Jump to content

David Scott

Member
  • Posts

    4,615
  • Joined

  • Last visited

  • Days Won

    125

Everything posted by David Scott

  1. Trifletraxor can we pin this to the Glorantha board as it provides updates for those looking for info on new products.
  2. With the new understanding of Gods and Runes, i'd say that Caladra & Aurelion are are a two Rune Cult, like likely with the runes of Fertility and Harmony. Tessele the True is a hero of the cult with Harmony Veskarthan the Deep is likely also two rune with Fire and Disorder
  3. I believe this is also the image of Caladralander, @Quackatoa maybe able to give more specific cultural references.
  4. I could be wrong but I'm sure I recall seeing some caladralander figure sketches - @Jeff I'm I miss remembering?
  5. @Tindalos, for HQG I rewrote the Peaceful Cut so that it resembled a more traditional real world shamanic song. In this context it's a ritual (and therefore fulfils the spell criteria). It has the Death rune in front of the description as it's categorised as a charm and so needs the rune defined, It's part of the tradition so never needs to be noted separately. Interestingly Daka Fal's Funeral Rite that you mentioned works the same way in the current version I've done - it's a shamanic song as the Peaceful cut.
  6. Following on from the Practicing sorcery: any material components? topic: I thought I'd mention one of the discoveries I had in doing the spirit magic for HeroQuest Glorantha. Spirit Magic users can learn rituals that will do things like summon a specify spirit. These are clearly different from a charm. A charm is a spirit in an object that will do a specific task for it's "owner". But a ritual is a set of knowledge based tasks that produces a particular result every time. Waha Khans can learn to summon special spirits - The Founders and Borabo Nightmare the cult spirit of retribution. Doesn't this sound like sorcery with specific limitations (must be a khan)? Theists can also learn rituals.
  7. But that's what you do in tapping material components, you tap their Rune source - If you tap a log you're tapping the plant rune, if you tap a metal bowl, you're tapping the rune metal it's associated with, etc.
  8. The HeroQuest Glorantha rules as written don't specify any material components. Spells directly manipulate the runes producing effects. Spells are also very specific in their scope and in some cases may specify specific needs to be cast. This basically ignored for ease in a narrative game, but I'm sure in "Real" Glorantha grimoires more than just "Tap Water" is written. e.g. The incantation must be spoken over water metal bowl containing water drawn from a deep well of greater than 25m by a blue haired woman of age greater than 25 who has given birth and is wearing the long robes with long tassels, the resulting energy must be held in a quick silver wand of 1m length carved with fish. That's a deliberately ridiculous example, but limitations of gender, caste, materials, age, cult and clothing are not unreasonable. I'm of the opinion that the rarest spells have the fewest limitations. I would hesitate to build these restrictions into actual game rules unless as @Charles said, they are story driven
  9. Great - can you get RSS on the activity feed: http://basicroleplaying.org/activity/ That's the equivalent one that we had on glorantha.com - lets you watch everything
  10. RSS feeds please. It's very hard to follow what's going on. I had to ask Rick about if we could have RSS and he directed me to this post (I missed it). It was very easy to follow activity, topics and posts over at glorantha.com.com with rss.
  11. along with normal Orlanth worship. Sartarites, etc - good job we brought our ancestors with us as well...
  12. As @boztakang said it's what the trolls do, but not just trolls, many other cultures too. Sartarites and Praxians certainly do this as their ancestors are important to them, and they were at many historical/mythological events and can tell about them first hand. There's actually a bit in one of the recent adventures that alludes to this - you meet an ancestor that has been forgotten (can't remember the exact detail on this). Like trolls they also tend to remember the important stuff - Slights, Grudges, Feuds, spells, and why you should listen to what your grandfather said. In Sartar, Daka Fal is much more widely acknowledged that current publications suggest. This has been an ongoing discussion with @Jeff. There will be a paragraph on it either for the next WF or the Prax book. The Praxian ancestors are in spirit form they have a only slight material form and fight with magic weapons and the like, attacking the very souls and spirits of their foes. Only rarely does an an ancestor take on a body and even then it's that of the family shaman. When a Praxian cultist dies, their spirit goes to the Great herd ruled over Waha and Eiritha, after an undetermined time they enter back in to the cycle of life and their spirit is reborn again. It is while they are in the Great Herd they may become a cult spirit, source of a charm, etc. They have died, their body is gone and their spirit/soul is separated. They have not avoided death.
  13. As for a description of the Devil - there will be a picture by Mike Perry in the Guide. It is the ritual of the Net with the Devil confronting Arachne Solara. I can describe him - The Devil has a boar like head with two forward pointing horns coming out of his forehead with what look like metal tips. He had sharp fanged teeth and a long forked tongue. His ears are longish downward pointing and pig like. His snout is short and wrinkled. He has a hairy ruff around his neck. His four muscled arms end in long claws and he has some kind of bands around his wrists. He has long feathered wings jutting from his shoulders like an angel, they taper off and are longer than his height. The tops of the wings each have a claw like spike. He has a long segmented scorpion tail with a huge barb. His two legs end in eagle like claws with long talons. On one ankle he has a band like his wrists. The picture is black and white,
  14. Looking back at the original source to Wakboth - Nomad Gods (1977) by Greg Stafford, it says: There are six Parts of the Devil in the Nomad Gods game: So putting that together, Cacodemon is an eroded part of the devil that has half digested the river that was sent to wash it away. In the game cacodemon is limited to appearing at the marshes, but can then be allied and then act as a normal unit. The next piece of info came in 1981 in Griffin Mountain in the Cacodemon cult (Cults by Sandy Petersen and Steve Perrin): it also tells of Cacodemons links with ogres: One of the main stories of the Wastelands in the Great Darkness is of how groups of survivors found powers to help them survive. Ogres were probably once a group of human survivors of Genert's Garden that were helped to survive by following Cacodemon, but became corrupted by the act. The Devil's Army and Cacodemon's followers are synonymous. Cacodemon is a remnant of the Devil and had his own army of ogres.
×
×
  • Create New...