Subject: RQ Discussions 13 Distribution Date: June 13, 1991 Whoops! Thought I'd mailed this out. Sorry folks... ====================================================================== From: runelord@nacjack.gen.nz (RuneLord) I've been in Glorantha obsession phase for about the last week piecing everything I know about the Dragon Pass region together. I have been on the brink of restarting by RQ campaign (exams, holidays, and one really disruptive player put pay to it round the end of last year). The pieces from Martin Crim have been absolute GOLD! (Thanks martin - don't stop!) His history of Garhound answered a question I have wanted to know for ages - ie. what are the tribes of Sartar. From bits of Wyrms footnotes I knew of the Colymar, Malani, Aranwyth, Maboder, Telmori, Kheldon, and Aranwyth, and I found the Garhound references in the Pavis boxed set. The Telmori and Aranwyth are mentioned in the Sazdorf section in the esteemed Trollpak. I hope they re-release that for RQ 3. My campaign date is around 1612 (unfixed at present) and I want to play through the attack on the Altar of Orlanth Victorious and Starbrows rebellion. To do this I have had to try and figure out where the lands of the Sartar tribes are and where the altar to Orlanth Victorious is. I've managed to narrow all those right down. I was hoping someone (martin ?) could elucidate further. Apple Lane for the border between the Colymar and the Malani. The Malani tribe (along with the Torkani) are members of the Jonstown confederation of tribes which probably also include the Culbrea and used to contain the Maboder before the Telmori wiped them out (all though not to the last man I note). The Torkani undoubtably occupy the land named Torkan's Vale and Torkans Last Fort (found on the Dagori Inkarth map). The Aranwyth are to the north of Sazdorf while the Telmori are to the north (in the Wolf hills and there abouts probably). The Altar in question in on Culbrea land and is near Sazdorf Hill and Two Pine forest (also on Dagori Inkarth map). The Culbrea took the heaviest losses in the 1602 fall of Boldhome. >From all the above I would say that the Colymar on the west side of Apple Lane with the Malani to their east. The come the Culbrea at the foot of the hills leading into Jonstown. Further east come the Torkani, around Torkans Vale, with the Aranwyth further southeast of them, near the town of Toena. The Telmori I place just north of Sazdorf bordering on Torkani land and also that of the Culbrea. The Telmori are said to consider the Altar in question part of their hunting lands. This was stated around the same time the Maboder were massacred and has been a sore point with the Culbrea since. The Kheldon I would place further south yet close to the other tribes mentioned. As far as sizes go, the Colymar number 6,500, the Malani 3000, and the Culbrea 3,300 (taken from Wyrms Footnote Sartar High Council excerpt). I would also like to know the population figures for the towns et al, of Sartar as from this I can estimate Lunar troop concentrations. It would appear to be standard Lunar policy to have one soldier for every able-bodied male of fighting age (from the Pavis information). I use the rule of thumb that 1/4 of a tribe are male and capable of war. I know that 11 companies of soldiers and 1 of magicians were sent to raze the Orlanth altar. A company of magicians is stated as being 100. I don't know how many soldiers comprise a company. A lunar regiment is 1000 men and in Pavis, where they were short of full companies (750 men) they would divide these into 3 loose companies, each of 250 men. So I would gather a company of soldiers is somewhere between 100 and 300 but exactly what I don't know. 250 does seem about right. Pimpers Block and Moonbroth have garrisons of 500 men which would be 2 companies. Corflu is said to have 1000 soldiers garrisoned there or 4 companies. The lunars seem to like a mix of hoplites (marble, jasper, beyrl or ruby phalanx) and thunder delta slingers along with redlands cavalry, infantry from Tarsh (Furthers or Bagnot) padded with local mercenaries such as the Grazelanders or from Northern Sartar (which tribe I wonder ?). The eleven companies sent to sack the Altar are all dispatched from Jonstown and would be a fair portion of the garrison there I would guess. One little thing I noticed in the Elder Secrets box. Take the Jonstown booklet and read Minyarths commentary to the Lord Harsax of the Culbrea. Now read only the underlined words... useless as information but a cute idea which could form a nice scenario hook some time. So, all you Glorantha-philes, get to it. I know Sartar pack is coming out soon but my campaign will start before it gets to NZ and I want to know as much as I can to be as authentic as possible (and also because I just WANT to know). I don't want to run something that then jars with the "real story" if you catch my drift. I want my Sartar campaign to be the best I can possibly do, but then, doesn't everybody :-) TTFN, RuneLord. (c) 1991 Paul "RuneLord" Heinz email: runelord@nacjack.gen.nz ====================================================================== From: Tim Leask I was also wondering how people using socery in their campaigns have managed to handle the problem of sorceror's running around with lots of long duration spells up all the time, and how you deal with the problem of dispelling magic across different spheres of magic. e.g. Neutralise magic seems an appropriate spell for dispelling sorcery, but what about spirit(battle) magic and divine (rune) magic. Recently in a campaign I'm playing in, we found an ancient Orlanth holy site which was protected by a 4 point warding. An apprentice sorcery in our party spotted it with his permanent mystic vision and cast neutralise magic - intensity 12 and blew it away. Now for a non-sorcery to do this you would need Dispel Magic 8 (not very common to say the least) or Dismiss(?) Magic 4 (even less likely). Another big problem that exists is that sorcery spells are extremley difficult to dispel for anyone but another sorcery. The sorceror in our party is particularly fond of casting palsy of intensity 6 or higher. This effectively maims a location and seals the wound for the victim - since he cannot heal the limb as extremley unlikely to be able to dispel it. I had a tentative idea for handling the dispelling problem by saying that each point of dispel magic neutralised 2 points of intensity and that for each two additional magic points expended when the spell was cast would neutralise a further one point of inensity. So a PC with dispel magic 2 could neutralise the Palsy 6 by backing in up with an extra 4 magic points. As for sorcerors dispelling non-sorcerous magic I think this should be twice as difficult as dispelling sorcery. eg. 4 points of Rune Magic counts as 16 points of intensity and 4 points of Battle magic counts as 8 points of intensity. Any comments, suggestions, alterations gratefully recieved. Note- this is a quick fix off the top of my head so go easy on me guys. cheers Tim "before whom even the Crimson Bat Trembles" Leask ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. 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