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David Scott

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Everything posted by David Scott

  1. To be clear, this originates after the Lunars get involved, before then it was never really thought as a fixed number. There were many sable daughters in the stories, some never founded phratries. Combine this with the numbers of Sables at the Dawn: Roughly 500 sables, split into 20 families grouped into 5 septs. It's these septs that become the phratries (only in the Sables). Later each phratry develops it's own septs. It's at this point that some families move out on the great migrations. During these times likely some discovered their own Sable Daughter, some establish successfully, others failed. It was this fixing of numbers by the Lunars that was the kind of thing that the conservative groups saw as foreign and un-praxian. But the Lunars understood what they were doing, and after 15 years they had successfully changed the Sable religion.
  2. I have a chart on a piece of cardboard:
  3. I actually think there were many more, they like the other praxian colonies either died out or lost their nomadic ways and became the local population. But your idea is a good one.
  4. Here's a basic overview, unlikely to be fleshed out completely as it leaves plenty of space for story hooks and alternate endings. Cults of Prax (classic page 31) replace Storm Bull with the Twin Stars as the founder's father. The sable daughters, each a daughter of the the sable protectress, each found a phratry (a grouping that sits between tribe and clan) Legend says there were seven daughters of course, seven phratries Sables migrate along with other Praxians across Genertela. Hungry Plateau Sables (HPS) settle (a separate phratry) they always maintained contact with Prax. 5 phratries in Prax. Lunars arrive in 1608 with HPS, end up at the Paps where they of course pay respects the Most Respected Elder who naturally acknowledged them. 1610 Lunars arrive - Armistace of Prax - Lunars place Inire the Red, Sable Tribal Khan as Paps Khan. Polarisation of phratries. 2 become Lunarised (embracing HPL lunar cults) , 2 remain conservative (rejecting HPL cults), 1 neutral (leaves for the Wastes). With the support of the Lunars, Inire the Red regains the sable ancestral lands lost to the Pol-Joni and sets up a permanent camp outside Moonbroth. Inire the Red only attends the 1610 & 1611 sacred time ceremonies, then continues his decadent life at his permanent camp. Suffers no cult retribution (ever). Roneer the Hue (leader of conservative phratries) secretly acts as stand in at the Paps, fulfilling sacred roles with Egajia Chewer of Flesh (for over 10 years). Jaldon returns. Egajia (Eiritha) declares Armistace of Prax broken and Jaldon Paps Khan. She declares Inire an outcast. Roneer joins Argrath White Bull. Moonbroth II - Roneer kills Inire and becomes Sable Khan. Neutral phratry joins conservative phratries under Roneer. Sable genocide begins, lunarised phratries scatter (HPS retreat to HP), those that don't escape are murdered (mostly) by the other sables. Uninitiated children are absorbed into other phratries. Sable Khan given land inside the Rubble by King Argrath (no other tribal khan receives this). Sable religion has permanently changed, the twin stars become more important again (and the Lunar cycle acknowledged), the Seven mothers remain embedded with the tribes (they restored the Twin Stars to importance) - but there is no connection to the Lunar Empire now. (Think of Inire the Red as Baron Harkonnen, the Seven Mothers in Prax as the Bene Gesseret bringing the Twin stars myth back to prominence with a moon connection, Roneer as Paul without the religious overtones, more as psycho avenger). Roneer, who started off with the noble idea of saving his people, is Warlord of Argrath, genocidal leader of the Sables, mandated by the White Bull society to fight at the end of world with Argrath. What Praxian is going to call him out. 1625 RQG starts - plenty of room in this to do your own stuff...
  5. There's a whole Appendix (J) with pictures in the Guide to Glorantha. https://wellofdaliath.chaosium.com/home/gallery/simon-bray/ https://wellofdaliath.chaosium.com/reconstructing-the-hero-warsjust-working-on-the-reconstructing-the-hero-wars-appendix-for-the-guide/
  6. I don't think there is a clearly defined list, clans come and go. With my Lismelder campaign, rather than mess with what was there I shoehorned another player developed clan in to the area. If anyone wants to create lists I can put them up on on wellofdaliath.chaosium.com
  7. There are at least 5 different people named Argrath as the name is not uncommon: https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/cultures/orlanthi-overview/orlanthi-names/
  8. Depending on your view point, the Sable Tribe had a complex political issue when the Lunars were around. 2/5s were pro, 2/5s were conservative and 1/5 neutral. In the aftermath of Moonbroth II 2/5s were effectively eliminated. The remaining 3/5 were protected from most (misplaced) retribution by the most respected elder or by joining Argrath.The tribal Khan sensibly supported Argrath. White Bull members are roughly a third of adults (based on upcoming CoG cult distribution figures).
  9. Members of this subcult get the Fearless Rune spell. Fearless is only available to Vinga (RQG & forthcoming Cults of Glorantha).
  10. You can have any Lore if you are a Lhankor Mhy: Lore (Southern Continent) or if you want to make it more granular: Lore (Southern 1st Age), Lore (Southern Mythology) or Lore (ruins), etc.
  11. I liked that duck, I always imagined that's how a Pavis/EWF/Godlearner Duck looked. It must have been in an English book too.
  12. You might find this useful, I just found it: http://fanzines.jdr.wiki.free.fr/wiki/index.php?title=Tatou#Num.C3.A9ro_1 http://fanzines.jdr.wiki.free.fr/wiki/index.php?title=Runes & http://www.runes-le-magazine.com
  13. I'm interested in putting international versions of Glorantha publications on the Well of Daliath. People love to look at the covers. Can anyone point me to a listing of Tatou, contents and covers? or would like to add them to the site or other international publishers?
  14. @Rick Meints is the reason - AAA is also the acronym for American Automobile Association. They publish(ed) US wide map books. Rick likes subtle jokes 🙂
  15. I'd like see the actual evidence of this.
  16. Yes. The treasure chapter in RuneQuest 2 / RuneQuest Classic lets you randomly create treasures. You can have a gemstone that is also a POW storing crystal. It can he mounted in jewellery or be a single gem ranging from Superb Gemstones a pretty stone. Although not part of RQG, I still use it as handy resource (ignoring the costs). Likewise Plunder / Classic Plunder gives Fire Crystals (powered crystals) set into jewellery.
  17. At the time though, the whole world was exotic...
  18. Whimsical 60s/70s game designer using weird sounding names, although still in print with WFs is corrected in the Guide... eg. Sultan / Satrap - you know what the right thing to do is...
  19. You could also use the magic system in the BGB as the basis as it's not prohibited material.
  20. Yes. But using the RL's rune% means that they are casting twice in the same SR.
  21. As long as they weren't the same rune and have enough RPs themselves, as they would both have to use the Rune Lord's rune casting ability (the allied spirit has no runes of its own). I'd have no problem with SR1 then SR2. I'd have no problem with SR1 then SR2. Allied spirits inhabit an object or animal (so it's an embodied spirit). That is the allied spirit. If the animal is killed or the physical object is broken the spirit returns to where it came from. It doesn't exist outside of its animal/object. If your allied spirit knows discorporate, it can leave its "home" for the duration of the spell, but at the end it become embodied again. It's not a fetch. You need to look after your allied spirit, it's not invincible.
  22. and anyone who knows a lunar shaman or an adventurous shaman.
  23. Spellcasting Ability on page 254 has no mention of how to treat fumbles, on a fail no mps are lost. So it's your call. In my games we play that if you fumble, you do loose the mps. However MGF on page 6 dictates that where appropriate funny things can happen if it furthers the game. I've had disruptions bounce back and hit a donkey, ignite setting fire to a nearby cart the players were guarding, etc. Have fun.
  24. I think there's a number of techniques that can allow mass spell casting. I can imagine them being roughly related to the magic forms: A heroquest could gain you magic to allow group rune spell casting from a particular god (ritual to cast cloud call with 100 participants) Sorcery could gain you a spell that lets you cast multiple spirit magic together (like mobility on a horse troop). A powerful spirit or artefact could act as the focus allowing group spirit or rune spell casting. Sorcery could have rituals that allow the combination of all of the above. Clearly the god learners had some of these techniques and some are alive still in places, but just not used or abused. For example a Bartar priest might have learnt from a hero/subcult/ancestor a ritual that allows Bless Crops to be cast by a group in one stack (5 people with Bless Crops 2 = Bless Crops 10) with him as the focus, so using his Earth Rune casting %. The payment could be that they need to stack 2mps each as well to provide the cohesion. Then someone realises that they could try it with another spell (it might not work or need more mps etc). Methods could allow one person to act as a focus for a group, or a group to act cohesively. I'm sure others could dream up bits I've likely missed. All of this is easily modelled in RQG.
  25. Yes, there was Megaera, based on the Griffin Island cult, adapted for Glorantha. She has minions who appear first to deal with summoners: The Captured Souls (wraiths), Celebros the Torturer with Whip of Eternal Torment (no stats), Mavrlam the horror of battle (STR 158, SIZ 54, INT 14, DEX 20, Gladius 250% 1D6+1+12D6 plus huge shield, no POW or mps), Tagrikas The Devourer (Aura of Death, 50 POW vs pow attack), Elbetha The Seductress (6 armed woman, seduction), finally you get to Megaera and her four War dogs (STR 50, CON 50, POW 45 DEX 30, bite 500% 1D8+5D6). Megaera takes 300mp to summon and has a POW in excess of 3000...)
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