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David Scott

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Everything posted by David Scott

  1. It's in the first paragraph of the eponymous adventure.
  2. Depends on your location: The only example of Flamal we have so far in print is the Earth temple at Clearwine (GM Screen Pack Adventure book). The temple has a shrine to Flamal as a husband-protector. Flamal has only two special Rune magics, Bear Fruit and Sprout, so pick one for the shrine.
  3. You still have 5% with a 00% skill. The 00 is about the category bonus.
  4. Delete the line on page 353 (see 3. Shamanic Skills (page 353)). It's a cult skill for Daka Fal, and assistant shaman can learn it for free from their shaman mentor. Otherwise as it's a 00 skill, you will need training or a successful experience increase before you can add your magic modifier to it. Likewise spirit dance. The only people usually with the skill are shaman or assistant shaman or Daka Fal initiates, so an adventurer could receive training. However per page 417, Rare skills, such as Magic skills, are rarely taught to outsiders. Other than getting over the 00 skill bump, it's certainly possible to increase them as part of a storyline or story hook.
  5. While not explicit, I've always assumed it's part of the confrontation stage.
  6. Bow is a cultural weapon for Sartarites, Esrolians, Tarshites, Old Tarshites and half the Praxian tribes in the Core Rules. Charriot Driver, Herder, Hunter, and Light Cavalry are the occupations that receive cultural missile weapon skills. Foundchild and Odayla are the only current cults that teach bow as a cult skill (half price). Orlanth and Storm Bull also have it as one of the five skills to become a Rune Lord, the Rune Lords will be teaching bow to initiates as it's part of the Rune Lord path. It would seem that overall, Orlanth and Storm Bull cults are the most associated with the bow. with the majority being herders and light cavalry.
  7. I should have said everyone has the ability to travel to the spirit world. Whether it's controlled or not is another thing. Only in the sense it has a list of specific rules for ancestor spirits. The description does open with creates a holy sanctuary, which I interpret as the classic shamanic Axis Mundi: the connecting place to the spirit world. While not RAW, it's effectively a shamanic version of sanctify. The Horned Man was the first shaman, he's not a god and has no rune pool. Discorporation comes from the god of the cult. My statement was about the human condition overall, not those who would become shaman. I've taught shamanism in Russia, to some from Siberia who's own shamanic tradition were gone. They had no trouble learning the techniques. My own personal experience of an Altai shaman, was that he was born with ability, but it was not inherited. He was a shaman of the 9th heaven (could not travel beyond the 9th level of the spirit world!). Likewise with Tungus shaman, there seemed no real consensus that it was either hereditary or a random choosing to become a shaman. Overall they are large areas and likely with variations. Overall in Glorantha, there are likely no humans who can't enter the spirit world.
  8. In real world shamanism, there are some important details in travelling to the Spirit World. The first is that anyone can do it and there are many methods of achieving it. Drumming, rattling, singing, and dancing are the most common methods, often used in combination. There are also entheogens. which are normally used in combination with the previous methods. However the problem with entheogens is that they can also be used without regard to their entheogenic properties and throw unprepared users into the spirit world. Which brings me to the next detail. A shaman is someone who can control their entry and exit in and out of the Spirit World. Entheogens have the problem, to the unaware user, that they can only provide an uncontrolled entry and exit (and often no exit). In many traditional cultures, those who cannot control their contact with the spirit world are considered mad, whereas a shaman does control it. So in RQ terms, the shaman's discorporation ability, and any discorporation rune magic provide a controlled entry and exit from the spirit world (needing an hour long ritual to work). Hazia, Black Mushroom Drink and most other plants that can help achieve discorporation, fall into the uncontrolled category. There is also the matter of an Axis Mundi, an important adjunct to travelling to the spirit world - a safe starting point. At large ceremonies, a shaman need only cast Axix Mundi and make sure all the participants are inside its diameter. Everyone inside is effectively in the Spirit World, everyone knows not to move as to do so moves you out of the protective area into the spirit world. So If the shaman want's everyone to travel with him into the spirit world, everyone takes the supplied Entheogen (what ever it is), does the hour ritual, pays 5 magic points, and makes a meditation roll (including ritual preparation bonus). The shaman then casts Axis Mundi and everyone moves off through the now open gateway to the spirit world. I would see this a form of guided meditation, with the shaman (and assistants) directing the group to act in ritual fashion. As long as they act as the shaman, there is little difficulty. This is the kind of activity I would imagine in a worship ceremony at a spirit shrine, where you might go the the vortex where the spirit lives. Some of you may find the 1968 paper, The Sound of Rushing Water by Michael J. Harner a useful read. It has some great Spirit World imagery and descriptions: https://www.ayahuasca-info.com/data/articles/The Sound of Rushing Water.pdf
  9. If you haven't reread the Divine intervention section again, then it's a good starting point along with the examples on 273. It's clearly: A kind GM will let it will happen just before the killing blow. So spend a permanent RP, then make the appropriate roll and hopefully there's huge wind and every one finds themselves on top of an appropriate orlanth hill temple, etc. You can also attempt as may DIs as you like, but it costs a permanent RP each time.
  10. Not sure where you got this from. In Orlanth is Dead, Valind is one of the Storm Gods that looses his powers too. As the Great Darkness has returned. Kallyr gets trapped in her heroquest, and the players (in theory free) her at the Battle of Iceland. Those that fought are the New Breathers and have freed their own personal Orlanth. I'd suggest re-reading Orlanth is Dead. Rigsdal is mentioned only as one of the few minor deities that still have their magic (and a couple of times that Kallyr is an initiate).
  11. IIRC it's the hands of herd man in place of the tail. Can't remember the source.
  12. What's the source for this please.
  13. to repeat part of my original answer:
  14. The great temple of Sun Dome County will have shrines to all recognised associate deities (per page 284). So: Aldrya Ernalda Hyalor Horsebreaker - Unlikely (southern Peloria) Sun Hawk - Unlikely (prax and the Wastes) Vrimak Yelm Yelorna
  15. It was named Vanntar a thousand years ago, as the Guide says It's called Vanntar in the Guide (First Age), before that WF15 and couple of other sources use Vaantar. But the Guide uses Sun Dome County as its proper name. Simon is clearly not an antiquarian.
  16. I suspect the shrine was in Kallyr's forehead, and the worshippers, her loyal thanes. You mean Sun Dome County? If there's a shrine and a shaman... I'd suggest other than dead Kallyr, there's another shaman somewhere in Sartar who has a shrine to Rigsdal. Stick it somewhere out in the open - clear open skies.
  17. The answer to this varies according to the following: The annual migration path of the individual clan concerned (and if it's one of the rare years for a Paps visit) Their beast type (for rutting and birth seasons) For my Praxian games, I use a hex map and get the players to go round the table and mark each season's rune on a map (using R for sacred time). This marks where the tribe is at the start of the every season. I usually limit the Sea season marker to within 14 hexes of Sacred time as a hex a day limit seems sensible (given it's only two weeks). Otherwise anywhere is fine. Marked on it are the ancestral homelands of the tribes as these are usually avoided by the other tribes. Likewise the Krjali Bog, and the Devils marsh (Chaos Box and Wolfhead are missing from this map). Once done, I then overlay the grazings map and a few other features (oases, serpents, etc). From this we have the clan map. Next we mark the rutting season (if appropriate) as that's where clans intersect to form septs to increase the breeding pool. Next is birth time, here the clan is more vulnerable to other clans raiding. Next mark appropriate High Holy days - Waha & Eiritha, but also usually Storm Bull and any other relevant to the group and that's the year done.
  18. Well that's gone then 🙂 I wonder if Kallyr's misfortunes blows back onto any Rigsdal interest (what did that star on her head do for her anyway?). There's still room for the odd shaman to have a spirit cult though.
  19. Rigsdal is Polaris worshipped as a spirit cult by the Orlanthi of Dragon Pass, giving a single rune spell, Captain Souls (RBM 23). So a very small following, appearing in the Other category for cults. As a spirit cult can be worshipped by anyone with a 50% rune affinity of Fire or Stasis. So Yelmalio worshippers or Orlanth worshippers with no emphasis on movement for example (Orlanth Thunderous). You can find Rigsdal's mythology (including Rigsdal and the Too-Face-Horde) in Heortling Mythology (page 159) Note that the Hero Wars publications of 20 or so years ago had him overrepresented and overdeveloped.
  20. This maybe of interest and https://basicroleplaying.org/search/?q=androgeous&quick=1
  21. What's the reference please. Cults of Prax (Classic), Eiritha, page 28. - corrected. All ten are named: Five of these are the Respected Elders of the nations (I will assume Bison, High Llama, Impala, Morokanth, Sable) Some of these have Priestesses of their own among minor clans on the plains: Rhino, Zebra some are remainders of extinct herds: Plains Elk, Nosehorn, Longnose I'm interested in this reference, I've never seen any mention of who the third party is. In my games, it's the morokanth... I have no problem with this. The Zaranistangi were in Teshnos, which borders the Wastes. Given the Zaranistangi then left (and perished in 805), it's not inconceivable a small wild population of lopers was left. I'd certainly throw in loper encounters around Fever Trees (the border between the Wastes and Teshnos), and as far in as Feverlast. Loads of Teshnan merchants will say they've seen one or offer to catch one for you. Drastic Prax had all sorts of ideas regarding the Loper people, it identified Mastakos/Uleria as their wander spirit Emilla as proof: Emilla the Blue Goddess of Movement and Secrecy (GtG 429), would seem to be an aspect or child of Annilla. I don't put any credence in Drastic Prax, although if it works for you, use it.
  22. In the original each brother is put in a separate challenge by the uncles. While each challenge is present, the initiates only get to experience every one. And note that it's the one that which was weakest against them, rather than the strongest. See https://wellofdaliath.chaosium.com/home/catalogue/websites/pos/prince-of-sartar/chapter-1-initiation/003-the-underworld/ Argrath only experiences the Strange gods. The irony with the Sex Pit is that for Ragnaglar it was weakest against him and he failed. (Why is a separate thread). I suspect not. The summons of evil seems out of place here considering what's going on. No, they are likely rare and can happen at any station. I think the most obvious (to me) would be male Ulerians or those following another fertility path. (In one of Greg's unpublished manuscripts, Uleria is one of the ten "demons")
  23. None. The illuminated one will know as truth that Chaos is, in itself, neither evil nor inimical. No. Some illuminates have the ability to Ignore Cult Restrictions (not all). But that doesn't hide what you are doing from others. If it means that they do so openly by treating chaos as neither evil nor inimical and there is no personal consequence, yes. If society sees you doing it, you're going to suffer. No. But likewise it doesn't hide your actions. Illumination is not some superpower that lets the illuminated ride roughshod over all the rules. It only gives the illuminate a new mindset about chaos. Whether they do anything with that new knowledge is a different matter. If your society allows you to tap chaos, there is no difference if you are illuminated or not.
  24. You seem to have confused Nosehorn and Longnose with loper:
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