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David Scott

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Everything posted by David Scott

  1. Yes per the Bestiary 154. Previous supplements also had them trainable to throw rocks.
  2. The easiest reply is Are cows (or other herd animals) able to be taught to play simple musical interments? 🙂
  3. 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)
  4. 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:
  5. 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).
  6. 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.
  7. 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.
  8. For those without access to Facebook: https://wellofdaliath.chaosium.com/military-might-in-1625/
  9. 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.
  10. Fortunately the cover clearly says: and doesn't even mention ORC. It's just the latest edition of BRP to me.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. I'd use the one in the Guide. The point is there is no really good map of the bog. For example, the trails to the Erno Akazal grassland, changes not only with the seasons, but on a random basis too. Likewise with the streams and serpents. Known features come and go and may even move position, ruins rise and fall, patches of wondrous grasslands, trees, and plants appear and disappear overnight. Where a previous feature was, there may now be a corrupted chaotic version of it and that may come and go.
  16. It will just bolt on. Trance and Binding are derived skills, so no problems. Just be sure not to mix it up with the RQG rules
  17. Remember the Guide is a view of Glorantha from 30000 feet (enough of an outline of the culture), what you are referencing in RQG is the view from a 1000 feet (enough to play someone from the culture). If some one writes a Grazer pack, it's going to have even more additional info as it's at ground level (enough to play inside the culture). If you feel you need to add this into the guide, just add it as a note in the PDF. No revisions are needed, as it's degrees of information. For example, we've know about Hiia Swordsman since 1991, but Hiia is not in the Guide, but in RQG as he's more relevant close up.
  18. To clarify, that is my map of where Seolinthur fell, not Genert.
  19. Remember the Guide is 1621, RQG is 1625.
  20. If you have the core rules, King of Sartar (and maybe the guide), you have plenty to start a Grazelander game.
  21. And 5% other. There are about 2900 Men-and-a-half (half can be considered children, leaving 1450 x 0.05= ) 73 who are members of other cults. It's likely that many are also lay members and initiates of Oakfed, or its spirit cult, and many other spirit cults. Waha's brother was turned into a dog.
  22. In my Glorantha, the men-and-a-half are separate from the their southern cousins by at least 1600 years and their problems with having children. Ignoring the god learner scientific names makes it all much easier. For me, it’s a bit like the Welsh settlers in Chile, who went there 100 years ago. They have the same history and language, but an entirely different locale with its own customs and languages. So in my mind men-and-half aren’t Agimori. please note this not @Scotty
  23. The Men-and-a-half of Prax (are not agimori), hold Pamalt to be a great ancestor but worship him through the Daka Fal cult (you'll see this in the Earth cults Book). Likewise they can join the cult of Lodril as an initiate and Rune magic normally. Having Pamalt as an ancestor would likely put you on a leadership path, rather the the fire path of lodril. Shamans with Daka Fal as their Greater Entity would likely have Lodril as a spirit cult and vice-versa. Men-and-a-half shaman would be experts in Life, fire, and disorder vortices, likewise earth, and power from Pamalt.
  24. See the definition of Man | Beast in RQG page 50. Herd-Men are bestial, savage, feral, wild, and untamed. As children of Eiritha they are effectively domestic animals.
  25. Some of you may have missed this: https://www.facebook.com/photo?fbid=771734424316724&set=pcb.771734487650051
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