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David Scott

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Everything posted by David Scott

  1. David Scott

    Oslira

    Myself, I don't see much of a difference between a step-up between tiny and teeny-tiny cult / sub cults. Both are part of Orlanth's make up and represented in art together.
  2. While the short-form write up of the cult in the Core Rules is good enough to start play with, the long-form in the upcoming Cults of Glorantha add's detail. The most significant in this case for lay members and initiates is: There's no enforcement of the vows, the individual will just not do it. Realising that accidents can happen, an initiate may accidentally consume meat or squash a bug. If this happens, paraphrasing what jewish people may do if they inadvertently consume non-kosher food - repent for doing so, ask Chalana Arroy for forgiveness, and be more careful in the future so that it doesn't happen again. Note that you can't accidentally pick up a weapon and use it, etc...
  3. Let's not forget naturally occurring sodium carbonate in dry lake beds, Natron is one example. Or plant sources such as soapwort. We don't need to go entirely alchemical to produce soap.
  4. David Scott

    Oslira

    As a spirit cult yes, anyone can worship him. He has his own mountain home in Prax (see GtG 453)
  5. You can of course use the well of Daliath for some of that. Most products that have an index, have their index on the site and is searchable (even the guide).
  6. David Scott

    Oslira

    I'm just repeating what's written in the Oslira cult writeup in the upcoming Cults of Glorantha book. Looking at the Guide's maps I can see a number of tributaries that form the main catchment as the Oslir as it reaches Kordos island. Arrowmound is just one of the sources (and only first order). The two main ones appear to be from the area of Muse Roost and The Smoking Ruins (both second order).
  7. David Scott

    Oslira

    Heler is a minor cult, and mostly worshipped through Orlanth Thunderous. As an associate of Orlanth, he teaches Rain to Orlanth Thunderous. So Heler is Orlanth's rain. Orlanth Thunderous is the associate cult of Oslira, not Heler. It's like Orlanth's Lightning is Lightning Boy, another minor cult.
  8. David Scott

    Oslira

    Orlanth Thunderous is Likely an associate of Oslira in the Grazelands, and Old Tarsh (where the rains fall at the headwaters), but as soon as it hits Tarsh, that's likely it. A major temple has one associate cult, so I'd stick it in Queen's Post and make the associate Orlanth Thunderous. It would be easy to put Orlanth Thunderous Shrines high up on the sides of High Meadow (or Green Dragon Valley) and Hiia's Valley.
  9. David Scott

    Oslira

    Orlanth Thunderous's rains are the source of the Oslira...
  10. David Scott

    Oslira

    Until the cults book comes out, I'd do as you suggested and use Engizi as a template. Oslira has some differences in Rune magic from Engizi: Breathe Air/Water, Command Crocodile, Command Fish, Control Flood, Dismiss Water Elemental (any size), Flood, Fireshield, Strongnet, Summon Naiad, Summon Crocodile, Summon Water Elemental (any size), and Water Walk. Varnaga the Crocodile God serves Oslira as her spirit of reprisal (hence all the Croc Rune magic). A River priest's allied spirit can be a fish, crocodile, or water elemental. Associate cults (some clearly depending on location) Biselenslib the Heron Goddess Black Eel - a tributary Erinflarth - a tributary Everina the Rice Goddess Jadarenasa the Mother Loon (river folk only) - check out Awaken Loon in RBM! Lodril (husband) Pelora Orlanth Thunderous (Dragon Pass) - source River Horse Shargash (lover) Yelm Yestendos the Reed Boy (husband-son) Other River Cults
  11. Ants are intentionally omitted otherwise the bestiary would be a multi-volume purchase full of stuff that's of no use for adventures. If you want giant ants, they are in the Gateway Bestiary, page 5, there' also an example of one in Griffin Mountain. The Gateway Bestiary also has rules for insect hive minds, soldier and worker ants. You can find the contents of all the available bestiaries here: RuneQuest Glorantha Bestiary (2019) Gateway Bestiary (1980, 2018) Anaxial’s Roster – Not Enough Room in the Ark (2004) (NOT RQ, but online) Not available Gloranthan Bestiary (1988) Anaxial’s Roster (2000) (NOT RQ) MGP8135 Monsters II (2008) MGP8103 Monsters (2006) AH857 RuneQuest Deluxe Edition – Book 4 Index – Creatures Book (1985) Book 5 lists non-Gloranthan creatures in book 4 and Glorantha specific Chaos Creatures and Elder Races (without stats except for Dragonewts).
  12. Looking at the tribal map here, it could be an error given the location of the Olontongi: https://wellofdaliath.chaosium.com/the-holy-country-after-1616/ perhaps @Jeff could clarify?
  13. This weeks British Museum post is about the making of a new statue of Kali for their Feminine power: the divine to the demonic exhibition. https://blog.britishmuseum.org/feminine-power-welcoming-a-new-goddess-kali-icon/ It has some excellent insight into the artist's colouring of the statue, as well as images of it's construction. Great video too. I especially like the idea of the Ganges clay within the statue, this could be echoed with moon rock inside a Red Goddess statue or earth from beneath the temple in Nochet for an Ernalda statue. It also has great potential for an adventurer' s own votive image.
  14. RQG: As per Summon Spirit of Law in Core Rules / The Red Book of Magic, it enters spirit combat with the chaos creature (at on average 65%), if it wins the target will fall unconscious (zero mps). Spirits of Law are excellent in combat as the victim is likely fighting physically as well as with spirit combat, which is really difficult. RQ2:Cults of Prax has exactly the same wording as RQG, except with RQ2 spirit combat uses POW, and if their POW was reduced to zero, they cease to exist. RQ3's Gods of Glorantha, says Any chaotic being which is reduced to 0 magic points by a spirit of law is immediately and permanently destroyed.
  15. Great article from Ancient Origins, on the Dispilio Tablet. The article contains this image showing glyphs from the tablet in comparison with Linear A and other Paleo European clay tablets, that seem to show parts of the Dara Happan Sacred Alphabet, Gloranthan Runes, and Hero Wars era Glyphs on it on it: Samples of the carved signs on the wooden Dispilio tablet and other clay finds discovered at the site (a) as compared to Linear A signs (b) and signs found on Paleo European clay tablets (c). (Yorgos Facorellis / CC BY 3.0 ) For comparison see: Excerpt – Appendix E: Dara Happan Sacred Alphabet Khordavan Font Runes and Glyphs used on this site
  16. The Lowfire subcult of Gustbran, worshiped by potters and bronze-workers. Teaches craft skills, has limited common magic, but initiates have access to enchantments. Has only God-talkers as Rune levels. Associated with Ernalda, Issaries and Lodril. For the Malani, the nearest guild will be in Jonstown (guild = cult).
  17. The two main refs are: and Given that the city was trapped, we can assume that the dwarfs were unable to remove most of the troublesome materials or the city would be just a ghost town, like Whitewall. They've carted off all of the magic materials, and Nilmergs have long since destroyed what every was missed. It's all in a warehouse waiting to be curated, recycled or just identified as a world machine part (Warehouse 13, Indiana Jones, etc). Nilmergs have long since destroyed what every was left. So it must be the actual structure itself that is problematic. I imagine the city above to be mostly ruined - collapsed towers and domes, shattered columns, blocked and flood areas. Lower areas have survived better, but the dwarfs deliberately collapsed and flooded the subsea tunnels. Now think very big... The very problematic areas are where the city enters or connects the other side. Portals and meta-magical ducts that diectly connect to Yelm that powered the forges, basements that are actually in the Underworld. Huge summoning grids once powered by shackled gods, but now containing trapped entities bleeding in from Spirit World (and the souls of dead adventurers. The deep bore that funnelled material directly from the Chaosium into the forges to make the weapons is still there as it can't be blocked. Kilometre high Adamantine capacitors made from plundered parts of the Spike, that can't be disconnected from a mana tap in the Green Age. These and many other installations are tied in deeply to the structure of the world machine. The enchantments involved to either break, block or render harmless the structures are just too large to deal with at the moment (the moment being 700 years or so). The Dwarfs are dealing with many other large projects - like preparing the chain. I'm not sure which is really more deadly, the dwarf traps or the what's left behind. The flooded areas are likely have some huge sea monsters bound to the area (per Call Monster and its example). I see the dwarf traps as being there to stop idiots trying to use the remaining structures. I suspect they are the equivalent of large sorcery spells, with the duration set to 100s of years, many likely powered by the very things they are set to trap. Simple things like glued floors that tap you to nothing, Death magics that trap your soul, to act like a hungry ghost (along with all the others). Overall the Clanking City is much worse and much more impenetrable than the Big Rubble.
  18. There is evidence of penguins: You can encounter penguin spirits in the RQG Bestiary See penguins in Count Felagga’s Mystic Menagerie in WF #15 Even the original Trolpak has a penguin feather quill pen
  19. In my Dwarf Prax adventure, the whole of outpost 37 (a huge sphere) returns to the Greatway through its dedicated underground tunnel pulled by dinosaurs (per the dino/dwarf illo in the Guide). The circular tunnel is 1000m in diameter, to allow for the jolanti distribution system.
  20. Iron dwarfs are stored in stasis and deployed when needed. The world machine has a fast dwarf dispensing system. The only system that comes near it are the Star Wars droid dropships.
  21. Camels exist, as a result of the Boggles There are a few left on top of the Shadow Plateau.
  22. I'd suggest asking @Ian A. Thomson for more info and if it will be republished. It was in Legacy of Pavis Here's @AndreJarosch's blurb on it from the Chaos Society website (machine translated): The beige cover already indicates the dreary environment and the old age of Pavis. The interplay of two drawing styles characterises this picture. Is there more to know about Pavis, to convert even more game material from RQ to Hero Wars, even more implied adventure ideas that need to be processed into episodes here? But yes! In "Worshipping Pavis", the cult of Pavis from "Pavis & Big Rubble" is converted to Hero Wars and gets more depth through subcults. "The Flintnail Dwarves" does its own with the organisation of the Mostali, who follow Flintnail. The nobles in AltPavis, today's Big Rubble, or part of it, are described: "The Noble Families of Manside" 13 hero groups and organisations in the Big Rubble are listed, including the gang of Griselda and Wolfhead. This is followed by scenario ideas, NPCs and narrator characters, objects, minor clues and location descriptions (including maps). Too many small articles to list all here by name or content. "The New Pavis Knowledge Temple" shows the internal confusion in the local Lhankor Mhy Temple. Anyone who believes in the temple of Jonstadt will go a lot under it, should not even play with the idea of going to the Pavis Temple. "Kakstan"'s Art Museum", a scenario that was already announced in 1978 (and that, if it had appeared at that time, would probably be completely different). An adventure in the Big Rubble! An article about Lunar Agents in Pavis, a subsequent map for "Masks of Pavis" and a mini comic conclude the booklet. A lot of material that sometimes threatens to kill you (also in the layout). A more generous layout would certainly have done the book good, but then probably not all the information would have fit in and there would have been one more booklet (except for the already announced "Shadows of Pavis"). Pavis is one of the most detailed cities in the role-playing world. This may be a little too much of honour for a city on the verge of nothingness, surrounded by unimportant nomadic peoples, but Pavis is wrong if you think it has become obsolete as a game background after the cessation of RuneQuest, in the age of Hero Wars role-playing game. Far too many details have not yet been described in the older supplements, so much RQ information has not yet been converted to Hero Wars. The Legacy of Pavis von Ian Thomson und Freunde Chaos Society; 2002 130 Seiten; OUT OF PRINT
  23. If you've not played the Broken Tower, you won't understand, but if you have you will recognise when the players meet the main protagonist.
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