Runequest Glorantha 2990
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Ce genre d'info est également dans le Glorantha Sourcebook (bientôt en VF).
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La suite des exemples de combat avec un exemple détaillé en jeu des règles de combat spirituel:
https://deadcrows.net/forum/viewtopic.php?p=20232#p20232
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♫ Les Lunars sont nos amis, il faut les aimer aussi... ♫ *
Vous êtes fans des répurgateurs? Alors mettez un peu de Warhammer dans votre Glorantha avec les Inquisiteurs Irinites!
L'école d'Irin est une école de sorcellerie lunar dédiée à la lutte contre le Chaos.
Lorsque l'Ordre impérial est menacé, les Inquisiteurs d'Irin sont invités à le rétablir.
Ils essaient d'agir dans le respect de la loi, mais de temps en temps, ils s'enthousiasment un peu trop et mettent en cause des villages entiers à cause des cultes cachés de Malia et de Krasht.
L'article mène vers un doc de 19 pages présentant en détail ce culte (en anglais):
http://expanduniver.blogspot.fr/2017/05/the-irinites.html
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Jeff Richard & Matt Ryan ont quasi terminé la carte géante pour le Sartar Homeland Sourcebook (2021).
Petit extrait:
Paysage typique de Sartar:
Nouveau scénario sur le Jonstown Compendium ainsi que réductions de -20 à -40%:
https://deadcrows.net/forum/viewtopic.php?f=33&p=20238#p20238
- 7Tigers
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D'autres photographies de Glorantha (Sartar & Prax):
https://deadcrows.net/forum/viewtopic.php?f=31&t=15092
Des informations sur le Equipment and Weapons book, par Jason Durall:
. probably 112 pages, maybe 128 depending on how the tables lay out
. the art production is only now started, so any ETA is hugely speculative, but probably Q2 2021 for pdf
. table of content:
Aram ya-Udram, par Loïc Muzy pour Cults of Glorantha
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Partagée par Nick Brooke, la version complète de l'illustration de la nouvelle couverture de Mark Smylie pour The Armies and Enemies of Dragon Pass: Jar-eel Sort de la Croix de Mirin (dont le contexte détaillé se trouve à la fin du livre)
- ORCUS
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J'aime beaucoup l'esthétisme de cette version de Runequest qui me fait beaucoup penser aux dessins d'Alix de Jacques Martin.
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J'aime beaucoup l'esthétisme de cette version de Runequest qui me fait beaucoup penser aux dessins d'Alix de Jacques Martin.
ORCUS
Ce qui est rigolo c'est qu'en effet tu as l'impression de voir defiler une légion romaine quand soudain ton oeil s'arrete sur une antiloppe aux cornes surdimensionées
Je pense que l'opposition Lunar / Romain Sartarites / Gaulois est une bonne aproximation pour mettre en scène cette histoire. Sauf que bien sur il y en a qui sont du coté de l'ordre et d'autre du désorde ... et vice versa
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White Bull | Episode Twenty One (1h 49mn)
https://www.youtube.com/watch?v=toTQlXyKmBM
Et voici la couv de Mark Smylie pour The Red Book of Magic, d'ici la fin du mois en pdf (compil des sorts de magie spirituelle & runique publiés dans les divers ouvrages Chaosium, futur Cults of Glorantha inclus):
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En bonne nouvelle, Jason Durall à propos de la couverture du livre:
The first of many such pieces from Mr. Smylie.
Chaosium:
Le Livre Rouge de la Magie, qui sera bientôt publié, contient plus de 530 sorts de Rune, rituels et sorts de magie spirituelle pour RuneQuest (dont beaucoup sont publiés ici pour la première fois).
Les 5 premières illustrations intérieures:
https://deadcrows.net/forum/viewtopic.php?p=20284#p20284
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4 autres illustrations du Livre Rouge:
https://deadcrows.net/forum/viewtopic.php?p=20288#p20288
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4 autres illustrations du Livre Rouge:
https://deadcrows.net/forum/viewtopic.php?p=20299#p20299
A priori, le pdf du Red Book of Magic devrait être disponible demain.
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Voir quelques pages plus haut: la sorcellerie complète sera décrite dans le Livre du Dieu Invisible, cette forme de magie étant fortement liée aux communautés particulières.
Elle n'est pas faite pour de la magie rapide de combat de toutes façons.
Comme indiqué, voir il y a quelques pages:
forums.php?topic_id=10558&nbp=77&nop=66
Sinon, The Red Book of Magic est disponible, 128 pages pour €14,80, en pdf, à valoir sur le livre physique:
https://www.chaosium.com/the-red-book-of-magic-pdf/
A Tome of Spells
Over 500 spells for both Rune and spirit magic. These spells can be used by adventurers and NPCs alike. Also detailed are rules for Gamemasters to devise their own Rune spells.
New Beasts & Monsters
An array of new monsters to compliment those found in the RuneQuest Glorantha: Bestiary. Magical creatures such as War Trees, Manlings, and Luxites are detailed to pit against your adventures, and each can spawn a new RuneQuest adventure of your own design!*
New Rules
A wealth of new information on Rune metals, healing plants, and illusions. Special rules for ritual casting, and new methods for increasing your chance of successful spellcasting. The Red Book of Magic also contains the esoteric secrets of Hepherones’ Statement of Magic.
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Pour les personnes préférant DTRPG:
https://www.drivethrurpg.com/product/340001/The-Red-Book-of-Magic
(mais watermark et pas de réduction sur le futur livre physique disponible via l'entrepôt polonais de Chaosium)
Fil pour les erratas & typos de The Red Book:
https://basicroleplaying.org/topic/13311-the-red-book-of-magic-corrections-thread/
Un pdf corrigé bien évidemment sera diffusé avant l'envoi à l'impression.
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White Bull | Episode Twenty-Three (1h 41)
https://www.youtube.com/watch?v=iPKvg2rZs0k
Justement, Jeff Richard hier sur FB sur la sorcellerie:
There is an awful lot about sorcery in the core rules, and there is more than enough information to play a sorcerer beyond an Lhankor Mhy cultist.
What there is not a lot of information about is how sorcery fits in with cults (especially the Invisible God), and lists of spells associated with specific temples or schools.
But that was NEVER the intent of the core rules.
If I made any mistake with sorcery in the core rules, it was to give tools beyond what is necessary for Lhankor Mhy.
But since we know that Lhankor Mhy was embraced by the God Learners, it seemed that it would be the place to introduce sorcery.
And since it was associated ONLY with Lhankor Mhy, I figured it would be clear that this gets used by the sort of player that is happy with Lhankor Mhy type magic.
Instead, I see on forums and elsewhere people want to know, "but how do I make a sorcerer who belongs to a cult not described in the main rules?" and "how do I make sorcery compete on the same playing field as Rune magic?"
The answer to the first question is wait until the Invisible God material is released.
The answer to the second is that sorcery is not competitive with Rune magic on the same playing field.
It is a different magic system that has very different strengths and weaknesses.
In game it usually works like this:
Player: I want to play a scribe who spends her time researching, reading, and trying to figure out the world - Lhankor Mhy is perfect for me.
GM: Sorcery reinforces that - if you want. It is slow, but very flexible, and is all about what you just described.
Player: Sounds a lot better than a whole bunch of Detect spells. Cool!
A few sessions later, player has figure out how to manipulate Geomancy to drive the GM batty and earn her character a great reputation as an incredibly wise and knowledgeable figure.
Of course she drives the rest of the party even battier by insisting they need to take adventures to forgotten libraries. Or at least to Nochet.
Free INT for spell reduction is fantastically easy to get around in normal practice - just put that spell in your memory palace and forget it until you need it.
Then spend the three hours in meditation to recall its details.
For zzaburi doing zzaburi things, that is a very easy work around.
If you want to play a zzaburi - as opposed to a Lhankor Mhy dabbler in sorcery - then you need to first look at what a zzaburi is and what their social function is.
And why they need three other castes - one to labor, one to interact with others, and another to do the fighting.
And why zzaburi themselves almost never heroquest.
Just to let folk know:
I have a mostly finished Cult writeup of the Invisible God, Hrestol, Arkat, Ethilrist, and Aeol, sitting in the file.
But it is not going to go into the Cults Book, because it really needs its own book, with much more information about society than the main Cults Book has.
Andrew Logan Montgomery:
Ah yes, the "Sorcery Discussion."
Before I venture forth, I am neither speaking for not attempting to defend Jeff. The man does both perfectly fine on his own. Though such things shouldn't need to be said, let me be clear; I am expressing my opinion.
The West has always been problematic, and in published forms totally at odds with the rest of Glorantha. It is a mess that Chaosium is currently left to clean up. While much of Glorantha can be dusted off and published, Malkionism needs to be completely re-imagined. That takes time.
I suspect the root of that lies in the twin facts that we are a society of 21st century humanists recently emerged from a thousand years of monotheism. When we are told the Malkioni, then, are "rational, materialist, and humanist" (Guide to Glorantha p. 48), and then label them with the term "atheist," we immediate read these terms from a modernist viewpoint. We assume the words must mean what they *now* mean, and thus that the Malkioni "proceed by reason and logic, support the theory that nothing exists other than matter and its modifications, and believe that humans can lead ethical lives for the collective good without believe in a presiding supernatural agency."
Ladies and gentlebeings we have just described the United Federation of Planets, not the Malkioni.
Because the Malkioni are "atheists" only to the extent that they worship a single Invisible God who is "the god beyond the gods." That right there sets fire to our modern interpretation of "atheist" (and unless the Invisible God has a body of some sort, materialism too). As for being humanists...riiiiiiiight. Tell the Brithini that. The closest we get to our definition of humanism are the Hrestoli, and even they still have castes. We are talking about a society dictated by ancient immutable laws, handed down from divine agency (Malkion is, frankly, the Prophet of the Invisible God). So much for delusions of humanism in the 21st century sense.
The other side of this was the Medievalism of RQ3. There was a series of commercials in my childhood about Reese's Peanut Butter cups. The gag was that somehow someone gets a chocolate bar in a jar of peanut butter and discovers it is delicious. "You got your chocolate in my peanut butter. You got your peanut butter in my chocolate." Well RQ3 was "you got your Pendragon in my Glorantha." It was inevitable, of course, that when you bring monotheism into the mix people will immediately go directly to the Middle Ages. This is the only monotheism most Western people know. I expect that if RQ3 had been written in Dubai or Damascus the Malkioni would have looked like good Muslims instead.
But the Rig Veda, which is legitimately Bronze Age, also preaches monotheism, and Vedic priests look a great deal more like Malkioni "wizards" than Medieval clergy ever did. Here again is a society with a caste system, built on immutable laws handed down from the divine. The concept of the Vedas sounds a lot like "The Abiding Book" as well. I mention this because Greg did. In "White Bear and Red Moon" Greg spoke of the Bhagavad Gita, which is the quintessential expression of Vedic monotheism. He didn't mention Malory. But RQ3 gave us Malory instead of the Gita because it was what the audience knew.
Starting with the Guide, I think Chaosium is moving the West back in the right direction, but there is a LOT of damage to be undone. Personally, I would rather they take their time and fix it, rather than rushing something out.
+
Sorcery is terrifyingly powerful...IF you have a great deal of Time. But surely this makes sense? Rune Magic descends from outside of Time, and spirit magic comes from beings loosely bound by it at best. A form of magic initiated by mortals, from inside of Time...should it not then be inexorably bound to Time then? The greatest spells should take ages to cast--and they do--because it is magic bound by the laws inside the Compromise.
If you want speed, get a god. If you want independence, practice Sorcery.
Jeff Richard:
Yes. And one must think about how this works in the setting. The Malkioni are largely confined to the western coasts of Genertela and the northwestern coast of Pamaltela. They used to be dominant in Jrustela as well, but that's gone. Their magic is powerful enough to maintain their strongholds, but it is their social cohesion that makes them powerful. The Malkioni system of four specialised castes allows them to punch well above their weight.
Magic-wise, they are typically surrounded by a hodge-podge of Orlanthi and Hsunchen peoples, plus some Elder Races. Their empires have been marked as much by their opportunism as by their magical power - it was not until the later Middle Sea Empire that the God Learners had the
resources to really play around with things, and I think that had more to do with the huge amount of resources they had at hand.
Their large political units tend to be far more stable than the Orlanthi, and less inclined towards cycles of rapid expansion/collapse/rapid expansion than the Yelm/Lunar empires.