RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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White Bull | Episode One:



2 heures, avec sous-titres anglais générés automatiquement disponibles.
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Glorantha : La Guerre des Dieux - Unboxing par Philibert:




A Rough Guide to Glamour ayant dépassé les 500 exemplaires vendus (en 13 semaines), Nick Brooke propose aux acheteurs un pdf complémentaire de 25 pages: Glamour_Goes_Gold_-_14_July_2020.pdf
Disponible sur la page d'achat (et si produit acheté bien sûr):
https://www.drivethrurpg.com/product/30 ... to-Glamour
avec notamment sur les dernières pages la préview et teasing de 5 autres produits Lunars en préparation pour TJC.


En non officiel, publicité de l'Office du Tourisme de Dorastor, par Eelis Kyttanen:

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Jusqu'au 27 juillet 17h, -25% sur les versions pdf des ouvrages du Jonstown Compendium:
https://www.drivethrurpg.com/browse/pub ... Compendium
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Studio Deadcrows:

🔺 Plege manager "RuneQuest" ouvert jusqu'au 31 aout !🔺

👉 Tu as raté la précommande ! Comment participer ? Voici la réponse :
▪️Si vous souhaitez participer à cette aventure, mais que vous n’avez pas pu prendre une contrepartie pendant la campagne de financement, nous vous invitons à prendre contact avec une boutique partenaire pour réserver un produit (hors options : sauf collectors et Sourcebook)

🔸 Retrouve la liste des boutiques partenaires sur le pledge manager dans le chapitre "soutien".

👉 Pourquoi ne pas ouvrir directement à de nouveaux souscripteurs ?
▪️Les nouveaux souscripteurs peuvent participer via les boutiques partenaires. cf. Soutiens
En effet dans notre vision éditoriale les boutiques ont une importance capitale. Un financement participatif permet de construire le jeu et de pouvoir le financer grâce à vous, mais aussi aux boutiques partenaires.
C’est important pour nous de ne pas les léser avec un late pledge.

👉 Un plege manager pour quoi faire ?
► Le Pledge Manager va nous servir à :
▪️Mettre à jour votre adresse postale pour la livraison
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Upgrade de pledge - Nous devons le faire manuellement, contactez nous par mail contact@deadcrows.net.
C’est le moment de profiter des offres spéciales et de prendre les derniers collectors disponibles.
▪️Double envoi (France, Europe et Monde)
Nous mettons en place un double envoi pour ceux qui désirent recevoir leur livre de base et les options disponibles, en avance. Pour cela, vous devez prendre l’option “Double envoi” liée à votre pays de livraison. Il sera possible de venir récupérer vos exemplaires en convention (voir “disponibilité des produits”) mais aussi à la Librairie du Manoir, à Montpellier, directement.

►Liste des produits disponibles en double envoi :
Les sets de dés.
Les All Rolled Up (hors nouveaux models).
Les Dice tray (hors nouveux models).
Le supplément “Les cartes de la Passe du Dragon”.
La sacoche.
Le livret d’introduction.
Le T-shirt.
Le compteur de rangs d'action.
Le lot de runes.

► Quand vais-je recevoir mon livre de base et mes options disponibles ?
▪️Nous recevrons les livres de base et les cartes de la passe du dragon fin juillet. Les envois commenceront début aout, au fil de l'eau, dès que vous aurez validé l'option double envoi.

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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Sign up for Chaosium Events at Gen Con Online (July 30 – August 2, 2020):
https://basicroleplaying.org/topic/1245 ... st-2-2020/

Parmi les scéances VIP:
. The Forest on the Waves (RuneQuest) – with Jason Durall
Spoiler:
Short Description:
Heading down the Lykos River, the adventurers' ship is caught in a mysterious watery forest where there was none before. Can they learn its secrets and escape?
Long Description:
Argrath's request was easy enough: deliver a message to Queen Samastina in Nochet, along with some gifts to sweeten the deal. Generally, from Clearwine the voyage south on the Lykos River to Nochet is as quiet as it is scenic. Close to the city, though, an impenetrable forest has overtaken the river, spanning bank to bank, and the adventurers' ship is caught up in it. Strange shapes move in the forest above, as well as in the waters below. Now the adventurers' mission is in danger. Can they discover the secret of this mysterious forest? **THIS EVENT WILL BE RECORDED.**
. Mad Prax - Genert's Road (RuneQuest) – with Andrew Bean
Spoiler:
Short Description:
The Chaos Wastes beyond Prax are feared by all and only the mad and heroes dare venture there, or the truly desperate! You are still not sure which one you are.
Long Description:
You crossed Vulture's Country 5 days ago, now you are looking at a dead Rhino Rider with an arm made of gold. If that is real gold, then maybe you've finally got the break you need to return to Pavis with wealth beyond your dreams! But what is that humming sound getting closer? Maybe your luck is still as bad as it has been. A sequel to Ear of the Bull, from Gen Cons past.
. For Getting of Wisdom (RuneQuest) – with Michael O'Brien
Spoiler:
Short Description:
This adventure takes a group of apprentice sages through their examinations, including the rigorous Sage Acceptability Test, the perilous Field Trip and, finally, the tongue-tying Oral Exam!
Long Description:
In the world of Glorantha, Lhankor Mhy is the God of Knowledge, Learning, and Lore (and beards). And the Great Temple of Knowledge in Nochet City, Esrolia, is truly the greatest temple of Lhankor Mhy in the world. Every year, young apprentices sit exams, hoping to qualify as sages (initiates) of Lhankor Mhy. This adventure takes a group of apprentice sages through their examinations, including the rigorous Sage Acceptability Test, the perilous Field Trip and, finally, the tongue-tying Oral. THIS EVENT WILL BE RECORDED FOR TWITCH.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Jeff Richard:
> Why's the Pegaus Plateau not called Hippogriff Plateau?

Because of a semiotic in-joke, really. "Pegasus" is commonly used a transliteration of "winged horse" - just ask my 8-year old daughter. But we don't have Bellerophon's trusty steed here. As you know Hippogriff is the original horse - and is winged. So Hippogriff is going to be THE "winged horse" for most people outside of places like Pent. And that way we managed to make Pegasus=Hippogriff, and play around a little bit with the fun of transliteration in fictional languages.

> How many pages will the new Sartar book be?

Probably around 150k words. Longer than I expected, but there's a lot there.

> What non-Orlanthi culture do you think will be the first to get an supplement of their own?

Non-Orlanthi? That's a loaded question! Probably the Grazelanders or the Praxians, although they may not count as truly non-Orlanthi. My own movement is towards the Lunar Heartlands, but lets see.

> Can you give us an idea of what the new Heroquesting rules will play like?

In what context? They are RuneQuest rules for resolving RuneQuest activities - but much of what goes on in a heroquest is the players trying to make sense of the Divine Realm and interact with it WITHOUT A SCRIPT and based only on what they might know from the Cults Book or a short summary of a place from the God Time. So that is what Chris is spending his time on. The easy stuff - what is the Hero Soul, what do we get out of the hero quest, etc. is long done. It is now solving the problem of running heroquests, and how to get out of the King of Dragon Pass narrative trap.

> Just exactly how many years in advance do you think your current pipeline of published books extends out to?

Two or three. Beyond that, things change.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Un autre Youtube Roleplay: 13th Age Glorantha: The Beard of Lhankhor Mhy Part 1




Un gros pavé de Jeff Richard ce matin sur les Quêtes Héroïques (systemless):
Spoiler:
HEROQUESTING

Heroquesting is a powerful and rare Gloranthan activity in which the participants leave the material world and enter the realm of legend and myth to interact with heroes and gods, gambling precious Life Force to gain miraculous powers. Heroquesting provides the method for advancement for a character to grow towards heights of greatness. It takes them from the ordinary world and places them in the league of immortals, and grants them the opportunity and awareness to find the paths of immortality and glory.

TYPES OF HEROQUEST

There are three basic types of heroquest:

1) The “In-World" heroquests.

2) The Magic Road heroquest

3) The Other Side adventures

IN-WORLD

In-World Heroquests mostly take place in the world that the heroes know. They set off from a temple or other holy place and travel across the normal map, occasionally having to stop someplace special or do something at a certain place.

Despite this familiar terrain, the questers are present in the Hero Plane. They will run into the normal traffic of an overland adventure, but they must be doubly wary in case the things they meet are some ritual enemy, perhaps also on a heroquest, that has been summoned by the magic of the heroquest. Spirits and other magical beings often appear at places strongly tied to the gods or spirits, summoned by that same magic. It is often used to prepare the way for greater voyages, and to acquire magical items useful to the individual.

MAGIC ROADS

Dragon Pass and its nearby regions are crossed by several magic “roads” that enable a quester to quickly travel to specific holy places along paths that skip in and out of the mundane planes, covering the distance in far less time than travel wholly on the mundane plane. Deities and spirits, or their avatars, are presented here, summoned by the magic of traveling on the road; ritual enemies are often summoned by the same magic.

The magic roads are often used in combination with an in-world heroquest. Travel along these magic roads is dangerous. There can be enemies along each path; although their type is often known, the strength of the foes may vary widely. They are also used for rapid movement, though there are occasionally side- benefits that can or must be gained to use the road.

Examples:

Hill of Orlanth Victorious to Kero Fin

Dragon’s Eye to Kero Fin

Kero Fin to Smoking Ruins to Arrowmound Mountain

Sun Dome Temple to Hill of Gold

Kero Fin to Cave of the Mother to Umath’s Point (this is going up the mountain)

Arrowmound to Halikiv to Balance Split to Wonderwood

City of Wonders to Durengard to Stormwalk

Starfire Ridge to Whitewall to Larnste’s Footprint to Stormwalk Mountain to the Block

OTHER SIDE

Other Side heroquests are the most dangerous, for questers must leave the known confines of the paths and sacred ways to set off across the wilderness of the divine world. It involves actual travel in the Gods World which, if properly entered, will be as recognizable to the quester as his own world. In these travels the landscape and the inhabitants are set by God Time events, but this does not make it any more predictable or less risky.

This is the region beyond that must be entered and returned from many times by the would-be Hero wishing for immortality, where they can find great powers and abilities that will make them remembered by mortals for many ages yet to come. It is the place of Godtime, where mortals are not welcome and which they cannot know except through experience.

QUEST PREPARATIONS

LONG TERM

The long-term preparations can vary greatly from quest to quest. Some quests require lengthy periods of ritual purification and self-denial so that the quester can be a vessel for the divine powers. Others require merely that the quester has been a devout and consistent follower of the gods. Questers who have failed to make these preparations will find their task harder. Persons who are downright frauds trying to rob the cult are singled out for particular violence and overly vile opponents.

LOCATION

Many heroquests must begin in a specific mundane location such as a certain hill, group of standing stones, or temple to the god. Others are less narrow prescribed, requiring merely that it begins on hill, forest grove, open plains, etc. Many quests must begin at a certain time, such as at night, dawn, dusk, noon, or when a specific planet or constellation is in a particular place in the sky.

MUNDANE SUPPORT

Mundane support is provided by one’s cult or other community. This might be magical gifts, weapons, or treasures to aid the heroquesters, or might be mundane supporters, such as healers, worshipers, preparation of the site, etc. Some heroquests require that the sacred grounds be defended by guards and sometimes priests while the heroquesters journey.

IMMEDIATE PREPARATIONS

These are the preparations that need to be made immediately before the heroquest can begin. These include the preparation of the site by a cult priest, the summoning of spirits, sacrifices, and such rituals as the Arming of Orlanth or the Three Blow of Anger. These preparations typically take 1 to 3 days.

HEROQUESTING TECHNIQUES

VERTICAL QUEST

Holy places are locations where the boundaries between the mundane world and the Gods World are permeable. From the temple of a god, a worshiper can transcend the ordinary world and enter the home of the god, in what the God Learners called a “vertical quest”. Such a journey takes place at every Worship ceremony.

WORSHIP QUESTS

Every worship ceremony is a heroquest. Some worship ceremonies have more complex quests than just a vertical quest, and the God Learners called these Worship Quests. When History began, people were performing these worship heroquests. Worshippers got together in a sacred place, performed their ceremonies to summon the deities, and reenacted the actions that brought them there. To worshippers the action enlivened them to transcend the ordinary world and they become part of the Mythic Realm. Individuals might then leave the house of the god and participate in the deeds of their deities.

Worship Quests usually begin with a vertical quest, and then a departure from the god's house to be in the mythic story. Thus, an Oria priestess in the harvest ceremony summons the god plane of the Weeping Oria to her and departs from that place and wanders around the God Plane for a while, before returning with the secrets she sought.

As time passes, the participants will participate in many of the major stories of their deities. These events are usually pretty well known, with few variations, and well contained within the established ceremonies. That is, they know the basic religious world through acquired experiences.

SOLO QUESTING

Sometimes a leader, whether religious or mundane, would undertake an individual quest to achieve a specific objective. These were usually some unusual activity, needed for extraordinary reason. These were the early and later Hero Cults.

In these ceremonies, supporters, several other people typically remain attendant upon the welfare of the traveler. They pray or perform, as appropriate, and lend their strength to the quester in case of emergency. The supporters are linked to the traveler in both blessing and curse.

SIDE LINING

Very early on, it was discovered in that some supporters could actually go along as participants and gain normal experience, and not always in what the ceremony normally required. This was a special type of supporter going along as active participant.

HARMAST

Harmast Barefoot was the first person to perform extended sequential heroquesting. He linked a number of stories together to reinforce each other, and to achieve long term and powerful consequences.

At the time everyone knew that even within a single myth, many variants exist and participants can actively and consciously affect which version of the story occurred by their preparations. Harmast discovered that it is possible to affect the very landscape of the quest after entering it. The God Learners called this Identification.

ARKAT

Arkat went even further than Harmast. Arkat had participated in several different religions and learned that different religions often portrayed the same event, but from different perspectives.

He went a step further and discovered that he could actually change paths in mid-quest and invade the mythic space of other peoples. The God Learners called this Ranging.

Ranging is extremely dangerous since more myths have many ways to preserve themselves and have little room for variance by intruders. But some people do it, and after Arkat learned how Harmast could manipulate the mythic landscape, he went to impossible places and discovered things to destroy his mystical foe.

GOD LEARNERS

The God Learners went further and discovered that they could forcibly alter the landscape. They called this Mutation.

Later, they learned to mutate the myths permanently, effectively destroying myths and their participants. They did this by applying sorcery to the myths, draining them. This is called Tapping.

HEROQUEST FOES

Heroquesters develop enemies as a natural byproduct of their actions. Most people never leave the armies of the gods, and so have enemies that are large and generalized. They are not personal foes.

People who engage in more personal heroquesting develop personal, recognized enemies. The effect of appearing as one's self depends on having enough personal power to appear that way. An entity with that kind of identity always attracts a similar foe of similar power. Once attacked escape is impossible except through death in the mortal world and a subsequent failure in the divine.

People that persist on similar paths discover that their foe also does, almost haunting them. This link is called the Face Dance by the Orlanthi, because faces are visible in the otherwise generalized realm. It is also called Prey Love, Tempting Foe, Spider's Singer, etc.

Face Dancers appear in the God and Hero Planes in their Otherworld guise. It is, however, possible to see through and identify the individual beneath it. Indeed, every Face who is dancing has a living foe somewhere in the world who is doing their own dance.

As heroquesting advances these individuals are attracted towards each other, even though they are often separated by thousands of miles in the Mortal World.
Edit: +
Spoiler:
> Do westerrners (for example) think of magic roads as leylines or magico-tectonic faultlines or something?

Many of the magic roads in the West are broken, thanks to the Sunderinng of Seshnnela.

> Did the Syndics Ban break the magic roads in Fronela, permanently or temporarily?

It suppressed them. It is now up to bold and crazed adventurers to determine what Magic Roads work. And whether they have changed.

and:

HEROQUESTING: OVERVIEW

The process by which an individual contacts the world of the gods and grows in it is slow and gradual. When mortals participate in a religious ceremony, they expend energy and gain temporary benefits in perception and understanding of cult secrets. The depth of participation is based on a person's magical power and contact with the ceremony. In most ceremonies, priests are endowed with preternatural senses, while initiates see the dramatic participants bathed in their divine splendor. During annual ceremonies for large gatherings an entire temple's ground can be transported to the Hero Plane in what is called a Vertical Quest, for all to witness the mythical acts which empower the cult.

A normal person in most Gloranthan societies will have undergone at least one magical ritual in their life and taken part in its workings. This single ritual would be whatever initiation ceremony was required for adulthood, or acceptance into a guild or cult, participating in holiday festivals, and so on. As a member of a cult, they may also be offered a chance to participate in some special magic adventure, such as aiding a rune lord in a quest. Some cults have their own initiate magics, such as the Telmori quest for their wolf brothers.

Heroquests are a form of deeper contact between mortals and the world of the gods. Regardless of type, the quester straddles the mundane and divine worlds, and through their deeds and choices, alters the response of the cosmos to their magical acts. There are levels of consciousness or planes of being, which the quester activates with their presence. A brief and even accidental glimpse of the “deeper realms" may activate some divine presence there. However, if undisturbed the deities remain in their set roles, as unconcerned about a heroquester's passing as the constellations. Thus, a beginning heroquester might encounter only small spirits and the like at first, as they develop their otherworld presence called the Hero Soul.

The heroquest, or at least parts of it, will generally be known to the party who initiates it as a part of the myths of their religion. The quest will be an attempt to duplicate, or improve, the primal acts of their heroes and gods. By activating the proper portion of the cosmic matrix with their preparations and ceremonies, they alert the cosmos to their coming, and place themselves in the proper setting and spiritual state to follow the path of their quest. The alerted cosmos will bring forth whatever foe or opponent is analogous to the situation and most readily available as a natural function of its workings. Once begun, the quest must be maintained until it is completed. Some will take many adventures, with rests in between, to accomplish.

The cosmos may summon a person to answer someone else's quest only if the person summoned is also upon a heroquest of some sort or in some liminal place between worlds (such as a Worship ceremony or certain magically significant places). Thus, lay members are not troubled to be slaughtered by a champion, but another hero will be found. This may require some long journeys for powerful beings. And there is no guarantee that the foe summoned will be an exact fit, only analogous to it, and possibly with some nasty personal surprises of its own.

The length of a quest is variable depending on upon its complexity and danger. Some will require that they be completed in a predetermined length of time. Others will require rests in between, in the mundane world. Some may never be abandoned, and the person is subject to the constant dangers of the magical world intruding upon their daily life.

The result of successfully completing a magical quest is that the quester will acquire some benefit from it. This is a magical ability, a spell, increased characteristics, weapons, or many other things, depending upon the quest undertaken. The benefit may be personal to the quester, or may reside with the entire community that supported the quest.

Notes: Work in Progress, donc pas forcément la version définitive avant publication.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Plein d'ajouts sur les Quêtes Héroïques.
J'ai compilé les infos ici:
https://deadcrows.net/forum/viewtopic.p ... 454#p15454


Argrath se lance à l'assaut de Pavis dans The White Bull | Episode Two

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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Posté par Nicolas De Saint Jorre dans le groupe RuneQuest de FB:

Image

Egalement la description de la ville (7 pages, en français, et non officiel)
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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7Tigers a écrit :
mer. juil. 22, 2020 6:41 pm
Egalement la description de la ville (7 pages, en français, et non officiel)

Ça ne se trouve pas ailleurs que sur facebook, pour les gens qui n'y mettent pas les pieds?

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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Llanvabon a écrit :
mer. juil. 22, 2020 9:11 pm
7Tigers a écrit :
mer. juil. 22, 2020 6:41 pm
Egalement la description de la ville (7 pages, en français, et non officiel)

Ça ne se trouve pas ailleurs que sur facebook, pour les gens qui n'y mettent pas les pieds?

je ne crois pas. 

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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Nous notons que 2 des 3 scénarios de la convention de Chaosium se passent à Nochet.

Coïncidence, je ne crois pas.

Mon petit doigt me dit que le supplément Nochet avance à la vitesse du galop de Grand Vent.
Seigneur de la Sieste Yinkini
Mon Pinterest Jdr/GLORANTHA: https://www.pinterest.fr/jeanfrancois562/

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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Llanvabon a écrit :
mer. juil. 22, 2020 9:11 pm
7Tigers a écrit :
mer. juil. 22, 2020 6:41 pm
Egalement la description de la ville (7 pages, en français, et non officiel)
Ça ne se trouve pas ailleurs que sur facebook, pour les gens qui n'y mettent pas les pieds?
Non.
Pour les personnes comme moi qui n'aiment pas FB, la création d'un compte bidon se fait sans problème (Seven Tigers dans mon cas), sans donner aucune info personnelle, avec utilisation possible via un container privé via cette extension firefox:
https://addons.mozilla.org/fr/firefox/a ... container/
=> ce n'est alors pas différent d'une inscription à un forum.

ildranor a écrit :
jeu. juil. 23, 2020 9:10 am
Nous notons que 2 des 3 scénarios de la convention de Chaosium se passent à Nochet.

Coïncidence, je ne crois pas.

Mon petit doigt me dit que le supplément Nochet avance à la vitesse du galop de Grand Vent.
Pour les personnes sur FB, Jason Durall a d'ailleurs déjà posté des teasers:

Image

Carte de Nochet par Francesca Baerald

Pour info, la page Nochet, ville des Reines sur glorantha.com avec la grosse carte de Nochet à télécharger a été migrée sur:
https://wellofdaliath.chaosium.com/home ... of-queens/

Texte traduit par Deelp (qui a encore progressé en qualité), sans retouche:
Nochet est la plus grande et la plus importante ville du monde, et la plus grande ville sur mille kilomètres dans toutes les directions. C'est le lieu de repos préféré d'Esrola, et c'est la maison de plusieurs milliers de dieux et de déesses. C'est ici qu'Imarja a accordé la Charte de Nochet, qui régit les divinités et les mortels ; c'est ici qu'Imarja a donné aux grands-mères le Pacte de Nochet, qui a mis fin à la domination des rois maléfiques.

La "reine des villes", Nochet est la ville la plus ancienne et la plus peuplée d'Esrolia. Depuis que Dormal a accompli le rituel magique de l'ouverture des mers il y a une quarantaine d'années, Nochet s'est énormément développée, passant rapidement de 20 000 à plus de 100 000 personnes en un peu plus d'une génération, et se répandant dans toutes les directions et enrichissant l'ensemble de Kethaela.

Des milliers de personnes venant de la campagne se sont installées à Nochet, à la recherche de travail et d'opportunités. Des étrangers de tous les coins de Glorantha résident à Nochet, avec leurs coutumes étranges et leurs langues barbares. La ville est aujourd'hui surpeuplée, avec de nombreux nouveaux arrivants entassés dans des immeubles mal construits de cinq étages ou plus. Beaucoup de nouveaux arrivants et d'étrangers se sont regroupés dans de petits quartiers. Certains ressemblent à de petits villages esroliens, d'autres à des clans de Heortling dirigés par des chefs "urbains", d'autres encore à de petites enclaves d'autres terres, comme la Petite Kralora et Villebleue.
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ildranor
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

Message par ildranor »

C'est le New York de Glorantha, avec des conflit politique entre les Maisons des Matriarches.

Va y avoir des intrigues politiciennes, des bas fonds avec des gangs, des quartiers exotiques (un quartier Kralori ?)

Un espèce de "Chicago by Night" version Glorantha, une énorme sandbox urbaine.

Ca va être génial...
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

Message par 7Tigers »

ildranor a écrit :
ven. juil. 24, 2020 8:57 am
Va y avoir des intrigues politiciennes, des bas fonds avec des gangs, des quartiers exotiques (un quartier Kralori ?)
Yep, des gangs alors que, comme toutes les villes sur Glorantha et dans l'Antiquité, Nochet ne dispose d'aucune force de police municipale en dehors des gardes de chaque Maison.

Le quartier de la Petite Kralora comprend 1 miller de Kralori.

Rappel de la liste des 20 Maisons Franches:
https://basicroleplaying.org/topic/1116 ... ent=170502


Plus que 3 jours pour profiter des -25% sur the Jonstown Compendium.
Et trop tard pour Six Seasons in Sartar qui est revenu à son tarif normal pour la sortie de la version Print on Demand ($39.95):
https://www.drivethrurpg.com/product/31 ... -in-Sartar
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In the coming days I will also be releasing the "Six Seasons in Sartar HQG/13G Conversion Guide," to make it easier for everyone to use "Six Seasons with their favorite system, AND I will be announcing details about the "Six Seasons" sequel, "The Company of the Dragon."
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