davecake

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davecake last won the day on September 1 2016

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About davecake

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    Lhankor Mhy
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Converted

  • RPG Biography
    been playing RuneQuest in some form off and one since the mid-80s, been a fanatic Glorantha fan for the same length of time. Also play many other RPGs.
  • Current games
    Mostly Glorantha, in all its forms.
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    Perth, Australia
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    Lhankor Mhy Sage according to MOB. Or is it Irripi Ontor?

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  1. Lanbril is supposed to have stolen from his kin and then been banished by Orlanth. A hero quest where he is able to steal some powers from other Orlanthi deities and then is banished when eventually caught?
  2. I suspect Foundchild is like Odayla/Serkos. It's not that there is no shamanic magic associated with, rather that it's practiced by shamans who got their shamanic initiation via another spirit society. Most of the time Foundchild hunters require only their own simple practical magic - when they need something more, they go to a tribal shaman of a different tradition. Practically, it's difficult to have both the strong connection to the otherworld required of a shaman and the intimate awareness of this world required of a master hunter.
  3. Seven books is incredible (and of course, that's not everything in the Chaosium pipeline - there is Ian's work, and all the stuff for other settings). And it certainly sounds like we are due for a bit of a torrent later this year (well, probably two big chunks as the two game systems drop, and a little bit more). But it also sounds that there is no Gloranthan work being done where Chaosium is acting as editor on work done out of house?
  4. A few comments on Pamaltelan myth: - there was clearly a period in which the Doraddi and Artmali had significant peaceful interaction, and there was some mingling of myth, but it's mostly obscured by Doraddi revisionism now. I think Peter overstates the case for them being entirely separate somewhat. - Doraddi genealogy is explicitly a bit unreliable, and the myths about Enjata Mo as the wife of Cronisper/the dead sun are Doraddi myths. Don't read them too literally. - I suspect Doraddi sky lore is likewise pretty dubious and inconsistent. Balumbasta as the Red planet might be one of things that is widely known, but maybe not important or particularly true. Mostly, it just doesn't matter much to them - sky lore isn't a particularly big deal to them except in the myths about the dead sun and the sky witches, which is much more important to the Artmali. - if Cathora is indeed from the Fralari people, and this is a reference to the carnivore god, then this is much much more likely to be a reference to the Pamaltelan fiwan rather than some wild connection to Genertelan telmori etc. Now I say it, its kind of obvious - the blues certainly seem to originate in southern Pamaltela, and the fiwan are the only non-Doraddi there. The Westerners (which could be the Vadeli, maybe even when they were still Viymorni) would of course recognise the fiwan according to their own divine taxonomy. As to what exact species of carnivore people, who knows. There are some nasty ones, such as the Crocodile-bear (andrewsarchus).
  5. And that Crown of Yamsur thing, the fake Yamsur in Sun County also has a fake Crown. It implies nothing about any other Crowns of Yamsur unless you want it to.
  6. I think the answer to the Yamsur is Yelm so Sun Bird is Vrimak question, and the Durbaddath mastering Basmol question is roughly the same - if you can prove it through hero quest, it is true (for you at least). Someone else may later disprove it, and that will be bad for you. But both seem good enough to give it a try, and could be the core of a wonderful scenario. Though Basmol is a pure animist Hsunchen tradition, not even native to Genertela (and not with a natural mythic connection to a Pelorian god), so it could get weird. There is the Heortling myth of the War of Beasts, in which the gods war with the Serpentbeast brotherhood to despite which beasts are spirits or gods - it might not be canon, and given you'd then be mixing three mythologies you are way off in experimental hero quest territory. I suspect Basmol and Basmola are not really differentiated in the tradition.
  7. I think the Water Rune is mandatory for merfolk in part because we know of no gods they worship without it. But there are gods with other elemental connections (eg Darkness for Wachaza). The Air connection is a tiny part of the self for most mermen, not something they connect to in personality or magic. Beast folk I would all give the Beast Rune, but others may change. The Beast Rune I think is also used for their animist traditions. For a Minotaur the Beast Rune would also be used for their berserk rage, not all of them have Eternal Battle or Disorder just because of that one racial feature. Certainly I think centaurs can vary in elemental connection. Not sure if Satyrs have a range of Power runes that they can express through their magic songs, or if it's an animist effect and an individual Satyr can have multiple known songs, or something else.
  8. I don't think elves all have the Earth at all or that it's mandatory. It's just the most common elemental Rune for them, like Storm is for Orlanthi men, only more so. There are a lot of elven Earth cults, and the only even slightly common cult of any other element is Light. It might be a majority of elves that have it, but there is plenty of room for the minority (who might include any PCs). It's the only elemental connection for Aldrya, but also the most likely elemental connection for practically every other cult among the elves but Yelmalio. I don't recall ever hearing about a land Aldryami Water god or Air god. Though revering the rain or the rivers makes as much sense as the Sun, if they exist among the elves they are a tiny minority. Its also possible that not all elves have the Plant Rune as well - but not having the Plant Rune is what makes you Rootless. Which makes you a bit socially broken by elf standards, but it's again a small minority. Of course, the elves also have individual temperament. The Life Rune is the most common (again, the Power Rune connection for the Aldrya cult, which 95% of elves or more are part of), but there are killer elves (Babeester Gor worshipping), particularly truthful or deceptive elves, particularly communicative elves, etc. It's certainly possible that nearly the full range of Runic expression can be found in elf society - just very far from equally distributed, with a lot of runes found only in the Rootless and Renegade fringe, and the majority of Elves perfectly happy with Plant-Earth-<something else but probably Life>
  9. Chaos - you should never need to really run a Chaos creature in detail in most games, but just in case - all of them have the Chaos rune. By itself it is a Flaw only, with no significant benefit in most cases. But you can take a breakout ability describing a specific chaotic feature. Some species of chaotic being get a default breakout ability. Everything else varies by species - eg most feral Broos have only the Beast rune, Wild broos have another Rune that usually connects to their Cult. Scorpion men have the Beast rune (and can use it for charms, often self-transforming, from their Bagog spirit society), and other Rune(s) from their past life. And so on. Ogres are created like humans, but add the Chaos rune, and they can use it to Augment (but usually not have a Chaotic feature breakout unless they get it from one of their cults). It is also a Flaw that they must resist to avoid the urge for cannibalism and violence. Windchildren - have the Air rune, and can use it to directly cast magic including air charms or using it as an Affinity, plus they can also use it for flight ability.
  10. In general, I agree that combining race and cultural keywords into one works, rather than having a separate racial ability. Trolls, - I think most trolls having the Darkness rune works. It is also the main rune for most Kygor Litor magic (and is used by almost every troll cult). Their other two runes are as normal - 1 Power rune for Temperament, and a third rune,. Very rare trolls have access to a second elemental rune, usually as their third rune, but normally it is just a Power Rune and a third non-elemental Rune as normal. The Darkness Rune or the Cultural keyword can be used for darksense use. The Darkness rune can also be used for trollish sneakiness and also acts as a flaw for trollish hunger, and so on, even if the troll does not know how to use it magically. I'm not sure if trollish shamanism needs the Spirit rune, or if they can use the Darkness rune instead. Elves - they have the Plant rune, which takes the place of their Third rune. The Plant rune is the primary rune for Aldrya magic, and also elfsense. Aldrya cult shamans might be able to use their shamanic abilities through the Plant Rune by extending their elfsense into the otherworld, I'm not sure. Some other Aldrya cult magic is accessible only via the Earth or Life rune. Other elven religion mostly (apart from Flamal) does not use their Plant rune magically. Their Elemental rune is usually Earth, but may be something else more rarely - instead of Fire they may have Light, and Water or Storm would be associated with unusual plants. They never have the Darkness rune (unless they are Voralans, who are really different species entirely). Dwarves - Generally, they all have the Stasis Rune, and use it to cast Mostali sorcery, that usually takes the form of ritual or pre-prepared magic rather than spontaneously cast spells (see the Way of Stone in the Flintnail cult, which is a version of the Rock grimoire), and they have a caste based grimoire each. Silver dwarves might have access to a wider range of grimoires. I like the idea of there being a rune for each caste, but I've never seen a list that really works for me - some are obvious (Iron =Death, Rock=Earth) but some never seem to fit well - and also, it would effectively be the same as their profession ability I think. Note sure how best to handle this. They probably also have the Earth rune, but it mostly applies to their physical nature (eg their robust constitution, their earthsense), and their temperament, not their magic. Note that an average dwarf (not an Individualist or weird PC type etc) has maybe 1 single ability (their private hobby) that isn't based on their culture, profession, or runes, and even that is often just a specialisation. They are cookie cutters that don't find individuality confronting. Dragonnewts - they have the Dragonnewt rune. Crested can't use it for anything, but desire to increase it. Beaked can use it as normal to cast dragon magic on themselves. Tailed Priests can also use it as if they are Illuminated. Full Priests are beyond that - the closest we can get within the current rules is as if they are always heroquesting, and have a few levels of Mastery beyond most beings. Mermen - giving them all the Water rune as their elemental rune works well enough. Their third rune can be an elemental rune, but possibly only Light (not Fire) or Dark. Their magic is mostly theist, but they can have the Spirit Rune and learn animism.
  11. Yes, it is entirely possible the Artmali also had potatoes. I've never heard anything about anyone in Pamaltela having them in the modern era.
  12. Potatoes are Pelorian, yes. And probably introduced around the Blue Moon area, but could certainly be also popular in Spol. In Pamaltela the plants that substitute for cereals are mostly legumes. While bloodbeans, squaa etc have no direct terrestrial equivalent, we can assume they are mostly non-cereal grains like soybeans or quinoa. Sweet grass is a special case, again with no terrestrial equivalent (but not actually a grass).
  13. I think Mostali Tap without hesitation when necessary, and don't even really understand why others think it's wrong - individuality is an error, everything is part of the machine, you are just moving energy from one part to another. But Tap has a lack of efficiency, so introduces entropy, so is used sparingly by the good engineer - they don't hesitate, but nor do they use it as routinely as a Brithini or especially Vaseline would. I think the majority of Mostali magic is concentrated towards creating devices and manipulating objects, but not all. They are masters of enchanting, but still understand how to cast spells as needed.
  14. THe Morokanth Thumb isn't a game system specific thing.
  15. As a practical matter, if they do not eat them, why do they have large herds? What do the herdmen provide that means the Morokanth find it essential to keeo large herds? Do the herdmen provide food by other means (such as the morokanth using them to dig roots or similar)?