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David Scott

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Everything posted by David Scott

  1. Simon may remember @blackyinkin
  2. Assuming you mean a 2 POW inscribed scroll, not mastered rune x2, not mastered technique x2, so it's a 2 point spell = 8mps It costs you 8 mps to cast, with free manipulation of 2 intensity. To manipulate it to intensity 3 +2mps x4 =8mps = total 16mps.
  3. This is something different from standard enchantments. This allows you to keep spells external to your free INT, it's clearly a form of enchantment but not Spell Matrix Enchantment. It's the classic grimoire or scroll magic, only usable by the owner. Spell Matrix Enchantment is actually Spirit Magic Spell Matrix Enchantment. It does say in the enchantments section "There are other enchantments" We find the list of enchantments available to adventurers as part of their cult. We don't have any sorcery schools detailed so that's clearly missing. Likewise Sorcery Spell Matrix Enchantment is clearly missing from the base book, it's not really needed. page 390 says For example a page of a grimoire inscribed with Mend Flesh with 4 points of POW could spend the normal 3 MPs to cast it, but it would automatically have Strength 4 and heal 1D6 to a location without manipulation. if the the caster adds in another 3 MPs (needs 4 Free INT), it would achieve Strength 8 for 2D6 to a location. Alternatively, they could keep the Strength to 1 and get a Range of 50 metres No, it's not a matrix. you only pay for the mp needed, it doesn't make manipulation more expense later otherwise it would defeat the point of POW sacrificed. My question would be, can you add more POW later.
  4. Tarsh in Flames (Unspoken Word 2001) is worth looking at. Notes on the History of Tarsh by Greg Stafford mentions a few, some gone, Utaros, Danbailings, Karvenings, Barteri (gone), Tremarki (modern). Tribes of Tarsh by Mark Galeotti, although not canon is a good starting point for your own game. Overall worth looking at with, other authors include Simon Bray, @metcalph, Martian Laurie, Wesley Quadros, @MOB(a Jaxarte story), Ian Thompson, @Ian Cooper, Roderick Robertson, there is also story by Greg called De Garavum, about Shaker Temple. It seems to have two different covers @blackyinkin? https://rpggeek.com/rpgitem/69304/tarsh-flames
  5. We have a hard core Issaries merchant on our group. He is always right up to edge in bargaining, verging on ripoff. We roleplay it all out, the most important factor in limiting him is his honour. The spoils of the dead are fine, it's not theft and Issaries can fight. Initiating a fight to steal goods is not on. With raising, he evaluates the results and gets his cut as part of the exchange but didn't steal the goods. I don't think this is bending the truth, this is a pragmatic approach. Our best example is Gringle's Pawnshop. However "The most important benefit for Merchant Princes is primarily that which their neutrality will bring: a presumed friendship with all whom they meet, a chance to trade with anyone who comes along, and few automatic enemies."
  6. This is in the current draft of GoG as well: ""may never steal, except from someone who stole from them or from a creature of chaos." is still present under the restrictions of both types of priest.
  7. Best veer away from that, considering the Sun was the sister of the Moon 🙂
  8. That's not quite the case as three of those are actually the sun and one of them is a separate planet. Not quite, in our world we have the sun and planets in the sky, our multiple suns are all the same physical star. In glorantha we have a separate planet involved. Elmal = Yelamalio Therefore Yelm = Lightfore
  9. The most obvious one to me is multiple disruption spells linked together with an mp matrix, however this kind of thing will cost a lot of POW to build. The most anyone has spent on an enchantment in my RQG game is. 3 in one go, for amp storage enchantment. For overkill, staff of sunspears. However ,all of this is good stuff for defense of a temple or other sacred space.
  10. You are correct that's what the Guide and Sourcebook say. And overlook that Elmal is Yelm
  11. It’s Yelm. Orlanth killed him and then went on a quest to fix what he’d done and bring him back. Now he spends his time half in the underworld and half in the sky. However, no Orlanthi worships him or receives magic from him, they all acknowledge he’s part of their mythology.
  12. @Joerg, my system for figuring this out what geography Is relevant is based on what we know of how Greg worked out what the geography was like. Greg based a lot of stuff on what he knew best- where he lived. Google salt marshes California and Monterey Bay pops up.
  13. The runes are the building blocks of Glorantha and so humans are made up of runes. We know that the elemental runes influence characteristics some visible some not. The Earth rune influencing CON is likely the influencing factor in curvaceousness or overall body shape. The Power Runes represent the strength and nature of an adventurer’s personality and their social impulses in Glorantha, so nothing visible. This allows us to have men and women with high Earth runes who are physically developed (muscles, curves, etc) and Low fertility Rune, high death - not wanting to procreate or vice versa. It breaks the link between body and fertility.
  14. From a shamanic viewpoint, I don't think so. Ive worked with people suffering from various addictions and have known more than a few friends with deep problems associated with addiction. In a fantasy game it's sometimes good to reduce real world effects into generalisations rather than in this case focus on the misery and doom real life issues can bring. There's plenty of that out there in the media.
  15. In my games, weather is set dressing, it's there but not important until its needed as a story element. For example, want to slow the group down - have it rain and make the trails boggy. In my current game, the group waited a season (Fire) so they could begin crossing the Wastes at a relatively cooler time and not die. Rain plays an important part in flash floods, so thats weather as a story element "It's raining ten miles to the east - I'm glad were not in that".
  16. If so ,the actual coastal plain is not very big. Because of the salt marshes, I'd say somewhere like Elkhorn Slough in Monterey Bay. https://www.gettyimages.co.uk/detail/photo/car-dump-and-elkhorn-slough-monterey-bay-high-res-stock-photography/148310102 (minus car dump) http://www.elkhornslough.org/story/ and the nearby moss landing wildlife park
  17. Specialisations do come down to a role, that’s why I said good ability. Everybody is still a herder, warrior or shaman/priest type. Once you’ve been shown how to make the edge of a rock into a tool, you have an advantage over the environment. Where the material for making the tools is rare, only those with good ability will be allowed to touch the good stuff. The Wastelands and Prax are littered with flint from the chaos wars. It’s easy to make stone tools, not so easy to make duarabke stone tools, harder to make nice stone tools, difficult to make exquisite pressure flaked masterpieces. Even I could make tools to skin and butcher rabbits. Depends on the culture, there are many ways of becoming a shaman. From being struck by lightning, sitting on a ice block for 30 days or a long apprenticeship with a weird person. Have a look at: By Mircea Eliade - Shamanism: Archaic Techniques of Ecstasy (Bollingen Series (General)) (New Ed) https://www.amazon.co.uk/dp/B002G8A572/ref=cm_sw_r_cp_tai_HXYEBb2PBF54A For a good overview. Amongst the Praxians, it is per the RQG box on 353, where the Horned Man whispers the secrets of the Universe into the ears of sleeping children.
  18. Yes, of course I was talking about the average people POW 11 for example. If you want to leave less magic points for your daily work then go ahead and spend your POW for 15 mins of flying. And that’s the balance, you need magic points to power heal wound. Do you spend POW for bigger effects or have more magic points for spirit magic.
  19. The praxians are neolithic nomads, who don't do hot metal work and don't practice agriculture, so I doubt it, although I wouldn't preclude people with good ability. There is evidence of craft specialisms in settled areas in the neolithic: http://www.ucl.ac.uk/archaeology/research/directory/craft_specialisation_wright http://www.academia.edu/725301/Craft_Specialization_in_the_Neolithic_of_Greece It might be different amongst other nomadic peoples.
  20. Thanks for that I knew it was there somewhere. But it's still not very high.
  21. For praxian bows, you'd probably have a go at making your first when you're about 10, that's when the boys leave the women and join the men. BTW I'm not saying that women don't make bows, they do, I'm just looking at when it would happen. Up until that age, any weapon making would have been done on your behalf or you would of "helped" in the process. You'd have a good knife, a short spear and a maybe a small bow. After this you start to grow, get stronger and more able to handle larger weapons, you also get better at knapping. Children can make arrow heads, knives and spear heads, they just don't have the dexterity, strength and skill yet to be efficient and quick. By the time you are about 15 you should have made passable weapons for yourself. Family members may have provided parts, help, corrections and support, but it will have been mostly your own work. It's quite easy to start knapping, I learnt it as part of my degree. This is an excellent resource - https://www.amazon.co.uk/Flintknapping-Making-Understanding-Stone-Tools/dp/029279083X/ Making an arrow head by pressure flaking is a good insight as thaw this kind of technology works. I've never made a bow, that was a step to far for me. But I've made skin drums and rattles.
  22. As @Jeff says these are the rules for making adventurers, however that that doesn't preclude initiates having access to a few points of Rune magic. All initiate get a Rune Points pool of 1 as part of initiation. Rune magic is restricted as well. Everyone has access to the common rune magic, cult rune magic is gained when you expand your Rune Points pool - you need POW to sacrifice to do that. The average Initiate is not going to have spare POW that often to that. You only get a POW gain roll every High holy day if you succeed in you worship roll and Base Worship is 5%! They don't get access to enchantments. So most initiates will have 1 rune point, I'd be generous and say an extra every 10 years. They can only cast 1 point spells and have access to only 1 cult spell. They can't cast command cult spirit as thats 2 points and Extension is pointless unless they know another spell. Likewise they are limited in their special cult spells if more than 1 point. Yes, although they must have selected it. It's not automatic. Yes, although they must have selected it. It's not automatic and they need to have enough rune points for 2-3 points to fly, page 329: Yes, although they must have selected it and it needs 2 rune points. Yes, although they must have selected it and it needs 3 rune points. My players were very excited by rune points, then realised they had to choose and use carefully. The create market was an good example - used up all of their rune points. However the benefit is that it counts as a Site "Rune points may be replenished by those maintaining the site for a season, though POW checks are available for worshiping here. No priest or God-talker is supported." The spell lasts 8 weeks - a season.
  23. Praxian nomads aren't moving everyday. camp is set up and the herd either is grazing ahead or towards you. When the range between camp and graze becomes impractical, you move. Big moves are across poor areas. You may be camped for a week, that's plenty of time. Sinew dries very fast, I have prepared and used sinew that dried with in 24 hours. Skins are prepared in stages, easy to move, horn preparation has plenty of time. Look at neolithic technologies, they are the closest to the Praxians eg https://www.braintan.com/articles/brainbones&hotsprings.html https://sensiblesurvival.org/2011/11/07/preparing-and-using-sinew/ It's also no coincidence that the Bighorns oasis has sheep http://www.heartwoodbows.com/Bighorn_sheep_bows.html These are two good resources: https://www.amazon.com/Native-American-bows-T-Hamilton/dp/B0006C4FXA (my local library had this) https://www.amazon.com/Arrows-Native-Americans-Step-Step/dp/1599210835/ much cheaper! This next one is my favourite, it gives you good practical handling experience of materials that aren't fiddly bows or arrows! https://www.amazon.co.uk/Drums-Tomtoms-Rattles-Percussion-Instruments/dp/0486218899 The most common glue is from the natural slime of the giant praxian sand slug. Children are often sent out to hunt these before they grow too big. As for costs, most of the materials are free, the actual cost is time related. There aren't any specific praxian crafters for bows, everyone makes their own or shares in part of the process.
  24. Here are other spirit maps made by Praxian shamans. These are more public and relate to the geography of prax and the Wastes. They serve to guide, warn and teach of the nature of the land. Tied in to all are small fetishes in the form of rocks, crystals and bone carved animals Spirit paths around the long dry showing where to find spirits. Waha cult, Sunter bison tribe. (only part of Zola Fel is represented here, Pavis is represented by Paragua's grazing) example of fetishes: Copper Caves , Paragua Spirit paths around the Bison Plains near Dagori Inkarth showning where to find spirits. Shaman, Sunter bison tribe. example of fetishes: Sable Hearth , Zong meeting place Spirit paths showing where to find spirits around the river of cradles. Thirstless spirit society of Sunter bison tribe. example of fetishes: Heart of Zola Fel , High Llama watering
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