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David Scott

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Everything posted by David Scott

  1. As long as it's for personal use, I would suggest one of the following: opening the Pavis:TtD in your PDF reader in a 2 page spread, hide any sidebars, open it as large as you can, then screen shot it. Extracting the two pages from the PDF and stitch them together (software permitting). Your printer setup may allow you to print both pages together on A3 to PDF. It will have a line down the centre. You can likely redact the text.
  2. This one of the best things I've seen in a while. A very helpful post.
  3. For more gems from @Nick Brooke and others, have a search here... https://glorantha.steff.in/digests/ See also WF #2
  4. Morokanth have Praxian clan names in the same vein as any other Praxian clan, with occasional morokanth specific variations. Morokanth clans names I have used from my morokanth prax game (there are about 150 Morokanth clans in Prax and the Wastes): Spirit Rock clan (Egajia's clan), Spitsharp clan, First clan, Karim's clan, River deep clan, Shadow of the Goddess clan, One-thumb clan, Dark-as-day clan (aka the Blondes), Waha's Hand clan, Lion hunters clan, The Lost Chariot clan, Ronance clan. Just as in Sartar, clans often have a formal names and an informal name. A lot of the Dark-as-day clan herd have rare blonde hair, hence the Blondes. The Spirit Rock clan are also called "the Bosses".
  5. David Scott

    Thorn Top

    Well spotted, i was looking on the clans map:
  6. @Rick Meints, so Vikings as part of WoW went onto become AH Vikings? (if a manuscript even existed).
  7. David Scott

    Thorn Top

    I cannot place this on any map.
  8. This is an important point for new players. Most of mine (except the classical graduates) would struggle with most cultures beyond Ancient Egyptian, Roman and Ancient Britains'. We have plenty of source material that says what they are, in the core rules it says (page 24) Which I find more than enough for new players (I have two starting in a game next week and this was enough for choices) plus the large colour chapter pictures from the core book. There's then nearly seven pages on Sartar itself for new players to read, plus two good pictures of how men and women look. Plus loads of fantastic colour art. The RQ colouring book is a major resource for new players.
  9. There are some pics of art over on the French Glorantha Discord
  10. I'm sure I've heard you talk about this before. Did you write it up anywhere? (or will here be the first 🙂).
  11. Start with the Hero with 100 faces, they can be hard going: https://wellofdaliath.chaosium.com/home/gloranthan-documents/readings/ I don't feel that the bull god is part of the Storm. Urox isn't a mask, just another local name for Storm Bull. They are the same. Masks of the Storm are certainly parts of Orlanth. Yes. The Devil is chaos bad stuff. Don't look too close at the detail, look at the bigger picture. and welcome to the world of Joseph Campbell 🙂
  12. Use of masks of gods in Glorantha tends to be based on Joseph Campbell's works, Hero with the 1000 faces and the four volume masks of god. Although originally based on Jung's mask ideas, Campbell was a mythologist, not a therapist and so widened the ideas of the masks of gods. Examples of masks of gods in Glorantha are Bisos and Storm Bull are masks of the Bull god. Neither are the bull god, but are similar enough to be recognised as a mask. No, but Wakboth is a mask of the devil. Sedenya is a mask of the Moon goddess, like all of the other moon goddesses. Is she a mask of Nysalor. Maybe. She's definitely a mask of illumination, as is Rashoran, Rashorana, Nysalor, Gbaji.
  13. The PDF came out in mid-June, so mid-jan will be seven months.
  14. Along with urbanisation numbers, I'd also advise not looking at any population growth modelling based on numbers at the Dawn (Guide page 707): https://www.metamorphosisalpha.com/ias/population.html or this one: https://ncalculators.com/environmental/exponential-population-projection-calculator.htm use K = 0.012 (1.2% growth rate - roughly the world at the moment and play from there)
  15. For those with older editions of Classic RQ and RQ3, I suspect you can find 90% of the spells or their RQG versions in the respective cults books. @GianniVacca's Timinits & Trolls blog has sources for the spirit magic in part 2 of his analysis: https://2ndage.blogspot.com/2020/12/analysis-of-red-book-of-magic-part-two.html If you've not bought all of the Classic RQ PODs or PDFs, or even the Cult compendium... I think the full writeup of Ernalda was only in the RQ3 boxed set. But the short version is in RQG so shouldn't matter.
  16. it's not in the rules, but if you don't do it, you have to buy down your 80% beast rune. They are were previously called Giant Baboons, the bestiary says "these creatures much larger than their normal brethren"
  17. RQG states who is the ruler of each homeland / Region, so in the Sartar / Alone region it says Ruler: King Pharandros, for Dinacoli, Princeros, Tovtaros, Vantaros. Lunar rule continues but has been dramatically weakened. (page 104). See King of Sartar and Glorantha Sourcebook for more details. It also says that The current Prince is Kallyr Starbrow, and her rule is in its infancy. Though she has not yet lit the Flame of Sartar, most of the tribes acknowledge her. (page 103). She has only just become King of Sartar, after the Dragonrise in 1625 and dies at the Battle of Queens in Fire 1626. There might be a note somewhere where she lights the Flame.
  18. While true, I thought I'd look at the differences: They are one of the weaker Independents, but I'd have to fight it out to be sure with other independents. Against a tribe they have no defence.
  19. @BruceMri You've opened the rtf file in your browser. Rather than open the file, right-click / command-click the link and save the linked file. Alternately just save that browser page making sure it ends in .rtf.
  20. Yes. It's a fantasy game. Sounds like great fun. If you want to make your game to be difficult for players who want to have baboon adventurers that's fine by me, but I always try to use the MGF box on page 6 as my guidance. Personally I try to avoid any form of xenophobia involving player adventurers (some of my players have enough trouble with that in real life). It's a fantasy game, I also leave out going to the toilet, menstruation, real life disease, and other stuff that, not because I'm avoiding it, but because fantasy allows my group to have fun and ignore our mundane world. In my games, players can choose any of the playable species (centaur and duck so far) and I don't make it harder to do stuff that humans can.
  21. Bear in mind that allied spirits are not actually spirits once they have occupied their assigned animal or object, page 277: (obviously elementals are embodied spirits or some allied spirits may have discorporation rune magic). There's also a section on allied spirits in the Q&A: Allied Spirits (link)
  22. The Bestiary is a collection of creatures that the players can interact with at sometime, so they are as you would find them in their setting (see the intro 4). So adventurers in Prax will meet baboons in a family troop or mercenary baboons. If you read the Intelligent Creatures as adventurers and Creating Non-human Adventurers sections (page 6), it says This is the difference between playing a baboon that is part or a troop and an adventurer baboon. This applies to playing most intelligent creatures in the book.
  23. It's been an odd problem in the Bestiary since publication. Grandfather Baboon uses the Man rune and that baboons start with 80% Beast. IMO Grandfather Baboon uses the Beast rune not the man rune. Makes it all much easier. Conflicted baboons can join both Daka Fal and Grandfather baboon.
  24. You need the core rules and the Bestiary. You need to decide what kind of baboon you are - a normal baboon or a get up and go adventurer. For the family history of a normal baboon, use this table for every year: 1–19 A normal year. 20 Died of other causes, see Random Causes of Death table (page 35). For a get up and go adventurer use the standard Praxian background, substituting Bestiary info where appropriate. Occupations: as per bestiary for normal baboons, use the standard range for adventurers. Cults. Any appropriate cult, including Grandfather Baboon, Monkey King for nobles (Beast, Earth), Mother Baboon (Harmony, Life, Earth). For get up and go adventurers, any cult that works for you. There are few cults a determined baboon can't join. Don't forget Baboons are fully integrated into Prax (and some in the wastes). They took part in Jaldon's wargame scenarios (see Nomad Gods) One final note, as baboons start with a high beast (80%), get up and go adventurers may start with beast/man at 50%, but can't buy down their beast rune further than 50%. These normally leave the their troop and travel the world.
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