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David Scott

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Everything posted by David Scott

  1. Although Argrath is styled King of Pavis, he's king of New Pavis. Out in the Rubble are all the existing squabbles. All of the existing power structures still exist out there. The forts, real city, garden and troll stronghold are still up against each other for control of resources. Add in to that, Ogre island, krasht, the new temples of orlanth and the old ones like Yelorna. The Praxians are also back in the rubble too, Argrath has them back on the City council, as was up to 1582. The Zebra tribe are no longer the Pavis Survivors, they are once again the Royal Guard.Trying to exert their dominance over what was once Paragua's grazing, they are stretching the existing power structures inherent name of Argrath. Although cult differences vanish around Argrath, they still exist out in the field, and the field is the big rubble. Everything is waking up in the rubble, as though the dragon rise has recharged the sleeping powers. Lunars who escaped the initial slaughter after the siege have gone to ground, hidden in what ever groups would take them (unknowingly). The Rubble is a microcosm of the Hero Wars. Once Argrath and Jaldon head for Dragon Pass, everyone is clearly doing what they think Argrath (and Jaldon) want, so you can effectively ignore them once they're gone (why haven't your group gone with him?).
  2. He can do miracles. In my game he summons Dragonewts with his left hand, teleports, step directly into the spirit world and heroplane. These were things he did in my game reacting to the players. He never flew as that didn't look cool. He always shaped magic visibly in his right hand before using it. He wore little armour, no magic sword. @Jeff's description of his parts is pretty good, although I wouldn't limit the Ian McShane part to just to Wednesday, some of his other acting roles are all part of him too, notably Lovejoy, Al Swearengen, Judas Escariot, Heathcliffe to name but a few. My players expect Argrath to do cool things, none would cross him, they are too loyal. Anyway he'd turn them into ants, pillars of salt or something else unexpected on Strike Rank 0.
  3. My players loved him, they all took him as a patron, a few were his brother from the same bison clan. They weren't scarred of him, he was family.
  4. I'd say anything goes for this one. You've got a good starting range cultural starting points: Items from Genert's Garden, bit's of broken gods - like Tada's Grisly portions, but bits of Genert, Seolinthur, Yamsur, All Eyes open but one and of course bits of chaos gods. Relics of the Tada-Shi. Then there's Praxian items like the Great Magics of Prax and the tribal items, like the Medicine bundles. Items brought by the missionaries of the first council - of any background, but mainly Lightbringer stuff. Elf, Troll and Dwarf magics, Godlearner magics and stuff from robbed cradles, EWF dragon magics, magics used by the giants. Pavis's magics - grimoires and sorcerous items. Invader cult magics from Humakt, Yelmalio and Yelorna. Lunar items brought in to help with research and to populate temples. Items from the broken spirit world of the great darkness. Fallout from the Dragon rise, earth and rock that once covered a dragon, scales, seared items from the New Lunar Temple. See Pavis Gateway to Adventure and the Nomad Gods PDF for further details. start with item, then culture then magic (or no magic), eg Brastof's circle of conjuring from Robcradle, Waha's hunting pouch, Troll Teeth from xxx, etc
  5. Preview is a poor pdf reader and PDF Expert is my tool of choice. Check you have the latest version of both PDF expert and the GM Screen Pack: Click for larger images. Both print fine.
  6. Can I just check that you are all members of the Cult of Chaos? While not needed, there are benefits. https://www.chaosium.com/organized-play/
  7. Its certainly possible as I covered it with Markor the strong http://www.glorantha.com/docs/building-makor-the-strong-for-pavis-gateway-to-adventure/ I would structure western sorcery the same way. I did that exactly to show that, however I’d always try not to hang sorcery off the law rune and hang it elsewhere to get the law rune as an augment. With magatheus, he can use his law rune to augment his lunar grimoire, but not the other way round (easily), but as you say you can use your profession if relevant.
  8. All of that is correct IIRC. Not sure what you mean for the last line about western culture.
  9. You’ll have to wait as both are at Essen Spiel, or pop by hall 4, booth C124.
  10. Not according to Gathering Thunder, I'm not going post spoilers as it's all in here: https://www.chaosium.com/gathering-thunder/ The ship is also named in the Guide and the Glorantha Sourcebook The PDF is cheap. @Ian Cooper may be able to add some other info.
  11. He didn't really. Look at his Pawnshop now. He was alway off doing other stuff, being a rebel and all that.
  12. These are personality traits, not physical manifestations. I'd suggest you reread the rune traits section.
  13. But isn't that the point of RuneQuest, getting your runes up to such a power that they become an overwhelming drive in your life. The opposite of Harmony is Disorder, merchants would certainly benefit from the loss of individualistic, impulsive, contrary, greedy, thoughtless, and egocentric behaviour. Likewise losing Stasis is also beneficial. I'd be interest to hear how you define humanity in Gloranthan terms.
  14. @Jeff has written an excellent section for Gods of Glorantha that covers "missing runes", summarised above. It specifically covers why they aren't on the character sheet or available to human adventurers. It covers form runes, conditions and partial runes. It doesn't have the issaries / communication rune as it's a "god" rune. One of the main reasons for stepping back to just core runes for RQG is that it makes understanding the world easier for newcomers and simplifies the game system. A paragraph here and there to cover a little used rune, adding it to rune spells, etc. makes books bigger, cutting other stuff. The rune is still part of canon, just not part of this game system. 13G only touches on it and then suggests replacing it with the Stasis rune(!) If you look through the art in the new books you'll see lots of the "god" runes there, look on page 302 & 302 at Irripi Ontor's & Yanafal Tarnil's headgear - you will see their god runes from way back in Hero Wars. @Nick Brooke did a great guide to the lunar ones here : http://etyries.albionsoft.com/etyries.com/moonie/moonrune.html
  15. This guy has stuff up for pre-sale before it's released. Look at his complaints page: https://feedback.ebay.ca/ws/eBayISAPI.dll?ViewFeedback2&userid=brapsmagic&myworld=true&items=25&iid=-1&de=off&which=negative&interval=365 Search for presale. It's an interesting business model...
  16. Bye Greg, I’m grateful to you for opening the other side of the sky to me and shoving me through. Your help and support in life over the years is something that I will miss. We shared some great times and your words are still helpful. “Now I can sit in the centre of the world. Now, sometimes, the sweat-lodge is neither terrifying nor unbearable. Now I have a dozen stories of power and of love to relate, holding out the hope to others that their dreams are not madness, that their hopes are not foolish, that their desires are not in vain, and that their darkness need not be death. But remember, there is a world of difference between reading and doing. Do not fool yourself with words and thoughts, Follow your heart, and find the path which is yours.” The Medicine Circle of Turtle Island, Greg Stafford 1988.
  17. Not very, most of the info has appeared already, the rest when a western book appears. They are nice to browse. Occasionally we have had an odd snippet of his notes appear, which no one had seen before. For example, I had the only copy of the end of the closing map, that went straight into the guide. There are a few odds and ends, but they wouldn’t make into a useful format in their current form, eg there is handwritten list of “spare ideas and pieces” for Nomad gods, of the 25 or so names, most are used elsewhere, the remaining cool ones will be in the Prax book. The roots of Glorantha series aren’t ocrd, as pdfs they would just be high quality scans.
  18. They are out there already the 15 volume "Roots of Glorantha" series of unpublished Gloranthan monographs written by Greg Stafford. Each printed volume is approximate100 pages in length were part of the Guide Kickstarter.
  19. We actually know a quite a bit about Ralzakark, some from one of Greg's unpublished documents called Before the Moon, I put a pic of it up on G+ three years ago I'm putting it here as G+ will go: https://plus.google.com/+DavidScottmasteroftheuniverse/posts/G2UzHRoKCEP In are the back are Talastar Papers, they are outline notes and text before they were edited and structured. The gist of Ralazkark is: He was alive in the First Age and Second Ages (see Arcane Lore p 78), but not called Ralzakark. He was with Nysalor for his whole "reign", but not called Ralzakark. He slowly turned into his current form(s). He was at the battle of the Glittering tower against Arkat. He is mention in the context of being a demigod (in the Guide) that didn't die in the final battle. Buried when the Tower of Justice was compressed beneath the earth at what is Fort Wrath. someone awakes him around 750 look at the Fort Wrath entry in the Guide and Dorastor Land of Doom for the rest. This also has some info: https://web.archive.org/web/20061030055703/http://www.heroquest-rpg.com/support/qa/immortals.html Ultimately look in the Hero Wars section in the Guide for his destiny.
  20. I’ve just spoken to Simon and he’s unable to respond her personally at the moment, due to his work pattern. He’ll be here ASAP. Give it some days.
  21. I used mine recently, I'll prod Simon...
  22. A lot of the areas were deliberately left as story hooks for you to flesh out yourself: Weeping Valley the demon child However, The Mostali Graveyard are the Mostali in the city who advised Genert, now corrupted. The crater of Than Ulbar and the Valley of Pinacles are the lost battlegrounds of the Men-and-a-half, where their god Lodril failed to save Genert. Lodril died many times in the Great darkness, but he was of the underworld and could often return, but he was unable to in the wastes.
  23. A quick note on the Geography of the Wastes. Not everything is where it was in the God time. After Chaos shattered Genert, the Wastes began to separate into different parts that started to drift apart. Prax remained attached as Zola Fel held it tight to the mountains. It was the water spirits that each held their own lump together as the whole floated apart. Waha eventually tied the parts together and Arachne Solara pulled the whole together. Parts of the tunnelled hills are the bodies of All Eyes Open But One (his head is the Vast Teeth Hills), Yamsur and likely a small part of Genert missed by Hyena. Genert's body is gone, eaten by Hyena, not in the marsh. Seolinthur's remains are in the marsh. The city mentioned is that of which Genert's palace was the centre, the tunnelled Hills were part of this as well. Chaos defiled the remains - tunnelling into it to find Genert and the others.
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