Jump to content

David Scott

Member
  • Posts

    4,628
  • Joined

  • Last visited

  • Days Won

    125

Everything posted by David Scott

  1. PDF bookmarks are okay up to a point then become _GoBack - multiple times.
  2. The Guide entry Dwarf Knoll and the Copper Caves tells us it was a former Dwarf city in the God time full of Mostali Ghosts. It's not marked as an oasis (but YGMV). Flintnail met Pavis there and there may still be Dwarves within. Otherwise its a 5 mile wide rise on the plains of Prax. Looking at my master Prax map reveals one oddity about the place: This map overlays the water demesnes (yes spelled wrong on the map!) of Prax on to the grazings. The water demesnes are the hidden extent of various water spirits in Prax (we'd call them catchments). Every water demesne in Prax but one has an associated oasis or serpent. There are four grazing colours on the map. Light green (The Long Dry & East Zola Fel) these provide Grazing 1 in 2 Years, Green (Eiritha Hills) Best grazing all year round, Darker Green (Prax) and Brown (Dead Place, Zola Fel Bogs) None or Poor Grazing. The Dwarf Knoll demesne is the only one that has no oasis or serpent. Also the land above is drier - The Long Dry! an anomaly in Prax. So where does the water go? It's my belief that the Copper Caves being an old Mostali Mine drain the water into some unnatural fracture in the land below. Countless shifts of dwarves have perished trying to patch the problem. Their deaths in this unnatural situation cause their ghosts to populate the complex rather than enter the recycling phase. The crack likely originates in the Great Darkness and could go to an Underworld or the Chaos Void. It's deep enough that it's Dwarves fight alone. Although a normal water demesne in Prax isn't a large amount of water, once you get deep enough, you are on the otherside. The flood is a huge Maelstrom whirling into a giant sinkhole. Dwarves in specialist equipment hang from the ceiling in iron roped rigs lowering enchanted structures into the void to form the basis for a plug. Every so often a monster rises up from the sinkhole and smashes the work. Exterminator crews scramble to save the structure, diving in with specialist underwater combat gear. Many never return from this endless battle. (Think Das Boot, A Perfect Storm, meets Pacific Rim). They are so deep underground that no one can hear them scream.
  3. I've opened a new thread to reflect to the discussion's move over to Gloranthan warfare.
  4. I've moved this over from https://basicroleplaying.org/topic/6893-can-warding-be-abused-this-way/?page=4 to a new thread as the direction has gone in a new and interesting direction: @Pentallionsaid @Joerg @Furry Fella @g33k
  5. If you’re interested in what 13th Age has to offer, but don’t want to invest in the Core book, The Archmage Engine is the13th Age SRD: It’s free on Drivethrough and has the advantage that it tells you when it's updated - currently version 3: https://www.drivethrurpg.com/product/129794/13th-Age-System-Reference-Document? The Pelgrane site has not only individual files for sections, but a doc as well as pdf version http://site.pelgranepress.com/index.php/the-archmage-engine-13th-age-srd/ its a usual fluff and art free SRD, but enough to use with 13G. It's over 700 pages long!
  6. Our group used the The Archmage Engine – 13th Age SRD: http://site.pelgranepress.com/index.php/the-archmage-engine-13th-age-srd/ or on Drivethrough (free) - tells you when it's updated - currently version 3: https://www.drivethrurpg.com/product/129794/13th-Age-System-Reference-Document? It's over 700 pages long...
  7. You are totally correct. I think Waha is born directly from the Earth in the correct area and nurtured at the Paps. This is a Praxian secret, in that it’s obvious to Praxians, but not outsiders. Outsiders don’t see the secret birthing ritual, they just see Waha at the Paps.
  8. The Paps is likely where most imagery and statuary of Eiritha herself exists. Eiritha is an animal mother who’s She herself is the Goddess of the Herds, the herd mother. She’s predominantly shown as a animal headed female human. Sometimes as a giant herd beast. Exact details will depend on which version is shown. As per Cults of Prax, in the tribes, it’s not Eiritha who is worshipped, but the tribal protectress. She too appears in either form. However it’s obvious that a few cool thinks exist - dolls of the pregnant Protectress will have a an openable stomach to reveal a removable herd beast. Probably made of bone, cloth, horn, wood, etc.
  9. As has been discussed elsewhere, some of us never bothered with that extra bit of complexity of 2 tables in RQ3. I used the aimed shot rules which avoided rolling on the table altogether:
  10. Now you mention it - yes, but I can’t find my copy either.
  11. As the original write up of this stems from Tales of the Reaching Moon 3, the bouncer could well have been a Tales editorial addition. It was the start of the Aussie invasion of the fanzine so maybe @MOB can throw some light on this? The illustration on the cover of Tales 4 was done by Mark Baldwin another antipodean IIRC. Everything is the article looks okay up to just after the mention of the bouncer, then it goes OTT. David Hall then starts writing about his campaign set in 1611. I think the whole bouncer is a fiction to scare away lunar soldiers...
  12. Pavis GtA has a tiny reference to this on page 182: Looking closely at the map: We know that the Seven Mothers Temple was built after 1610. I feel it's likely that it was built on something older to make a statement. Like a temple or the remains of the holy herd beast corral. I can imagine that some of the building materials for the new wing of the LM temple had been sitting there for years while the scholars got "a round tuit". The Lunars just appropriated them. The Lunars aren't now going to let them build the wing in front of the 7M temple. After the fall of Pavis, the 7M temple is sacked and dismantled. The LMs now have enough materials to build their new wing and are back to finding more interesting things to look at that building materials - those dwarfs were going to be expensive anyway and we can use the Irripi Ontor temple as an annex.
  13. Glorantha.com has a large amount of Gloranthan reference material. The wayback machine gives access to more of the older stuff that used to be on Glorantha.com moondesign.com glorantha.info the Runequest digest, bell digest, etc are all archived, indexed and available online There is a body of material that hasn’t made it to pdf yet. RQ3 for example. Although @Rick Meintswill undoubtedly fit it in at some point. also a few of the Glorantha classics aren’t available for technical reasons discussed elsewhere. Please send those links directly to Chaosium, they are involved in cleanup. Chaosium and many others don’t tolerate Scribd, 4chan, m3ga, etc, large troves are constantly being taken down. In a few cases they are very successful, remember there is no microscope. please don’t post links here
  14. Reading the text, they are single spirits, no mention of an entourage. I was specifically taliking about Nomad gods. The spirits in DP are bound to magicians and don’t work independently from their main unit only within its range.
  15. It might be easier to say which system you are using and we can run through an example of play with you.
  16. The Praxians specifically use the Peaceful Cut to send animal spirits back to Eiritha. Some will go to the Great Herd for a while. Nearly all will go back into the great cycle of rebirth immediately and nor hang around. The spirits that are available are those known to the Praxian tradition Once summoned as your allies, they act under your control, you don’t need to take them to where they are needed, you direct them. Unlikely, unless your ancestors or you are an elf. All spirit magic users use spirits that are either neutral or friendly to their tradition. It’s too dangerous otherwise. Shaman can access almost any spirits, and maybe able to coerce, bargain, or otherwise negotiate with other spirits for their help. Appropriate Troll insect spirits would likely have a swarm attack, spirits often do what they did in life.
  17. Firstly I'd suggest you look at the Nomad Gods Game: Rules: https://www.chaosium.com/nomad-gods-rule-booklet-pdf/ Board and counters: http://www.vassalengine.org/wiki/Module:Nomad_Gods Game engine: http://www.vassalengine.org that provides an excellent intro to how the Battle of Moonbroth worked with spirits in the Invasion of 1610 (1608 was very minor). No. Spirits can be allied by any counter visiting sacred sites (altars) and you may randomly get one (roll 5 or 6). Earth spirits can only be allied at the Paps. More powerful gods/spirits (Oakfed, Wild Hunter, Malia, and the Horned God) are acquired from specific altars and are gained by sacrificing a herd unit. Neither. Founders may be summoned at Altars by Khans 50/50 chance to do so. They are massively powerful beings with a physical and magical presence 3-4 times more powerful than a normal unit. Protectresses appear to defend lone Herds. Ancestors are normally present and can act independently, but when with a founder are much more powerful. No you get them as needed. Not with the Praxians. It depends if your troop has inherent magical protection. Not all can do this. If they existed in the game I would not allow a Humakti unit to stack with a spirit. There are no troll units in the game, but zombies exist in the Dragon Pass game. I would expect ZZ units to be able to raise zombies from a battlefield. There are likely troll spirit units available to troll units. RQx is called RuneQuest: Roleplaying in Glorantha or RQG: https://www.chaosium.com/blog/rqgnew-runequest-edition-to-be-known-as-runequest-roleplaying-in-glorantha/ RQG has completely rewritten shaman rules, making characters now easily playable. There is no Kickstarter for RQG.
  18. Pavis GtA was the publication where we hammered out how Lunar magics work and what magics were available to cultists. HeroQuest Glorantha contains basically the same text with a few minor errors corrected. So looking at page 192 of HQG you can see that the Subcult is associated with the Empty Half Moon and replaces Death and Darkness runes. The immortal cult of Yanafal Tarnils is the War cult of the Empire. Pavis GTA also tells us of his grimoires
  19. There were no herds at this point, they were a single people of 2-legs and 4-legs. Tada is the fertility of Genert, he has no herds, his daughters by a land/grain goddess likely embody her seasonal aspects reflected by their names. Fertility in Winter and Fertility in Summer.
  20. No. Tada is their father, different mother, different mythology. By the same connection, it could be Ronance or the Good Sheppard, so still no.
  21. Perhaps we can lure @MOB in to this conversation. Perhaps he has some HeroQuest sun county info.
  22. To be honest I’ve not really looked in depth at some of the independent Tribes, they are tiny. However their protectress is called Ostrich Mother. She is the daughter of Father of Birds and an Earth goddess, I would say Ernalda. She births 10000 ostriches and 10000 Ostrich Folk, no father. She and some of her children survive (just) the gods war and the great darkness. Waha finds them and adds them to his collection of survivors. As with the other tribes, they are related. Waha’s Khan dynasty marries into the Tribe as with the other tribes. Although not directly of Eiritha, at the dawn Ernalda puts them in Eiritha’s care. This is somewhat similar to the Agimori, who Ernalda helps procreate, so almost certainly there’s an Ostrich Mother shaman-priestess at the Paps. This likely explains why they are the smallest tribe in the Wastes.
  23. Yes, Same father different mother, Esrola IIRC. Tada had a number of children if you look at the Eiritha’s genealogy at the end of the Eiritha cult in Cults of Prax. Three Bean Circus, Ronance and the Good Shepherd by Ernalda. Doubtless others in different myths and stories. Praxian and Orlanthi culture has always been linked, that’s why when the Theylans arrived in 35 ST, it was more of a rediscovery than an invasion. The gods they brought are still called the Invader gods, but Orlanth is Waha’s uncle.
×
×
  • Create New...