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David Scott

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Everything posted by David Scott

  1. surely Vasana's got to be thinking "Thank Orlanth he's not in our party, he makes my skin crawl with his godless magic".
  2. Greg drew sketched two maps of the City of Wonders (maybe more?) I received them in the early 90s. Both were very different, but both were hex based in their shape. One just a single hexagon, the other six hexagons surrounding central hex. They were part of his Epic system playtest where you got to visit the city of Wonders with Tarkalor. The seven hex map is more complicated. 13 horizontal streets and 13 +/-2 vertical avenues. Many streets are named Hell, Bison, Deer, Horse, Lion, Potters, Sherman, Rory's, Ken, Hal's, also an East and West Boulevard in the centre and Engine wall the most southerly. Avenues are named Gold, Dave, Ray, Tom, Charlie. One of the avenues is street of Wonders with Theatre of Drama, Little Zoo, with a market and fish market at either end. Four diagonal boulevards, converge on the hexagonal towered court (open space) in the centre which has a hexagonal building in the centre. The boulevards are Corn, Skull, Fleet and Sea (magic aqueduct). Other features are The Castle, university, Justice Hill, High appartments, underground temple, sea temple, earth temple, garden, rich market, navy market, guano beach, docks and warehouses, tricksters theatre, bill's bar, garrison. 7 spires is just off the coast. This very clearly a map that has been used and annotated for adventures. The single hex map is made up of slightly more water than land. City blocks are made up of poor, fair and best part of town. Labelled areas are the Sea Bazaar, Sailors Market, Fish Market, Temple to the sea, Warehouses, Imperial Fleet yards, docks and warehouses (walled), separate warehouse district. The water section has undersea triolini structures and an underwater drill field. Rising up from the Triolini area is Seven Spires alongside which the Royal Barge is anchored. The two sea hex corners are water towers which appear to allow sea creatures to use the towers as lookouts as they are filled with water. This to me is clearly the second map. redrawn to be more sensible. I would imagine that any modern version of this would look a bit different, but is more likely to follow the second outline. All of this is moot as Harrek destroyed the City of Wonders, its ruins for ever sealed.
  3. There are "normal" scorpions (creatures of Darkness) in Glorantha as well as bagogi. The references to eggs are all though Gloranthan publications, such as the new RQ bestiary. The Ritual of Rebirth says: I'd say they mature depending on need (they are chaotic) when there are many of them, it's slow maybe full year, when more are needed as short as a season. 13th Age Glorantha has a full adventure against Gagix, Scorpion Queen. A great resource for scorpion men ideas and tactics. Jan Popsil did the art: https://www.deviantart.com/merlkir/art/13thAG-Scorpion-Queen-523531737 https://www.chaosium.com/13th-age-glorantha-pdf/
  4. The new GoG says The Glorantha Sourcebook says:
  5. To give you an idea of the level of detail of Greg's maps here's a well known section: If you were lucky enough visit Chaosium, Greg had the full map of Dragon Pass stuck on the wall (does anyone else have photos?). He used tracing paper to make overlays for clan and tribe boundaries or rivers and streams. But the level of detail is quite crude and if you want more, just make it up yourself. Even the map in the GM Screen pack for defending Apple Lane doesn't show the outlying farms.
  6. Not sure what you mean by a spirit trap as it’s not a term used in the core RQG book. If you mean spirit binding, look at the enchantment section of the Magic chapter (page 249). All of the magic systems use the same approach with the appropriate spells. Sorcery has summon (otherworld being), dominate (discorporate spirit or elemental) and Bind spirit or elemental.
  7. Few of Greg’s maps went to that level of detail. Even the colymar ones went only so far, with the occasional extra detail. All of these are what’s currently available.
  8. Like this one from Sartar Kingdom of Heroes https://www.glorantha.com/docs/sartar-clan-generator/
  9. The OED has the definition that is "of a group or set of people or things with a common feature or features". Things definitely covered aliens in our minds and didn't limit it to just humans. I'm pretty sure this came up at school.
  10. Prisoners that have offensive magic are going to be the most problematic and the ones you get rid of first. I suspect these are also in the least likely to be captured category too. I think it only comes down to a few spells that are problematic, most others can be easily dealt with. For example blade sharp, fireblade, etc are dealt with by not letting them keep their weapons. Befuddle is likely the worst, but dealt with by however never dealing with prisoners alone. If they do use befuddle the other person pummels them, they soon stop. Captured rune levels will be dealt with swiftly, but once their magic is gone they can be overwhelmed. A captured shaman is likely the worst to deal with and only done by fools or the powerful. The two minute timescale of spirit magic is the best limitation. Ignite - keep them out of range of the your buildings (50m). In a world where everyone has magic, everyone will understand how to deal with it. Everything else will be on a case by case basis.
  11. You might want to check out @Ian Cooper's Red Cow Volumes: https://www.chaosium.com/the-coming-storm-hardcover/ https://www.chaosium.com/the-eleven-lights-hardcover/ Although for HQG they have a fully developed clan - the Red Cow, set against the Lunar downfall in Sartar. Then look at this thread:
  12. The great thing about original traveller (1977) is that it had no setting. Book 1 had this excellent section: When we got this we played all manner of creatures. I played a saurian from Poul Anderson's Satan's World. The next version changed it all and reduced a broad background to the Imperium setting and we had to wait for alien stats to appear. Original traveller was a real breakthrough for us (at the time) D&D players.
  13. Let's not forget the H'Reli of Niall Shapero's Other Suns
  14. Overall I don't think it matters for games. @Jeff won't know what will be changed until it happens. Just use them as is. Maps that have been changed can be used for places that you don't have maps for, Chaosium is unlikely to produce a map for every settlement in Glorantha. Many years ago I used to run Pavis games, I didn't have the Pavis set, so used Carse from Mikademia press instead and just called it Pavis and ignored all the sea mentions and used river instead. In some respects it was better as the Lunars occupied the castle... It didn't matter
  15. Everyone knows the peaceful cut at 10% (+/- bonus), it's just how good you are at doing it. Cults and cultures teach how to be better at it. RQG page 181. Waha expects everyone to be better than foreigners at it. Even in our modern culture most people have it at 10%. Most can prepare meat to a certain level and say "grace" (including other cultural versions such as halal & kosher slaughter). In my youth I worked as an assistant butcher, i suspect my level is a bit higher. Even at 5% most could hack the leg off a cow or sheep and cook it over a fire. Might not look pretty but would likely be tasty.
  16. He dies however you want, Ronegarth overwhelmed by Praxian raiders, knife in the back double-crossed by a guide on a secret route out, assassinated by those who think he will tell secrets to Argrath, adventures seeking revenge, strangled in the bath by a servant. Likely his body is never found, so in true storytelling style is he really dead. It's your game.
  17. This really what it's all about. I'd certainly recommend looking at other animist cultures as well as the amazon. The amazon has it's own spiritual flavour, compare to Siberian, transpolar culture, australian, etc.
  18. Maybe, perhaps, could be, it's level of detail that doesn't really need filling out IMO. They hang out like sacred cows A few, most are the animal entourage of the rare intelligent herd beasts, most are priestesses of Eiritha or Khans of Waha. Currently all "wild" herdmen are under the protection of the Most Respected Elder, a morokanth. However that would be part of the adventure. depends what you mean by lost ancestors, these are the ancestors.
  19. With real world herbivores, I suspect none are truly herbivorous as plant material contains a multitude of smaller lifeforms - insects, worms, other invertebrates. Gorillas are no different are aren't classified as vegans anywhere I've read. Only one subspecies appears to not deliberately seek out invertebrates to eat. Here's simple breakdown https://seaworld.org/animals/all-about/gorilla/diet/. As for coprophagia, it's common across herbivores, not just gorillas. Herdmen can survive on a vegetarian (with some invertebrates) diet, but don't thrive. Thrive means, shiny hair, normal fertility, generally healthy. They will eat all of the items you mention, as they are likely encounter them when harvesting food for the morokanth. They eat some of what they harvest, but when fed meat they need less veg. This a function of the Covenant. No, in real world animism this is part of the natural circle of life, only intelligent creatures must do it. Intelligence separates from the cycle. There are some wild herds that are released by the goddess herself. These are generally unclaimed as they are sacred. They diminish by predators or are taken to the Paps. . There were 21 animal types - so a wide choice. 1. Get some breeding animals - a trip to the god time. 2. For Khans - prove you are the founder. For the beasts that still have priestess positions at the Paps, go back to the god time mate with the priestess (the Protectress) hopefully she will give birth to either a herd beast or a human or both as in the case of the zebra priestess. Repeat a few times. There's your core tribe and animals. 3. For those without a priestess at the paps return to the god time and find the Protectress. then as above. 4. For women, become a priestess of Eiritha, return to the gods age and mate with the founder, give birth the the appropriate animal proving you are the protectress. 5. Or other variations on the above. Basically you need a founder, protectress, some people, some herd and a connection to Eiritha and Waha, and find those who are, or can take on the role.
  20. The Core Rune Magic list is in the GM Screen Pack, GM Reference book. Sorcery is alphabetical in the core rules (as is rune magic) Bestiary Rune Magic Doesn't include Dragon Magic (B42) or Dwarf sorcery (B61) Animate War Tree, Plant, 1pt, B27 Appease Earth, Earth /Beast, 1pt, B70 Arrow Trance, Plant / Fire, 1pt, B27 Attack Soul, Darkness, 1pt, B81 Blinding, Darkness, 1pt+, B81 Carry (Disease), Death / Chaos, 2pts, B93 Cause (Disease), Darkness / Chaos, 1pt+, B93 Chameleon, Plant, 2pts, B27 Chaos Feature, Chaos, 3pts, B94 Chaos Spawn, Chaos, 2pts, B94 Counterchaos, Darkness, 2pt, B82 Crack, Chaos, 2pts+, B94 Create Ghost, Death / Darkness, 1pt, B82 Create Revenant, Death / Darkness, 3pt, B82 Create Skeleton, Death / Darkness, 1pt, B82 Create War Tree, Plant, 1pt, B27 Create Zombie, Death / Darkness, 2pt, B82 Crush, Darkness, 1pt+, B82 Curse of Thed, Chaos, 2pts, B94 Darksee, Darkness, 1pt, B82 Death Binding, Death, 1pt, B70 Fumble, Chaos, 1pt+, B95 Pain Tooth, Beast, 2pts, B71 Seal Wound, Death, 2pts, B71 Seal Wound, Death / Disorder, 2pts, B82 Plant Spy, Plant, 1pt, B28 Rebirth of Chaos, Chaos, 3pts, B95 Silence Sphere, Plant, 1pt, B28 Tangle Thicket, Plant, 1pt, B28 Transform Self, Beast, 2pts, B87 Wolfhide, Beast / Chaos, 3pts, B87 Wolfrunning, Beast /Movement, 2pts, B87 Wolf’s Head, Beast, 1pt, B87
  21. I'm playing in a similar style HeroQuest game myself. You've got a lot of Keywords per character. Reducing them will make the game easier to run, lots of stuff is rolled in the keywords, breakouts are specialisms (I left out a few things as I didn't know what they were). Some ideas: Raul Garcia Retired Vice Cop 1M (Background) Negotiation+1 Alcoholic +1 San Jose 13 (Community / Culture) friends in low places +1 Tough Guy 17 (Personal) Devilishly Handsome +1 Flaw Mountain of Debt 1M Billy Smith Ex Navy Seal 1M (Background) Surveillance +1 Sniper +1 Cat Like Reflexes +1 American 17 (Culture) Well-Mannered +1 Storage Unit Filled With Guns +1 Extremely Wealthy Sugar Mama 13 (patron) Flaws Short Fuse 17 My Brothers Keeper 1M Just as an unrelated example here's Young Luke Skywalker (episode 4) Farm Boy 13 Fly anything +1 Force 1M Hand to Eye Coordination +1 Technician 17 Robot Friends +2 Flaw Father is evil overlord 1M try and distill your characters down.
  22. actually there are two conflicting statements about this on pages 166 & 169: the one you're quoting needs the two rolls (page 169), the one I've been using (page 166) doesn't. I've emailed this to Jason.
  23. 1D3 POW RQ Bestiary pages 166 & 169 I Believe it's the immunity and the spirit combat tradeoff, disease spirits don't cause damage the same way in spirit combat, they just infect you while you try and batter them down. The more they win the more you are nearer to death.
  24. It looks like the Bestiary was corrected and updated. My PDF says: Also in my version they have a spirit combat of 75%... They don't do damage, only inflicting disease. There are two spirit abilities that give the ability to be in the Middle World, Elemental Form (p166) & Solid Form (p167), and is also covered in Embodied Spirits on p176. An embodied such as an elemental appears on SR1 if it's summoned with Rune, magic or magic points in SRs for Summon (entity). Releasing an embodied spirit such as an elemental seems to be instant, so overall it's fast. A spirit doesn't need to be in the the Middle World to attack, it attacks the target's spirit in the Spirit World, if it's embodied, it likely has a physical attack - page 167 says: The mechanism of disease spirits is straightforward - they are in the spirit world and that's where they attack. They don't materialise. If they are bound to an object they attack from there. You can run away and they can't follow you, as contact is the range of spirit combat (p164), you'd still need to disengage.
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