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Crowd Sourcing RQG stats for The Coming Storm and the Eleven Lights


Ian Cooper

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A few folks have asked about this, so let's set this up.

This thread, you are going to want to bookmark it, is for crowd sourcing stats for anyone who is running The Coming Storm and The Eleven Lights with the new RuneQuest Roleplaying in Glorantha. I'll try to keep and eye on it, and provide what help I can, but generally you should ask for help with stats, and provide it. Eventually we might be able to create a community PDF of suggestions from folks who have worked their way through the campaign for those coming along.

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So my group of RQG PCs will be meeting Wandle soon. Ian has suggested Nymph for when she is happy, Vough for when she is angry. I am just wary that the PCs will foolishly resort to violence (they are easily startled) and want to make sure they regret it if they make that mistake. Any suggestions for pumping her up RQG-style. She has been an ally of the Red Cow (and presumably got some collateral worship) for centuries. Maybe Ulanin the Rider can be summoned to her aid in extremities or Orstalor Spearlord?? Not to mention swarming them with river/local spirits and general dire curses after she escapes. Any other ideas?

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21 minutes ago, Andrew Bean said:

Any other ideas?

CS 31 holds a couple of pointers:

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The creatures of the river are hers to command

and

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Many of the clan’s fishers are enamored of Wandle and they would willingly come to her aid.

likewise

11L 35

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She will use strong currents to send swimmers off course, and weeds to bind their legs and limbs hoping to drown them.

She can certainly command water elementals and water plants. looking at the upcoming RQ bestiary she would be a naiad:

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Naiads: These are the petty goddesses of rivers, lakes, and springs. They form their bodies directly from the water. For every 10 meters a naiad is from her body of water, she loses 1 magic point.

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Special Note: A nymph may initiate spirit combat when discorporate. Spirit Combat 115%. POW 2D6+18 (25) Spirit Combat Damage 2D6+3

[...]

Runes: Earth or Water 100%, Fertility 100%.

[...]

Usually has 1D20 Rune points of Earth or Water and Fertility-connected Rune magic.

Command: A nymph can command any incomplete creature born or living in her “domain” for 1 magic point. The creature may not resist this charm, which lasts for one hour.

That should be plenty to stop the party turning nasty. Charisma is a Ferility based rune magic, with her around 19 she can charm the party.

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  • 3 months later...

Some thoughts on running Eleven Lights in Runequest Glorantha. I hope you find this useful and/ or sparks off some thoughts on how you would run the game.

Character creation- adapting the core book 

 

The Runequest core book character creation assumptions will need to be modified for a “Coming Storm” campaign:

1.    All PCs will be from the same clan- the Red Cow clan, rather than the diverse backgrounds outlined in the core books. RQG page references- p24, p60 & p103-109.

2.    Define early on which clans the PCs’ mother come from = p 11-12 of the “Coming Storm” gives you some advice- it will provide plot hooks for characters- the different Clans marry out. 

3.    Default starting date for the Coming Storm campaign is 1618, not RQG’s 1625 plus. Use the parents’ and grandparents’ family history in character creation- Runequest core book p27- 36. As you PCs will have not gone through the Hero Wars, they will start with a lower base values than the default assumptions in RQG, but higher than default RQ2. They will rapidly progress during the campaign, 

4.    The Red Cow clan is not an urban clan, so ignore the following occuptations (RQG corebook p28):
Chariot Driver
Entertainer
Noble
Philospher
Scribe 
Thief (remember cattle rustling isn’t really considered theft if you’re the one doing it)

5.    The cults of the clan are given on page 15 of the Coming Storm- the following page references are to the RQG core book: (cults in order of popularity)
Ernalda (p75 & p 292-294)
Orlanth (p76-77 & p 300-302)
Barnatar (NPCs only- good for clan, not so good for adventurers)
Seven Mothers (NPCs only- unless you want to subvert the adventures- in which case, go ahead)
Heler (see Engizi the Sky Titan p75 & p292)
Yinkin (p79 & p310)
Odayla ( p76 & p300)
Engizi the Skyriver Titan (p75 & p292)
Vinga (as Orlanth Adventerous, only cooler p76-77 & p 300-302)
Issaries (p76 & p298) 
Humakt- NPCs only

6.    No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

7.    The Red Cow clan are “Axe Orlanthi” (p10 Coming Storm)- the values listed for cultutal weapons in RQG p60 should swap the axe/ spear and broadsword to reflect this. 

Passions

Passions will need to be adapted and personalised to reflect the campaign setting.
Loyality: Red Cow Clan 
Devotion: deity as per normal
Love: family- this shouls include the maternal side of the family which means links and bonds with other clans.
Hate: this should reflect traditional clan enemies such as Ogres, Telemori, the Lunar Empire.

If you have “rattle born” PCs (Coming Storm p13) then this should be recorded as a “Flaw” starting at 60%. As GM or PCs use to establish the maturity or otherwise of decision making by a “rattle born” PC. 

As campaign progresses- there are references to “directed improvements”  (a Heroquest game system term) to factions. Under Runequest Glorantha rules, this should be reflected as a  loyalty passion starting at 60%. It is quite likely that PCs will gain conflicting passions- this is to be encouraged by the GM. The passions are one of the major changes to Runequest Glorantha compared to previous editions such as RQ2. GMs re-inforce player decisions at key moments with mechanical improvements. This will emphaise to players that they have made a key social decision, with consequences for future play.

Heroquesting

There are two heroquests in the Eleven Lights:
1. The Stealing of the Giant’s Cows (Eleven Lights p30-36). This is an annual “this world” heroquest and the PC’s partipation can be moved from year to year as the campaign flow dictates.

2. The Three New Stars- a Glorantha changing heroquest which takes places in 1621-22 (Eleven Lights p 115-143).

Until the Gamemaster’s book is published with guidance on running heroquests in RQG, I can offer no advice. It us quite possible that if you start a campaign in autumn 2018, by the time you will need the heroquest rules, they will be available.

Major NPC statistics 

The Coming Storm details 60 NPCs with portraits of each by Rachel Khan. The majority of NPCs do not require complete RQG statistics- many are your kith and kin and physical violence should be considered unthinkable. 

There are perhaps three ways to use statistics as and when necessary:

1.    The “quick and dirty” method- each major NPC has runes against their name- for social combat assign a percentage against a suitable rune on the fly and use an opposed role against the PC’s ability (RQG p142-144). 
Example: a PC is using his orate ability to persuade Chief Broddi Strong Kin that he be allowed to take part on “the stealing of the giant’s cows” heroquest despite having brought the clan into trouble recent. Broddi will resist with his Mastery rune at 95%. 

2.    The reduced statistics method:

Chief Broddi Strong Kin 
Runes: 
Mastery 95% Air: 80% Darkness or Earth  50% (not given in Coming Storm but refects clan’s friendly terms with trolls or go for earth)
Orate: 80%;  Charm 65%; Intimidate 50%; Intrigue 80% 
Speak Tradetalk 50%; Speak Stormspeach 35% Speak Darktongue 25%
Insight human 60%; Insight Trolls 30% Clan lore 75% 

3.    Cut, paste and tailor the sample Chief/ clan warriors/ rune priests statistics from forthcoming GM pack.

Beast statistics

Sample statistics for Telemori, giants, the Crimson Bat are given in the forthcoming Glorantha Bestiary. One little quirk between Heroquest and Runequest, Heroquest uses the imperial measurement system, while Runequest uses the superior metricsystem, so Willandring the giant is 35 ft tall in Heroquest; roughly 10.5 metres tall in Runequest. The statisitics I rolled are not that much differenet from the Bestiary but are presented as an example for you:

Willandring the Giant

35 foot tall- the clan blacksmith 
Hobbled, sad demour,  large nose and bearded  

Rune:Disorder 90%

STR:  66    CON: 16   SIZ:  64 INT:  8  POW: 16 DEX:  11  CHA: 6

Total hit points: 38

Hit location                          AP/ HP
1-4 Right leg                           13/10
5-8 Left Leg                            13/10   
9-11 Abdomen                       13/10               
12 Chest                                 13/13
13-15 Right Arm                     13/9     
16-18 Left Arm                       13/9
19-20 Head                            13/10   

Maul 85% 2D8 + 7D6 SR4

No magic 

Note: Willandring is hobbled by an injury inflicted on leg by Karganar Blood- Eye, the clan founder. Healing Willandring is a major plot point and so I would recommend that only the Rune magic “Heal Body” is effective (RQG p330).

Edited by Rick Meints
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1 hour ago, Dimbyd said:

3.    Default starting date for the Coming Storm campaign is 1618, not RQG’s 1625 plus. Use the parents’ and grandparents’ family history in character creation- Runequest core book p27- 36. As you PCs will have not gone through the Hero Wars, they will start with a lower base values than the default assumptions in RQG, but higher than default RQ2.

Or shift Character Generation back.  PC's born in ~1597.  Can leave grandparents history as is.  Start parent's history with 1602 events and run up to 1613 with Starbrow's Rebellion.  PC's initiated in ~1612.  Start the PC's with Starbrow's Rebellion.  Use Year 1623 table for Years 1615-6 but replace "17–20 Fought in the Siege of Nochet (below)." with your choice of:  1) Nearly killed in battle between Lunars and rebels. Add +5% to Battle. Give yourself a distinctive scar. 2) Nearly killed or temporarily driven insane by Lunar magic. Gain Hate (Lunar Empire) and add +5% to Spirit Combat. 3) Nearly killed by rebel bandits. Gain Battle +5% and Hate (Rebels) 60%.  4) Nearly killed by Telmori raiders. Gain Hate (Telmori). 

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1 hour ago, Dimbyd said:

4.    The Red Cow clan is not an urban clan, so ignore the following occuptations (RQG corebook p28):
Chariot Driver
Entertainer
Noble

...

Scribe

I think you could reasonably include all 4 above.  Orlmarl of the Culbrea is a Chariot Driver and follower of Mastakos so they definitely exist.  The Entertainers are the local skalds - likely at least one in any chieftain's hall (and maybe one in training).  Nobles are those of whichever bloodlines typically produce chieftains and thanes.  Scribes will be those folk sent to the LM temple in Jonstown to learn to be Lawspeakers and have then returned to the clan/tribe.

 

1 hour ago, Dimbyd said:

6.    No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

There are several ways that Humakti can be included:  maybe severed from clan, but have joined Queen Ivartha; or ritually severed from their bloodline and now dedicated to the clan chief; and probably some other alternatives.

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14 hours ago, jajagappa said:

Or shift Character Generation back.  PC's born in ~1597.  Can leave grandparents history as is.  Start parent's history with 1602 events and run up to 1613 with Starbrow's Rebellion.  PC's initiated in ~1612.  Start the PC's with Starbrow's Rebellion.  Use Year 1623 table for Years 1615-6 but replace "17–20 Fought in the Siege of Nochet (below)." with your choice of:  1) Nearly killed in battle between Lunars and rebels. Add +5% to Battle. Give yourself a distinctive scar. 2) Nearly killed or temporarily driven insane by Lunar magic. Gain Hate (Lunar Empire) and add +5% to Spirit Combat. 3) Nearly killed by rebel bandits. Gain Battle +5% and Hate (Rebels) 60%.  4) Nearly killed by Telmori raiders. Gain Hate (Telmori). 

I'm planning on starting a crowd-sourced timeline that runs a bit backward from 1582, so we can accommodate campaigns taking place in the teens. I'm adding a thread now...

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On 9/5/2018 at 1:19 AM, Dimbyd said:

6.    No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

There's no restrictions placed on cult membership in the coming storm. There are 5 initiates and 1 devotee of Humakt in the clan. Likewise with Babeester Gor, there are enough Ernalda worshippers to justify having one in the clan.

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As a spinoff this information is important. Lay membership is based the the current GoG draft. @Ian Cooper does this look right?

Ernalda  — 336 initiates, 6 devotees plus most adults as lay members  (830 adults total) - Minor Temple.

Orlanth — 221 initiates, 4 devotees plus at least most of the men as lay members (roughly 415) - Minor Temple

Barntar  — 80 initiates - worshipped as part Orlanth Thunderous, shrine in temple.

Seven Mothers  60 initiates. Shrine.

Heler — 40 initiates, 1 devotee, worshipped as part of Orlanth Thunderous, shrine in temple.

Yinkin  — 25 initiates

Odayla — 20 initiates, 1 devotee

Engizi the Skyriver Titan ws — 20 initiates

Vinga — 15 initiates, worshipped as part Orlanth Adventurous, shrine in temple.

Issaries hs — 8 initiates

Humakt ty — 5 initiates, 1 devotee

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29 minutes ago, David Scott said:
On 9/5/2018 at 1:19 AM, Dimbyd said:

6.    No PCs should be severed from society eg no Humakt or Babeestor Gor- PC actions and decisions should have consequences for their clan/ faction/ nation.

There's no restrictions placed on cult membership in the coming storm. There are 5 initiates and 1 devotee of Humakt in the clan. Likewise with Babeester Gor, there are enough Ernalda worshippers to justify having one in the clan.

Being severed from family only protects the community from the consequences of your actions if they give you up from their protection. They may not be willing to do so. If anything this increases the peril from taking actions that could have repercussions - you could cause strife within the clan as different factions argue over whether or not to hand you over.

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General Guidelines - 

- any NPC that is given a proper description (not just a name in passing) is probably at least as good as the starting PCs, and probably better, if you need stats for them at all.  

- The Runes that are in the NPC description are all at least 70%-80%, and if they are a Devotee will be at least % in their cult runes. 

- any character that is a Devotee in HQ will be a Rune Lord or Rune Priest at least in RQG, and will have the appropriate advantages and the required skills at at least 90-100% or more. 

- their keyword is roughly equivalent to profession in RQG - give them the skills they need for that profession at a high level. Thane is roughly Noble.

- HQG talks about Lunar Phases - any character that has a Lunar Phase will be a member of a Lunar specialty cult (usually a Seven Mothers sub-cult), and will be able to use their Moon Rune in place of another rune to cast magic (in addition to normal Moon magic), and probably has access to an extra spell or two either via that means eg Deezola might be able to cast some Earth spells, using her Moon rune in place of Eartth)  or via one of the existing runes (eg Yanafals Tarnils can cast True Sword using their Death Rune or using their Moon Rune as their Death Rune if it is higher. Until we have the RQG writeup (well, some of us have access to the GenCon draft, if anyone wants to summarise) that will do - you should be able to wing it from the Pavis writeup. 

 

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On 9/7/2018 at 2:42 PM, David Scott said:

As a spinoff this information is important. Lay membership is based the the current GoG draft. @Ian Cooper does this look right?

Ernalda  — 336 initiates, 6 devotees plus most adults as lay members  (830 adults total) - Minor Temple.

Orlanth — 221 initiates, 4 devotees plus at least most of the men as lay members (roughly 415) - Minor Temple

Barntar  — 80 initiates - worshipped as part Orlanth Thunderous, shrine in temple.

Seven Mothers  60 initiates. Shrine.

Heler — 40 initiates, 1 devotee, worshipped as part of Orlanth Thunderous, shrine in temple.

Yinkin  — 25 initiates

Odayla — 20 initiates, 1 devotee

Engizi the Skyriver Titan ws — 20 initiates

Vinga — 15 initiates, worshipped as part Orlanth Adventurous, shrine in temple.

Issaries hs — 8 initiates

Humakt ty — 5 initiates, 1 devotee

Yes.

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On 9/7/2018 at 2:15 PM, David Scott said:

There's no restrictions placed on cult membership in the coming storm. There are 5 initiates and 1 devotee of Humakt in the clan. Likewise with Babeester Gor, there are enough Ernalda worshippers to justify having one in the clan.

Indeed. Some cults are awkward. Elmal for example, as the conflict between Heler and Elmal is central to the rivalry between the Dolutha and Red Cow. Lunar cults will be tricky in the 11L campaign, as the assumption is that PCs are at best neutral to the Empire at the outset. Of course, you can have a Lunar convert as a PC, but it will mean you stray further off the material presented.

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I hope nobody minds, but I've taken the liberty of collecting together the notes from this thread and put them in a page on the RQG fan wiki. Follow the link in my sig to check it out. Please feel free to correct/edit away.

Edited by simonh

Check out the Runequest Glorantha Wiki for RQ links and resources. Any updates or contributions welcome!

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  • 3 months later...
  • 2 months later...

What could happen to Darna Longcoat, when she in a rush of jealousy stabbs with dagger Kangharl Black-Brow in the back? And she is also caught with adultery with Kangharl? How does sartarite culture and Ernalda cult judge her? Losing seat in Clan Ring? Losing her place as High Priestess of Ernalda in Red Cow? Or even casting her as outlaw?

 

 

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58 minutes ago, Caras said:

What could happen to Darna Longcoat, when she in a rush of jealousy stabbs with dagger Kangharl Black-Brow in the back? And she is also caught with adultery with Kangharl? How does sartarite culture and Ernalda cult judge her? Losing seat in Clan Ring? Losing her place as High Priestess of Ernalda in Red Cow? Or even casting her as outlaw?

This would be a case of kinstrife, and depending on the permanence of Kangharl's damage, may cause severe magical problems for the entire clan, and political consequences for her birth clan, too.

First of all, a rush of jealousy is not very Ernaldan - this kind of behavior is expected from Storm Rune people, not Earth Rune people. It would be very much out of character.

Being caught in adultery would be serious, but could be avoided in making it a magical ritual where both take the roles of deities. It would be a lot less personal that way, though.

I am not sure how divorcing her current husband could be managed without her giving up priestesshood and clan membership, even if she immediately re-marries Kangharl. Technically, she would be the newest member of the women's circle. Becoming his widow (or pro-forma widow during an exile of his) would allow her to remain in her childrens' clan and maintain her position. An exile of her husband would even lower the adultery threshold - after all Ernalda had other husbands during Orlanth's exile.

If any Heortling wife married into a clan murdered her husband, this would be a severe case of kinstrife, probably attracting dire chaos. A Heortling wife lethally fending off the unwanted advances of a male clan member other than her husband would be justified self-defence against someone who has committed kin-strife, but that doesn't change anything about Chaos being attracted to this magical weakness of the clan.

A Heortling wife consummating an affair with another male from the clan she married into does weaken the clan's magic considerably. If the chief priestess does this outside of some magical/mythical precedence, the consequences would be twice as dire. Again, there is the exception "the magic made me do it" that e.g, Yinkini, Eurmali and to some extent Orlanth Niskis worshippers can (and will) field in such cases.

The Earth Queen as a mythical being cannot really be accused of infidelity as she is the wife or at least bride to all. As long as there is the magical/mythical precedent and justification, the priestess is not the same person during those moments of magical re-enactment that she is in her married life, but an embodiment of the Goddess. There is the problem of providing such justification when the motives are more personal than ritual, though, and the accusation of hypocrisy is as damning to a head priestess as infidelity is to a normal housewife. Both will anger the deities and the ancestors, with repercussions to both the perpretators and their community (in this case, or more often their communities).

As tp the personal consequences, the harder the clan as a whole is hit by the magical, political and resulting economical backlash, the harder it hits back at the individual. Divorce basically means exclusion from the clan she used to lead, bad relationship with her birth clan which must take responsibility for her in terms of weregeld (though probably covered by the amount of wealth she brought into the clan, although normally an equal amount would be married back to the other clan directly or through a chain ring of such weddings between the various inter-related clans of the tribe (given Darna's dislike for the Culbrea and Maboder marriages, there is a high likelihood that more than one Cinsina clan excepting the Dolutha might get involved in an ugly aftermath).

If there is an eruption of evil magical energy brewing as the consequences of a foul deed, the normal reaction of the clan is to make the culprit the recipient of the worst of this impact. In mild cases, this leads to an involuntary initiation to Eurmal as the Scapegoat. In harsh cases, the individual becomes the focus of what the Orlanthi perceive as Chaos, and the object of a Chaos hunt by the local inter-clan Storm Bull community. In really bad cases, the individual turns into a named Chaos horror that is going to plague the clan for generations to come, though perhaps not quite on the level of King Brangbane. Maybe not.

In such cases, the transformed individual is likely to suffer a series of bad ends and involuntary returns in ever worse shape and appearance, reinforced by curses that get added to the annual clan rites. There is a chance that in a corner of the consciousness of the transformed entity, remnants of the former person get to experience and watch the downward spiral in never quite numbing horror, with just enough sanity left to be drowned in self-loathing.

Not that the individuals who have the bad luck to fall to such dark passions have an idea what they are facing at the time of the deed.

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Telling how it is excessive verbis

 

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(Descended from Esrolian Queens, Orsta Trade-with-Trolls has a commanding presence. Her ancestors visit her in her dreams — and speak of her daughter’s destiny.)

What have you thought of this? What could be Saroosa Darkwyrds destiny? Is she releted to Samastina? And how is that possible?

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  • 1 month later...

No quite the coming storm but Patrol suggest's the use of the encounters from Satar: Kingdom of Heroes.  I started to flesh out Encounter 2 Bandits  (Garhendrik's Bandits).  My campaign has justed started so I haven't created the Man himself yet.

Berenvara: https://rq-wherokuapp.com/view_character/1864?

Berenmast:    https://rq-web.herokuapp.com/view_character/1869

Carasatar: https://rq-web.herokuapp.com/view_character/1870

Jarmakt Spearl-Rattler:  https://rq-web.herokuapp.com/view_character/1871

Derkos Storm-Wise: https://rq-web.herokuapp.com/view_character/1872

 

 

 

 

Edited by Chekmx
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