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Joerg

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Joerg last won the day on April 18

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About Joerg

  • Birthday 01/03/1965

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  • Gloranthan studies - beware of spoilers! I don't speak canon!

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  • RPG Biography
    Former president of Deutsche RuneQuest-Gesellschaft aka Chaos Society, Glorantha know-it-all (almost), some mentions in Glorantha publications
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    Occasional HQG, RQ and Cthulhu
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    Kiel
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    Into rpgs since1984, into world building since the 70ies, into RQ since 1989, active on RQ-Daily and successors since 1993

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  1. Is this meant as an instance of YGWV? The illustrations I know have a six-armed goddess. There is a reference to a six-armed goddess wrestling Sheng, emerging two hands short, in Argrath Saga. I agree with the conclusion, though. Rune Magic is magic which makes the user be the deity, whether superficially or in a deeply meaningful (yet materially useless) mystical way. One point about improvisation: A Lunar cult will change in power along with a Lunar phase - the red week, or the less predictable Blue Streak. Or possibly some other cycle manifest in an obscure way. Even Yara Aranis, the goddess of the Glowline, is subject to the cycle.
  2. The odd Lhankor Mhy user of sorcery will have his rune magic in addition to his small selection of sorcery spells. The cult is involved in many a craft that relies on knowledge, too, and the post of a guild sorcerer may go along with that of the scribe for that guild. These guys aren't supposed to be versatile, so the sharp focus that RQG forces onto a character using sorcery is in keeping with my expectations. The literacy requirement makes every sorcerer a worshiper (though not necessarily initiate) of Lhankor Mhy. Even if western script should differ from the Theyalan scripts, as a knowable script it falls into the domain of the bearded one. Given the likelihood of a connection between Lhankor Mhy and Tadenit and the long productive relationship between the cult and the God Learners, I doubt there are any libraries of Lhankor Mhy that don't know and teach western script and at least one of their languages (possibly an ancient dialect). With the literacy requirement for Argan Argar cultists and the long reign of the Only Old One, a similar relationship for Darktongue may be assumed, allowing Arkati to remain unnoticed with some knowledge of both these non-native scripts. My expectation is not quite upheld when it comes to sorcerers providing for the needs of a less specialized congregation trading the magic they offer in the sorcerous Worship Invisible God for magical aid and protection. Not much of a problem if you have a small cabal of sorcerers from slightly different traditions which may have enough expertise to deal with an assortment of magical challenges, but problematic if one sorcerer and maybe his apprentices are all that you have within reasonable reach. I see a significant difference between the grimoire sorcerers that we encountered in Hero Wars through Questworlds Glorantha, where a sorcerer had access to a reasonable selection of spells associated with that grimoire and (over time) a few other spells acquired or developed on his own, independent from his original education, and the sorcerers created under the rules of RQG. The grimoires provided something similar to the common rune spells that are shared by (most) rune levels, narrower in scope, but still a selection of magics that a sorcerer had a reasonable access to.
  3. Upon being declared outlaw and going into the wilderness or exile, you stop being kin - that's the point. The kinship group distances itself from the outlaw and any responsibility. Unless the outlaw belongs to one of the minority cults, she will lose her temple membership at the same stroke. Blood kinship may be a little thicker than legal kinship. But then, plenty of drama results from disputes inside a family. But then, Orlanth started his rulership career as a kinslayer. Only if they can do so without undue harm to themselves (beyond the normal risk at raiding). Praxians are as pragmatic. More likely, they would have keep scouts an eye on them while collecting a band of riders to deal with them.
  4. Nobody is keeping people away from the Eucharism either.
  5. It would be more correct to say that the people who settled the Far Place (and the Donalf Flats) were part of the same migrations as the people who settled what became Tarsh. The Far Walkers appear to have come as one rather cohesive group around a strong leader, taking possession of Alda-chur as soon as they arrived. The northern immigration has seen a lot less detail observation in King of Sartar, no big surprise given its topic. Arim making the preliminary contract with the powers of the land (centaur, grazer, dragonewt, Sorana Tor) for an unspecified number of people makes a difference. The formative event of the kingdom may have been the success at the Battle of Falling Hills, where Arim and the twins demonstrated their tie to the land. All of Dragon Pass served as occasional pasture by the then more nomadic Grazer people. While they have a prohibition against herding any other beasts, they clearly are allowed to hunt all manner of other beasts, and would have had a quite varying meat diet preying on the wildlife of the pass. Taking their toll from the annual Tusker migrations, going after deer, hunting small game through archery or possibly falconry. The Grazers refrained from raiding across the Crossline or Deathline until their presence had become common knowledge outside of Dragon Pass. They would have raided Orlanthi settlers in Dragon Pass (including all those groups who became Vendref under the Feathered Horse Queen), and did show up raiding the Quivini clans and tribes. There are many Vendref groups that come from the same migration that resulted in people becoming Tarshites. It is likely that any settlers west of the Dragonspine speak Tarshite, with immigrants from Esrolia ending up as Vendref in the southeastren Grazelands. Arim's influence seems to have ended at Sikithi Vale or otherwise roughly the southern extent of the Glowline or the Exile territory. Anybody going beyond that would be fair game for the Grazers to dominate. So who were the hopeful settlers who went beyond where Arim could guarantee their freedom?
  6. The 1621/22 Great Winter bypasses Ralios, although it experiences highly unusual wind and weather patterrns. The disappearance of Orlanth's Ring can be noticed all over the world. The rise of the Proven Appearance of Arkat movement in Sentanos should be worked into that. The dates might have to be invented, though. The antics of the talar of Borin might be another entry. All of this centers mostly on Safelster, ignoring the barbarians around it. There should be some Garundyer and Aruzban Ironarm news.
  7. Between the Catcher of Souls and some wannabe wizards, I would think that the threat situation would be inverted... Fixed, and I resisted Eurmal's suggestion of Papa Jagga as edit.
  8. ? Read the books, don't make me spoil your fun.
  9. The practical effect of the rules as they stand right now is that a sorcerer has to decide on one or two sorcery spells as presented in the rules and choose his technique(s) and runes accordingly, and then hope that he finds another spell fitting that selection. With some runes and some techniques mandatory (like magic), playing a sorcerer is playing a one spell beginner. Most sorcerers have as good a chance at hitting an opponent with an unfamiliar weapon as they have casting one of their very few spells. Maybe playing a sorcerer in an adventuring game is similar to playing an illiterate Sword of Humakt in a campaign set in a vast library. These two sorcerer characters appear to have been tweaked to provide believable sorcerer encounters, with the antagonist remaining very much in the shadows regarding how his magic might actual work under the rules we have. From what I have seen so far, in order to become a sorcerer that has any kind of serious power the sorcerer has to cheat. Starting with cheating old age while they spend a century to become reliable enough to support a military expedition in the field on the eve of battl, maybe prepare one big magical shot for the opening round of the battle. They'll be several days out of magic points for a repeat performance anyway, even if they have an entire spirit farm refilling matrices and crystals. That magic point bottleneck is enough to limit what a player-controlled sorcerer can do at a given time. With a fairly hard limit on Free INT and on magic points, even with extensions like Enhance INT or magic crystals, bound spirits and magic point matrices, offset by the possibility to cast longer lasting spells, a sorcerer is about being prepared, doing things under auspicious circumstances, and investing crazy amounts of resources which are barely renewable if he sticks to sorcerous methods only. I actually the rules implementation that a sorcery spell is a temporary spirit built from magic points. Sorcery spells attack the target POW with the sum of their magic points put towards effect. Neither the sorcerer's POW nor his current personal magic points (which may be a multiple of his POW, whether from legitimate activities like having performed a worship service to the Invisible God or from Tapping) play a role here. Such overcharging with magic points always is temporary. While Tapping doesn't limit the number of tapping attacks during the spell's duration, adding MP to the caster's account is the active part of the spell, while the passive part of the spell is defining the amount of time that account can hold MP. The Tapper can of course transfer Magic Points into crystals and artifacts, preserving those MP even beyond the duration of the Tapping spell. I think that "Worship Invisible God" should be a spell with Duration, too, and possibly with intensity influencing the yield the officiating wizard can take out of the collective MP sacrifice of his congregation for use in spells. Maybe there is something to be done with the Wyter of that congregation? For a sorcerers' game, I agree. For a Gloranthan game played with mortal PCs, possibly young ones at the start or at best the middle of a heroic career (unless that career is typically cut short), not so much. A sorcerer should be able to research a spell creating a magical effect he desires. That should be done using runes and techniques he has mastered, not just inferred. There should be some sort of rules mechanic for that in the hypothetical future publication that gives us sorcery rules for sorcery cultures, something akin to the Gods Book although probably not quite that voluminous. Sorcery as in RQG creates a magical entity almost alive, caerfully constructed by the sorcerer's mind to act independently from the sorcerer except for the few active components that the sorcerer can actually manage to control on the fly/in the field. The sorcerer relies on well-defined energy patterns to hold the spell together. These are rote formulas with interfaces to other spell components. Operating with a visual symbology like a magic circle might make this easier. I don't think that these components are easy to put together functionally. They need careful wiring, rather than clipping on another lego brick. But it looks very much like Ars Magica minus improvised magic really is the way to play a wizard with limitations in Glorantha. You may manage a sorcerer character who goes on certain adventures, supported by a cast of non-sorcerer supporters played by others or provided by the GM, and then retreat into seclusion for a research process that may involve a couple of rolls accumulating success over a number of seasons, much like researching a raiseable characteristic raise. The rules might even accommodate such a game, although they aren't designed for that style of play. Sorcerers aren't the only variant of "play, then retreat" kind of character role, either. A crafter, enchanter or alchemist might set out to gain crucial material or methods in an adventure and then send out hired or retainer characters for the rest while making slow progress on the artefact he is painstakingly crafting. A scholar will delve into obscure documents, producing a volume of annotations that may surpass the original document, to extract something that may send him off to the next field expedition (if he cannot avoid that entirely). And a prospective mystic might spend long time in meditations between short exposures to a challenge required to reach a new layer of insights to mull upon.
  10. Part of the problem is that you can describe stuff like "Form/Set Air" as "Dispel Air Mobiliy" or "Combine Air Stasis". And there are probably spells with such runes that do basically the same thing. There is no guide to creating new sorcery spells yet with regard to how many runes and techniques you should include. Spells with target conditions are quite unwieldy, and hardly any sorcerer will know those as form runes are rather low priority runes. A flexible sorcerer really wants Magic, the Fire rune and either Darkness or Air to cover all five elements, four Power runes to imply their antitheses, and then Forms, Moon, and possibly some of the implied things. If he has time and MP to spare, one technique covers all (Command, Tap), or you need one from Summon/Dispel and one from Combine/Separate. Be prepared to pay up to 16 MP per point of the spell for a four rune/techniques spell with that approach. If you build the world from the rules, then a typical sorcerer would know very few spells decently well, and sorcerous orders may assign weird specializations to their junior members, possibly waiving some of the education cost for taking the role of a niche wizard. Personally, I prefer the HQG approach with grimoires and still those same runes and techniques but not attribute-based limitations.
  11. IIRC London Water gets very bad press in one of the sequels to Rivers of London. In part taking the blame for the activities of Peter's lay.
  12. I would associate few of the moomins with Darkness, but otherwise, why not?
  13. Mostali might sound tinny like through an old landline phone. It is quite likely that knowledge of Tradetalk leads to Openhandism. There might be memetic countermeasures to that developed by the Nidan Decamony. The human slave population in Slon may speak a simplified dialect of Mostali, possibly with elements of Brithini. Darktongue is a shared language, spoken by the hardly corporeal Dehori, the humanoid trolls and trollkin, the bordeline humanoid dark elves, and darkness-worshiping humans. It has a written form which must be almost as wide-spread as the Theyalan scripts, at least in and around Kethaela and Ralios. When humans (and to some extent trollkin) speak Darktongue, it will lack the dark undertones of Darksense emanations true beings of Darkness add to it - a bit like how the Swedish of the Swedish-speaking part of Finland lacks the elaborate melodies that make mainland Swedish almost a sing-song. Aldryami might sound like Treebeard using helium or played at multiple speed. Their biology is similar, but they are so much smaller and hastier.
  14. It is a return back to before the eviction of the Beast Riders out of New Pavis. The White Bull Society still is Argrath's "house power", much like the Kheldon Tribe is for Kallyr. While some of the Pavis County residents will have joined, it is predominantly a beast rider organisation. The accounts of that battle have nothing to say about Argrath's allies from his Wolf Pirate days. I suppose that those were present, but may have refrained from heroics against Cwim. @Runeblogger gives a pretty detailed summary for the presentation of Robin Laws's Pavis and Big Rubble project at Kraken 2019.
  15. According to the Dragon Pass rules booklet, even the Sun Dome County forces (which are three hoplite units) include some mounted archers. It is highly likely that all the mounted archers in the Cavalry Corps and in the Sartar Free Army are predominantly Yelmalio types. The Pavis Royal Guard (as in the board game, not as under Sor-eel and Hargran the Dirty) may be a blend of Golden Bow and Yelmalio.
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