their own shortcomings. The Lunars have a syncretic religion that has proved it can exist within the bounds of compromise (castle blue) It's headed by a goddesses made from fragments of older broken gods, which is a clever trick. The Goddess wants to heal the world, but her methods are flawed due to her synthesised nature. However the Doom Guardians have been activated and will arrive soon. Argrath is clearly her end.
  14. You're confusing Duck Gulch with Duck valley, there ain't no Duck Gulch.
  15. It comes from Greg's master map of the Wastes. A huge map with loads of stuff written on it, some is obvious, some is enigmatic. It's all in the Guide now. Use it as a story hook. The red box is mine from when I indexed the map. The red line is a path to the Blue Sable Altar.
  16. They have very different functions. A boomerang is a hunting weapon designed to break the legs of small animals, if you miss, it returns (I’ve practiced a lot with boomerangs they are nasty). War boomangs are different and don’t have to return, they are heavier as well. The spin gives them a better range, but ultimately they are thrown clubs. Blowpipes are a delivery system for some kind of poison, it doesn't have to kill the target, as causing it to go berserk, or spooked is just as good. Spooking the herd guards mounts is a good distraction. Most Praxians raid by capturing the animals alive, normally riding off with them at speed or hiding them. Contrary to popular belief, only khans are not allowed to ride other herd beasts. Most clan herds have other herd animals in them, except for captured Herd men, who always go straight into the pot, except if needed for a dowry (due to their dietary requirements). Raiding is rarely charge in and fight. Most of it is stealth based. Except if you are doing a diversionary tactic, but everyone knows that trick, and the herd guard is skilled at stopping this. Some times are better for raiding others herds. For some tribes, Rutting season is particularly dangerous as the milk herd (and mother’s with young) is normally separated form the main herd, making an easier target. This is normally when clans come together to spread the guarding out as they are slower to move with young. Likewise tribes with bachelor herds are a popular target as they are kept separate. Tribes that have lone bulls, would seem to be a good target, but driving off an old bull is always difficult, the meat’s not so good and often young boys are the guards (11-16) and it’s really not a good idea to harm them. Killing herd beasts is avoided, as that’s a waste (except in camp), likewise killing other Praxians is avoided, although injury isn’t. War is rare as it serves no one.
  17. Mirrors occur in many forms in mythology, normally they are actual physical things rather than powers themselves, but they can be things that reflect, like water. Some of the magic of mirrors is that they show the true self / form of those reflected in them and as such can drive monsters off. Have a look a Melong mirrors in Bon / Tibetan Buddhism as an example. Her mirror could also not be the form you expect, perhaps polished bronze from the bones of a dead god, or even a small polished shield providing a reflection of magic thrown at her. This particular passage for me would prey on the demon’s soul showing it something about itself that it would not expect to be. In RQG I’d suggest those that who own one can get +20% in spirit dance, so can escape spirit encounters even without the skill. Id suggest that it’s a making secret of a particular chalana arroy hero and costs a point of POW to enchant.
  18. The solution is easy: Get a copy of Vassal (http://www.vassalengine.org/index.php), it's free (Mac, Windows, Linux, or compile yourself). Get the Nomad Gods module: http://www.vassalengine.org/wiki/Module:Nomad_Gods Buy a PDF copy of the rules: https://www.chaosium.com/nomad-gods-rule-booklet-pdf/ (pretty cheap IMO) You now have the original source of these tribes and can see how they interact. Find a friend to play with. versus = ?
  19. Not in RuneQuest Glorantha. You get a cultural modifier to your elemental runes base on your tribe, see page 45.
  20. The original poster was asking a question of RuneQuest in this RuneQuest forum. I fail to see how bringing a different game system with a different understanding of the runes is helpful to them. Can we keep this on RuneQuest otherwise new players are going to become confused.
  21. This still applies to the Prax book: Ostriches are visually and behaviourally based on the North African Ostrich (Struthio camelus camelus). Stats are on page 155 of the RQG bestiary. Generally speaking I apply the standard 20% loading to all ridden praxian herd beasts, except Ostriches and bolo lizards. They'd only be able to carry children using that formula. Instead I use 40%. They are much more able to carry riders due to their different parentage.
  22. The Adventurer chapter doesn't mention NPCs, neither does the whole Core book. Perhaps in the upcoming Gamemaster book. We don't have guidelines for NPCs yet. SIZ in RQG is specifically mass, Page 51: Page 52 Impala riders are clearly small but heavily muscled people. Personally I don't have a problem with this as it says suggested. SIZ and height are clearly not a fixed correlation.
  23. In our world birth size of the baby is determined by the woman's genes, although there are clearly borderline cases where mother and baby survive without surgery. In my Glorantha its not a problem.
  24. No, @Jason Durall has already covered this:
  25. Seeing as this is just about creating player characters and you get to choose your runes, a 6' 4" pygmy is a great character. So how does this work in a game? there is a back door in Praxian culture for those who literally don't fit in. Pygmy tribes are going to have the problem of the occasional large child who will never be ride their tribal mounts. Likewise being small is a problem is a tribe with large herd beasts. They get adopted by another tribe usually by the mediation of the Paps, less normally left with an oasis group and then enslaved, unusually sold off or enslaved to another tribe / outsider. But this is going to be rare stuff, the stuff of stories. Another alternative is that they are adopted by the Unicorn tribe, who accept those that don't fit or follow praxian social norms. As an aside, I roll average dice for NPCs or just use average stats. The Adventurers section in RQG is just that - for creating adventurers, not everything that applies to Adventurers applies to NPCs.
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