Forum Replies Created
October 3, 2014 at 9:35 pm #11097
If you played this in the 80’s, you were playing RQ. Characters “having” Runes was not introduced in the 80’s.
There may not have been rules for it but the concept existed in RuneQuest. For example, the entry for the Infinity Rune in RQ2 went “He who possesses the Infinity Rune is almost a god himself”.October 3, 2014 at 9:33 pm #11096
My own comments and observations (which may deviate from canon)
SILVER: The idea of silver being effective against werewolves goes back to the (Real World) Beast of Gevaudan which was slain by a silver bullet made from holy objects that have been melted down. In other words, it was the holiness of the silver that slew the beast and not the silver in and of itself (if the bullet was made from ordinary silver ingots, they would not have worked)
I would instead like to make silver armour and weapons dependent on the phase of the moon i.e. dull and weak on dead and dying phases of the moon, strong and sharp when the moon is full. I would give raw silver weapons no special properties against creatures that can be harmed only by magic.
BRONZE: No special rules for enchanted bronze are given (which was I suppose due to a lack of time or imagination when writing the work). I would give enchanted bronze armour a reduction in weight when the wind is blowing (the streonger the wind, the lighter the armour) and enchanted bronze swords (and other slashing weapons) a bonus to damage also depending on the wind.
Elder Secrets does allude (actually it has a gloranthan alchenist saying two metals are different and the rules saying the alchemist is wrong) to an analog of Zinc, which mixed with Tin would make BRASS.
I would make enchanted Brass capable of retaining heat or to become stronger, the hotter it is.
COPPER: In early bronze age archaeology, there are bronze weapons that have been made using arsenic rather than tin. I think these exist in Glorantha and confer poison damage when enchanted.October 3, 2014 at 9:12 pm #11095
The rules were given in Elder Secrets.
Enchanted Copper can be hammered very thin so that its armour has 1/2 encumberance with a cost of 2 armour points.
Enchanted Gold armour has twice the weight of bronze. It glows in the dark and doubles the effectiveness of any light magic cast on it. There is the comment that most people gild armour with enchanted gold instead.
Enchanted Lead armour has half-again the weight of bronze. It doesn’t detract from your sneak rolls (thus the Uz ninjas can wear plate armour and not get heard). Leaden crushing weapons do an extra 2 points of damage.
Enchanted Quicksilver armour has normal encumberance which vanishes if you are swimming.
There’s no special properties given for silver (other than being able to damage magical creatures) or for tin.
Thus far Elder Secrets.October 1, 2014 at 9:26 am #11065
I was a bit surprised not to see any mention of Battle Magic of RQ2/Spirit Magic of RQ3/Common Magic of MRQ. So does it exist in Glorantha or is it a RQ-only thing?
According to HQ2 (and the text is repeated in some form in the draft of HQ:Glorantha), there is Common Magic p110 (use your rune affinity as an augment only unless a break-out ability is made). To wit, Common Magic helps but does not normally create a direct effect.September 25, 2014 at 10:10 am #11002
The extra articles, I understand, are Player Handouts from Griffin Island containing a maps of the citadels, descriptions of various places and most importantly maps of the popular inns in each citadel. It isn’t worth it, I don’t think.September 17, 2014 at 12:02 pm #10940
The aspect of Ompalam theory came about due to two details 1) that all the Garangordos’ brothers were part of one group caled the group of seventeen and 2) the people concerned were historical hence more likely to be heroes rather than major gods in their own right. As for the list of worshipped gods, High King Elf and Karrg are both listed as gods despite being “aspects” of Aldrya and Kyger Litor respectively.
Both those details (from Revealed Mythologies) aren’t as strong as they appear in light of the guide. Although Garangordos still forges a necklace of Garangordos, there’s no suggestion that it consists of seventeen members (which is too large) and the use of vadeli/chaos magic deals with objection number 2.
So I really see Garangordos and others as showing the perfect worshippers of Ompalam in various capacities. I like to keep the number of such paths small – the lightbringers managed seven and so forth. Thus the scheme would go something like Garangordos – Master, Abdamedric – Warrior, El Jazuli – Witch, Tentacule – Slave (thus paralleling the Vadeli social order). The seventeen brothers and sisters that followed Garangordos were not his heroic companions but the leaders of the tribes that followed him into Fonrit. Jotoku is the person who used Garangordos’ secrets in an act of revolt and is a suppressed side of the worship of Ompalam rather than the hero of valiant freedom fighters.September 16, 2014 at 10:25 am #10932
Rather than being a dual sword wielder, Abdamedris could be wield two different types of swords depending on the circumstances. Perhaps a Lightning Sword and a Iron Sword.
I kind of see Abdamedric as a martial aspect of the cult of Ompalam rather than a god in his own right. Kind of like Yanafal of the Seven Mothers, High King Elf or a Son of Karrg. There’s a number of considerations behind this thinking but since they were developed in HQ1, they rely on certain assumptions that may no longer be true.
So Abdamedric worshippers would be based on Ompalam with runes of Mastery and Harmony. His battle magics are easy to use by on average but the worshippers will never be as good in combat as say the Battling Brothers. They will have access to sword related feats but only their best worshippers are devotees. Others make use of charms or spells depending on the background of the worshipper and the proclivities of the master.
Finally an Abdamedric worshipper could become chaotic but I’m uncertain how this would work as I don’t yet have a feel for chaotic awareness among the Fonritans.
FWIW as a Fonritan deity, Abdamedric’s worshippers would not care for concepts such as rightness or even virtues. They owe unquestioning obedience to the slavers who owns them. There is nothing worse in their eyes than disobeying an order even if the alternative is to cause carnage.
There is no *state* in Fonrit. There are only the Masters and Rulers. They do not support anything out of the goodness of their hearts but take what is theirs and also what is not theirs. Any worship of Abdamedris will be split among ownership lines – the Abdamedric supporters of a master will have their own shrine. An larger temple can arise from the Abdamedric worshippers of a faction of masters but the primary allegiance of the worshippers is to their own.September 10, 2014 at 7:41 am #10848
The humans of Kimos belong to the descendants of sunken Thinobutu and have an additional history of fleeing from the antigod kingdom of northeastern Pamaltela (the one finally crushed by Jesolo’s fleet from the East Isles).
The guide says they were sent by King Kediri (p542), the Storm Age ruler of Alarlaverir (p687). I do think from the mythic maps in the Guide that Thinobutu Isle is the Loral Isles, Dakaputlo Elamle somewhere in what is now Elamle, Alarlaverir in Kimos and Ulrana in Laskal.
Since Revealed Mythologies (p48) has the Agimori remember Gendara as slavers and cannibals, this doesn’t negate your Tcho-Tcho suggestion by a long shot.September 10, 2014 at 4:25 am #10792
The Gorgers are created by the sculpture-magic of the Kimotians. Sculpture-magic is only possible in Kimos because it is largely the body of Vovisibor left here by Pamalt and the Gods to provide a new world to replace the lost bits of the old.
Every time an important sculpture is completed, it is impressed with the spirit of the Sculptors to become active. But in doing so, it sparks the formation of a Gorger, a minute part of Vovisibor. Perhaps a Gorger dies every time that the sculpture that spawned him is destroyed. Or perhaps a Gorger dies when the Sculptors that made him also die.
The Sculptors are aware of this flaw and have used it in the past in desperate gambits (such as the destruction of a sculpture to kill a powerful gorger). They also use magics of earth and lava because these can destroy the sculptures. They persist with their magic because they can align the sculptures so that no Gorger appears (or perhaps the aligned sculptures create fewer but stronger Gorgers). Once all the sculptures are aligned, there will be no Gorgers and Kimos will know peace.
The Gorgers for their part are aware of their dependence on the Sculptures for survival. They could easily wipe out the Kimotians and have launched several devastating raids in the past to halt some imminent sculpture that could doom them. They do not want to die and have developed several sculptures of their own. One imprisons people magically imprisons people within a prison that also makes them immortal. Another subtly disrupts the alignment of Kimotian sculptures to strengthen themselves. Other sculptures can magically alter the connection between the Gorger and his originating sculpture, to meld two sculptures or shift a Gorger’s connection to another sculpture altogether. They war against the Kimotians to encourage them to build more sculptures. They use magics of storms and seas because these elemental forces are less likely to damage a sculpture.
Because the Gorgers are dependent on the body of Vovisibor for existence, they cannot move beyond the borders of Kimos. They are looking for ways to emancipate themselves from the sculptures entirely. But their magical researches have shown they have not yet reached the critical density of sculptures for emancipation to begin. And so the war continues.September 9, 2014 at 5:02 am #10785
Anyone know of some uniquely Pentan magical units with cool effects (Orlanthi have Stormwalkers, Exiles have Earth Shakers, Lunars have Crater Makers and Pentans have……..?)
The Zolathi. Hardened fanatical worshippers of Jolaty. They have endured all manners of misery for a century so they can kick ass.
The Sorcerers of Orathorn. Powerful enough to have destroyed the Lunar Army (with the Red Emperor and HoNEel in attendence!) at the Nights of Horrors). FWIW one interesting detail in the Guide was how close Orathorn was to the Hidden Greens and Gonn Orta’s Castle.
The wielder of Kyral. An invincible bearer of a magical dagger that will kill him or her in a hundred years.
The wicked of Senbar. Just your bog-standard evil magicians from the ruins of an evil city.September 9, 2014 at 4:08 am #10784
The relevant information is in the guide. If anything, there’s been an un-retcon, going back to the general understanding before Hero Wars was published. A rune is a god viewed sorcerously.September 5, 2014 at 10:51 am #10714
The Crescent Come School is listed on p87 of Wyrms Footprints. Now I’m fully aware that other details of the material in question (Starbrow’s Rebellion) have been superseded and other material is questionable (The troop movements of Fazzur’s Summer Campaign don’t make much sense) so I’m not going to lose much sleep over the Crescent Come School sent to the memory hole.
Where I do have the problem is the Minor and Major class nomenclature. It sound flat and unaffected and worse, un-Lunar. The regimental names should at least have some colourful name, like the minor classes being Waning Schools and the Major Classes being Waxing Schools. Given that any explicit association with the wanes have since been disavowed (in addition to the aforementioned Crescent Come School, there was the Nathic School in Barbarian Adventures), I think we should look at Lunar lore for names. Suggestions might be the Arrows of Light (Major), the Young Elementals (Minor) or the Castlle Blue Legion (Major).September 4, 2014 at 10:34 am #10688
There was canonical material in a source known as History of the Dara Happan Army, which briefly appeared on glorantha.com. But it’s no longer canonical and I see information since then that contradicts it.
The cavalry regiments also come from the Provincial Army (of which there are three in the Dragon Pass Boardgame). Another one, the Chiton Cavalry, is mentioned in Sartar Companion. Plus there’s mercenary units like Magan’s Grey’s which appear in Pavis. I dunno where the Flowers of Death is fromSeptember 3, 2014 at 4:00 am #10674
AFAIK the Slontans are people in Ramalia, Handra, Fay Jee (from Herolal) and Peelo (from Jadnor). We don’t know much about the Slontans save they were God Learners following the Abiding Book and there was some religious issue involving the Book of Secrets. As a result, I believe that Slontans are similar to the Quinpolic League in style and culture (although many would have sunk to worshipping gods after the flood).
There’s nothing to prevent Handra from minting its own coins. Jonstown which is even smaller has a mint. I suspect Handra’s coinage would be a mixture of copper and silver. Since it expanded during the Holy Country hegemony, the coins would reflect Holy Country practice (clacks and guilders). Local coins would have the image of Handra Liv while other common coins would be from the Holy Country proper, Safelster or Seshnela. I’m not sure that the Quinpolic league would like coins with the image of the Tanisoran Tyrants so they might go for Dormal on their coins.September 2, 2014 at 6:08 am #10665
Also, I forgot to ask, is Handra part of The Quinpolic League? I get the impression it could be, but have not seen a direct reference regarding this yet in G2G (or I may have overlooked it).
As I indicated before, I think Handra was a client state of the Holy Country until recently. Now that the Pharaoh’s gone, some people might be agitating for an alliance with the League (whose five cities do not include Handra) but others might be wary of their atheism.