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David Scott

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Everything posted by David Scott

  1. There's quite a bit on obsidian as the Dragonewts use it in their weaponry: The most up to date refs are in RQG RuneQuest Bestiary Dragonewt weapons page 38 GM Screen Pack - WARNING SPOILERS and the Glorantha Sourcebook sums it up with (page 52): HQG Eleven Lights also covers obsidian troll sun glasses and dwarven brass goggles fitted with obsidian lenses.
  2. Greg always said in his younger days that he consumed mythology and once he'd read it all, he started writing his own. I'd say that there was no single source that influenced his work more than any other. Once you've absorbed the monomyth from Campbell's Hero with a 1000 faces and the four volume set, the Masks of God, you've pretty much got it. Add in books like Our Kind by Marvin Harris and you're nearly there. Combine this with what most people call mythology (Greek, Indian, etc) and you've got the basic framework. It is however the fourth volume of Campbell's work, Creative Mythology which IMO is the most important of the influences on Glorantha. This world view combined with his shamanism influenced Glorantha the most. Fortunately we have number of recordings of him talking about mythology as a whole and hopefully you'll get to listen to them. In the mean time it's still possible to get a glimpse of his thinking as he was active on Quora right up to his death, have a look at https://www.quora.com/profile/Greg-Stafford-7 (you might need to register). Another major influence was about the way he believed that people are made up. Mythology and Roleplaying are interlinked and hardwired into our brains and that all this is needed for a healthy life. Looking at the syncretic religion of the Lunars is a real glimpse into his mind and they way he viewed things. A real life example, was one day we were in a shop in Southall (a fantastic area with a very large Indian community in London) looking for Ganesh statues, he found a very ornate gold picture frame that opens up into a triptych, as usual this had pictures in it already. This one had Mickey Mouse in the centre, with Jesus on the left and Krishna on the right. After much laughing, he said he had found one of the most profound holy objects of the 20th century. For more insight you might like to read his chapter in Voices from the Circle: Heritage of Western Paganism (1990 edited by Prudence Jones & Caitlin Matthews). I think it's difficult to pull out one particular influence over another when there are so many. Glorantha is not an artificial mythology, it was Greg's creative personal mythology, as much as he was the First Pope of the Church of Elvis, and a practitioner of Sauriontology,
  3. He doesn't appearing RQG or the upcoming GoG, seeing as all Humakti can take craft (iron). However, His father is Gustbran the Work-Fire, who fires clay and forges metal. I would see him as the Craft god of Humakti who've a workshop and make more than fight. He's a hero cult so likely only give one particular skill/magic and I'd say it's craft (iron). With that he's pretty much subsumed into Humakt and an unneeded complication. The most recent references are in Sartar Kingdom of Heroes page 171 (2012) or Heortling Mythology page 152 (2010). Wouldn't suggest using the Hero Wars Storm Tribe (2001) mechanics although YGMV.
  4. This is covered on page 406 of the core rule book: So firstly you need to be a member of a cult that has access to the magic: Babeester Gor, Humakt, Issaries, Orlanth and storm Bull in the core rules. Valind, Yanafal Tarnils, Iron Dwarfs currently can enchant iron in the upcoming gods book. Then so your probably okay if it's enough for an ENC 1 sword. So 200 L, just for the magic. Getting someone to craft it will be more of a problem as only Humakt has Craft (Iron) and Iron dwarfs do it by magic. So if it's 200L for a member of a cult like humakt to get it enchanted, if they did it for outsiders (issaries almost certainly) I'd easily say 2000 per point. Getting a humakti to craft an item for you might be an adventure in itself.
  5. I feel you've answered your own question. The list of requirements is a minimum, the phrases "at least" and "or higher" are prominent. You are given two alternatives for the test and I'd opt for the roleplaying one every time. Your comments of seems to sum up your interview with a minimal candidate. Clearly they'd need to prove themselves more, and should be a god talker if possible. Personally I see most cults having very experienced god talkers, waiting to move into a vacant position. You'd want to fill a vacant post with the best candidate, the one who had done the best and had the most experience. Also note that some cults have additional requirements which set the bar higher.
  6. I'm not sure where you got the promise of security from. Dorasor had nomad allies, notably sable and zebra. Given the land was allodial, It looks like could hold their own. Likely, once their fortified settlement was built on the Scritha, they were clearly defending salt sources and this looks like a deal with the sables and zebras too (along with the other original allies, Sun county, Ginkizzie and Ingilli). See Pavis GTA.
  7. You've missed the bit when it says after the sun rose, it's after the Dawn. LoS says: So Urstenus is likely reincarnated in Raibanth. Verener as a term appears in Verenerasanch, one of Malkion's Erasanchula. They are the power runes, some of who became deities. (Revealed mythologies p29 and Greg's notes). Possibly an incarnation who took the name, IMO likely a sorcerer. Davu appears in GRoY page 42, an angelic protector of the [Khormesha] family. Possibly an incarnation again in Raibanth where Khordavu was born. Kerestus is "an avatar of Nysalor" although he appears in the third Wane, as an avatar he can perhaps reincarnate at earlier times. Sethir, Morga, Sendaranpola don't appear anywhere else other than LoS (including Greg's notes). So they could be anywhere. These reincarnations need only be around while the Goddess is in the Middle world, a short 27 years.
  8. There's some related material here on the Hungry Plateau / benbulbin
  9. I think you're right about this Charles, but I'd go further: Team heroquesting allows a group of individuals to have a greater effect that the sum of the whole. after individual ordeals where success maybe failure and vice-versa (including death). The group may collect boons that as a whole may bringing back a world renewing change. I'd tried to phrase that so the Godlearners fitted as well as Harmast, Arkat, etc
  10. Totally. There are three Refuges within the wall themselves and one outside (Pavis GTA p11): Real City - home of Pavis himself (allied with New Pavis) Zebra Fort - home of the Zebra tribe (allied with New Pavis) Mani's Fort - independant, however the city acts as a trading centre. Indagos - (allied with New Pavis), rubble family. Opili's fort is troll occupied (PGTA 337)
  11. The 1608 "invasion" was really just a large scouting party. They ended up at the paps. Pavisites would have been unconcerned. They'd stopped a revolt 35 years previous by shutting the gates. They had sturdy walls and sable allies camped outside and what could go wrong?
  12. 1572-1610 is what I call the "Vanilla" setting for most of the tribes, they are free from New Pavis and effectively have to stay away. It's worth looking at the situation that Pavis was left in after the revolt and then what happens in the stabilisation period. Within the city the Orlanthi, Sundomers and Zebra tribe drove the fight outside walls, sealing the gates. Much of the attacking force were Impala tribe who had lost their grazings 25 years previously back up by other tribes. Bison riders from the nearby camp swelled the numbers and charged the attackers who had been preparing to enter the city. A large battle commenced just outside the city walls with many dead on both sides. This had a deep and lasting effect on Dorosar and the city. The realisation that this could happen again unless something was done about it meant change was needed. This sweeping statement is not entirely true. Dorosar's Praxian allies from the city's founding were given preference in reestablishing trade with the city. Gorgar Bluecloak's sable clan and the Zebra tribe became the main contact for animal trade with the city. The sable's setting up a small camp across the bridge. The next period within New Pavis is what I call the refugee phase. Pavis is effectively a clearing centre for refugees arriving from Dragon Pass, the city has not much room so they are moved into the valley. Pavis is effectively the city centre for a growing rural population that needs specialists.
  13. While I'd be very excited about this, it would be huge. One of the fundamental differences between the two systems is the Pendragon is one adventure per year (KAP5.2 p116) and RuneQuest Glorantha is one per season (RQG p137). Given that opportunity for experience rolls in RQG is seasonal, most would want an adventure per season. Alternatively there could be more smaller adventures like in Pendaragon. A worst case scenario (pun intended) is a 1625 to 1655 (Moon Fall), 30 years with 6 seasons per year = 180 adventures. Plotting in children: 1625 start aged 21 1625-30 have first child 1636-1641 aged 36+. First child's initiation (Play as Inexperienced Adventurers aged 15-16) 1655 aged 51, child aged 30. This doesn't include playing other family members though. As longs it follows Argath as the as the key plot, shouldn't be a problem with divergence. This is completely doable
  14. 2720-2728 were Green Knight. GK2722 Saxons From the man himself: http://www.gspendragon.com/publicationhistory/publicationhistory.html
  15. There weren't any updates as far as I can see. The KAP1 had only an unboxed edition for Gencon and a complete boxed set. It's very straight forward, go and look at drivethru.
  16. Yes and no 🙂 These are based on exactly the same scans, but are being tidied where possible, bookmarked, missing pages added and where possible maps replaced with stitched ones. These will eventually replace those on drivethru. Most of these products are from a time of cut and paste and have no digital masters.
  17. The RQG book isn't wrong with alchemy +10 and possible cult : Eiritha. According to the cult table, Eiritha Cultists are friendly with Chalana Arroy cultists, they can learn it from them. Alternatively trained by another Eiritha cultist with a higher skill level or researched up to 75%. Cult Skills: These are the special skills favored and taught by the cult at a reduced price. This doesn't preclude cultists having other skills, it's just not the most important thing to know in a nomadic beast rider cult. Overall I don't believe that all alchemy is cult linked, it's source is clearly Mostal, but lots of people will have the skills do some Alchemy. Looking the Bestiary, black elves, dwarves (quicksilver, lead), troll nurses, all know alchemy, so plenty of adventuring opportunity. As the description says it's used with specific materials, so I think things like this are common: Soothing Cow Balm for calming distressed calves made from the fruit of the chaparral nightshade that rarely blooms in the Purple Flowers Grassland of the Wastes. 2D6+6 POT if the Alchemy roll is made. POT vs CON of the calf to soothe it for POT hours.
  18. RQG cults that teach alchemy: Chalana Arroy (page 290) & Lhankor Mhy (page 298) , GoG (tease) says Gorgorma and Mostal as well. Black Fang as a spirit cult in RQG does not specifically teach alchemy, although that doesn't preclude one of its 300 members teaching it. In RQ2 the cult had a requirement for prospective Rune Lords to be able to brew poison, although the cult didn't teach it. It's clear to me from Cults of Terror that Black Fang's associate cult status of Krasht is the source of the skill. RQ3 GoG says "Initiates are taught to brew poison", however I feel that is an attempt to correct the RQ2 Rune Lord requirements. I like that a tiny cult, doesn't have resources.
  19. have a look at this thread, it covers more of what you ask about
  20. Yes, Argrath can do normal magic, but he's also the Arkat of the Third Age. He can do magics brought back from HeroQuests. Remember that in the future he pulls down the Red Moon. He can't do that now, but he already has access to some dragon magics - like the Dragontooth warriors. The Zebra riders are the direct descendants of the Arrowsmith Dynasty that Pavis set to rule his city when he moved on. The Zebra tribe were the Royal Guard to the Arrowsmith kings of Pavis. The king being the tribal Khan of the Zebra tribe.
  21. I think that’s the actually the case and Argrath made it his own. In theory both exist.
  22. 69. Cult of the River Horse Borderlands
  23. They are slaughtered as soon as the Most respected Elder declares the Armistice of Prax is broken. That's when Argrath arrives with Jaldon at the Paps. Some certainly escape, but the nomads what their best grazing back. YGMV Check out MOBs posts in these forums He becomes king. I expect that Pavis is happy with him and Argrath meets him and demonstrates his left hand skills proving his worthiness. He's likely got Arrowsmith ancestors. He's clearly got enough power to put the praxians back on the city council as was originally. YGMV I'd suggest Pavis GTA and Nomad Gods too: https://www.chaosium.com/pavis-gateway-to-adventure-pdf/ https://www.chaosium.com/nomad-gods-rule-booklet-pdf/
  24. The White Bull Society is an inter-tribal spirit cult that enables Praxians to coordinate military and magical activities. Despite its reputation for xenophobia, the White Bull Brotherhood has close relations with the cults of Orlanth and Storm Bull. Even more remarkable, it is that the White Bull Brotherhood is lead not by a Praxian, but by a Sartarite exile! All members of the society have the taboo of never act against another member. The medicine bundle of the society acts to magnify magics against Praxian outsiders. Returning with the White Bull was Argrath's third miracle. It's likely he fathered the white bull with Eiritha. He then returned with his son to the Paring Stones on Orlanth's High Holy day. When a Praxian looks at it with his spirit eye, it looks like his tribes beast.
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