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metcalph

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Everything posted by metcalph

  1. It's from the Glorantha Sourcebook p66 and is described there as
  2. The Guide section that you are quoting from is Argrath's Saga which is a in-gloranthan document and written many years later. It is not a factual retelling of the events of the Hero Wars. The Glorantha Sourcebook has Broyan killed in 1625 ST. (p206) as does RuneQuest Glorantha p43.
  3. Book of Heortling Mythology also gives Andrin the Wise (may be shared with Orlanth) and Jarani the Lawstaff (explicitly mentioned as such)
  4. I think comments that certain sorcery spells are overpowered miss the point IMO. Sorcerers aren't interested in learning a system of magic that puts them on a level footing with priests and shamans. Sorcerers aren't interested in playing fair. If they find or discover a spell that gives better results, they will use that spell. Why some spells are more effective than others is a better question to ask but one that is slightly beyond the scope of this forum.
  5. The City of Wonders could be laid out like Belintar himself. Not in the sense of the Man Rune but from the Prince of Sartar webzine
  6. IMO For the magic item, think of a Manhattan Project for the Mostali - like a Storm Energy Dampener or a Moonrock creator. They know how to build that item but its going to take time (decades perhaps centuries) and resources. They could extrapolate from their skill the art of building lesser items but its something they will have to work through in the lab. As for sorcerous scrolls, these would be design documentation on the Runes. They could use it to master new runes and techniques but they really use it as a resource for looking up the answers to complcated magical questions (what is the air speed of a disrupt spell? etc.)
  7. Special and critical results on Battle Results table p176
  8. Seshnela/Ralios: Conflict between the Seshnegi and the Dark Empire of Arkat The Empire eventaually takes over Seshnela before being trounced by the Jrusteli. Dragon Pass: The Heortlings kicking out the Arkati and setting up the Kingdom of Orlanthland. Later this gets taken over by Dragons to become the EWF. Peloria; Dara Happa struggles with the Empire of Gloom (in what is now Spol) while fighting internal subversion of Illuminates. Jrustela: Settlement of Jrustela. Conflict with the Olodo. Umathela: Settlement of Umathela. Conflict with a mysterious race of three-headed giants (Could be Hoolar0 and later elves. Fonrit: Conquest of the Artmali by the Fonritans. Teleos: Rainbow piracy. Plunder the ocean's shores and piss of the Waertagi. Onlaks: Locals struggle with the genocidal Elves. Loral and Kumanku: Actual obscure places. Eastern Isles: Vormain struggles with the people of Desolation Isle. Mokato sets up the Eastern Seas Empire. Kralorela: The government has become progressively unstuck since the Sunstop. Mysterious portends plague the land and nobody knows what's happening. Wastelands: Pure Horse Tribe enters Prax. Establishment of various cities including Pavis. Waertagi - Establishing an oceanic monopoly.
  9. From what I've read, the precursor of the modern prison (ie extended incarceration) is the Monastery - the perp take religious vows and spends the rest of his life at a monastery (which could resemlble Oz/Prison Break/Orange is the New Black/Porridge). But that's really a punishment the judges are likely to consider for the well-connected when using traditional punishments (whippings, multilations etc) would bring shame on the perp's clan.
  10. I think the most obvious solution is that the clans replace the cults as the source of spirit magic. Every clan would have a clan magician whose job it is to teach clan members. The RQ rules are vague stating that rune cults may teach any spirit magic known to their rune masters but doesn't specify who has the job of teaching.
  11. Mages who control the world: Zzabur. Mages who babysit the world: Theoblanc, Gaiseron, Cragspider Mages who plot the destruction or conquest of the world: Delecti, Can Shu Important Magical Organizations: Hrestoli School of Loskalm, Rokari School of Seshnela. Arkati Schools of Ralios.
  12. The Bull is probably from the Enjoreli as an Army from Fronela invaded in the Dawn Age. The Boar might be Mraloti.
  13. No. The basic outline is the same (Sorcerors - Sorcery), everybody else lesser magics. But some societies might have non-wizards using sorcery for various reasons. The question is what would they use that magic for. Since the RQG rules have made it clear that Socery is about the Big Spells, the number of non-sorcerors who would use sorcery for heroic or adventuring circumstances is quite small. So the question is what else they might use it for? Personal Henosis: In which a Malkioni uses sorcery to achieve some kind of mental union with the Invisible God. This might be a Joy spell among the Loskalmi (as well as a Medispection spell to ascertain if you are on the straight and narrow) . The Sedalpists could also use sorcery for this purpose while the Arkati uses pagan worship for their own henosis. Craftwork: Another possibility is to use sorcery for Big Works - like erecting a bridge, creating wards or making a ship. The non-Malkioni would organize themselves into guilds or fraternities and assign their magical workers a specific magical task to carry out. The spells will usually be cast over a period of weeks or even seasons depending on what is made. This type of sorcery would be fairly common in Malkioni civilizations. Protection: A non-Malkioni might regularly cast a certain spell to stop an certain event from happening. Most Malkioni would consider using a charm in such circumstances but sorcery can be used if the threat requires constant vigilance. For example, a Noble might regularly cast a sanity spell to break a family curse of insanity. Immortality spells would also fall within this class but most such spells require some immoral action. Crutches: A non-Malkioni afflicted with some ailment might consider using sorcery to cover a weakness. This might be strength magic for a weakling or makeup magic for an ugly person. The wealthier one is, the more likely one is likely to use tailored sorcery for their own personal circumstances (in other words, a peasant isn't going to know any sorcery but a noble is highly likely to).
  14. A Ralian Cult mentioned in the Guide to Glorantha. They rule Otkorion and believe Orlanth to be the supreme being.
  15. I have my doubts about this. The Alien Combination Wheel is not to purify sorcey but to make it intelligible to his worshippers. Moreover I don't think it is the source of Lhankor's sorcery but something that his worshippers picked up from the Machine City in the Imperial Age (cf the Middle Sea Empire p39-40) as they had the philosophy of exploring combinations. I think a similar mechanism is used in Kralorela and claimed to be an invention of Godunya's.
  16. Checking up on the sources - the magic is called Vim in Snakepipe Hollow but Prehealing in the Elder Secrets Book p22
  17. Prehealing. Left out of the standard Dragon Magic rules and described in the RQ3 edition of Snakepipe Hollow. Dragon Magic is also described in the Sartar Companion and the RQG Bestiary.
  18. The easiest way to avert resurrection is to take a body part such as the head.
  19. metcalph

    Mysticism?

    Except that the Guide p9 explicitly describes Lunar Magic as the fifth path of magic.
  20. metcalph

    Mysticism?

    Kindly lose the aggro tone. I've had a shit of a past two weeks and I reallly don't need the additional grief from this forum. If mysticism is illumination as the current approach seems to be (back to RQ2), then there should be no battle magic version of mysticism. It's something that's only acquired after considerable experience. It's not something that you have a junior monk fresh out of the Darja Danad Monastery running around with knowledge of Kabalt. His starting magic is likely to be spirit magic and perhaps some rune magic. This is similar to the Malkioni non-sorceror adventurers - they may know a sorcery spell or two but when it comes to combat, they rely on Spirit and Rune Magics. Likewise Lunar Magic is only obtainable upon Illumination and so would be a rune-level magic. Why I think mystical effects (in practice, magics that are powered by mystical knowledge) should be a rune level effect is what I've grokked from Greg's and Rod's comments in the wake of the HW mysticism rules. It was to the effect that Mysticism was should not be about Big Cheesy Spell effects but Cosmological Transformation, something that alters you at a fundamental level. Kabalt isn't some lightning bolt spell to smite the godless but a timeless force that you can briefly make others aware of. Manifesting Kabalt within the world and making others aware of it should be a Big Spell (where Runic, Sorcerous etc is immaterial here). Okay. But what about the Beginning Mystic but who is studying Kabalt but has not achieved awareness of it? Wouldn't it suck if the rune-level magic was only available if he had awaerness of Kabalt whereas the starting initiate of Orlanth can cast rune spells. Yes, it would suck. The way out of that hole is to look at the spiritual and magical exercises the mystics use to attain awareness of Kabalt and weaponize them. For example, let's say the monastery in describing Kabalt describes it as being struck by lightning. Their monks subject themselves to various electrical disturbances so that they may know Kabalt. We could give the monks various lighting spells (which they used to cast at each other) and make it useful against their enemies. This magic does not proceed from their mystical insight but they use it as a magical tool to aid thei aquisition of mystical insight. That I think is a more productive way of looking at mystical cults than attempting to ground everything magic on their mystical experience. The canon explicitly states that My approach - that so-called mystical magic is really the other three forms of magic powered using mystical insight - is in line with this. I doubt there is a useful mysticism that provides magic in and of itself. If you define that any magic provided by a mystical institution as mystical magic then there's plenty of Eastern isles mystics that might agree with you but ruleswise, mysticism shouldn't be providing magic. A gift is hardly an austerity by any definition. And a broken geas that results only in temporary loss of power is I think a rather cheap geas. Since the Yelmalions and the Humakti already have geases, I'm not really seeing the distinctiveness.
  21. metcalph

    Mysticism?

    I don't have the Mythras rules. You say it's great. I'm asking you why it is great. Your response of in effect telling me to buy the rules isn't helpful. What's the Illumination Skill? Is it part of Mythras? How does it work? The only hearsay I have about Mythras is you telling me how great it is. When I ask for details.your response re not very informative. If the sum of your response is to shill for the Design Mechanism to buy a set of rules that I don't have then I have to wonder whether Mythras is so great as you say it is. Aura effect? I'm not really seeing anything for saying why Mysticism should have its own form of magic. Okay, I'll bite. What's the current approach and why do you think it is inferior to the Mythras rules in modelling the mystics of Revealed Mythology. And please don't tell me to buy the Mythras rules and make smart remarks on me relying on Hearsay.
  22. metcalph

    Mysticism?

    I don't think there are any other magic systems other than the ones enumerated in the Guide. Illumination is a state of mind/being and wouldn't be used as a direct source of magic (it could be used to manipulate magics that ordinary Gloranthans can not). I really don't see the need for additional mysticism rules for the Eastern Isles given their magical effects can be described conventionally.
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