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David Scott

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Everything posted by David Scott

  1. There are three occupational paths for lhankor Mhy, scribe, philosopher and priest. Only philosophers get to master one rune and technique. If you are a sorcerer, you don’t want any spirit magic as it subtracts from your Free Int as do sorcery spells. the more Free Int the more manipulation. My sorcery player picked up on that very quick. Six spells from your Int if it’s 18 only leaves 12. If you want to get your damage to 3d6, duration to a week and range to 2.5km, you know no spirit magic.
  2. No, page 384 Page 76 The rune you master and the technique received are predefined. Otherwise you will start better than other sorcerers.
  3. David Scott

    nuYGMV

    HQ1 has 4 good scenarios; High Pressure front, Chasing Kites (a favourite of mine), Fish Rain, and Heavy Earth. I’ve run them all as part of the same campaign.
  4. David Scott

    nuYGMV

    Not (currentlyj RQG compatible and it overlaps with family history. If your group is from all over Dragon Pass, it’s not relevant for everyone (in my game of 6 players, 2 are Sartarites).
  5. It also has a good dose of Blavatsky-esque weirdness associated with it along with its mainstream theosophy roots. Did Theosophy translate to German?
  6. They don’t have to be ducks, there’s lots of types of waterfowl. Just south of the trickster temple suggests loons, even hell divers to me https://hotcakencyclopedia.com/ho.TrickstersAnusGuardsDucks.html perhaps @Quackatoa would care to comment
  7. I think it should be treated as a proper noun so you can find something more interesting in another language rather than a direct translation. In English, god learner doesn’t really mean much, it just has some association weight to it rather than those that learnt about gods. For example in someplaces in Glorantha, they might be called. The sorcerers of contempt, the wizards of moral nil, manipulators of worldly doom, etc. I’d encourage you to find you own words.
  8. Epithets such as this one are given by others and may not reflect the truth, just sounding cool. "One night me and Porscriptor drank so much, he threatened to eat me. I said just you try, so he bit me, he's a right cannibal that one..." Did Richard the Lionheart have a lion's heart..."
  9. David Scott

    nuYGMV

    The Sartar rising books have excellent adventures but depart from canon in a few places , however most are still playable (I ran the lot under HeroQuest) - Vol 1 -Barbarian Adventures: Ignore all the background and use RQG, the narrator resources from page 21 are good, just not RQG, the Wanderers and Oddballs are excellent encounters. The adventures start on page 44: A year of Chaos is easily adapted for RQG Blood Feud is easily adapted for RQG These Women need help, one of my favourite adventures, is easily adapted for RQG Vol 2 - Orlanth is dead: The campaign is good, i'd ignore the clan generation for RQG. Vol 3 - Sartar rising. All easily adapted. when I say easily adapted, you will need to make RQG stats or use a shortcut method (eg https://basicroleplaying.org/topic/6757-stats-for-npcs-starbrow-fazzur-argrath-etc/?tab=comments#comment-96276
  10. https://q-workshop.com/en/52_runequest
  11. I'm not surprised. Solar mythology was already established before Storm mythology appeared with Umath. Solar mythology has the Gods Wall for reference and they take it as proof that everything is correct in their mythology. With the advent of Storm mythology, the perfect sky was messed and some of its aspects changed by the nature of the Storm. Elmal is ultimately a Solar mythology being co-opted into Storm mythology, changed by the move. Elmal won't fit retrospectively in to Solar mythology. Elmal's origins in solar mythology means he could be collection of parts of others made into a new whole, Storm mythology shaping and discarding parts to make a new whole (likely when he was "married" in)
  12. Charisma is quite clearly defined on page 52. Charisma's definition has also changed since the quickstart with Willpower removed. Willpower has a lot of baggage in RQ as it previously connected with some HeroQuest concepts. I think that will come back with heroquesting in the Gamesmaster book (not GM screen!). However, in my mind, willpower is what the player brings to the table.
  13. without wanting to derail your thread, somewhere in "old" RQ was the concept that interracial CHA between some species was different to same species CHA. For example in Cults of Prax (classic) under Aldrya membership it says for the purpose of joining: I'd suggest that in a Tuskrider game everyone has 3D6 CHA except when dealing with other races although Id want to treat it like reverse glamour per D6 to make the maths easy. Like -10% comms per dice reduction. so normally 1D6 tuskers are at -20% dealing with other races. No though has gone into this BTW.
  14. In my game one of my players' father's died at the (first) Battle of Moonbroth during the Family Background creation - see page 34. In your case just bend the character generation to allow your player do this - as it says on page 29: Later when passing Moonbroth, he summoned (specific ancestor) - his father and bound him into his spear. As the character is an assistant shaman, his father is a shaman.
  15. I found a link to the 13th Age Glorantha pic: https://www.chaosium.com/blog/13th-age-in-glorantha-update-monkey-ruins/
  16. As do all baboons, it's their ancestral homeland. The connection is that this is where Oakfed landed and destroyed the city and most of its inhabitants. Oakfed is the traditional enemy of of the baboons. This is a great twist, I've always thought that some baboon shaman would turn to Oakfed even though he's their cultural enemy. The baboons spend a lot of time keeping out those who would summon oakfed back into their city. In the Spirit World, the Monkey Ruins sit in the Fireground - an eternally burning area still alight from Oakfed's arrival. If you haven't seen it, check out the excellent picture of the baboons and Monkey Ruins on page 33 of 13th Age Glorantha.
  17. The Guide page 446 covers most of what we know.
  18. This actually how the herds in the Wastes survive, they are eating spirit plants still present on the land from Genert's Garden, this is part of the Covenant "mechanism".
  19. It wasn't my decision to make them vegetarian, I'm just welcoming it to diversify the tribes.
  20. With the separation into 2 clans, the High Khan/ tribal leader started to appear and so the Tasks of Waha started to become more important.
  21. Sort of. Populations were very small, likewise herds. Most were living off their own herds. Raiding wasn't fully established. Almost immediately the Great herds moved out to their respective grazings, Bolo and ostrich headed out to the wastes. The others remained in the safety of the paps. The first chaos attacks occurred almost immediately from the marsh, storm bulls moved off to the block. Populations grew slowly by the time the First council arrived in 35, the Great tribes had only grown (net) by 50-60 individuals. I don't think raiding really became established until about 200 with each tribe's population nearing 1000, around this period, most will have formed 2 clans. Under the influence of the First Council, the Lightbringers were as important as Waha and Eiritha. It wasn't until the tribes began to move out beyond the Storm influence that Waha became fully established. The unicorn tribe also formed after 35, when the Council brought Yelorna with them.
  22. It's worth looking at the populations at the Dawn, these were the "tribes" in Sacred Ground (see map in the Guide): Tribe/families/septs Bison 500/20/2 (Ancestral grazing present in Prax) High Llama 500/20/5 (Ancestral grazing present in Prax) Sable 500/20/ 7 Phratries (Ancestral grazing present in Prax) Morokanth 500/20/4 (Ancestral grazing present in Prax) Impala 500/20/3 ((Ancestral grazing lost, but move on to the Paps Grazing) Bolo 175/7/0 Ostrich 175/7/0 Rhino 75/3/0 (nearly die out in 1st Age) Nose Horn 25/1/0 (die out in 1st Age) Plains Elk 25/1/0 (die out in 1st Age) Long Nose 25/1/0 (die out in 1st Age) As you can see, all the Great Tribes were present. Great in that they have the largest populations. The populations being only clan sized.
  23. I've moved the reply to @BWP about morokanth over here to avoid an off topic reply: I have to disagree. Once i was told that morokanth were vegetarians, I immediately started to look at the implications of this. Jeff said they'd eat meat 1 or 2 times a week which fitted in with normal meat consumption for the Bronze Age, meat wasn't eaten every day, Praxian nomads are obviously different. This gave a good opportunity to diversify the five great tribes of Prax as up to then they all function the same - raid eat meat raid. It was quite refreshing to look at a tribe which wouldn't follow this normal pattern, but still functioned within the same pattern as the other nomads. The idea of the morokanth cheating to beat the humans and be like everyone else, was easily replaced to be the morokanth cheated not to be like everyone else. And they clearly never cheated as they have the same Waha / Eiritha structure as other tribes - The Covenant was individually done for each tribe, with each having a slightly different version of it depending on their herd. The drawing lots was Waha holding two pieces of string in his fist. Separately each tribe drew a string and the short string lost, becoming the herder. The herders now had the responsibility for the now animals. The idea that the morokanth must still raid for meat for the herd-men is good twist and sets the scene for the other tribes problems with herd-men and outsiders perceptions. As before it makes no difference if you make the morokanth like the other tribes, it's easy to make them so. Future products such as the RuneQuest Bestiary will have them primarily as vegetarians. more info here: so in the diversification of the Great tribes, we have The bison are the standard to compare the other tribes against. The morokanth retain their vegetarianism. The sables don't have Storm Bull as the Father of their Founders. The impalas are the most numerous by far (roughly twice as many as any other tribe). The high llamas have an elemental connection much stronger than the other tribes'.
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