RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Suite de la campagne:
Unfortunately, the final portion of episode 12 is unavailable due to technical difficulties. The summary at the beginning of episode 13 explains what took place during the gap. We're so grateful for your continued support of the series.
White Bull | Episode 13 (1h 47minutes):



White Bull | Episode 14 (2h):




Jason Durall sur les dernières estimations des sorties officielles VO à venir chez Chaosium:
. le pdf du Starter Set,
puis
. le pdf de The Red Book of Magic (la compilation de tous les sorts Esprit + Runique (livre de base + Cults of Glorantha)) possible fin décembre voire plus probablement janvier.


6 autres esquisses pleine page "Armes & Armures" de Roman Kisyov pour le livre de base de RuneQuest: Roleplaying in Glorantha
pour Seigneur runique, Guerrier, Cavalier, Fermier, Noble, Tirailleur:
https://deadcrows.net/forum/viewtopic.p ... 718#p19718
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7Tigers a écrit : mer. oct. 07, 2020 10:53 am . le pdf de The Red Book of Magic (la compilation de tous les sorts Esprit + Runique (livre de base + Cults of Glorantha)) possible fin décembre voire plus probablement janvier.
Pas que liste de sorts semble-t'il:
Jason Durall
[spell list] plus some more stuff.

Jeff Richard
The art alone will make you want to get it.


The Jonstown Compendium
Vu l'ampleur de la campagne, retard à prévoir pour The Company of the Dragon par Andrew Logan Montgomery
End of December, possibly early January.

Intro:

Spoiler:
Image

Nouveauté: A Tale of Woodcraft, par Diana Probst & Dom Twist, $5 pour 18 pages
https://www.drivethrurpg.com/product/33 ... -Woodcraft
A Tale of Woodcraft is an adventure ready to drop into any Dragon Pass campaign where there is an elven forest. A chance encounter on the road leads to the discovery of a spy's dead drop, but an elven peace treaty could be jeopardised by where it is left, and the meeting of peace is right here, right now...

This evening-length adventure is designed to slot in to any campaign, for a change of pace while travelling, or as an unexpected opportunity to hunt down Lunars in the local area. Best set shortly after Dragonrise, it is flexible enough to be used anywhere that the Lunars are no longer the dominant force.

Image


En attendant le nouveau plan de Furthest / Bout-du-monde par Simon Bray sur the Jonstown Compendium, par Jeff Richard:
Furthest

Spoiler:
I salute the so-far unknown Hippodamus who aided Hon-eel in developing the standardised grid plan for Lunar cities founded or rebuilt in the Fifth Wane. Each city was laid out on a grid of right angles which defines the allocation of public and private space. The center of the city is the location of the city's most important civic public spaces, including the market, city administration, and temples. Residences surround the city's public areas.
Such cities as Doblian City, Edasus, Haar Zaal, Hariij, Karantes, Kendesos, Palbar, Yelm's New Foot, and many others follow this plan. But the most famous and most beautiful is of course Furthest, the gem of Lunar civilization in the Provinces. Although similar in some ways conceptually to the Jrustela Plan (used by Sartar for his cities), the Fifth Wane approach was far more standardised and the grid blocks are a key part of the city administration and identity.

Furthest! One can never forget on hot summer days, how the winds blow down from the pines of the Orvensdang Hills and bring that sweet incense to the city. The maize bread with fried pork! The fish on a stick, with a side of maize beer. The marble statues of the conquerers of Dragon Pass, Prax, and the Holy Country! The Palace and its gardens, with trees and flowers from the Aldryami! The cheers of the crowds and the scent of blood at the Moirasseum! The priestesses from the Temple of the Reaching Moon, sacred people of the Red Goddess. The philosophers and artists who have given up Glamour to reside here and provide it with Heartland culture and learning. And the largess of King Pharandos, who has built, decorated, and endowed this city!

Although the lands beyond Furthest are ruled by warlords and feuding tribes, Furthest itself is populated by scholars and artists, and is one of the glories of New Pelorian culture. It was naturally in Furthest, not dire Palbar or Alkoth-of-the-Enclosures, that Ariastus wrote his treatises on Friendship, Erotica, and Riddles. And it is Furthest, not Mirin's Cross, with its bureaucrats and scribes, that is known for the splendid design of its Seven Mothers Temple.

This still-anonymous sage of Irrippi Ontor was among the greatest figures of his cult. Admittedly, in many cases, these new cities lack the flair of older cities - the claims of Haar Zaal to be a Glamour on the steppe are more embarrassing than laughable. But Furthest - Furthest! - is a wonder. Built amidst the high mountains of Dragon Pass, it is a gem of Heartland civilization and culture. Its beautiful temple to the Seven Mothers, the Moirasseum (were sacrifices to Hon-eel take place), and the royal palace are wonders that rival anything outside of Glamour. No wonder Jar-eel resided there for a time, and the Red Emperor has resided in Furthest twice in two generations.

I think blocks in the 5th Wane cities are generally named after gods and founders. In older cities, streets are named after trades, obscure figures, current fads, whatever. I suspect they change often, especially in places like Glamour.

But the city blocks are likely important for administration. Every block contributes a specific number of militia (or pays for a replacement), has civic duties, etc. A citizen of Furthest might say something like "I am Arimtasus, citizen of Furthest of the Daybreak Block. Hail the Red Emperor and King Pharandros!"

and also

One thing that should be clearer from my notes on Furthest as well as the Guide to Glamour is how little most Lunar cities resemble the First Age settlements of GRoY. Most outside of the Tripoli’s and a few other enclaves like Jillaro were rebuilt in the Fifth Wanes. A good point of comparison would be the Hellenistic cities of Alexander and the Successors, most of which were built on older foundations.

The TLDR version - don’t overly rely on GRoY to get a feel for the modern Lunar Heartlands.

Note: GRoY is the acronym used for Glorious ReAscent of Yelm, which was a deep background sourcebook by Greg on Dara Happa. It was set in the early First Age, so a good 1400 years before the present.

> Do you assume that current Lunar cities are built on tells composed of the ruins of previous cities?

Many certainly are. Sheng Seleris and his nomads demolished and depopulated Karasal, Oronin, and much of Doblian satrapies to create the "New Grasslands". Same thing with Vethil and Oraya. Those cities were in large part refounded in the Fifth Wane - that's the "Restore and Rebuild" area on page 171 of the GS. The ruins were stamped down and a new city built atop them.
Areas under direct control of Glamour, Jillaro, Alkoth, and Dara Happa On Horse were left more intact, although even many of these cities were the focus of rebuilding, if only to remind everyone of the Red Emperor's victory.

The "New Grasslands" were just that. The depopulation of that area was similar to the destruction of Khorasan under the Mongol conquerers.

> I wonder if some of the GRoY feel comes from those old Yelmic reliefs being incorporated into modern structures, like the Elgin Marbles and the Assyrian reliefs at the British Museum.

I think it is more like the incorporation of older elements in the monumental architecture of the Successors. Ptolemaic pharaohs, Seleucus having elements of the Esagila transferred from Babylon to Seleukia on the Tigris.

So Lunar rulers take older reliefs and use them or make new versions of them. Of course, they are free to change the iconography. Like how Arsinoe II or Cleopatra VII got depicted as Egyptian goddesses.
Notes:
I don't use the Tarsh In Flame book at all except for the essay on pages 4-6 (Tarsh history), which is canon. The rest is not. And large parts of it are WILDLY wrong as far as future publications go.

For the essay by Greg Stafford on the Shaker Temple on page 66, it is set in 225 ST, so is VERY out of date. And filled with anachronisms for when it is supposed to be set, and seems a blend of First Age material with early Tarsh Tribe material.

And yes, I am working on Tarsh.

As an aside, RQG+Glorantha Sourcebook+the Guide actually gives you a lot of information about Tarsh.

En non canonique: Les Egouts de Bout-du-monde par Nick Brooke
https://basicroleplaying.org/topic/8314 ... ent=119367

+ le début (canonique) des Guerres tarshites via White Bear & Red Moon / Dragon Pass / La Guerre des Héros:
Here's my official WBRM style overview of the Battle of Heroes in 1628. I did it Greg style - I played it out on the board!

The Battle of Heroes

Background

Following the defeat of the Redlands Rebellion in 1627, the Red Emperor decided the time had come to restore order to the Lunar Provinces. In 1628, the core of the Lunar Army accompanied him to Furthest, although much of the army and the Lunar College of Magic was left to guard against nomad troubles. In Furthest, he decided to repeat his previous conquest of Sartar a generation ago.
Argrath's agents learned that the Red Emperor and Jar-eel the Razoress had arrived in Furthest in Earth Season 1628.
Argrath decided to attack before the Lunars could gather reinforcements. He gathered his army and in Storm Season marched from the Far Point, intending to head up the Trader's Valley and force battle deep in Lunar Tarsh.
At Dwarf Ford, his army was ambushed by a horde of Broo out of Snakepipe Hollow and by spirits sent by the Red Emperor. The broo were driven off by Argrath's magicians, but part of the Sartar Free Army were forced to remain in the Far Place.
Meanwhile, the Red Emperor marched his army southeast into the Bush Range, intending to march directly into the heart of Sartar and end the rebellion in one fell swoop.
After defeating the broo, Argrath marched over Dwarf Run to the Falling Ruins and on Waterday of Movement Week, they engaged the Lunar Army outside of the Ruins.

Spoiler:
Lunar Order of Battle

The Lunar Army was divided into three sections:

Vanguard: The Native Furthest Corps, led by King Pharandos of Tarsh. They were on hex 2316. They consisted of the following units:
Veterans' Cavalry 4-4-4-0
2nd Furthest Cavalry 3-3-4-0
3rd Furthest Cavalry 3-3-4-0
1st Furthest Foot 3-3-3-0
2nd Furthest Foot 3-3-3-0
Bagnot Foot 3-3-3-0

Main: This was led by Jar-eel and Aelwrin. They were on hex 2215. It consisted of the following units:
Jasper Phalanx 5-4-3-0
Red Dragoons 5-4-4-0
Antelope Lancers 5-5-4-0
Arrowstone Cavalry 4-3-5-0
Moon Arrow Cavalry 4-3-5-0
Jintori Foot 3-3-4-0

Rear: This was personally led by the Red Emperor. They were on hex 2115. It consisted of the following:
Major Class 2-4-5-6
1 Minor Class 1-4-3-5
2 Minor Class 1-4-3-5
3 Minor Class 1-4-3-5
Bloodspillers 6-5-6-0
Household Foot 5-5-3-0
Hell Sisters 5-4-6-0

Sartar Order of Battle

The Sartar Army was divided into two sections:

Left: Jaldon Goldentooth led the Barbarian Horde. They were on hex 2415. Several units had been disrupted from the broo ambush, but the Tribal Magicians and Pol-Joni were intact and present at the battle.
Flash Jak 5-3-5-4
And-Jay 5-3-4-3
Krise 5-3-4-3
Pol-Joni 5-5-4-0
Pol-Joni 5-5-4-0
Pol-Joni 5-5-4-0
Potor 4-3-5-0

Right: Argrath, Harrek, and Gunda led the Sartar Free Army and Magical Union.They were on hex 2315 (the Falling Ruin). This included the:
Snake Pipe Dancers 5-5-5-5
Egglord Warlocks 5-6-5-6
Eaglebrown Warlocks 4-4-5-5
Stormwalkers 7-5-20-12
Twin Spears 6-5-5-0
Bullocks 6-5-5-0
Sword Brothers 6-5-5-0
Colymar 3-3-4-0
Two-Ridge Farm. 3-3-4-0

The Battle

Argrath exploited the relative weakness of the Lunar magicians (it was Crescent Go, and the Lunar College of Magic had hardly begun rebuilding) and decided to throw everything he could at killing Jar-eel.

Spirit Magic

There was no physical magic, instead a huge boiling of spirits came from the Sartar side.
The Barbarian Horde sent a mass of spirits against the Native Furthest Corps. With a MgF of 9, the spirit magicians route the Veterans Cavalry and 2nd Furthest Cavalry.
The SMU sent a mass of spirits (disincorporated magicians, spirits, elementals, etc ) against the Lunar middle. With a MgF of 20, they destroy the Red Dragoons, the Arrowstone, and Moon Arrow cavalry.

Melee

Jaldon and the Barbarian Horde fall upon the Provincial Army. With a CF of 19, they route the 3rd Furthest Cavalry and the 1st Furthest Foot. The valiant defenders manage to slay Jaldon's current incarnation, however.
In the Lunar main, the Sartarites attack with a CF of 50! Jar-eel is killed and fails her heroic escape, and the Jasper Phalanx is destroyed. The remaining Antelope Lancers and Jintori are heroically led by Aelwrin and the Bullocks are destroyed.

Aftermath

The Lunars lost the Red Dragoons, Arrowstone, Moon Arrow, Jasper Phalanx, Veterans Cavalry, 2nd Furthest Cavalry, 3rd Furthest Cavalry, and the 1st Furthest Foot. Even worse, they lost Jar-eel the Razoress. This constituted the worst defeat the Lunar Army had taken in battle since the era of Sheng Seleris.
The Sartarites lost minor casualties, losing only the Bullocks and Jaldon (who would need to be summoned anew).
The Red Emperor fled along the road to Furthest. He left the Bagnot and 2nd Furthest Foot behind in Bagnot.
Argrath followed up with an assault of Bagnot, but afterwards he was prevented from marching on Furthest by Harrek, who reminded him of his promise to attack Black Horse County. And so the Sartarite army marched unopposed to Dunstop. He garrisoned both cities but then headed into the Grazelands before beginning his famous campaign against Muse Roost.
While in the Grazelands, Argrath met and courted the Feathered Horse Queen and sent his companions to perform tasks on her behalf. The White Bull was said to be smitten by the charms and the wiles of the Feathered Horse Queen.
Meanwhile the Red Emperor did not tarry in Furthest, but fled to Mirin's Cross and then on to Glamour. During the Sacred Time rites, he was murdered by the Great Sister, beginning the Lunar Civil War.
Big picture - the Lunar Empire clearly underestimated Argrath. They figured they were dealing with a traditional uprising or the kingdom of Sartar circa 1602, with maybe a hero or three. Instead, they were completely outclassed in magical units. The Red Emperor got the bulk of the blame here by the egi, which resulted in his sacrifice.
Notes:
As an aside, the Battle of Heroes is hardly the last great battle of the Hero Wars. In truth it is really just the first. It no more ended the Hero Wars than the Battle of Austerlitz ended the Revolutionary and Napoleonic Wars or the Granicus ended the wars of Alexander.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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dup
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Pour les participants au financement de la VF, inspectez votre boite aux lettres pour un email de DriveThruRPG.com <no-reply-comp-copies@drivethrurpg.com> "Free Titles from Deadcrows Studio at DriveThruRPG.com" pour récupérer les pdf des versions imprimées du Livre de base et des Cartes de la Passe du Dragon.

En plus de proposer les pdf à la vente, cela permettra de distribuer plus rapidement les pdf, Gameon/BBE (toujours utilisé) pouvant mettre "un certain temps" pour distribuer les pdf qui lui sont confiés.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Simon Bray a écrit : I don't use the Tarsh In Flame book at all except for the essay on pages 4-6 (Tarsh history), which is canon. The rest is not. And large parts of it are WILDLY wrong as far as future publications go.
En fait, c'est en contradiction avec des trucs qui n'existent pas. C'est très grave. C'est... un état d'esprit.
/Pierre
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Hum, qu'est ce qui n'est pas clair? "Pas encore publié" n'est pas synonyme de inexistant, non? Le Tarsh Homeland sourcebook ET la Campagne d'Argrath sont au programme pour rappel.
Tarsh In Flames a été écrit par des fans il y a 20 ans, et il n'a jamais été présenté ou eu vocation à être officiel.

Ian Cooper hier:
Greg shared some notes on Tarsh and its history.
Like most GS notes, lots of ‘blanks’ needing to be filled in, which Mark and others turned into a document to share with authors.
Authors then tried to fill in those blanks.
Bref, comme indiqué, pour le Guide, la partie de Greg a été conservée, pas les écrits des fans.
Et personne n'a dit que les parties des fans n'étaient pas bien. Juste pas canoniques.
Les (vieux) lecteurs qui préfèrent la version de Tarsh In Flames n'auront qu'à la conserver.
Les autres joueurs n'ont peut être pas envie d'aller rechercher un fanzine indisponible depuis deux décennies.
Et dont on n'a jamais eu la 2ème partie sur les années 30.

Et idem, le Exiles Homeland sourcebook ne s'appuiera pas sur la version de Ian Cooper (très Irlandaise).

Ironiquement, The Unspoken Word a cessé d'être publié pour cause de crainte que la politique de licence de l'époque implique que les idées des fans pouvaient être reprises par Issaries!
Un beau Fumble en Divination je dirais :mrgreen: !

D'ailleurs, en canonique sur Tarsh (jusqu'en 1626), le pdf du Glorantha sourcebook est en promo à -80% $3.99 / 3.40€ jusqu'à 17h demain:
https://www.drivethrufiction.com/produc ... Sourcebook
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Deux supplements de plus sont maintenant disponibles en pdf
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Deux supplements de plus sont maintenant disponibles en pdf
Pas de fausse joie: juste les pdf des versions imprimées du Livre de base et des Cartes de la Passe du Dragon comme indiqué au dessus. Pour clarifier, pas 2 autres nouveaux donc ;) .


Actual play RuneQuest en VF en approche:
https://www.facebook.com/StudioDeadcrow ... 4460061156
+ d'info ce samedi.

En VO, voir https://www.casusno.fr/viewtopic.php?p=1956217#p1956217 pour la mise à jour des épisodes 13 & 14 de la campagne White Bull suite à un léger bug.


En traduction VF, Esprits de Maladie et Epidémie par Jeff Richard:
https://deadcrows.net/forum/viewtopic.php?f=31&t=14982


The Jonstown Compendium
Martin Helsdon propose aux auteurs du JC:
I have put together an Art Pack 1: Orlanthi - it may be under or over priced...
If it doesn't sell, will remove it in a few days.
This is very much an experiment.
$15 pour 16 pages
https://www.drivethrurpg.com/product/33 ... --Orlanthi
Détails de la licence dans la full preview. En gros:
Permission is granted to purchasers to use these illustrations in Jonstown Compendium publications (with a credit to the artist), and to GMs and players solely for their own use in handouts and character sheets, but not for wider publication. The labels can be removed but no other changes can be made for publication without permission.
Et Martin ajoute:
In other news, I have had two adverse comments on the cover of Men of the West saying it is sexist...
Notes: pour rappel, il s'agit de représentation de la Reine de Galin.
Spoiler:
Image

Du KS de début d'année, £4 pour le pdf des RuneQuest Dragonewt Stand-Up miniatures de
https://www.infinity-engine.com/index.p ... er=product
This is a PDF containing stand-up models of our RuneQuest Dragonewt miniatures. Six pages with all the models and scenery.

We sell the metal miniatures, but not everyone is a collector or interested in painting models, so we made these printable models for those who just want to print and play.

I'd suggest printing onto photo paper, for a great finish.

They also make for great painting examples.

Image

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

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7Tigers a écrit : jeu. oct. 08, 2020 9:54 pm Hum, qu'est ce qui n'est pas clair? "Pas encore publié" n'est pas synonyme de inexistant, non?
Ah si, chez moi, "pas publié" = "inexistant".

Je n'insiste pas pour que qui que ce soit utilise Tarsh in Flames. Je vois juste un auteur qui se préoccupe de sources inexistantes.
C'est le Glorantha de Schrödinger.
/Pierre
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Justement, en "écrit mais pas encore publié", Jeff nous propose des info sur l'Armée d'Argrath en 1625/26:
This is some material in the new Big Rubble and Pavis books and is circa 1625-1626.
Note the embryonic Magical Union!
Those watching the White Bull campaign have likely gotten a preview of this in play.

Spoiler:
ARGRATH’S ARMY

All Praxians khans are in theory at the service of the White Bull for the final battle, but in practice, the khans are largely free to come and go as they wish. They flock to his banner when they see an opportunity for loot and plunder, and then return to their herds. At this time, the largest Praxian contingent in New Pavis is that of the High Llama Riders, led by Khan Yazurkial Blue Llama (see below).
The four regular units that comprise the personal army of King Argrath White Bull are different. These include the Bullocks, a cavalry unit made up of Praxians from many tribes; the Swordbrothers, a small unit of Humakti cavalry; the Twin Spears, an elite unit of hand-picked royal companions; and the Magical Union, a small embryonic organization of magicians and their bodyguards. Argrath welcomes talented individuals regardless of rank or social status, to join the ranks. However, these units are not organized on clan or tribal lines, and have officers appointed by Argrath. Each of these units have their own cult initiation rituals and requirements that distinguish members from the rest of tribal society.
Members of Argrath’s personal army must swear loyalty directly to Argrath. This loyalty transcends traditional boundaries of clan, tribe, and even nation. In return, members are supported and protected by Argrath; they are provided with food and drink. When in New Pavis, they may reside in the Barracks (D-3), in the camp outside of the city, or in whatever lodgings their officers arrange. Argrath protects them in the case of any legal disputes with outsiders, placing members outside of the normal Orlanthi or Praxian legal system. However, this also means that Argrath may impose whatever punishments he wishes on errant members.
The primary function of Argrath’s personal army is to serve as his bodyguard and as an elite reserve. Their loyalty to him is direct, and outside of the filters of kinship and cult.

BULLOCKS (D-1)
This veteran Praxian cavalry unit is the core of the White Bull warrior society that Argrath founded. Members swear loyalty to Argrath for all Time, and it requires more than mere death to the sever their contract with Argrath. It is made up primarily of riders from the High Llama, Bison, Sable, and Pol-Joni tribes, all of which can act as sub-units to each other if desired.
REQUIREMENTS: Candidates must provide their own mount, arms, and armor. Must succeed in a test of three of the following skills: Ride, Battle, Lance, Sword, Shield, or Javelin. Successful candidates must join the White Bull spirit society and swear loyalty to Argrath White Bull in all circumstances, including over any existing clan or tribal loyalties.
BENEFITS: Supported and protected by Argrath, May lodge in barracks, food and drink provided, right to a share of the plunder taken in war, and regular gifts from the White Bull. Members are taught spirit magic from the White Bull shamans.
ORGANIZATION: Approximately 500 members. Two commanders, Narmeed Whirlvishbane and Roneer the Hue.

SWORDBROTHERS
(F-72)
Veteran heavy cavalry. The members of this unit swear terrible oaths to Humakt the War God in exchange for powers. Membership was open to all qualified candidates. Lifetime service.
REQUIREMENTS: Candidates must be initiates of Humakt and swear personal loyalty to Argrath above all things.
BENEFITS: Supported and protected by Argrath and by the Humakt Temple.
ORGANIZATION: 190 members. Commander is Zamalanth Blue Llama (Yazurkia Blue Llama’s half-brother)

TWIN SPEARS (D-1)
The members of this elite cavalry unit are hand-picked companions of Argrath; it is said that Argrath knows each of the warriors in this unit by name. They are all of Sartar blood.
REQUIREMENTS: Candidates must be initiates of Orlanth Adventurous or an associated cult. Many are members of the White Bull spirit society, but that is not a requirement. Candidates must succeed in a test of four of the following skills: Ride, Battle, Lance, Sword, and Shield. Members swear personal loyalty to Argrath in all circumstances, including over any existing clan or tribal loyalties.
BENEFITS: Supported and protected by Argrath. May lodge in barracks, food and drink provided, etc. Members are given the best choice of all loot.
ORGANIZATION: Approximately 80 members. Two commanders, Krogar Wolfhelm and Jarang Bladesong.

MAGICAL UNION (D-1)
This is a small collection of Rune priests, Rune Lords, and shamans hand-picked by Argrath and taught magical secrets by him and his household. Members learn to work together, despite belonging to different cults.
REQUIREMENT: Must be a Rune master or shaman of a cult, and swear personal loyalty to Argrath (60% or higher). Members must sacrifice 1 point of POW upon admission.
BENEFITS: Supported and protected by Argrath. Members get training directly from Argrath and his household in Battle, Auld Wyrmish, and in Meditate, Spirit Combat, Spirit Dance, and Spirit Travel. Members are also taught Arkati secret lore. Those who impress Argrath may learn draconic magic. Each such use slightly affects the human's personality and soul.
ORGANIZATION: About 20 members. Although Argrath is the undisputed leader, Orlaront Dragonfriend and Mularik Ironeye are the main teachers.

Notes:
By some accounts, by the final stages of the Hero Wars, the “Sartarite army” had nearly as many dragonewts as people and the Orlanthi rode atop wyrms and dream dragons.

Now personally I think you can see the next 30 years of Glorantha in that section.

It’s worth noting in Dragon Pass those three cavalry units are the best ‘conventional’ (ie not magicians, heroes, monsters etc) units in the game bar one - only the Bloodspillers are better troops.

David Cake:
And also, they have a good Magic Factor and are capable of Defensive Spirit Magic - they aren’t a magician unit (they can’t act at long range, coordinate their magic for unified big magic effects) but they have plenty of magicians and magic. Consider things like plenty of Rune Lords and priests and shamans and powerful regimental spirits.

+
>How does Argrath get Waha to accept horses? That's almost like getting Storm Bull to accept chaos.

He's the White Bull. Waha even says so. The White Bull has a LOT of authority.

And Jaldon Goldentooth - Mr. I Broke Pavis - does what the White Bull tells him to do. Are you going to question Jaldon? Or Yazurkial Blue Llama? Or Roneer the Hue who slaughtered his own kin for the White Bull?
Really?

Praxians still dislike horses, won't ride them, won't eat them, and hold their riders in disdain. But they don't kill horses or their riders on sight. Any more than the Pure Horse People kill cows on sight.

So, they still hate horses. But what do you do when the warlord says you have to tolerate them?
Same thing happens when Greydogs and Orlmarthing, or Varmandi and Orlmarthings fight for the Prince of Sartar.
Both the Red Emperor and Prince Sartar lead multi-ethnic forces.

Also, the Praxians are known from time to time to ally with the broo. They are far more pragmatic than people give them credit for.

Nick Brooke:
Also, this is the End, my friend. Waha the First Khan forbade the people of his Covenant to accept horses until the very end of days. Well; just what do you think you’re living through now?

In Prax, the tribes are mustering for the final apocalyptic battle against Chaos, led by the prophesied Son of the Storm Bull. Wake up and smell the coffee.

And by the way, one of the first things we ever learned about Storm Bull is that his cultists routinely violate tribal taboos.

+
> How did the Twin Spears get that name?

They are armed with a long spear or lance, and one or more javelins.
Ainsi que:
Spoiler:
At the time of the Lunar Occupation, the Sartarite army was primarily foot.
Since the return of Argrath, not yet Prince, to the hills of Sartar, the core of his army has been cavalry, not footmen.

The reasons for this are several:

1. The existing warrior structure of Sartar had evolved to become rich, mounted or chariot-riding noblemen (called “thanes”) leading armed mobs of freemen;

2. Dragon Pass, and especially the traditional friendship between the House of Sartar and the Grazelanders, was rich in horses;

3. Argrath’s own life and training was among the animal-riding nomads of Prax (except for the three years he spent as a Wolf Pirate) and he made brilliant use of the cavalry at his disposal (however, Argrath’s generalship always made excellent use of the forces he had at hand, even second rate infantry);

4. The magical powers which Argrath summoned to his aid were closely bound with wild rampages and shock tactics.

Whenever Argrath needed infantry for some specific campaign, he hired mercenaries from the Sun Dome Temples, the Holy Country, dragonewts, or his own tribesmen.
Sieges were usually left to specialists which were organized and led by the famous engineer, Haraspac, rumored to be of dwarf blood.
Argrath’s friendship with the dragonewts extended to wyrms and even dream dragons.
Such draconic allies were increasingly common in his later campaigns.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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j'imagine l'auteur obligé de suivre la vie des forums et assister à des séminaires en Allemagne sur Glorantha pour ne pas s'écarter du dogme.
Tu m'étonnes que Chaosium a du mal à trouver des auteurs et que le Jonstown Compendium s'emballe.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

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Bonjour les connaisseurs...

Quel est, selon vous, le scénario (tous systèmes confondus) qui permet la meilleure introduction au monde de Glorantha ? Le but étant de proposer ce scénario dans le cadre d'un one-shot motorisé sous 13th Age Glorantha idéalement.

Merci de vos réponses.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

Message par Matsu Ginroh »

Tymophil a écrit : sam. oct. 10, 2020 10:26 pm Bonjour les connaisseurs...

Quel est, selon vous, le scénario (tous systèmes confondus) qui permet la meilleure introduction au monde de Glorantha ? Le but étant de proposer ce scénario dans le cadre d'un one-shot motorisé sous 13th Age Glorantha idéalement.

Merci de vos réponses.

M'est avis que sous peu, @Nichal viendra te parler de 6 seasons in Sartar avec de nombreux arguments, pour une intro dans Glorantha.

Et j'avoue qu'en tant que joueur, pour l'instant la sauce prend bien. Le démarrage en futur initié est carrément sympa et on a hâte de finir notre initiation puis de jouer la suite.
Par contre, pour un one-shot, pas sûr que ça puisse coller. Plutôt sur 3-4 séances j'ai l'impression.
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

Message par 7Tigers »

kridenow a écrit : sam. oct. 10, 2020 2:03 pm j'imagine l'auteur obligé de suivre la vie des forums et assister à des séminaires en Allemagne sur Glorantha pour ne pas s'écarter du dogme.
Tu m'étonnes que Chaosium a du mal à trouver des auteurs et que le Jonstown Compendium s'emballe.
Hum, l'auteur des nouvelles versions de Pavis et de Big Rubble étant Robin D. Laws (King of Dragon Pass, 6 Ages, HeroWars, HeroQuest et autres), je ne pense donc pas qu'il ait besoin d'être briefé en détail sur Glorantha :mrgreen: !


En KDO, une nouvelle recrue dans la Troupe du Cheval Noir d'Ethilrist: Donald Duck Death Dealer, inspiré by Frank Frazzeta, par Tony Fernandez:

Image


Concernant l'actual play, Studio 4D2:
Ne manquez pas le premier volet du Cercle des Explorateurs consacré à la nouvelle édition de Runequest en français, éditée par le Studio Deadcrows
https://www.youtube.com/studio4D2?sub_confirmation=1
Premier épisode annoncé pour le 14 octobre!
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Re: RuneQuest Glorantha: Cachez ce canard que je ne saurais voir

Message par Fabfab »

Tymophil a écrit : sam. oct. 10, 2020 10:26 pm Bonjour les connaisseurs...

Quel est, selon vous, le scénario (tous systèmes confondus) qui permet la meilleure introduction au monde de Glorantha ? Le but étant de proposer ce scénario dans le cadre d'un one-shot motorisé sous 13th Age Glorantha idéalement.

Merci de vos réponses.

J'avais souvenir d'un scénario Casus Belli ancienne version se déroulant dans Pavis, et qui était très chouette... Par contre, peut être difficile à trouver.
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