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David Scott

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Everything posted by David Scott

  1. My understanding is that Moon Design holds ownership of RuneQuest and Glorantha. So they own the rights to all versions of RQ. Chaosium is technically a licencee. Hence my DoD concern.
  2. While I'm unsurprised about your RQ3 statement, it did send a shiver of horror through me that another generation could be exposed to Daughters of Darkness and Eldorad. I realise there are other non-gloranthan RQ3 supplements (I enjoyed playing monster coliseum, Vikings and land of ninja), but those two were poor by any standard.
  3. The Glorantha Classics Line has lots of new art inside. In Griffin Mountain, the citadels are drawn from the outside, etc The extra stuff is lots of snippets of the Nomad Gods board game in Borderlands and Beyond, for example.
  4. The Bete de l'Aurore counter isn't very inspiring. The Great Treasures of Prax vary between incarnations. I'd suggest it looks nearly like one of the finders own herd beasts, but an extinct version. e.g. long haired impala, Short necked High Llama, or whatever you think is cool - just not the white goat on the counter.
  5. The best reference is in Borderlands and Beyond p232. It's one of Seven Great Magics of Prax, and will appear in the Prax book - ( "(Life rune) The Dawn Beast. The Dawn Beast was a magic animal, the last or only one of its herd. This uniqueness gave it great powers of support. When it was butchered it would feed whole clans. As long as its parts were put back together correctly, Eiritha would send it back the next morning, whole and again ready to be eaten. The Dawn Beast is often found with a High Priestess of Eiritha."
  6. This quite a broad question. For some it's cult dependent, some cultural, for so it varies between RQ2 & 3 as in Yelmalio.
  7. Firstly I would say their position as guardians is clearly down to Pavis doing some deals with the Dragonewts and Humakt cult in setting up the city and protecting it. As Guardians they clearly ended up doing a bad job of protecting Pavis. I would suggest that the Guardian of the Right - The Iron Man, went back to Tourney Altar, but returned when Dorosar setup New Pavis and is now in the Humakt Temple there. I would suggest that the Guardian of the Left remained where it was - everyone too scared of it to touch it until the Dragonewts Dream. Then it became alive and move to the ruined Dragonewt temple. When the temple was restored, it remained, protecting it.
  8. Oops not Lodril, Oakfed (had my Agimori hat on for a minute)
  9. The most obvious reason that the Wastes are warm, is due to what Oakfed did. He burnt the forests and the survivors fed the remainders to him, He also crashed down onto what is now the Monkey Ruins. In the Spirit world there is the burning area called Fireground that reflects that. There's now also much less water to offset the heat and Storm Bull hovering over the centre doesn't help as he's no water powers. Orlanth's presence is only felt at the Sartar edge, and Heler doesn't get a look in. ( Hmm sounds a bit Godlearner to me. The oceans had no effect on the Wastes as the land rose up, defenders Shore and all that. I can't see them having an effect now. Next thing you'll be saying that is that there's a climate:-)
  10. Didn't have much of a chance to update you on my game for the last three episodes. So here goes: The group each told why they had joined the White Bull, some it seems had little choice like the Sables who had been outlawed. The Bison rider was from the clan that originally enslaved Argrath. All who had family had brought them to join the society. Raag's wife had now given birth to their their 13th child, the High Llama Khan had brought all 5 of his wives and 5 children, and the Impala hunter had brought his extended family with grandchildren as well. Argrath tasked them with recovering a sacred item he had dreamt about. He saw it was on a place called Ogre Island in the Big Rubble of Pavis. Only the two Sables are familiar with the Rubble, having visited the Real City the previous year. The group discussed how to get in with the Sables taking the lead. They couldn't go in through the Garden again due to a previous incident, so with the help of Sagan Grokka's newtlings they went up river on reed boats helped by the newts and a spirit from the spirit talker sable. It's a gripping hand spirit that always engages in inappropriate hugging after being used. They took their riding beasts with them so it took a while to cross into the Rubble. The Troll lands just inside the walls were decided to be a good place to start. The Morokanth has a Great Troll sidekick so that would obviously help. The Sable hunter started to scout ahead, but was hit by a lead sling shot and wounded. Retreating quickly back to the group, they prepared to meet a troll patrol. The group began to argue over the best course of action. The Khan, strong in the Mastery rune wanted to negotiate as Waha did with Dark Eater, Raag, a Waha initiate strong in the Death Rune want to fight and kill them. The Sable spirit talker wanted to see what would happen. The others slunk away into the ruins using the harmony spirits of the hunter to hide. The trolls appeared - a Zorak Zoran Death Lord, his two Dark Troll aides and 5 troll kin on leads. The Raag held back, commanded by his khan, who began to talk to his opposite, jesting that if he wanted a fight, they would return tomorrow to settle it properly. The sable spirit talker said to the troll was a coward if he wouldn't fight now. The Khan groaned. He then threw a haunch of meat towards the river, at the moment the trollkin were released. The sable spirit talker and his mount discorporated using his spirit rider ability and started to quickly move away, notching arrows. Raag the Innovative Stone Hard Protector charged forward with his twin shields ready (yes he fights with two shields, one metal, the other a dragonscale - he is innovative). The Khan shouted "STOP" using his Commanding Voice while trying to jab Raag with his spear butt. The trollkin went for the meat down the river bank. The Trolls froze under the khan's commanding voice. Raag avoided the spear butt and ignored the order, smashing into the Death warrior. The sable loosed arrows into the Death Lord. The Khan buried his head in his hands. The others ambushed, the first aide to the death Lord died under a hail of magic and arrows, the Death Lord pulled back and fell under a hail of Sable arrows. The other Dark Troll surrendered after the Morocanth said something to it in Darktongue...
  11. This is a maintenence release: Missing Divine/God Rune should now show correctly Version updated to 1.5 for clarity Filename updated to GloranthaCoreRunes1.5.ttf for clarity Please insure you remove any previous versions of this font before installing http://www.glorantha.com/docs/glorantha-core-rune-font/ Here's a dropbox link to the same file in case of download issues, up for 7 days. https://www.dropbox.com/s/72q3jzakzbevcqw/GloranthaCoreRunes1.5.ttf?dl=0 The Glorantha Core Font is used by Moon Design in their publications. It is a compilation of the most useful characters from the 42 or so fonts created in the 2000s by Greg Stafford. It’s provided here for use in your games. It is a Truetype font compatible with both Windows and Apple systems. Glorantha Core Runes is copyright © 2016 Moon Design Publications. Permission is granted for personal or fanzine use only, as long as a credit and copyright notice is included, the font is not altered, and no fee of any kind is charged for its use. The current version 1.5 was released on 27 Jan 2016 Notes on this font I compiled this font so that Rick, Jeff and others could finally have a standard font that had all the basic Gloranthan runes, without using old or multiple fonts. The arrangement of characters is based on their position in their original font. Very few had their positions changed, this was to reduce confusion when switching from the older fonts. Don’t try to look for any logical pattern in their arrangement, there isn’t one. If you are wondering why some characters are included and others aren’t, it was based on need and simplicity.
  12. I have Bolo Lizard figures, 15mm only from 20 years ago, no idea where I got them. Here are some Bison Riders with their recent raid prizes... (apologies for bad photo)
  13. I've (finally) put the Khordavan font up at Glorantha.com. http://www.glorantha.com/docs/khordavan-font/ The Khordavan font was used in The Guide to Glorantha to produce the Dara Happan Sacred Alphabet on page 349. To use this font you will need the look at Guide page 349 or The Fortunate Succession page 93. It is a Truetype font compatible with both Windows and Apple systems.
  14. @M Helsdon what did you use as the Bolo Lizard basis for the size chart in HeroQuest Glorantha?
  15. @Iskallor, this the problem with serpents, they have a number of interpretations. Water & Earth being two of them
  16. What's your reference for the wheels being movement runes. Both the Nomad Gods counter and illustration disagree with that.
  17. Yes, very clearly. No I don't think so. Ronance is a fertility spirit at the Paps. Okay so he has a chariot, but that doesn't give him the movement rune, just an association. It's pulled by Serpent Guardians which are Earth Spirits, not reptilian. In Nomad Gods, the counters and illustration don't give me any movement rune feel. The chariot comes from elsewhere, he can lend it out if you are lucky. It's got a Solar feel to me.
  18. As the writer of the HeroQuest Glorantha examples, it's my plan to revisit the Auroch Hills example and adjust it accordingly. As noted, the multiple opponents track was merged in the excitement of the moment. Sadly this wasn't pickup in the editing phase. All the examples were the result of real rolls and playing. When I run games, I often lump the resolution points together as it's quicker and shortens combat. This is a house rule of mine and clearly doesn't help the example.
  19. The Bolo Lizard outline is seen in more detail in HeroQuest Glorantha page, 209 Comparative Creature Sizes. Their description is on page 215. The best description is in Anaxial's Roster page page 77. As with all of the Herd Beasts, their Rune is the Beast Rune. They are also associated with the movement rune. That's correct, the Bolo Lizard Founder is unknown to me at the moment, but undoubtedly the source of their movement rune. It's clearly the "Lizard God".
  20. The first port of call would be the mounted bolo lizard counter from Nomad Gods. I'll post that tomorrow. There is an illustration of a mounted one that I've seen in the last few days in a supplement - can't remember where!
  21. There's a magical ecology that's present in Prax that protects all of this sort of stuff - the Covenant. Inter tribal marriage in what ever form is going to present problems. You don't want tribespeople of the wrong size as riding is going to be an issue. Real world genetics has no part in this. It's an "or" situation. To use an extreme example Pygmies and High Llama people. Their offspring will be pygmy build or High Llama build. If the wrong type, they will be fostered back to their proper people. I suspect in overall numbers this is not going to be common. The family of the clan they came from will be happy to have a new member.
  22. The Major Tribes' skills are pretty much the same. RQ2 cultural weapons can be found in the Appendixes of Cults of Prax, For RQ3, the Glorantha Boxed set has the cultural weapons in the character generation of the Players' book, the rest is as Nomad Occupations in the RQ3 Players Book. I wasn't aware of pygmy stats in Heroes (Ostrich clan yes). I'm not sure what you are referring to in Drastic Prax.
  23. The Red School of Masks (dying phase) One of the newest spirit societies in the Wastelands. Attracting shamans, madmen, and other petty magicians who found their magical ways synergizing with those of the Red Moon. Bolstered by the teachings of its newly arrived followers, the resulting spirit society became greater than the sum of its parts. It is now a powerful school bridging the worlds between the Praxian and Lunar traditions. Called the Loonies for their strange rites, many who are attracted to these new ways are driven mad by the experience. They are based at Oasis of Moonbroth. if you've read Pavis: GtA you'll know that it's led by Jakaleel the Witch shaman and spirit talkers. My take on it is that it's experimental magic using some of Moonbroth's fractured knowledge. I think Tatius is keeping them at arms length until they do something useful, if they do, they'll relocate to the New Lunar Temple. No good will come from it (other than slavering chaos monsters).
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