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Found 6 results

  1. Crel

    RQG Pavis Campaign

    Hey all. I'm setting up a campaign set in New Pavis for RQG in the next few weeks. My premise is that Argrath has just conquered the city, and has put out a call for adventurers for an expedition into the Big Rubble (amidst all the chaos of conquest and the loss of stability enforced by the Lunars). I could use some suggestions, advice, and brainstorming on a few topics: Good McGuffins to go ruin-delving for in the Rubble What sort of personality to play for Argrath & Co. Argrath's powers and skills (because I just know that at some point he'll need to be the 'bigger & badder & keeps the party in line') Other story and conflict seed ideas (especially if it can make use of existing material) Advice on parties with multiple species (I plan to offer humans, ducks, morokanth, baboons, newtlings, dark trolls, and trollkin) What in the world really is the White Bull Society? I'm kind of thinking to just run them through Balastor's Barracks (because the Axe is a pretty good McGuffin), but that might be too lethal for beginning adventurers. I've played a fair amount of RQ3, but haven't GM'd RuneQuest in any iteration, nor have I played RQG at all yet. So far, I'm thinking to play Argrath a bit like how Conan is presented in Robert E. Howard's The Scarlet Citadel. A barbarian who conquers and is focused on his own desire for revenge on the Lunars and seizing what he pleases, but who (almost accidentally) turns out to be a decent king, probably due to his Honor Passion. I think that the timeline puts him in Pavis from Sea Season through Earth Season (based on the Glorantha Sourcebook), with the conquest pretty early in 1625? So, I'm currently thinking that he conquers Pavis, but isn't super interested in keeping it (wanting to invade Sartar, then getting rebuffed [GS p.39]), and then the Dragonrise happens and Starbrow conquers Sartar so Argrath settles into Pavis for a few more seasons. Some stories I'm intending to fiddle with are Argrath's handling of the Grantlands/Rone County, the civil strife in Sun County, and becoming accepted by the citizens of Pavis. I figure the people of New Pavis are glad the Lunars are gone, but aren't exactly pleased about a bunch of filthy nomads roaming their streets... And maybe Argrath gets extra ambitious in winning their favor, and tries re-establishing the temples in the Big Rubble on Temple Hill or wherever that one is which the Yelmalions and Aldryami hold sacred. For resources, I've got all the RQG materials, Borderlands & Beyond (which I've read), Pavis & Big Rubble (which I've skimmed), and the Glorantha Sourcebook (which I've skimmed). I'm not terribly concerned about staying canonical.
  2. David Scott

    The Pavis Plan

    I thought that @mikkling's post would form the basis for an interesting discussion...
  3. Tarumath

    Pavis, City Gods and Wyters.

    Is Pavis the same type of entity as a Wyter and is his actual magic working the same way for the communauty of Pavis? I assumed that City Gods and Wyters are the same thing (also assumed that communauty spirits of animists are similar and that Malkioni simply use Chains of Veneration for all their communal magic instead) but I'm not sure given that the description of the communal worship of Pavis imply that they are just worshipping him and then he uses his own magic to magically maintain and protect the city. My own guess is that he is not even really a City God and that people sacrificing to him is a theistic form of a Chain of Veneration (or just lending him magical energy in a similar way) but maybe City Gods are different from Wyters? Thanks!
  4. Pentallion

    Pavis in the time of RQG

    So what is it like in the Big Rubble and New Pavis at the time setting of RQG? What has changed? Who is in charge of New Pavis? What is the situation in the Real City? Where do the Praxians currently stand with regard to P&BR? What's the new Jaldon's relationship with the city? How have the trolls, elves and dwarves reacted to the changes? Who are the power brokers now that the Lunars are gone? With the Patromas gone, who has filled that void? What is happening to the Eiskolli? Have they already fallen or is there a power struggle going on there? What, if anything, has changed in the Rubble with the absence of the Lunars?
  5. Here is a table of 1d20 random events that I created for my Brightwater game set in the River of Cradles. They owe a fair bit to King of Dragon Pass! Every one of the 20 is a hook for further action of a number of sorts. Depending on how it is presented, the 'hook' can act as quest, or reward, or opportunity - kicking off different kinds of adventure depending on how the characters respond to it. For example, entry #1 could be a dire portent of a raid delivered by a wandering shaman, a warning that a great spirit has awakened an attempt by the shaman to extort money or treasure, even a warning of the coming of a horde of whirlvishes. Roll 1d20. You may then be called upon to roll again on d6, d4 etc. If an X appears after a dice notation, any dice "explode" on the maximum value (a 6 or d6) - roll exploding dice agains,a dding them to the total. A wandering shaman appears, warning of dire spirits in the area. Nomads appear offering animals for sale [Roll 1d6: 1 – stolen, 2 – their own, 3 – poor quality, 4 High quality, 5 - Diseased, 6 – magical]. Cultists of the Death God, Humakt, come to your stead, claim guest-right and ask for aid in hunting undead nearby [Roll 1d6: 1 – Zombies, 2 - Ghouls, 3 - Vampire, 4 – Wight, 5 – Spirit, 6 – Necromancers]. What, or who will you contribute? Your hunters discovered strange bones in the wilderness nearby [Roll 1d4: 1 – Troll, 2 – Centaur, 3 – Giant, 4 – Dragon]. There is a 50% chance that the bones are unusual in a second way [roll 1d3: 1 – Magical; 2 – The bones are Black; 3 -Fossilized]. River folk approach, complaining of a nearby hungry lizard that attacked and stole their fish. Cultists of Uralda, the Herd Mother, appear with a fine looking bull for sale [Roll 1d6: 1 – genuinely high-quality bull, 2 – VERY territorial, 3 – Slow to breed, 4 – Prolific Breeder, 5 Sired by a Skybull, 6 – Near human intelligence]. A sizable tribe of people nears your settlement, their warriors alert, every sign of the entire group having seen many miles of hard road. Emissaries approach: [Roll 1d6: 1 - They hope to trade for food, offering some of their rather road-worn goods and thralls in return, 2 – They need medicines or a shaman to heal their sick, but have nothing to trade, 3 – Out of desperation, they hope to lure some important folk amongst them, then take the hostage to trade for food and cattle, 4 – The whole band is a tribe of brigands who will say whatever they must to get through the settlement without trouble. They will trade equably for supplies in the way of food and weapons, intending to take their profit as they leave the settlement’s lands. 1d2 days after they are gone, pursuers appear with stories of their depredations. 5 – The tribe wants to settle nearby and is willing to offer a portion of their produce in tribute once they are established. 6 – One of their Champions offers to fight one of yours, putting up a well-born young woman of the tribe’s hand in wedlock as prize, demanding you put up gold and cattle: Winner takes all]. Someone or something has put holes in the bottoms of several of your boats or your granaries, or brewery, or looted your larders, or roll again. Yinkin cultists appear, offering to lead the local alynxes in a ritual that will make them better mousers, for a fee. They also will sell a litter of alynxe kits and their mother if they can be assured of their good treatment. A giant predator attacked the herd, slaughtering several and making off with another [Roll 1d6: 1 – Giant insect escaped from trolls, 2 – Wyvern; 3 – Wyrm, 4 – Lunar warbeast, 5 – An unearthed demon, 6 - Dragon]. Hunters spotted a brilliant white beast and shot at it in hopes of taking the omen for the tribe. They appear to have wounded the beast and sent it fleeing. They lost its tracks but wonder what they should do to appease the Hunter [Roll 1d3: 1 - Sun Elk, 2 – Aurochs, 3 – no one could agree on the nature of the beast, only that it was bright white – and its blood appears to be magical in some way.] A herd of 3d6x fine dun horses was spotted in an island in the Great Bog, but they ran like gazelles when approached. A broo, wretched and outcast from his tribe, approaches some of your folk, offering information on the bullies in exchange for food and magical aid. Settlers arrive from afar, asking for land and cattle in exchange for their loyalty and service [Roll 1d6; 1 – Pavis, 2 – Garhound, 3 – The Rubble, 4 – Sartar, 5 – Tarsh, 6 – Holy Country]. A Lunar soldier, weaponless and wounded, wanders close to the encampment [Roll 1d6: 1 – a spy sent by his superiors, 2-3 – only survivor of a disaster: boat sank, camp was attacked, patrol wiped out by brigands, etc; 4 – a squad member who got lost on patrol, 5 – Possessed by a madness spirit, 6 – Possessed by a disease spirit]. Neighboring folk have rustled some of 2d6x animals from your herd [Roll 1d6 for the culprits: 1 – Praxians, 2 – Brigands, 3 – Broo, 4 – Centaurs, 5 – Horsemen, 6 – Lunars]. Your hunters find tracks and evidence of strangers poaching on your land [Roll 1d6: 1 – Praxians, 2 – Brigands, 3 – Broo, 4 – Centaurs, 5 – Horsemen, 6 – Lunars]. Changing river flow nearby has revealed a wonder [Roll 1d6: 1 – a cave entrance previously under water, 2 – an ancient shrine/ obelisk/ statue, 3 – the remains of a magnificent set of stairs descending into the earth, 4 – An exposed grave, 5 – A Chaos Stone, 6 – The petrified body of a beast from the Godtime]. A madman staggers into camp, raving about raven banners, ghostly horsemen, a black sword, and fire everywhere. Explorers from your camp return, claiming to have heard a large white stone in the middle of the Bog speak. The words were unknown to them, but it seemed clear that the Stone uttered them. The Link to the original article: http://d-infinity.net/game-content/runequest-thursday-67-1d20-random-settlement-events-glorantha And a link to over one hundred Runequest Thursday Articles (sadly not in order): http://d-infinity.net/search/node/Runequest Thursday
  6. David Scott

    Who was Pavis

    I mentioned in the Half-elf thread that I was going to look at the sources for the origin of Pavis. @Joerg said Having gone through Drago Pass, Nomad Gods and RQ2 with no results. The first real piece of info on Pavis occurs in Cults of Prax, Invader Deities page: So he was born a mortal human with special parentage, not changed as I had suggested. This along with the KoS reference - a human mother and an aldryami father means he took his mother's form.
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