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David Scott

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Everything posted by David Scott

  1. Appendix C is an excellent guide, and obviously needs a few tiny updates, for example, spirit cults are missing. Generally speaking all of the tribes have Other at 5% which covers spirit cults and minor cults not otherwise mentioned. There are Storm Bulls & Humakti in all the tribes, if there is no value then in the other section. I suggest removing Zorak Zoran and putting the remainder into other (still there, but other). Morokanth with their Darkness rune affinity keep their ZZ cultists, but I suggest switching the 14% ZZ with 4% Storm Bull or split 9/9. Finally, the % are different in the vary in the time periods available: 1572-1610 Usual moon affiliations and spirit cults 1610-1625 Lunarisation of moon affiliations and spirit cults, introduction of Lunar cults and synergetic moon cults 1625+ Reduction of Lunar cults and synergetic moon cults, lunarised moon affiliations and spirit cults remain lunarised. There's a whole thread on the Praxian Tradition here:
  2. I'm not sure which of the three authors of the magic book wrote the sorcery rules, but my money would have been on Charlie. He had already been involved in writing The Brithini book, mentioned in WF#8, which is likely to have become WIZARDS- sorcery rules for RuneOuest; by Charlie Krank in WF#10.
  3. Cut and paste the RQ3 material into a single document or use the Game Aids pages (depending on the RQ3 edition you have). The parts you are using aren't that much, so scan, cut & paste and print to make a reference sheet to refer to. Its very unlikely that a new version of BRP would be produced with the RQ3 parts you mention as optional rules, especially considering: https://www.chaosium.com/blog/designing-the-new-runequest-part-2/ You might even consider looking at Mythras, Openquest, Revolution, etc. as they may have all you want in one book. Others may be able to advise you on this. Overall, RQ3 is long gone and unlikely to reappear anytime soon.
  4. Have a read of the Optional Rules & Basic Roleplaying (2010 Revised edition) box on page 10. Just treat the RQ3 rules you want to use as rules options and add them. Make BRP the way you want to play as the rules were designed to do that. If you use the Optional Rule Checklist, just add in the RQ3 changes so your group understands whats different in your BRP game. Add your RQ3 changes and additions to your BRP checklist Add your RQ3 changes and additions to your BRP checklist Add your RQ3 changes and additions to your BRP checklist Add your changes and additions to your BRP checklist Add your RQ3 changes and additions to your BRP checklist Consider playing RQ3.
  5. The Survival Covenant is not a hard and fast document. The general overview is that there wasn't enough food in the Wastelands for all the men and beasts to survive, so Waha went to his mother and made a deal. There would be winners and losers, all done on the pull of a straw. Losers get to live as animals, winners rule over them. As long as they don't all try to live off the land it's fine. The covenant was negotiated with the individual tribes not as a whole, and so everything said about it is from the view of the individual tribes. Hence all the human tribes say the morokanth cheated. Every tribe has a different story. It is possible to say that all the tribes treat the covenant the say way, but that makes for a very monolithic setup. Likewise we know from Joraz Kyrem's conversation at the Paps (with Eiritha) that others can join (Pavis GTA page 41): Joraz effectively becomes the Zebra founder and reestablishes Zebras under the covenant. The big secret is that regardless of who is grazing the wastes, they can also feed on the spirit plants that have no physical presence anymore.
  6. Herd men are omnivorous. Talking with Greg when sorting out material for Prax lead to some interesting discoveries for the morokanth to work as the other tribes in Prax, otherwise their role under the Way of Waha wouldn't work. Firstly, why would the morokanth raid and keep other's herd beasts like the other tribes? The simple answer is that they feed their raided meat to the herd men. Herd men don't do well on a solely vegetarian diet, they hair isn't as lush, they loose weight, etc. That's why you see few if any herd men in the other tribes, they are never willing to feed them meat and so they are first in the pot. The only real occasion you find them amongst the the other tribes is as dowery gift of a mixed herd to the appropriate mother / grandmother of a clan. Even then they are not meat feed and so usually the last captured. Herd men are much lower value on the dowery scale. Foreigners are usually unable to identify herd men in a non-morokanth tribe, they look like scruffy humans. The herd men also gather food for the morokanth.
  7. I think you're likely to see small/tiny animal figures on crudes shelves / in alcoves perhaps gathered around an Ernalda / Eiritha figure (think the Minoan lady with the cat on her head) with an audience of her children in various local styles: (Silla figure) (Cypriot Hellenistic and Roman terracottas) referred to as mother and father (animal type). Some may have had personal experience of the horse mother, cow mother etc and so know them by their names. Have a look at some animal mythologies across our world. You'll often find the animals with very simple names, that vary from region to region. In the temple, they have the best figures or frescos of them in tiny detail on the walls. Children often make crude clay versions of which their parents are very proud or parents make them themselves out of bone, wood, clay, or what ever is handy. On certain holy days all the children bring their cow / sheep / whatever figure and put it on the altar so it can be blessed and brought home to look after the real animals.
  8. Use this Discord Link to join: https://discord.gg/Y4QNRX97
  9. Try this: http://13thage.org/index.php/tabletop-aids/711-13th-age-glorantha-character-sheet-fillable-pdf or the Direct link: http://13thage.org/index.php?option=com_attachments&task=download&id=401
  10. Different Worlds #1 was 1979! I'd forgotten that piece of William Church art:
  11. The most recent publication is in the Cult Compendium (2002) originally in Tales #3 (1990). See here: https://www.chaosium.com/cult-compendium-pdf/ The most up to date info is in Heortling Mythology (2010), Appendix C, Orlanthi Heroes and Hero Cults, Page 178 An updated version should be in something like the Sartar pack (what ever form it's in), there's also a Geo's in Jonstown...
  12. Oops, just spotted this. The Thunder Brothers are a common subcult of Orlanth, so it's likely that's where you can learn the spell. There are likely loads of regional subcults / hero cults where you can learn odd magics. So there are loads of specific summoning spells. There is also guidance for making up your own Rune spells on pages 348-349.
  13. This is what we use: As a rune spell is 200 L / POW and variable magic is times the Level plus the previous levels. So a 2pt spirit binding is (1 x 200 L) + (2 x 200 ) = 600 L plus the cost of the item, plus the quality of crafting. A 3pt binding plus say 2pts of conditions = (1 x 200 L) + (2 x 200 ) + (3 x 200 L) + (4 x 200 ) x (5 x200) = 3000 L in a clack (1C). plus casting Matrix Creation (20L) Works well in my games.
  14. Wow! It likely doesn't need worshipping, it just attracts the right kind of spirits. Metal is very appropriate for many shaman. Many of their outfits are covered in iron or other pieces of metal. This article covers a lot of metal cover shaman outfits: http://www.3worlds.co.uk/Articles/Coat-of-Power.pdf Yakut shaman with metal front piece
  15. These are too small to be the tools of a shaman, as well as missing the most important items: Drum, rattle, maybe a fan, maybe something to burn things in. A shaman's tools - stones, animal parts, plant parts, etc, tend to be larger so they are visible to the other participants and easier to handle when in a trance. I'm not discounting that a shaman would have these on their person, just not as tools. I would say the same for sorcerers. We don't really know what items Glorantha sorcerers need as tools, but as literacy is important, writing tools, inscribed items, magic matrixes, etc seem sensible. Along with powders, liquids, exotic ingredients, geometric crystals, etc.
  16. These are actually the items that some Runes and Passions would be based around. Most of these items have no cost: a tiny figure of their god. Free from the temple. Made by an initiate who likes clay and paint (Devotion Orlanth) tiny charms to ward off chaos. Is actually a piece of stone worn smooth by the river glued to a bit of broken lunar jewellery. (Hate Chaos) the protective charm their mum gave them against Mallia. A hag stone found years ago by a family member (reminds you of your mum - Love Family) some kind of fertility symbols to aid in meeting members of the opposite sex? Given to you as part of a private worship ritual at the temple of Uleria (you did pay for the ritual).
  17. My question would be, who's adventurer doesn't carry a tiny figure of their god, tiny charms to ward off chaos, the protective charm their mum gave them against Mallia and some kind of fertility symbols to aid in meeting members of the opposite sex? If you like this kind of stuff, my go to book (amongst others) is Amulets: Sacred Charms of Power and Protection (ISBN 1594770255) by Sheila Paine. It's got glossy photos.
  18. I would say these are universally found across Glorantha, just varying in material types.
  19. You need to be an Ernalda, Eiritha, or Maran Gor priestess to get the spell and 4 points is a biggie. There's a bigger type - the Queen. See Nomad Gods, page 52. The Queen is actually snake-headed. There's likely much more than just using the Rune spell to get a Queen. These are special creatures, found only in the Paps and Prax, so beyond a Bestiary entry.
  20. Trusting that I knew what I was talking about 🙂 I've just gone back and double checked. You are correct. It doesn't add the bonus. I have added a query to check if this is implemented, if not as a feature request over on Github: https://github.com/Roll20/roll20-character-sheets/issues/8832
  21. You're absolutely right with this I see it as guidance. Most of it is very straightforward and should sort out what are the cult spirits of "x" like. Yes! That's how I see it. I always look at the story and the context, sometimes random is fun, sometimes the exact thing is better. For example do they meditate for the casting bonus? What's the MGF? See above. I also think you have to be careful here or some GMs will start crafting tables for this kind of event.
  22. It seems to if you fill out the occupation correctly. Click the cog:
  23. This sounds to me like a plough with a spirit binding and a cult spirit that knows repair, or ploughsharp or whatever. Or a plough with a spirit magic focus of the aforementioned spells.
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