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David Scott

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Everything posted by David Scott

  1. 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
  2. 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)
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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 -
  13. 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).
  14. 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?
  15. 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.
  16. 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.
  17. Chaosium has a long history of printing small numbers of unfinished works for conventions. Often than not, they were auctioned to cover travel costs of guests or very limited in number. Greg always would come to UK and German Cons with odd bits of manuscript or editing / review copies of works in progress. Jeff has continued this and it's rare to find him at a convention without a pile of bound papers for some upcoming publication. Over the years there have been loads of them and this one is no different. I've a few of these, I'm sure there are others out there with more and others: If you attended the cons you had/have a chance to buy them, otherwise you wait (in a few cases above you are still waiting).
  18. HeroQuest Glorantha (p168) says: Waha cultists use tied string (can be other materials) as spirit houses. Due it its sacred nature these are used as maps for the spirit world not the middle world. Other cults put Spirit world maps onto skins. I don't believe that Praxians use maps. They move about their landscape in their long established migratory patterns. Most clans have seasonal paths and have enough members who have done these routes that everybody understands the geography. Most directions will be relative to other objects in their field of view, the most common being the Great Storm. Tall mountains and other features are easily visible in clear weather. Distances will be measured in time to return to the main camp from the moving herd and days camped depending on terrain. Have a look at this one from the Guide (sadly I've just realised that the G+ images were not embedded on the glorantha.com site and so have disappeared): This was directly based on a map segment from the guide. Just to be clear Praxians don't make maps of Prax and the Wastes. Others will likely have to! Waha spirit maps: and non-waha spirit maps: https://basicroleplaying.org/topic/7955-im-still-confused-about-spirit-travel/?tab=comments#comment-114510
  19. While rummaging through my books, I came across one of my favourite British adventures by Marcus Roland (a Brit himself) - from 1989 Set in Lancashire in the 1920s. Has 5 other adventures within: PDF currently on sale: https://www.drivethrurpg.com/product/1680/The-Great-Old-Ones From the back cover:
  20. Many will lament the retirement of Mr. Suitcase (Monsieur Valise to others) 🙂 Like that's really going to happen!
  21. Perhaps @Mike M or @Lynne H (who is at RopeCon at the moment) can help. Not only are they directly involved in producing CoC, but both live in Britain.
  22. There are loads of way of approaching this. I'd opt for David Dunham's Pendragon Pass http://www.poppyware.com/dunham/pdp.html It bolts RuneQuest 3 magic onto Pendragon, adding POW and Magic Points. You can then pick and choose what aspects of the system you want to use. However if you haven't got any RQ materials it's not much use. I'd also recommend the 4th edition system. Just change the day and weeks values to seconds and minutes, or whatever. IIRC (a long time ago) we changed the d20 life force to d6s and divided all the cost by 10. Seemed to work. We were playing an Ars Magica style game. Magical talents are treated like skills, if you need more there are plenty of lists on the Web: https://powerlisting.fandom.com/wiki/Category:Magical_Powers https://www.chaosium.com/king-arthur-pendragon-core-rule-book-4th-edition-pdf/ The PDF is currently $10
  23. Here are a few snippets from some of Greg's random documents on ENGR Brithos. Subject: Records of the Malkioni Brithos. Subject: History of Brithela Engr is the root of a few titles as well: Engrioni - the heads of state on Brithos Engrion - the ruler, eg. Slatos Engrion and Talar Talar Athosat Engrion - King of Brithos
  24. David Scott

    Pavis map

    I think there are at least two or three, but that doesn't stop new versions appearing 🙂 The link I posted above is for the 2014 model, that's based on another 2014 model: https://3dwarehouse.sketchup.com/model/4e29cf1885fc4caa4e1af951bf7c6903/New-Pavis-Rough or search https://3dwarehouse.sketchup.com/search/?q=pavis prax there's also https://3dwarehouse.sketchup.com/search/?q=%23Runequest of which I like Soldier Port.
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