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David Scott

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Everything posted by David Scott

  1. The big problem with this site is that it's had at a number of different incarnations since I first snapshot it in 1997, so what was once there has either been taken down or not replaced or moved or renamed or just broken. In the Kolat example, it was taken down when Kolat was published in the Sartar Companion. The web version was an unfinished version. See the Sartar Companion for the finished version. Serdrodosa was also an unfinished version. It was overly complicated and doesn't now reflect how Earth Witch is understood. Earth Witch (and separately Kolat) is a spirit Cult and will appear in GaGoG (unless it gets cut 🙂) From the some Gods link (these are a bit out of date to say the least): Shortly, there will be a solution to this, but it's going to be a lot of work.
  2. The Guide to Glorantha page 16
  3. Page 273 Page 342 Big list of types in the Bestiary. Look at the allied spirits table on page 277, for sorts of spirits (I know this is a list of hosts, but it's the same difference) or rune associations - So Orlanth could summon a hawk or shadowcat animal spirit, or pretty much any mammal spirit as Air is associated with mammals (page 49). As for POW, based on the elemental POW / spell level Summon Cult spirit 1 3D6 POW Summon Cult spirit 2 3D6+6 POW Summon Cult spirit 3 4D6+6 POW For example My Wind Lord summons a Large Hawk spirit roll 4D6+6 and cap it at the maximum for animal spirits (24) A Issaries Mechant might summon a small mule spirit roll 3D6 and cap it at the maximum for animal spirits (24) My Ernalda priestess might summon a medium local nymph spirit roll 3D6+6 and cap it at the maximum for nymph spirits (25) or just say Summon cult spirit just summons one spirit of its type generated normally.
  4. I'm not seeing this as an issue. The Moon rune defines the Lunar cults. If you get shield from an associate Lunar cult you can always use your moon rune.
  5. Page 371 (my emphasis) Using Summon Cult Spirit and Command Cult spirit, (as has been mentioned) any cult spirit could be commanded to fight the spirit. Page 358
  6. Shaman is singular and plural like sheep, although RQG refers to them using the alternative shamans. Shaman these days is used genderless, shamaness used to be used, but much like actor and actress. Shamanka is avoided as it's just shaman with the Russian -ka for female ending. Indigenous tuvans, evenki and other transpolar cultures consider it offensive (Russian oppression of shamanism). Don't trust the shaman
  7. I I have a simple table for calculating extra points of defence for temples based on their age. These can be spent on magic items, wyters, regalia, or just spells
  8. We've a number of examples to work from (in no particular order): Griffin Mountain (Classic) page 45 & 46. Has a map and a good description of the layout. Rectangular with niches for each mother, looks like the Maison Carrée in Nimes (well worth a visit), although the interior is different. Pavis & the Big Rubble (Glorantha Classics) In the Public neighbourhood P-14. Shows us a rectangular building with a brief description. In the panorama it appears to have two floors. Pavis GtA has the same but a more detailed description of the shrines and says it's two floors. There's also a section about the Temples of the Reaching Moon and New Lunar Temple in Sartar, that contains a Seven Mother temple amongst others. It refers the reader to The Sartar Companion. The Sartar Companion has a chapter on the New Lunar Temple in Sartar. There's a picture of the temple complex. Although there not a Seven Mothers temple here, each mother has thrown. The picture is useful for inspiration. It also describes the temple in Jonstown, and shrines in Clearwine and Runegate. Glorantha.com has an article of Nochet and a map that you can see the rectangular ruins of the Seven Mothers temple on. The Guide tells us that Borni’s Landing has a giant walktapus is chained near the village and fed prodigiously by the Seven Mothers temple... I'm sure I've missed some - but basically they are square or rectangular.
  9. It’s not one of their cult runes and fits in perfectly with the definition of harmony. Protecting their clan or tribe against chaos above their own needs. Often at the forefront of cooperation amongst the tribes with their intertribal society, cooperating with Sartarites in defending against chaos. Obviously harmony doesn’t apply to chaos. I allowed a storm bull medic in one of my games. High harmony, hated chaos and what it did.
  10. The Man rune is pretty well defined in the Core rules on page 50: likewise the Harmony rune So both define communities. A high Man rune and a high disorder rune is someone who needs civilisation to feel comfortable and function, but with a high disorder is individualistic within it, along with the greedy and thoughtless sums up urban thieves. With a high beast and a high disorder, you are likely to be opportunistic, rustling sheep and cows, robbing farmers and other countryside resources. With a high beast and a high harmony, might manifest as being a protector of the herd, Like a storm bull gang.
  11. They stand out of harms way as they are philosophers and scribes. Or the smart ones create new spells based on the guidelines in the core book: Shatter Weapon Dispel, Summon, Stasis, Death, 4 Points Self, Passive, Temporal As a weapon hits its the caster, the hit points of the weapon are compared to the strength of the spell. If the Strength of the spell is equal to or greater than the hit points of the weapon, it shatters before causing damage. Otherwise no effect. Arrow Rain Summon, Combine, Water, Earth. 4 points Ranged, Passive, Temporal Causes arrows to turn into raindrops. Creates a hemisphere of light mist around the caster at the range of the spell. As arrows cross the barrier they turn to rain drops. In the West I suspect spells like this are the norm and everyone knows about them, so warriors steer clear of Wizards.
  12. Pictures in this thread: https://basicroleplaying.org/topic/4141-prax-and-the-thousand-questions-about-the-place/page/15/?tab=comments#comment-101545
  13. Given that RQG hasn't really been out that long... One of my groups' meets only once a month, but we are playing "vanilla" RQG. We've played the Cult of Chaos's Stealing the Eye as an intro, then Defending Apple Lane, Cattle Raid, next friday likely to do the third adventure or another Cult of Chaos scenario - Darkness over Runegate. We are playing one game per season and it's going fine. I've also run a once a week Prax based game for 12 weeks and another 12 week Snakepipe Hollow. The season flow really worked well for training and avoiding Fire season in the wastes. I've GMed and played a lot of Pendragon with its one adventure per year model so it very straightforward to manage.
  14. I usually direct people to Nearby Gamers: http://nearbygamers.com Although China is really sparse there, if you add yourself you might get lucky. I've used this site with good success.
  15. Apologies, Jaldon invented the tribal altars not the altars themselves.
  16. Good point, so his water connection is through his wife. (Earth connection through his mother, fertility through his father)
  17. There are three major references to Romance: Nomad Gods (1977), where is one of the Earth Spirits, page 51: Cults of Prax (1978), where is an associated cult of Eiritha at the Paps, page 30 Classic edition. and in the Guide page 456: and that's basically it. His spell points you in the direction of the nearest oasis and will be the same in GaGoG. He's a tiny spirit cult now. Clearly he's an earth god, but we don't know his father (if he had one). We don't actually know that. He had a magical road system that is now lost. We don't know what it connected. I'm not sure it's his ancient power, it's just an occasional power he now has with his wife (I did write that entry). The basic idea of surviving spirits in the Wastes is that they helped people survive in the Great Darkness. In this case it was Romance and his oasis spirit wife that survived. Pathway helps his worshippers find their way home, find fodder helps feed their animals. Other than his occasional twins ability, he has a special effect much like Voria's flower magic that leaves flower trails, but little else. He is mostly at the Paps with his mother, perhaps appearing at his oasis once every few years at an auspicious time (likely hoards of fertile women waiting to conceive). Only to his wife's catchment, Ronance Well is the middle of the three oases marked by a dot. These three demesnes are interesting as they are not fed by serpents (some are some aren't). It's important to note that these three are fed from the mountains, and it's this connection that keep them alive in the Great Darkness. The mountains held on to them and stopped them drifting off when the Wastes were shattered (Zola Fel stopped Prax from separating). As I said we don't really know this, but you can certainly imagine it in your Glorantha. If you are referring to the altars of Prax in Nomad God's remember they were invented by Jaldon. Ronance is grouped under the Earth spirits as his mother is Ernalda, but he's a fertility spirit and his father likely was a water god, I favour Seolinthur or one of his now lost sons.
  18. I think the big difference for Lhankor Mhy players would be the outlook generated by their occupation. A scribe IMO is unlikely to use tap. However a philosopher is likely to, given their world view will be different: For me this would be an in-game issue as to what a Lhahkor Mhy philosopher would do. To me there is no hard and fast rules here. just play it out. Tap Air rune could be reasoned as Orlanth giving his magic points to use for example in saving the party. Would the Orlanthi in the party really believe that Air was being destroyed?
  19. This has changed a bit from the RQ3 version of sorcery back in 1984. The background was not Glorantha and the Spell tapped a characteristic. In the Glorantha section (book 5) it said: The gave a list of who tapped what, but was all about tapping beings not the current version which is Runes. I'm not suggesting that you abandon your ideas based on RQ3 if it works in your game, but we have moved forward in Gloranthan concepts in the last 35 years. The big change was the discovery of the Xeotam Dialogues in Greg's notes. https://www.glorantha.com/glorantha/the-xeotam-dialogues/ It was this that allowed a new look at sorcery. Firstly in the Guide then HeroQuest Glorantha then to the RQG version. There's only one cult in RQG that actually forbids Tap and it's Chalana Arroy, even Lhankor Mhy doesn't have this restriction. IMO Lhankor Mhy would use tap, just not using the Malkioni model. Tapping some leather armour (beast rune) for a few useful magic points or a cave mouth to make it crumble (earth rune) trapping the broos, is fair use. I also believe that the RQ regeneration of Magic Points is clearly the natural tapping of Glorantha, set up by the Compromise.
  20. I couldn't find the reference.
  21. Tales 16 Lunar Spirits , but will be in GaGoG
  22. The elemental runes in Glorantha are not opposites. When Yelm leaves the sky, Xentha covers the world with her darkness -Glorantha source book page 79: It's a mythological relationship not a real world one. A better example would be steal heat, heat and light being the sub-runes of Fire. If you steal the heat the light is left behind and IMO would appear brighter.
  23. As moonbeams stream from the moon, it just converts them to mps much like the Twinstars spirit magic spell Benison. No, you'd have to add dark. There would just be less light, I imagine more blue like Dayzatar. No you need to add light. It would make the darkness less dense. No you'd have to add fire, it would likely cause ice to form (imbalance of sub runes) yes
  24. Have a look at the fan policy and Section 6 & 7 in particular: https://www.chaosium.com/fan-material-policy/ These are the official Chaosium forums, here is a good place.
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