Jump to content

David Scott

Member
  • Posts

    4,615
  • Joined

  • Last visited

  • Days Won

    125

Everything posted by David Scott

  1. Maybe yes maybe no. I'd recommend runing a God Learner HeroQuest back to the Golden Age to find the truth. Shamanism isn't the magic though. Rune /theist magic is something you are, Sorcery is something you know and spirit magic / charms are something you have. There was likely no separation between being, having and knowing. Shamanism didn't appear as a way of interacting actively with spirits (not dead people) until the entity who became the Horned Man was awoken by his near death experience with Kajabor. His escape not only changed himself, but precipitated Kajabor birthing Bad Man as his nemesis /mirror self.
  2. Lunes are Moon spirits, Jakaleel can summon them as she's tied to Moon, Darkness & Death she's also good with Darkness & death spirits. Jakaleel is a good example of a mixed cult. She has temples and her Witch-priests are shamans. Because Jakaleel herself was a Blue moon worshipper, shamans can likely find Selene's to include in their entourage.
  3. It's probably worth looking at the bigger picture for this, mainly because RuneQuest obscures the world machine with rules. The Three Worlds came in to existence when the spike was shattered. Those present at the time can access the different world to varying degrees. This is reflected in the a cultures spectrum of worship and magic types (it can be visualised as a triangle) Few cultures (if any) have a single type of worship. Most theistic cultures have a shamanic element and vice versa - mixed worship is the norm. so most god time beings can be accessed in these different ways eg: Orlanth - theism / Kolat - shamanism Ernalda - theism / Earth Witch - shamanism Yelm - theism / Golden Bow - shamanism and with this, the spectrum extends further as each part can have aspects - subcults / spirit cults. Oakfed for instance has a cult. subcult within other cults and a spirit cult. Oakfed's worship spans theism to shamanism. Magic from god time beings may also vary and may give spirit magic and theistic magic in varying proportions. Theists can get rune and spirit magic from their god time being likewise spirit practitioners (members of shamanic cults and spirit cults) So the answer is yes. But not just for shamanising - Yelm owns the fire rune, so it's possible to access Fire magics through organised theism and shamanism. Shamans can access Fire rune magic by meeting fire spirits or Yelm himself (go to the sun - it's a dangerous thing to do) it's on the spirit contact table too - 00 (d100) Deity (POW) Unlimited (CHA).
  4. No idea, considering when it was written everything was still a bit fluid. The outline for this is in Cults of Prax Page 31, Eirithan Genealogy - (the classic version has the same content but a different layout) Yes and no, there's no reason that there should be sons, they're just not important in the mythology. However it's a good story hook if needed. It says in the barbarian gods intro in Cults of Prax: So this happened just before the Dawn. Always been the case: Shamans:
  5. The core of the Sables is different to the other major tribes who have Storm Bull as the father of the founder and explains why there are so few Storm Bulls amongst the Sables (see Cults of Prax Appendix C. Page 110 - Classic version) - None. There are actually a few. This is v3 of this genealogy, there's a misplaced v4 with minor changes... The Tribal Khan All Khans must prove descent from Waha when they become a khan. The Khan can be from the ancestors of the people and so has descent on both sides.
  6. The Vinga is Orlanth reveal is probably 25 years old. I remember clearly Greg saying that "Vinga is Orlanth in a dress" and "Orlanth Adventuress" In my head it stems back to a whole conversation around how Vinga is Orlanth's anima. By separating her into another being it makes her acceptable to many men to whom Orlanth is a male role model. This separation doesn't diminish her stories. Some men will understand this, accepting Orlanth has a female aspect. Some Vingan's likely believe that Orlanth is Vinga's animus. The other important part of this is all mythology is true even if contradictory. I might even have an audio tape of Greg talking about this somewhere.
  7. Yes. I use those rules as the raw unprocessed hazia. The addiction is the same. A shaman will have knowledge on how to process it into a more useful substance, likely mixing other materials with it to alter the effect. Hopefully.
  8. Firstly, I've written two RQG examples of travelling in the Spirit world that you might find helpful, make sure you are using the latest version of the rules as they were corrected based on these examples. Normally in the same place he is in the Middle World. The shaman is always careful to choose the right spot as it will often be a safe place. Yes. So a Praxian shaman will start a ceremony inside the current camp so he appears in the Great Herd. An Orlanthi shaman (a kolati) would like start on top of a hill so that he's surrounded by the winds, a daka fal shaman (any culture) would start in a place relevant to the ancestors of those present, etc. These would be already known to the shaman and so safe place to begin the journey, As a temple is a focus for a god, it's likely full of spirits related to that god. Hopefully that god has shaman or it's going to get difficult. If an enemy temple then it's a dangerous task. Data Fal's fire likely exists in all homelands. In the Middle world it's "Any abandoned campfire that has not been hidden" .For the Praxians: For the Praxians it's in the Wide Plains, the spirit World of the Praxians so its in the same region, so none. However, I would look at the map and draw a line between where the ceremony is taking place and Daka's cave eg. The clan are outside Horngate, so Daka's fire is roughly where the circle is. If you just want the journey to be quick, no rolls are required. If you want an adventure. you could have the shaman make a spirit travel roll to avoid Traskar spirits in the Bog or have an encounter with water spirits. There's also likely Condor by the Condor Craigs and perhaps Broo in the Bleak Hills, but that's your adventure.To avoid all this the shaman could physically go to the spot and have the ceremony there - there will be an abandoned fire there. If the shaman was in Sartar, I'd treat Sartar and Prax as separate regions. The border would be the Stormwalks in the south and Dagori Inkarth in the north with a safe passage near Jaldon's Rest. Be general with the areas. Beetle cave is good, dependant on the type of Gorakiki shaman. Foe example there's a Gorakiki Mosquito shrine in the Mosquito Marsh. A Gorakki mosquito shaman might have to visit First Drop of Blood which is halfway between the shrine and the start location. There's always a drop of Blood there in the Middle World. I treat raw Hazia as a more uncontrolled Discorporation. 1D3 hours but you can't spirit dance to escape, no meditation roll needed costs 1mp per hour. If a knowledgable shaman prepares it and uses it with a group. It matches the shaman's discorporation time and rolls. cost 1mp per hour. Meditation rolls are required when stressful situations happen or the adventurer is unfocussed (-20% to all rolls). Another dose is needed to do an extended discorporation. It's addictive...
  9. David Scott

    Pavis!

    There are quite a few factors affecting what goes on in New Pavis after was taken. The city was founded in 1550 and Dorasar was very smart in including Praxians on the city council. At the time the Most Respected Elder was of the Bison tribe. Spending most of her time at the Paps she took little personal interest in the city and delegated the position to one of her Khans (the "Pavis" khan). This position basically allowed the Bison to control the meat supply to the city, excluding the other tribes. This abuse came to a head in 1572 with the Pavis revolt. Fed up with the situation, a revolt against the bison was planned and other Praxian tribes were to be invited in. This lost the city council space (and other rights) and prompted the departure of the most respected elder (aged only 79) to the Great Herd. Next in the cycle would be a morokanth and Egajia became the most respected elder. Technically there is a space on the council for the tribes. Argrath knows this and it's part of the plan, he's going to reveal himself as Dorasar's rightful heir so isn't going to destroy the city (harrek is not here, phew) The Praxians are allowed revenge against the Lunars, but against New Pavisites they are told to control themselves. This of course is hard to control and there are civilian casualties and properties are burnt and looted, mostly Lunar sympathisers. Prominent targets are the Lunar temples, the governor's office and barracks. Pavis himself appears at the main temple and greets Argrath, so that is untouched. I'd have those major locations destroyed and the people inside murdered. The rest of the city suffers collateral damage - fire spreads, things are trampled, people injured - maybe 10% of the population are affected, 1% of the non-lunar population die. It would be straight forward to get a map of the city knock out the North Wall, damaging the area around it and mark the three other damaged areas.
  10. I did some background work on the Hungry Plateau Sables for comparison work with the Praxian Sables. As they separated in the first age I looked at what changes were needed to support them any from Prax. Basically Waha & Eiritha become diminished as their mythology in no longer local, but the core of their society remains the same (the twin stars). I looked at what local gods might supplant Waha & Eirtha on the plateau and came up with: I then combined them into a new spirit society: The Earth Guardians - Pelora (earth)(life) and Gerendetho (earth)(death). Accepts both men and women. Has a shaman path. This is of course only relevant to the HPS and is HQG but might be of use.
  11. Have you looked at their section in the Guide under less elder races starting page 106? It covers a lot of your questions. The major reference is in Borderlands, Referee's Handbook pages 23-25, Classic edition available here, although Borderlands & Beyond has the same text. Others include the broo encounter section of Pavis GTA and if you've access to Tales of the Reaching Moon 8, the Chaos special, it has some excellent articles on Broo Society and some nice broo pictures (including the legendary priapic broo).
  12. Side-stepping the Lunar Empire here, the Praxians use occasionally use Broo mercenaries. The Nomad Gods board game covers this (rulebook here) page 57 details this: An example of this was at the Battle of Moonbroth I in 1610 where "a contingent of broos" fought alongside the Praxians against the Lunar/Sable axis, "broos, and Berserkers were crushed by the hoplites after their mounted allies were driven from the field". GtG page 446. There are 10k broos in Prax and the Wastes making them a force to be reckoned with. It would seem that allying with them would only be possible if there was no Storm Bull involvement.
  13. Malani Hills (low). It's based part on two maps, one from Tales 18 (updated in WF15) and the Issaries Dragon Pass Map:
  14. Yes if you look at the map above. I used the Lismelder tribe with the details from old Tales of the Reaching Moon, then I used clan creation from older products. They drew their bloodline steads on the map. They wanted a stream, but there was no gap in the Malanni Hills, so it goes into a syphon under the hills into a mineral deposit that turns the stream red - the blood stream.
  15. I got the players to create their own clan, moved the borders and wedged it into an existing tribe. They even added their own geography, effectively it was a blank. The Sangor / Stormblood clan then established their place in the world through the game.
  16. It's in the unpublished cults book under the Horned Man: The rest are the hermits and adventurers of the world. You can also pick and chose what spirit cults you want to be part of. There's more power in a cult, but there's also more restrictions.
  17. Yes of course. You don’t need a cult to become a shaman.
  18. This is where the rules for character generation don't provide the rules for occupations you can't start with. Having had a quick word with Jeff, Adventurers that are shaman have a base income of 30L and income is not subject to any Harvest result modifiers. Same skills as assistant shaman. Standard of Living: Poor. Ransom: 500L if cult shaman, otherwise none. These are of course subject to change. Standard of Living being poor means that they can survive on less if a bad year and it doesn't reflect their actual status.
  19. Normal Ghouls are in the RQG Bestiary page 98, there are Sea Ghouls in Men of the Sea that accompany ghost ships.
  20. However the forum header does say That aside, have a look at https://www.yog-sothoth.com/wiki/index.php/CoC:Scenarios and search for World War II in the page You'll find all the WW2 you need including Chaosium's Ancient Nazi Midget Shamans scenario in Blood Brothers.
  21. The insane description of the way shamans behave is relative to their behaviour and the cultural upbringing of the viewer. For example if a person is seen to be talking to imaginary beings and acting in consort with them all of the time and the viewer doesn't believe in them then of course the shaman is mad. If the viewer is a Gloranthan, it's likely that that they have some understanding of the spirit world and so the shaman is not insane, just acting in their normal way, but still considered a bit strange as you can see only one side of the activity or conversation (just listen to people's mobile phone converstaions on public transport for an idea). The view of shamans being insane in RPGs is very much a western viewpoint and part of the understanding that shamanism (and other belief systems) are not real and so adhering to their beliefs is madness. The soviets used this (and many other means) when suppressing shamanism.
  22. I only have up to number 89! Okay - got the missing ones from the wayback machine
  23. As an avid Known Space fan I ran Ringworld adventures in the 1990s. Having cut my teeth on Traveller, I realised quickly that it had the same problems - rather the 11000 worlds of the Imperium, it had the surface area of 3 million Earths plus known space. The obvious thing to do was to not use the ring and just use Known Space. So I ran a campaign set on Earth and the known worlds in a game of ARM based espionage, corporate malpractice and Kzinti foolishness. It went really well and I didn't miss using the ring at all. Having just re-read the five Fleet of Worlds prequels (I enjoyed them, your enjoyment may vary), I'd certainly run a game based on humans on one of the Fleet farming worlds discovering their heritage. There's still a ringworld mailing list going since 2003, isn't so active (last was a month or so ago) but I still get stuff from time-to-time: RingworldRPG@yahoogroups.co.uk ringworldrpg-subscribe@yahoogroups.co.uk ringworldrpg-owner@yahoogroups.co.uk and you might not have seen this: https://www.dennisantinori.com/Ringworld/
  24. Leona the Basmoli is a great writeup (Heroes Volume 2, #4 - The final and infamous Avenger Ant issue). It's certainly an example of a shaman done properly and easily usable with minor changes, I might have a stab at a proper conversion. https://www.nobleknight.com/P/-1702474538/10-Avenger-Ant-Tips-for-Shamans-Abstract-Elementals @Wayne's Books do you have this?
×
×
  • Create New...