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Byll

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Posts posted by Byll

  1. On 23 August 2019 at 5:41 AM, Crel said:

    Is there zinc in Glorantha? I mean, I feel it's perfectly reasonable that metals outside those detailed in RQG's article (and its predecessors) exist, but I don't personally know of other references to them.

    There's no mention of zinc in Glorantha as far as I know, I was just speculating that Dwarf brass might not just be a variation of 'air god' bronze. The air gods threw some pretty big wrenches in the world machine, and the dwarves may be looking for an upgrade to replace the faulty components. They are known to produce Iron which no one else understands, maybe they have other secrets.

  2. We're I to be a Mostali, I might well consider that the bronze derived form various storm gods was a substandard material for world machine maintenance and instead synthesise a less unpredictable analogue for it where no other alternative was acceptable. I doubt they approve of all that chthonic tin either.

    I like zinc.

    • Thanks 1
  3. Amour units that force a retreat on the unit that they attack get an additional move and attack in the armour exploitation phase

    - wait, that's a different game... Sorry, carry on.

    • Like 2
  4. Out of three on-line play by board-post games I've been in, one came from private messaging someone on these forums, and the other two came from out of character discussions in the first one. I just had a look on RoleplayOnLine and there are no Runquest games seeking players (any flavour of RQ). That surprised me somewhat.

    • Thanks 1
  5. Hi, thanks again for your perseverance with the tools. As you may have seen I'm tinkering with Dwarfdom. I'm not sure if this is the best balance but I'm working on it.

    The Mostal cult gives no spells or skills (I may soon move some (currently) homeland skills to cult skills) but I was hoping to use it (the Mostal cult page) to allow 'heresy' selections in Passions e.g. devotion Openhandism 60 or devotion Individualism 60 or the vanilla devotion world machine +10. There were 6 passion slots in the cult screen and I used 5 but only 3 came through after saving the cult, and there is no space to add more in modify cult. 

    Also, new skills don't seem appear in the Personal Skill bonuses section so it's not possible to boost e.g Earthsense scan there by 25% or 10%

    I've realised, too. that in creating templatesI really need to write down my spell, skill and passion names to avoid failing to match up and having two skills e.g Elder race lore (Dwarf) and Elder race lore (Mostali) where only one was intended. I'll try to sort these out.

  6. 4 hours ago, Joerg said:

    If you coat them with gold, you might be mistaken for a Gold Wheel Dancer?

     

    6 hours ago, Byll said:

    Decamony leaders maintain that they are solely inspired by Mostali ingenuity

    Any resemblance to other life forms Extant or extinct is purely coincidental 😀

     

    BrasswheelEnhancer3.png

  7. Brasswheel Enhancer

    A dwarf-powered personal transport device usable in major Dwarf cities

    Cults

    The item is not in itself a magical construct or associated with religious belief. 

    ·       Associated: Brass wheel enhancers are made and used by followers of the Way of Mostal (dwarves). They are a source of quiet satisfaction in enabling dwarves to quickly transit long distances in the event of invasion or natural catastrophe. Dwarves who demonstrate particular aptitude for balance and endurance by most efficiently operating their enhancers are recognised and appreciated for their skills. Most major Dwarf cities conduct a ceremonial enhancer circuit of their peripheral communication conduits during the first week of Sacred time

    ·       Enemy: Trolls, particularly Karrg's sons and Zorrak Zorrani will attack any user of a Brasswheel Enhancer assuming them to be tasty dwarves. 

    ·       Friendly: None

    ·       Hostile: Barbarian cults regard the items as suspiciously sorcerous devices and are likely to destroy them for scrap metal

     

    Knowledge

    ·       Cult Secret: The devices are only of practical use on level surfaces or dwarf  rack-and pinion tracks, and are never seen outside of major dwarf habitations. Dwarves are no more secretive about Brasswheel enhancers than they are about any other aspect of their mundane life (they are never mentioned to outsiders).

    History

    Brasswheel enhancers have been known in Greatway at least since the first age. Decamony leaders maintain that they are solely inspired by Mostali ingenuity

    Procedure

    Copper dwarves produce Brasswheel enhancers in quantity, natural wear and tear requires that they be recycled after a century or so. Learning to ride these pedal powered death-traps one is a matter of trial and error and is a rite of passage for dwarf youngsters. 

    Powers

    The items, greatly increase the speed at which a dwarf can get from A to B (typically movement rate 18). Most units are fitted with three speed epicyclic gears and at least one set of rack and pinion cogs for steep inclines. Some have lower gears ad additional cogs for engaging with overhead racks on cavern ceilings, or vertical racks. Those wishing to optimise on-the-flat speed strip down their rack and pinion sets to reduce weight, but because of the topology of dwarf settlements most have between 1 and 6 cog sets. Some '4x4' devices come with an additional hand crank as well at the normal foot pedals.

    Value

    In a Dwarf city a Brasswheel enhancer is worth between 300 and 600 L depending upon materials, design and condition, elsewhere it may be wort around 50L in scrap metal to redsmiths.

    BrasswheelEnhancer2.png

    • Like 6
  8. Is the second class (Witnesses?) allowed to initiate to Yelm? I guess not from what's said in the previous post, or if they are they're not allowed to become priests, just provide a respectable congregation to attend ceremonies, can they initiate to Busserian? I assume Officers mostly worship Arraz, Polaris and specialist gods like Sagitus, Avivorus and Vantestos.

  9. I've got the planetary orbits to tilt with time of year, moved the south path to its approximate gates, and added the stars of the sky river to the sky-dome in this version. There's a chance that Orlanth's ring may be climbing the wrong side of the sky (opposite Rungate instead of through it). I can  fix that later. I'm parking it for a few days now, as I'm off to a boardgames convention and then to the Royal Welsh Show. Nos da.

    • Like 2
  10. Yelm's New Sandal

    A brown leather foot accessory decorated with gilded solar and equestrian motifs, It is shaped for a right foot.

    Cults

    ·       Associated: Yelm the Father, Yelm the Rider

    ·       Enemy: Kargzant.

    ·       Friendly: Lunar cults.

    ·       Hostile: Pentan cults, Eagle-lord cults. Blue Moon Troll Cults

     

    Knowledge

    ·       Automatic: The user gains 8 CHA, +50 Ride Horse, +50% Ride Augner, +50% ride (suitably sized) bat, if in possession of Yelm's New Sandal in Oraya, First Blessed, or the Redlands.

    ·       Cult Secret: If the user comes into contact with Yelm's New Sandal in the year following the second scared time since gaining it's benefits, then all benefits are lost and the user's Charisma is reduced permanently by further 1d6 A user familiar with it's lore passes it on to a family member or ally, or attempts to conceal it for a year. 

    ·       Famous: The existence of the item is known to the nobles of the eastern Lunar Empire and those of many Pentan tribes

    ·       One of a Kind: This is a unique item

    ·       History

    Yelm's New Sandal was made in 1466 by Hon Eel for the High Priest of the Ziggurat of Yelm the Father following the Battle of Iron Fences. It is uncertain if a left sandal with similar properties was also made at the same time. It was lost in the Nights of Horror in 1506, and has re-appeared sporadically in Lunar or Nomad hands since 1550, it's owners have included army officers, dart competitors, caravaneers, administrators and raiders.

    Procedure

    A devotee of Hon Eel could conceivably heroquest to make a lesser replica of Yelm's New Sandal, but Eel-Arish portages are no longer welcome in Oraya, and no such items are know to have been produced.

    Powers

    The user gains 8 CHA, +50 Ride Horse, +50% Ride Augner if in possession of Yelm's new Sandal in Oraya or the Redlands. During their first sacred time in possession the user may sacrifice 1 point of POW to Yelm to obtain the use of the Shield Spell (or to Kargzant to obtain the use of Sureshot). The item can be used only if the finder belongs to a cult allied friendly or Neutral to any of Yelm, Rufelza or Kargzant. It cannot be used by an Animal Nomad or worshiper of Orlanth. When not being worn the item appears suitable for a SIZ12-14 human, but once donned assumes the correct size of the wearer. This item does not detect as magical, and is not instantly recognisable to someone who has not seen it before. However much care is taken to try to craft a matching sandal, it always looks slightly lacklustre next to Yelm's New Sandal. The wearer becomes more charismatic, but seems to draw the attention of enemies as well as admirers, even if they try to keep their possession of Yelm's New Sandal secret.

    Value

    3000L might be obtainable from an ambitious junior noble or minor horse-clan leader. More senior leaders may be more mindful of the chequered history of previous owners, and consider that the inevitable loss of added charisma may be inconveniently timed. Some prospective purchasers might be well placed to take the item by force from a prospective vendor.

    • Like 3
  11. The question seems to be would the luminous but dimmer planets be translucent to the light of the brighter sun, or opaque to it.

    Even if opaque, without Netta's cloak covering the sky-dome there would be reflected sunlight reaching the ground being 'eclipsed'. That's part of Yelmalio's manor. 

    The planets in my model are luminous but opaque like the sun.

  12. I get lots of eclipses in my 3d model (video here), but they just depend on (terrestrial physics) size, orbital diameter and orbital plane offset and inclination which perhaps should be (Gloranthan physics) importance, and mythological relationship, so that as mentioned while Artia might eclipse Yelm, Shargash might never do so. Moskalf might only eclipse Yelm outside Dara Happa for instance.

    Returning to my model, the red moon should eclipse anything on the sunpath or south path. In oder for the red moon to look full in thrice blessed while it is empty in dragon pass it must be relatively low in the sky compared to a circular orbit through the gates of dawn and dusk. If the red moon is high it just always looks about half full as you are looking up at the base of it, all that changes is the (north east south west) direction that the full half is pointing towards.

    My assumption is that the planets all have a slightly lower orbit than Yelm and that they never cross the orbit of another planet. I have probably made the planets bigger than they ought to be to make them visible in the resolution of the animation, so the orbits may be further apart than necessary.

    I'd forgotten that the sunpath tilts the same way as Polestar, that might be tricky to implement.

    Do we know whether the south path is in a plane parallel with the sun path (as in my version) or one that intersects it at the gates? That would make the underworld south path travel north of margastas's pool? (and also make collisions at the gates potentially possible

    • Like 1
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  13. 7 minutes ago, Bill the barbarian said:

    This is lovely, where is it from? Well, besides glorantha.com. I mean the original source or book of the faux textured, colour map.

    Quote

    Lawrence Keogh created a scalable PDF map of New Pavis, based on the maps from Pavis: Gateway to Adventure. You should be able to print this map at any size or even select a section and print that at any size.

    Our thanks go to Lawrence for the effort that he has put into this.

    Is what the Glorantha.com page linking to it says. 

    • Like 1
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