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Snork

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    Playing since 1977, many systems
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    D+D 5th, HQG online
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  1. What about wandering priests? Roaming the countryside. Probably only visit shrines as congregation numbers are low. Still get MP and points of POW for their god.
  2. The power trade off for being a shaman is significant and it's the only reason they became a priest
  3. IIRC @Nick Brooke is the head honcho for the JC. These may help https://www.facebook.com/groups/3300536396630881 https://www.chaosium.com/runequest-community-content/ https://help.drivethrurpg.com/hc/en-us/articles/12723268545943-Jonstown-Compendium-Content-Guidelines?affiliate_id=77157
  4. The Wolf Pirates are written about in ways which means they are much more than bandits see https://wellofdaliath.chaosium.com/wolf-pirates/
  5. Checked main rules and Cults book for both Daka Fal and Waha with respect to tithes to temple for a priest/shaman Doesn't feel right that they give up 90% of their income as they're no temples to support just them The specific PC is playing an Earth Wicth whcih has a similar set up Any ideas or input would be appreciated
  6. I was interested on the customs about ransom in general. Do you give them their equipment back? The repercussions from the Wolf Pirates are a different matter
  7. So the PCs have captured a bunch of Wolf Pirates mainly through the actions of their Shaman's Dehori (darkness spirit) The Wolf Pirates were incapable when disarmed then surrendered. The Wolf Pirates will be ransomed. The question I have what's the usuaul custom with equipment would it be returned or kept as war booty?
  8. ANy idea when the link has gone? I'm interested in the maps
  9. Snork

    Horses and Sartar

    The Britons were still using them when Ceasar visited. "In chariot fighting the Britons begin by driving all over the field hurling javelins, and generally the terror inspired by the horses and the noise of the wheels are sufficient to throw their opponents' ranks into disorder. Then, after making their way between the squadrons of their own cavalry, they jump down from the chariot and engage on foot. In the meantime their charioteers retire a short distance from the battle and place the chariots in such a position that their masters, if hard pressed by numbers, have an easy means of retreat to their own lines. Thus they combine the mobility of cavalry with the staying power of infantry; and by daily training and practice they attain such proficiency that even on a steep incline they are able to control the horses at full gallop, and to check and turn them in a moment. They can run along the chariot pole, stand on the yoke, and get back into the chariot as quick as lightning" (Gallic War, IV.33). Not as rocky as Sartar but not as flat as the or dry as the middle east Chariots are very good if you don't have big horses. They are also great missle platforms and as stated by JR function as paltforms for spellcasters
  10. As a follow up what happens(ed) at the trade site in the Quivin Mountains?
  11. Thanks. Didn't think to check that map. Spent hours poring over others
  12. Silent Trade Landing is mentioned in Sartar Companion as a place to trade with Dragonewts Is it the same as the trade site? If not where is it located or has it disappeared from the world?
  13. A shaman has control of a spirit after beating it in spirit combat e.g. ghost or elemental I'm assuming that this is similar to having a spirit in a binding enchantment In other words the spirit can be commanded to do a task and is then free. Would the use of a control spell allow the spirit to be forced to return. For example fire element go and attack the troll then return
  14. Thanks to Jeff Richard on FB "Dragonewts are both familiar and extremely mysterious in Dragon Pass. They are of course familiar to most inhabitants - there are some 20,000 dragonewts in Dragon Pass. Dragonnewt Roads cross much of Sartar and Tarsh. The Trade Think Market is about 15 km off the Royal Road between Jonstown and Alda-Chur. And the dragonewts have served as mercenaries in recent memory. Dragonewt mercenaries served the House of Sartar in several wars but also aided the Red Emperor in the conquest of the Holy Country and in Prax. Pretty much everyone in Dragon Pass recognizes dragonewts, knows that they are intelligent, dangerous, and magically powerful. They know that some dragonewts ride demi-birds (more on them later), some are big, some are small, etc. They live in "cities" scattered throughout Dragon Pass and travel on magical roads. Obviously, they are connected to the dragons somehow. But beyond that, dragonewts are mysterious. They speak an alien language almost impossible for humans to learn. They mostly keep to themselves, only engage in regular interactions at a few designated places or with a few designated individuals. Their gods are largely unknown, their life cycle a mystery, and so on. A few Lhankor Mhy sages have tried to study the dragonewts and there are no doubt scrolls that shed some light into their mysteries on file in Jonstown or Boldhome. Obviously during the Empire of the Wyrms Friends there was much more interaction between dragonewts and humans - but sadly so much of the knowledge of the EWF was lost as a result of the Dragonkill War."
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