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David Scott

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Everything posted by David Scott

  1. Given each clan has about 6 Eurmal initiates (see The Average Sartarite Clan), it shouldn't be too difficult to have one on the ring. For example one of the Hiording initiates is Gooseberry Sprig in Apple Lane, I use him for the clan ring as everyone know him (his cooking is known throughout the area). Tribal rings are the same, I use the Duke of Disorder from Leika's crown test, he comes and goes, but always knows when he's needed. City rings are easier as they are tribal confederations and can have more initiates. Jonstown's priest has been on the city ring for nearly two decades (per starter set),
  2. Tales of the Reaching Moon 8 (1992!) had a special Chaos issue, with the article on the hero cult of Ragnaglar, Ulforg and a related adventure, Stoney Bones: Ulforg Master of Devotio A Chaotic Hero-Cult By Michael O'Brien and Jon Quaife within the writeup was The Ritual of Devotio Ritual ceremony, nonstackable, reusable. This ritual allows Ulforg devotees to receive extreme magical power in return for the service of their souls to Ulforg for a limited period of time. It's similar in concept to the non-standard magic found in the Smoking Ruin, basically making an NPC very tough in an unexpected way. It's powerful chaos magic that breaks the rules. Perhaps one day @MOB will JC it.
  3. FYI, to buy the PDF: https://www.philibertnet.com/fr/studio-deadcrows/117723-runequest-les-enfants-de-la-flamme-version-pdf-2100000912759.html
  4. Greg's sketch map of the layout: https://wellofdaliath.chaosium.com/temple-of-the-reaching-moon/ and Gill Pearce's map from the Sartar Companion: https://wellofdaliath.chaosium.com/home/catalogue/publishers/moon-design/heroquest-2nd-edition-2009-2012/sartar-companion/art-of-the-sartar-companion-2/ Larger image on Gill's website http://www.hellionsart.com/gallery/picture.php?/212/category/22
  5. The Guide gives each of the towns 1000 each. I'd use the excess for the transient populations (300 each)
  6. Personally, I think people find it very difficult to understand the nature of this kind of sacred clowning. This is not necessarily drinking too much, behaving antisocially and having mental health issues. I find most people only associate clowning with the kind of thing you see at circuses or people in brightly coloured outfits with red noses and big shoes. Mimicry, mime, and slapstick, as well as magic and music, are also part of it. The sacred clown in a ceremony can be the most serious part of it, while also being the most ridiculous. I have worked as a professional clown and there is amongst western audiences, an expectation of how they aught to behave, and when they don't but act in their own fashion, that can cause frustration with those people. The clown will then use those people as the focus of ridicule (using mime or other actions) and others around will laugh at them. It very hard to give good examples of how Eurmali behave in public, using real examples. One thing that is clear, is that their priest will train them to be better clowns.
  7. Firstly we've these posts to drawn on: Notes on Eurmal in Sartar Eurmal’s Clown societies Eurmal Inspiration They have Priests. Don't forget that not all aspects are available everywhere. The most common in Sartar is the Fool, Members of the Fool cult join the local Clown magical society and are entitled to violate sacred laws freely while they carry out their ritual roles as Clowns. Likewise with Lightbringer, they have a predefined role. Those who are Fools may join the local clown society. and so are protected (unless scapegoated). Eurmal initiates make up 1% of Sartar population, Jeff says that's about 1000, so with 2% rune levels, there are 20 priests, spread between the tribes with about 1 per tribe (so for example there will be one in Runegate ,split between the three tribes. I think the are all pretty visible.
  8. Just for the record, David Dunham's site (@alakoring) still exists and hosts the original map on his Grazers page. (the Godearners link is to a web archive via via @Lordabdul) The link to the Glorantha site version of the map is here: https://wellofdaliath.chaosium.com/david-dunham-grazelands-map-2005/.
  9. There are chariots in King of Sartar, Sun County, Ronance in Nomad Gods, GM Screen pack, the Guide, etc.
  10. but they can also be trained as war mounts and to bite, kick, gore and trample. It can never be an exact, match (opposable thumbs for example) hence analogy. I'm suggesting that playing music for animals, (beyond circuses) is difficult, while some creatures are able to mimic music and sounds too, the average heard beast is more content grazing, surrounded by the sounds of nature. The occasional intelligent (not changed) animal may have an interest (as in Prax they often join the Eiritha cult), in ritual sounds.
  11. Phratries exist in the sables due to their being an extra step in their organisation. I'd ignore this for the Grazelanders as for it's a clear hierarchy, with a single tribe (like the Praxians and other PHP people). I'd make the clans a 1000 (like the Bison tribe), giving 18 clans. These can be split into septs and families. Septs are generally large powerful families within a clan, large extended bloodlines (you could call them houses, but that doesn't work for nomads IMO). I'd throw 2-5 of those into each clan, with the remainder made up of smaller families.
  12. Yes per the Bestiary 154. Previous supplements also had them trainable to throw rocks.
  13. The easiest reply is Are cows (or other herd animals) able to be taught to play simple musical interments? 🙂
  14. In this case, there's really no reason not to use these rules if you have them and have chariots or chariot riders in your game (ignore the fatigue rules). Examples are given for bronze age chariots (Sumerian, Egyptian, Hittite, Persian) and it's easy enough to use the chariots from W&E. The opening paragraph says: I've had hours of fun with this rules set (although now we use a chariot racing rules set called Orcus maximus)
  15. FYI, when I wrote this for the Guide, the model for this was St. Patrick’s Well in Orvieto, Italy. Here's my full version:
  16. No, although I did use Superworld powers as the basis for heroquest boons in the '90s. Budget points were determined by the the success of the quest (and could do down as well as up).
  17. I would suggest that the Wolf Sister spirit is all that remains of Telmora, the Wolf Mother. The spirit is associated with Darkness and Beast Runes, and gives Chomping (RBM 28) (while Telmor is associated with Death and Beast Runes, and gives three transform spells, but not Chomping). I'd suggest that at some point she had a bad encounter with trolls, that severely diminished her, and gave her the hatred for trolls she has. Undoubtably a Telmor shaman runs a spirit cult for the telmori, with many initiates being members.
  18. Per RQG 154, lots of ways: Add in Carry Disease & Cause Disease too. Disease spirits can likely spontaneously come into being from the miasma around corrupt and rotting flesh, or just bud off another spirit after feasting on the departing spirit of some dead animal, that wasn't killed properly. Curses, pollution cause them to come into being. I'd suggest you don't tie yourself to a mechanism. Miasma theory is the only real answer.
  19. For those without access to Facebook: https://wellofdaliath.chaosium.com/military-might-in-1625/
  20. I'm not sure why you want his head to become a gorp? Erno Akazal is not in the bog, and is not a chaos site.
  21. Fortunately the cover clearly says: and doesn't even mention ORC. It's just the latest edition of BRP to me.
  22. Given he was water (and Genert was Earth), in my Glorantha no. It's one of the reasons why Erno Akazal is one of the most fertile areas of the Wastes.
  23. It's not a physical site. Any camp can become the Last Briefing Camp, it's the intent that counts. The Eternal Battle is described in Nomad Gods, the key part is [The Eternal Battle] is nothing less than the great battle, where Ragnaglar and the Devil fought against the Storm Bull for the fate of the Cosmos. (see also Heortling Mythology page 106) So each adventurers opponent is either Ragnaglar or the Devil or both together. The event should kill or nearly the adventurers, so that when they are beaten and nearly dying they can either use Earthpower and/or summon the block with their dying breath (Don't tell the players you are trying to kill their adventurers). I had my player fight both together. Use the imagery of Ragnaglar and Wakboth from the God's War, If you got the game use the Ragnaglar and Thed figures (no one has Wakboth yet), and based the stats on Cacodemon... Note that this is a heroquest and not the middle world encounter from Borderlands
  24. No... If they are not Storm Bulls, they will take on some aspect of the experience permanently. Basically they've gone and met Storm Bull, got a boon and gone off and survived the eternal battle (hopefully). I'd make a change like Sense Chaos at 1% + magic bonus, +20% beast, Hate (Chaos) 80%. Something that reflects their experience, a kind of touched by the Bull change. Storm Bull initiates already have that connection.
  25. Last Briefing Camp is the gateway to the Eternal Battle from The Raging Storm (it's a kind of anchor between the Middle World and the Eternal battle). Storm Bulls go there first to hang out with Storm Bull on the night before the battle. It is however possible that a Storm Bull camp in the Wastes becomes the Last Briefing Camp, especially if near or under the Ranging storm. Sometimes a Khan will listen to a story and by the end it is Last Briefing Camp. Many Storm Bulls have been to Last Briefing Camp. The camp itself is a normal looking nomad camp with a raging fire in the centre, with meat cooking and beer flowing, above is ehe eye of the Raging Storm. Mounts surround the camp talking amongst themselves and the spirits of fallen warriors mingle and dance with those present. Storm Bull is seated on the ground surrounded by his Khans and all are telling their great stories of killing monsters. There is a call and response after each story: All - We have heard your tale of duty, ask, ask, ask Storm Bull - A tale well told what boon would you have to aid you in your duty Supplicant - I would wish your (hooves, sword, tail, soul, horns, cunning, rage, etc) Storm Bull - I grant you this power, for tomorrow we die. Supplicant - I will wear your (boon) as well as I can, for tomorrow we die. All - For tomorrow we die. All boons are temporary, unless a point of Permanent POW is spent (most don't spend the POW). Those that aren't storm Bulls, may stand and tell their tales, and also receive a boon. They must use their Beast or Air runes, to gain the right to tell their tale or be sponsored by a khan. If they survive the battle, the boon will change them permanently. At Dawn, the Eternal Battle becomes visible and moves toward the camp eventually swallowing it up and the fight begins. In my games, adventures have asked and received hooves and horns, lay members have received free to cast fanaticism that last 15 mins and the capacity to drink, and become sober when chaos appears. All of these became permanent for the survivors after the eternal battle (they spent POW). Two out of six died.
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