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David Scott

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Everything posted by David Scott

  1. The later. Jaldon was not a regular Bison Khan. He proved himself Waha incarnated after his initiation, he had powers no other nomad has demonstrated since. It was these that allowed his rise to power. His problem was that he didn't want the power, he wanted to raid and that was eventually his downfall. Exactly. He is over 600 years adrift from Praxian society, he's not dead and he's not exactly alive. He never gets to the afterlife in the Great Herd, as he's tormented by his curse. He can't go back to the Wastes. He's held up as one of the greatest Khans, but is not interested leading except as a means to an end. it's not ironic at all if you consider what his lineage might be and why his power place is where it is. It's clear that Derik knows some secret of Jaldon's. How could that be? Derik was a powerful Heroquester too, but it goes beyond that.
  2. That's certainly a possibility for the "may have" years. It was a time of "a troubled life of adventure". A lot of stuff was happening for the nomads between 907 and 920, three waves of refugees flooded into Prax and the Wastes caused by the Two-Year Winter in Dragon Pass in 907, refugees from war-torn Peloria and the Windless Typhoon that struck Dragon Pass in 917. Pavis took as many in as they could and settled many in the lands south of the city angering the tribes, the remainder were rich pickings for the tribes as slaves to be sold on. WIth the founding of the Zebra tribe in 1860, the arrowsmith Dynasty became Praxians themselves and in 914 the Most Respected Elder at the Paps was a Zebra Priestess of Eiritha. The other tribes were raging. The Zebra's had sole access to Paragua's grazing within the city walls. I see Jaldon building his power base amongst the Bison Tribe in those years. He very quickly became Tribal Khan after becoming a khan. He is the most vocal against the Zebras and the city.
  3. Yes as I said in the timeline, he receives home from a quest to the Green age, between 950-955.
  4. Jaldon's timeline (greatly edited down) 890 Born on Waha's Birthnight. Bison tribe. 907 initiated in to the cult of Waha (Task of Waha and the Statues). 922 Begins raiding raiding Pavis and the river valley farmers. 923 Becomes a Waha khan (Waha the Raider). 924 leads invasion of Bison Riders, defeated by King Yanas. 925 Waha’s Birth Night, begins the year long Task of Waha’s Visionquest. 926 Waha’s birth night he is pulled from Eiritha’s earth womb by the Earth Witch. He is Waha Reborn. He displays his worthiness to be Bison Khan with the return of the Four Weapons of Waha; an unusual three-bladed sword, his oddly-shaped throwing discs, a lance which leaps out to reach its foe, and his pole lasso made from the hair of Eiritha herself. His awkward smile is changed and from now on he is called Jaldon Goldentooth. From across Prax many rally to his cause. 927 Jaldon leads a huge army of nomads against the city of Pavis. The zebra cavalry meet them in the fields south of the city and are destroyed. Siege of Pavis begins. 928-929 EWF send three small armies to attempt to liberate the city but each is repelled. 930 to 935 Many groups try to escape. Many succeed but as many are slaughtered. Mallia rises in the city. Jaldon and King Yanor meet on the Summit of Small Kings outside the city where Jaldon offers terms for surrender and ransom. King Yanor rejects and vows to fight on. Later Yanor is assassinated by demons. His son Jaran becomes king. 940 Jaldon returns to the Plateau of Statues (Task of Waha and the Statues). He returns from the Otherside to his power place with the Eating Statues. Pavis falls amid a horrendous bloodbath (25k dead) 950-955 Reluctant Paps Khan. After his great successes, Jaldon was naturally a candidate for Paps Khan. In 950 on the accession of Karataan Bison Mother as Most Respected Elder, Jaldon was chosen by the Goddess to be her husband. He struggled with the position, being tied to the Paps did not suit his warrior nature. But he used his position to best support the tribes. During this time he returns from the Green Age with Home - birthed by the Goddess herself. He spends his time training his armies, instigating war games to teach them new tactics and tricks. He established the home hearths for the five tribes to allow the nomads practice defending fixed positions. These have become mistaken by outsiders to be the Tribal Altars of the Major tribes, of which there are no such fixed things. (Nomad Gods). On the death of the most respected Elder he was released. His unification of the divergent tribes under his rule as Paps Khan had created an efficient fighting force. His armies surged behind him into Dragon Pass. After many years of raiding and plundering, the desperate EWF killed and dismembered him, his remnants taken to his powerplace and the curse in place. The only time he could be away for several years would be 940-950, but then he was cementing his power base as Bison Khan. I don't believe he ever went to the far east. That's just a rumour that foreigners put about, as how could a nomad become that powerful without help. He could of gone to the East as part of Waha's Visionquest, but that is normally based wholly in the Wastes and Prax (Waha's Demesne). But then it would of been a tiny small part. Making him older is one option giving him time from his initiation to the start of his raiding but he could be younger as well, making him a rare old before his time child hero (for MGF). However, this timeline is the one I'm currently using.
  5. Revisiting this -where is the reference for this ?
  6. I’ve a yet unpublished timeline of Jaldon, I’ll see if I can put an outline of it here.
  7. Don’t think it really matters. He could return from either as a crazed mystic. For MGF I’d have him go from one to the other. One sets the scene for his enlightenment, the other triggers it. As long as it has teeth and allows him to get his cool weapons.
  8. Jaldon is newly restored Paps Khan (again) at this moment. So he is effectively Waha. I don’t think that any other considerations count at this moment. As there are no auspicious days around the dark moon, I think that it likely that it’s in the lead up to the seven mothers holy day, so when it falls, the Lunars loose their magics and can’t regain them. I’d don’t intend to pin down the actual days of the siege and fall as it’s clearly a player led event. Up to you to decide when.
  9. I set the poll to end on 01/06/2018 to give time for RQG to appear then we can have a compare and contrast poll later next year. When I pressed the publish button, it set it to a few days later. I only noticed when it closed and it's not possible to reset it. Perhaps the interval I set was too long?
  10. As to the actual time in Storm season, likely around a black moon as Argrath is familiar with fighting the Lunars, also likely an auspicious day for Waha or Orlanth.
  11. There is another reference to this missing from the wiki in Gathering Thunder, Sartar Rising, Volume 3. In fact it's an adventure to the Slave Farm itself (no spoilers). It's destruction was by my players - they caused the Nymie river to rise up and wash the camp and manor away after rescuing the slaves. IIRC they killed Overash. If you don't own a copy - the PDF is really cheap from Chaosium https://www.chaosium.com/gathering-thunder/ What it used to look like. It can easily be part of the Colymar campaign and some of the book could be used with the coming storm/eleven lights.
  12. What was your favourite version of RuneQuest to date. Please note that this only includes publications called RuneQuest.
  13. RQ2 as it was what I started with. It took me a long time to convert over as I was running Griffin Mountain. The main problem with RQ3 was the price. The boxed set was very expensive.. I got a job that paid more. Same here - then all the spines went on my GW copies. My conversion was nothing to do with the system, it's just that more material was appearing for RQ3. I still didn't like it and still don't as much as RQ2. I played most of the other Chaosium systems and fortunately they didn't go through much of an update with new versions, CoC for example. The only one that had a good update in my opinion was Stormbringer to Elric! I much preferred Elric! But that's for another thread.
  14. Have you read through the examples in the book? I've also done a spirit combat one here in the same style, although it's an extended one: https://basicroleplaying.org/topic/5263-spirit-combat/?tab=comments#comment-79455 I could do you a simple example here is you want.
  15. From there it’s only a short step to Robin’s Hamlets hit points then Hill Folk and Drama System.
  16. It seems to be another multigenre game of which there are certainly a few - I play HeroQuest, Fate and TORG to name three. It's certainly got some of the language and structure of HeroQuest and does note that it's influenced by HeroQuest (along with Burning Empires, and Sorcerer & Sword) Conflict Resolution is sort of similar, but then it kinda goes off into a complex % structure to do tasks - You can download a free preview from Drivethrough : http://www.drivethrurpg.com/product/98108/Other-Worlds-Free-Preview-Edition Personally I wouldn't use that, although I'm always on the look out for new backgrounds to play. My main problem is that on seeing a game like this I immediately see how it works in HeroQuest. Same thing happened recently with Monte Cook's Numenera - superb book, fantastic background great adventures - I really enjoyed it. Awful system (Cypher System - Free Preview), I could see instantly how it would be easier in HQ. There's a review and thread here on RPGNet by @Lev Lafayette : https://forum.rpg.net/showthread.php?636561-RPG-Other-Worlds-reviewed-by-Lev-Lafayette-(3-3) Here's part of the resolution system for reference: My main query is how the Flying fish with the gondola lands!
  17. There's also some great Sun County resources out there. If you are not aware of them: The Secret History (plus the "errata") http://www.jane-williams.me.uk/glorantha/sc/sc_sh_01.cfm @MOB has a page here filled with Sun County goodies: http://rpgreview.net/mob/suncounty.htm it contains: Sun County Errata Jaxarte and the Sun Dome Gamemaster Notes for the Sun County River Ritual Mad Prax - Beyond Sun Dome - classic slice 'n dice RQ3 adventure one of the first appearances of Melo Yelo Last Tango in Pavis - another classic RQ3 slice 'n dice adventure Melo Yelo again Pent Ridge - The Sun County Prison Also available in PDF here with other cool Glorantha material: http://www.drivethrurpg.com/product/215726/Ye-Booke-of-Tentacles The Men with the Golden Gun - the cackhanded lefties, who fire the famous spear-thrower at Harpoon. Origins of the Retirement Towers in Sun County (by Benedict Adamson) Both also available in PDF here with other cool Glorantha material: http://www.drivethrurpg.com/product/220892/Ye-Booke-of-Tentacles--Volume-2 What is Darkness? - the Sun Domer POV How Rabbit Hat Got Its Name For other MOB stuff, his main page is here: http://rpgreview.net/mob/glorindex.html
  18. A war on drugs would make an excellent adventure. With the heroes taking on the role of crime busters against organised hazia growing with Krasht cultists at the centre of it. Illegal fields guarded by cultists with shadowy overlords selling it cheap to stupefy the masses of Pavis, Sun county, kids on field corners. The heroes in the pay of the Lunars, Yelmalions, or other crime lords, burn fields, root out evil and then sell the captured goods to the highest bidder. Of course it's a war on drugs.
  19. You will have no problems with canon (should you choose to be bothered by it). @MOB has expanded much on this amazing resource over the years and it's history is plotted up to the new RQG. Likewise with the other RQ Renaissance products of their time: River of Cradles, Strangers in Prax (although Arlatan the Mage will change due to the new sorcery rules) and Shadows on the Borderland. If you are asking if Krasht is canon then yes.
  20. Personally, I rarely use the pass/fail cycle... Breaking it down further, it's about how much the players are invested in what's going on, what their stake is. Look at the example on page 68. The examples weren't structured and the rolls fixed, they were all done spur of the moment so everything was fluid. The players really wanted to go and visit Cragspider so their stake was high. so it was definitely going to be a contest roll of some sort. Had they said "it would be cool to visit Cragspider, but if we can't we'll go to the Lhankor Why temple to do the research", i'd of let them talk it through. The visit to Cragspider was to do with a prophesy and Cragspider was the obvious choice. As soon as they involved the Queen, the story stakes increased. So now the story stake and the player stakes are high. Kris's Noble and Ambitious increased the tension of the meeting. If it had been any other character things would have been nowhere near so bad. I decided that the outcome that served the story best was for Samastina to fail with a public humiliation and leave with her tail between her legs. So the difficulty had to be a high, setting it at nearly impossible also had the desired effect of when it was revealed, the players were shocked - 14W2 (note that there's a small error in the example). I really did wonder if I'd overstepped the mark here after the dice were rolled. I though a simple marginal victory for myself would suffice. With the stakes high and the result dramatic, it really drove the players in the next scene (page 71&72). The players themselves threw in all the obstacles - I just used them. Franziska threw in that they were going to be killed, Rick threw in Blue Moon Assassins. It was always going to be a contest, like all good TV shows the escape scene is played out no-one just leaves. I wanted to make the contest a little challenging, they had assassins after them, but didn't need to encounter them, the threat was enough to drive the scene. Escaping the city was a moderate group task (14). Obviously the players should escape, but to what degree of success was important, hence the moderate. Simple would have been too easy - there were assassins! ----- Another simple example would be if the players needed to catch some rabbits to eat whist on the road having made camp. Is it a contest: No. they just need to eat and it's an everyday thing. Yes. There is a search party after them and I want them to be aware of this. Simple contest, low difficulty. Yes. There is a search party after them and I want one captured or wounded. Simple contest, moderate difficulty Yes. Assassins are closing in on them, I want them scared, but to escape with some kind of loss. Simple contest, High difficulty.
  21. No. But they can. Looking at the HQG model of spirits - if you were building a spirit companion or allied spirit you need to have what it is a keyword (dog, horse, etc). In the case of spirits, they are spirits and their form is the spirit rune. So at a minimum spirits have the spirit rune. The runes in HQG represent the most dominant, if i wanted an allied spirit for an Earth priestess that could do earth magic or manifest Earth (as an elemental) i'd give it the earth rune. Having an elemental rune doesn't make it an elemental unless you want it to. I tend to give spirits one rune that describes its affinity, that's its dominant rune. It has the spirit rune too, but we know that - it's a spirit. Basically spirits can have any rune, but a humakti ancestor would certainly have the death rune and maybe truth if you want. Passion spirits might have an element to reflect their passion thats derived from the rune. if a spirit has the man rune, it can become corporate as what it was before. Same with any of the form runes. Some spirits have the Law rune - Waha's spirits of Law for example -they know a spell.
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