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David Scott

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Everything posted by David Scott

  1. Helpwoman is Earth Witch, Helpwoman in this context is a Spirit society. Likewise the Twin Stars in this context is the spirit society not the spirit cult. When the Lunars arrived in 1608, they brought with them sable riders from the Hungry Plateau who were a lost phratry of the sable tribe. They had a lunarised version of native spirit society that had shamans called the Twin Stars. The native version was called the Hidden Ancestor with no shamans. Contact between the two societies led to the shaman path being discovered/adopted by the native society, but not the lunarisation (so no lunar spirits, just the same local moon spirits). This led to the Hidden When the lunar rule collapsed in Prax, the two conservative Sable phratries and to a lesser extent the neutral one led the genocidal attack on the two pro-lunar ones. Both phratries no longer exist as a result. Those who refused to give up their lunar ways were slain, those who did really had to prove themselves or die. The uninitiated and children were adopted into the other phratries. By 1627 the Twin Stars is now the name of the Hidden Ancestor as the ancestor isn't hidden and the shaman of the society now call the spirits the Twin Stars. The Seven Mothers wasn't completely eliminated either and still has a presence in all the tribes as the Moon Rune is just as common is Prax as it's always been. The Seven Mothers is part of the Twin Stars society in the sable tribe, it also has shamans. In the other tribes it's not as clear as this and the Seven Mothers is independent although many members worship the Twin Stars too.
  2. Here's a new version. I mistakenly published a screenshot not an exported jpeg. I've also added a notes section.
  3. Here is an update to 1627 and RQG and the Gods of Glorantha book that's in preparation. It's a first pass and is missing the membership numbers:
  4. Most of this is covered in the upcoming Gods book. I'm involved with it so any changes are not in isolation to my previous praxian work. The chart has changed, but remains basically the same. For Eiritha, just change Paps societies to subservient cults, change shaman path today be shamans. Spirit cults can also be subservient to gods. Please note that the Cults of Glorantha book is not out yet so the full picture isn't available. In the Eiritha cult writeup there is no restriction on Initiates, Herd Sisters or Herd Priestesses being shaman. This is deliberate. Now realise that Helpwoman is the Praxian name for Earth Witch. Earth Witch is the shaman path. Earth Witch was Eiritha's midwife, she reached deep into the Earth into the Goddess's Dream and pulled Waha from Eiritha into the world to save it. She still does this every year as part of Waha's High Holy day when heroquesting khans return from Eiritha's Womb after being buried at the sacred birth spot for a year and a day (you need to have an Earth Witch as an ally to do this!) Jakaleel is a single cult / society which has other societies as associated / sub cults. The Twin Stars are in RQG a spirit cult and so can have their own shamans. Lunar Deer is an alternate name for sable antelope, Silver Deer are a native Praxian spirit: In RQG terms it's a local spirit or at a stretch a spirit cult that provides either the spirit magic - Movement or a single rune spell. The loonies aka The Red School of Masks: The society doesn't exist in Prax in 1627. The major lunar teaching elements got eaten at the Dragonrise, the Praxian elements are either dead or subsumed into other secret societies. The really mad ones are roaming the Wastes with a cloud of lost moon and Praxian spirits [story hook] or dead [boring], but most joined Argrath and are now part of the White Bull society / entourage. Please bear in mind that there were likely only ever about 30 of them.
  5. If you want to get involved message me @Scotty or email david@chaosium.com with Great Hall in the subject.
  6. It's a fan resource, add some notes at the bottom explaining your choices. It doesn't have to be complete, you can even become a volunteer with a login and keep it up to date on the site.
  7. https://www.chaosium.com/paladin-core-rulebook-pdf/ https://www.chaosium.com/paladin-adventures-pdf/ It says on the product pages:
  8. Looking at DTRPG, it generally talks about creating new stuff. So if you have something that you've previously written and update it to RQG, give it a new cover add some more value to it with some of your art, change it's name you're probably okay. Personally I would then add the "portions of this product were published in XXX in (date)" for clarity. As @MOB said Have a look through those to see what kind of stuff they have (links above) As for conversions to a new version, DTRPG says: It's the lifting of large sections of text which are likely to cause the problem. Aside from the Guidelines of the JC, DTRPG have their own helpful pages: https://support.drivethrurpg.com/hc/en-us/categories/201257283-Community-Content-Programs
  9. This is exactly the kind of resource for greathall.chaosium.com. If you add a primary source column at the end it would be even more helpful (eg GPC p14) either message my other self @Scotty or email david@chaosium,com
  10. Given that this is the way the Horned Man chooses shaman, it's pretty near the mark (RQG p353): However I think dreams are an uncontrolled innate ability (ignoring lucid dreaming). Depending on who, what or where you are affects the process and outcome. So there is no single Dream world and structure. In real world shamanism, dreams are seen by some as accessing the spirit world with no "mission" (hence understanding them is difficult as there's no objective) - this in Glorantha would be the form of dreaming most common in animistic cultures and occasional theistic ones (that include spirits). Whereas most theistic cultures would most often be dreaming inside their mythology, which can of course overlay the material world. Dreamers are protected in their dream state by their associated spirits if they have them or by an appropriate god that disengages them before anything too bad happens. So Thella is a lunar god of dreams who messes with Orlanthi (conflicting mythologies)... Spirits maybe the source of some dreams - they may enter you as intrusions and your dreaming ability manifests their world - have a look here in the Encyclopaedia of shamanism by Christina Pratt at Intrusions: https://books.google.co.uk/books?id=HltJMMq1_60C&pg=PA160&lpg=PA160&dq=spirit+intrusions&source=bl&ots=_jEAZKHEeV&sig=ACfU3U0YGDNUz16kIBfsYdqTqBiPd-ytew&hl=en&sa=X&ved=2ahUKEwjeje2bicTkAhVOThUIHXONCm0Q6AEwHHoECBwQAQ#v=onepage&q=spirit intrusions&f=false In RQG terms they'd be low POW spirits, with higher POW ones being nightmares. I think Lucid Dreaming is rare in Glorantha as it will overlap into other magical practices or even be form of magic itself in some cultures. In HQG I'd allow Lucid dreaming to be broken out from an appropriate Keyword with a good backstory. Which is great, except you are just as tired from it as normal training. (You can't double up except with a time turner and that's also tiring, although timer turners aren't so appropriate for Glorantha)
  11. I had a look in Greg's chapter in Voices from the Circle - The Medicine Circle of Turtle Island, there are references to the directions there you might enjoy. There's also a good outline of shamanism. Currently quite cheap on amazon. https://www.amazon.com/Voices-Circle-Heritage-Western-Paganism/dp/0850307856
  12. I can't remember. I saw him do it a number of times. I'm sure Percival was one of them. There must be other people out there who remember.
  13. There are many definitions of shamanism, what it is, where it comes from, etc. I've taught shamanism for over 20 years now and have come across as many uses of the word just added to stuff as you can imagine(shamanic [insert word], so soap, chocolate, medicine, tepee, aura, etc, etc). With newcomers it's often helpful to first identify what we're talking about and then label it for ease of use: The belief that everything animate or inanimate has a spirit or just that spirits exist is animism. You don't have to be able or want to interact with these spirits, you just believe they exist. As this is about beliefs, it's not about whether you think they exist do or not. Spirit also covers a lot of different things, but is mostly covered by what I mentioned in animism. The ability to interact with spirits is the practice of shamanism. Generally speaking shamanism teaches the method of entering the spirit world (also known by a number of different terms - Non-ordinary reality, trance states, astral plane for example). There are techniques similarly used by different cultures to achieve this, separately or in combination with each other - drumming, rattling, singing, dancing, physical exertion (including exhaustion, extremes of temperature -Ice, -fire, pain), meditation and a variety of drugs. The people who do this generally on behalf of others, are doing it to bring help, healing, power, information, or deal with the dead and may do all of these or have one as a singular practice. These people are shamans, but are called by a variety of local names (wise woman/man, medicine woman/man, healer, diviner, oracle, exorcist, shaman is a local name is certain parts of siberia and is genderless, there is a russian corruption of the word that adds the russian female ending -ka on to the word making shamanka). Some may never call themselves shaman (or what ever name they use) but are recognised as such. Others may proclaim what they are themselves, and maybe recognised or not by their community. Some may be part of an organised religion, but recognised or unrecognised. Labelling all of these variables, animism, shamanism, spirit world, spirits makes talking about the vast variety of practices easier along as you bear in ming there is a vast variety. Generally speaking it is only shamanism if you enter the spirit world and interact with spirits. Under this general definition many practices aren't shamanism (no spirits). I've worked with a range of shamans from across the world. Many practitioners have been practicing members of mainstream religions (Christianity, islam and buddhism), although may haven't. I was introduced to this by Greg Stafford who himself practiced a very syncretic mix of shamanism. His spirits of the directions were arthurian knights and his great spirit teacher was a spider the size of a truck. Glorantha is very much a reflection of his spirit world and practices.
  14. HeroQuest Glorantha has a Here is what happens when you die (page 89) The spirit lingers, I think this is effortless. Part of the process is understanding you are dead, a normal reaction. Those that don't, linger longer and can turn into ghosts. Most cultures have ways of preventing this and helping the recently departed along. Have a look at this excellent film: If you don't want to watch the whole thing, start around 16 mins when the spirit separates from the body. This really cover what is going on in Glorantha in the seven days and after. Narrated by Leonard Cohen it mixes film and animation. In the case of the dead adventurer, everyone would keep talking to the spirit, doing the opposite of the Tibetan book of the dead, not breaking their ties and allowing the dead to pass on. It would be a non-stop vigil of talking and praying. The spirit can always hear the living in those seven days, but not the other way round (it's close to the body). Spirit speech would allow anyone with the skill to communicate with the spirit and reassure the dead person. Spirit Speech is not all verbal language, but contains sounds, ritual movements and in many cases punctuation and emphasis with drums, click sticks, rattles and fans. If you want to see the spirit, you'd have to discorporate, but it's not needed here. Resurrect is a ritual and so as long as this connection is maintained and led by someone with spirit speech, I'd allow it as ritual bonus to the final rune spell casting.
  15. Hi, Sarah Newton of Mindjammer Press has tragically just lost her husband. He’s been ill for some time so they’ve been without income. Funeral costs are obviously not cheap and she simply doesn't Have the money. The RPG community has already stepped up but if anyone is able to contribute even a little, the link is here: https://www.justgiving.com/crowdfunding/the-brown-dirt-cowboy I know she wouldn’t ask if she had any alternative.
  16. How so? Population density decreases as the population remains the same. Setttlements will be the same size. You don't need to increase their scale.
  17. Sadly it's very straightforward, it's a Praxian holy place covered under the Armistice of Prax - GtG page 443 "Stay away" has a military bent in my mind, so in one of my games I had Berene Pavalava the Telo Norri priestess from Pavis visit while the player were visiting. She had a Praxian guard and was looking for a lost child of a Lunar family. Sent by Porusa, the High Priestess she was unaware of the true nature of her mission (to report back on who was there and numbers). Although the cults are Hostile, they aren't enemies. The players of course looked after the old lady. Maybe, I don't think we've any evidence that this happens, but it's nice idea to use in a game. We know large quantities of unrefined iron has this effect, like around the Dwarf magic suppression zones shown in the Guide pages 296/297.
  18. I visited Tutbury Castle in Staffordshire yesterday. Wikipedia Wikipedia has its history only back to the Normans, but the hill's been occupied since at least Saxon times and looks defensible spot so undoubtedly older. Ignore the tower on top - it's a folly. There are numerous older sites in the area stretching back to the mesolithic. The archeological report has some castle plans the could easily be used in KAP: https://archaeologydataservice.ac.uk/archiveDS/archiveDownload?t=arch-2894-1/dissemination/pdf/1407_Tutbury_Castle.pdf Can anyone suggest who might be here in KAP times, I can't find can't references to it.
  19. I would suggest that there isn't a need for a dedicated subform. Just start a Gods war thread in the General area for board Games, like this one. Give it an Obvious title and tag it Gods War. If it's not about the mechanics, take it to the Glorantha forum. As long as any other relevant threads are tagged the same, it will be easy to find. The same could be said for Cthulhu Wars.
  20. The Balazarings can make fire just as in most cultures. In RQG terms Hearth Mother (along with Help Woman amongst the Praxians) is Earth Witch, who in turn is another mask of the Earth Goddesses. One of her associated spirits is Mahome who gives her the Ignite spell. Almost anyone can light a fire but Mahome provides the magic to do so. Their Dawn home at Arau in the Dog Hills has a cool fire marker -
  21. John Whittaker has written two excellent books on the subject of stone tools (and weapons). I've given the Amazon links so you can use the look inside feature toes some of the pics (and read a bit). I learnt knapping for my degree and the first book is a good guide, although there are now many easier to follow guides available (and courses): https://www.amazon.co.uk/Flintknapping-Making-Understanding-Stone-Tools-ebook/dp/B003TXTC7M I've included American Flintknappers: Stone Age Art in the Age of Computers as the cover is fantastic inspiration for Glorantha styles. https://www.amazon.co.uk/dp/B00F9JBGNM/ and here's complete resource: http://www.survivorlibrary.com/library/flintknapping_pdf_book.pdf All of these together including teeth, sinew and resin are excellent materials to create and enhance you weapons and tools alongside your stone / sharpenable material of need. One thing my tutor always told us is that these kind of tools are viewed as disposable. They last until they break or are useless. You just make another (or pull out your spare) as opposed to metal tools that have better longevity and so become a treasured item. Finally don't forget the praxians are also a neolithic culture with access to metal tools and weapons, but do no metallurgy themselves (they don't make or repair the metal part).
  22. STARTER SET SPOILERS AHEAD I've just finished playing the three starter scenarios in the Starter set using the included pregens The players are all alive although a couple nearly died, most are doing wellish on the sanity front (all have rising Cthulhu Mythos with Keiko at 10%). They've two items in their possession, specifically the sarcophagus and the trumpet. The investigators are all members of the Society for the Exploration of the Unexplained. So far they've failed to get a trumpet player who is part of the MU music faculty to help (mistakenly told them the previous owner was possessed by it). We're in the middle of Servants of the Lake (in Doors to Darkness) so there's no rush. So i'm wondering what anyone out there did to use those artefacts as further adventure hooks?
  23. Some of you might not know of Oliver Bernuetz's Mything links work: https://oliverbernuetz.neocities.org/mything/mything.html http://www.oocities.org/bernuetz/mything/mything.html https://oliverbernuetz.neocities.org/mything/Mything links.pdf I'm not sure where it's hosted now, but this might inspire some of you.
  24. I'd like to echo @jeffjerwin's recommendation of Lancelot du Lac (1974) https://www.imdb.com/title/tt0071737/ gritty, combat only shown from the waist down (saved money on armour) Excellent film poster. My favourite though is the two part mini series - Mists of Avalon (2001) https://www.imdb.com/title/tt0244353/ which is a good adaptation of MZB's novel.
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