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Ludo Bagman

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  1. Some additional characteristics from RuneQuest 3 with real-life statistics: Fallow deer (dama dama): STR 7, SIZ 10-11 1.30-1.60 m long, 0.76-0.94 m shoulder, 29-100 kg White-tailed deer: STR 9, SIZ 14-15 0.95-2.20 m long, 0.81-0.91 m shoulder, 36-113 kg Red deer (cervus elaphus): STR 13, SIZ 22-23 1-point hide, butt attack 30+3%, damage 1D8+1D6 1.68-2.59 m long, 1.00-1.20 m shoulder, 113-250 kg
  2. There are also two lists of kings of the Colymar and a family tree for Argrath (that has 2 old kings in it) in King of Sartar.
  3. Jeff did write a little bit on Facebook (probably in 1625 after the Dragonrise): https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2021-10-jeff-on-facebook/#ib-toc-anchor-17 https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2022-01-jeff-on-facebook/#ib-toc-anchor-46 Pegasus Plateaus has also some tidbits on Wilmskirk and the Locaem tribe. Their king and entourage was devoured in the Dragonrise, and they are leaderless and riddled with internal conflicts since then.
  4. A RQ3 rule says that an attacker gets +10% when attacking from a target's unshielded side or from behind (I think the front is always covered). This gives a small advantage in large combats but no advantage in 1 on 1 combats.
  5. Another example is Aldrya. Access to the common rune spells is restricted according to the standing in the cult: Initiates and Rune Lords only get Divination, shamans only Divination and Sanctify, while dryads (Elder Sister subcult) and old Rune Lords and shamans (Gardener subcult) get all common spells.
  6. The Wolf Pirates - they settled 1605 (Guide) or 1610 (notes below) in Three Step Islands and raided since then the coasts. Most of them were absent from 1621 to 1624 since they circumnavigated the world, but after that they continued plundering and raiding with impunity, until a part went north into Dragon Pass. https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2020-10-runequest-on-facebook-october-highlights/#ib-toc-anchor-15
  7. Biturian Varosh gifted some iron-tipped arrows to a bison chieftain. The weight of the arrowheads should be very low (150-300 grains = 10-20 g), so you can make around 50-100 arrowheads with 1 kg of iron. This keeps the price of each arrowhead relatively low.
  8. Plus Yanafal Tarnils when the heartland army marches out or is stationed in unruly provinces.
  9. Jeff posted 2020 some notes on the Lunar Army in Sartar and Alda-Chur post Dragonrise: https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/2020-10-runequest-on-facebook-october-highlights/#ib-toc-anchor-1
  10. To give a timeframe: The Lunar Empire needed some 100 years to pacify Lunar Tarsh, from 1490 to 1590. The last step started with the Battle of Grizzly Peak in 1582 (see family history) when the Lunar Army defeated the army of Old Tarsh and of the King and Queen of Dragon Pass. They conquered the remaining part of Tarsh except of Alda Chur and the Far Point region that joined Sartar after the besieging Lunar Army was driven away. Tarshite refugees settled around Shaker's Temple and Wintertop, others went into Sartar and settled in the new founded Alone and its three tribes, and some even further south (two NPCs in Apple Lane are from Tarsh). So you could have three 40 years old siblings or three 20 years old cousins, one from Lunar Tarsh, one from Old Tarsh, and one from Alda-Chur, now in Sartar, blood related but from three different homelands. Note also that not everyone in Lunar Tarsh follows the Lunar Way (the Guide says 60,000 while 300,000 are still Orlanthi). On the other hand, there are 35,000 Tarshites in Old Tarsh and 45,000 in the recently expanded Sartar (should be around one quarter of its population). Also Notchet is the biggest city in the world, you may find people from every corner of the world here. So the only problem may be if the character is heavily Lunarized (like the cultural template for the PCs with Speak Tarshite of 20% and no knowledge of Tarshite customs), has big moon tattoos, can't even speak a word of Earth- or Stormspeech, etc.
  11. Become Other Sex, to avoid the mutilation, or to join the Earth cults. Eurmal also made her drunk when he changed blood to beer as she was slaughtering healers.
  12. I just wanted to add that MOB did continue the history of Sun County with events from 1621 to 1624 in this thread and later on facebook. They contain a few notes on Duke Raus and the Grantlands. https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/some-notes-on-the-cradle-aftermath/
  13. Here is a discussion of dogs in Prax: So dogs are used in Prax for hunting (connection to Brother Dog and Foundchild the Hunter) and as camp guards, but not for herding. So perhaps the Prax Hounds are a large dog breed from Prax.
  14. Some old publications have informations about her (Runes Earth, Mastery, and a personal rune), but they are probably outdated. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/k/kero-fin/ In RuneQuest Glorantha she is a land goddess like the others (Dragon Pass is Kerofinela) but lacks a specific plant with Emmer as special grain. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/g/grain-goddesses/ The first Feathered Horse Queen proved to be the incarnation of Sorana Tor and the avatar of Kero Fin itself, and I think the same is true for the following Feathered Horse Queens.
  15. If the binder has physical contact with the item (the crystal), then he can use the magic points of the bound spirit (that the spirit will regain at the normal rate) and (depending on the spirit) spirit magic spells or other abilities that work while in the binding (Spirit Combat for example doesn't work). So it really depends on the spirits that he can find and bind. A tiny one with 1 power is not worth it, but say a spirit with 12 Power, Spirit Combat skill of 60%, and 3 points of spirit magic is probably better than the 14 MP. Well, if the player accepts the risk that someone with the proper detection and control spells may steal the spirit, leaving him with an empty crystal.
  16. In combat, that's usually handled with learnt spirit magic spells or with summoned/controlled/bound spirits that can be used to attack an opponent. Finding suitable/helpful spirits should be done outside of combat, since it will usually take a long time - most of them will be in the Spirit World, perhaps not interested in communicating with humans, not intelligent enough (most spirits don't have INT) etc. On the other hand, he can use his Spirit Binding spell to bind a spirit into his magic crystal (POW vs. POW roll needed against unwilling targets), losing ALL stored magic points in the process, but gaining the spirit. Note that the magic crystal has no user restriction, so anyone that can sense the bound spirit could use an appropriate spell to control it.
  17. Three part series "Dealing with Demons" by Dave Morris in WD 44-46, also reprinted in a Best Of Volume: https://wellofdaliath.chaosium.com/home/catalogue/publishers/games-workshop/white-dwarf-014/
  18. Question 3 was answered here or in Rune Fixes 1. Rune points used for Sanctify can be regained normally, if I remember correctly. The additional question on one-use Rune spells was answered here:
  19. Heler (gained the Air Rune in RQG), the God of Rain, but he was originally a more militant (defeated and rescued) water deity. Voriof, son of Orlanth or Heler, God of Boys and Sheeps, but I don't know if he is worshipped independently. Otherwise, treat him as a more peaceful subcult of Orlanth or Heler. (Edit: He gives Command Sheep to Orlanth in the rulebook). Barntar the Plowman, son of Orlanth and Ernalda. He is the most likely replacement for Orlanth wherever Orlanth worship is prohibited, so he gets some independent worship. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/h/heler/ https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/b/barntar/
  20. As French Desperate WindChild said: You don't need to be so nitpicky for NPCs – just use the values that feel appropriate. Also note that the rules for more experienced player characters are just there to give older PCs a little edge, they are not there to build NPCs. If you want to create a template (e.g. to get a feel of appropriate values, for a PC, or for a program), just take an occupation and swap some values, as the rulebook suggests: ("The gamemaster and players are encouraged to modify these occupations to fit their purposes.") For example, take the Fisher, reduce Swim and River Lore but add Conceal and Fast Talk. Or you can check e.g. these pages: http://www.backtobalazar.com/extended-character-professions-and-previous-experience-for-runequest-glorantha/ http://www.backtobalazar.com/runequest-glorantha-extended-profession-list/ http://www.backtobalazar.com/advanced-professions-for-runequest-glorantha/ and add appropriate values to the skills of an occupation (or just some of the skills listed).
  21. It is a module for RuneQuest Glorantha - The Second Age - by Mongoose Publishing (2007) and as such non-canonical and set more than 700 years before the standard timeline for RuneQuest (the Clanking City was destroyed 917 ST, and the starting year for RuneQuest Glorantha is 1625 ST).
  22. That's an insult? It's just the truth.
  23. Related: Personalities of Glorantha – Cragspider the Firewitch (1999)
  24. Some ancient sources (may not be canonical anymore): https://wellofdaliath.chaosium.com/home/gloranthan-documents/greg-sez/myth-the-birth-of-the-minotaur/ (Wyrms Footnotes 12, 1981) Different Worlds 24 (1982) Here are some comments by Jeff on Facebook: https://wellofdaliath.chaosium.com/home/catalogue/websites/facebook/runequest-on-facebook-may-2021-highlights/
  25. In Esrolia it really happens. "The Keepers of the Dead, an order of priestesses from Ezel, regularly lead worship and offer sacrifices to keep that great multitude of the dead happy. Once a year, the dead leave the Necropolis and travel the Sacred Road from Ezel to Nochet." (Rulebook)
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