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  2. Two hero cults of Argan Argar follow. Unlike more expansive subcults, a character can join a hero cult by fulfilling the membership requirements, adhering to any cult geas or restrictions, and sacrificing for the hero cult spell, which counts as part of their main cult RP pool. EZKANKEKKO, THE ONLY OLD ONE (Troll Ruler God) Before he was killed by the Pharaoh, Ezkankekko, the Only Old One, a son of Argan Argar, ruled what is now Holy Country from his Obsidian Throne on the Shadow Plateau. He provided ruler magic to his administrators and sub-chiefs in the Kingdom of Night. But since the death of the Only Old One, these magics no longer function, a fact which cripples the unity of both the Kingdom of Night trolls and their former human allies, the Darkness worshipping Kitori and Torkani tribes. Ezkankekko has been reduced to a hero cult and provides a single spell: MEMBERSHIP REQUIREMENTS: Sacrifice a single item of iron. GEAS: Use no iron HARMONY RUNE SPELL CURE IRON BURN (Rune Magic, Touch, 1 pt.) When cast simultaneously with another healing spell to heal damage done by iron, this spell provides all the necessary magic points. ________________________________________________________________________ HUSBAND-PROTECTOR This Hero Cult celebrates the many Husbands of Ernalda. CULT REQUIREMENT: Be a Rune Level or Argan Argar, Orlanth, Elmal (or Yelmalio), Rozgali the Sea, or Vestkarthen (Lodril). Marry a Rune Level of Ernalda or Esrola CULT BEHAVIOR: Members of this hero cult always wear a wedding ring on their left hand. In the Holy Country they may claim the title “Sir.” DISADVANTAGES: Subject to all Husband-controlling magic provided by Ernalda. CULT SKILL: Yes Dear. SPELL PROVIDED: Dismiss Elemental (All Types but Earth) HARMONY RUNE MAGIC DISMISS ELEMENTAL (Any but Earth)
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  4. But it is ignorance and preconceptions, by the very nature of these beings representing how reality exists, and with no fellow human pov to reflect off it is a tramatic experience. Think of cthulhu mythos skill as a change of framework and religion. As your pov changes so drastically from the norm you are by all normal reckoning insane.
  5. Here are the subcults I didn't get around to statting out. Kelisara is a solid healer cult, so I should have done that one. Ganamar and Gultraz are a bit too specialized I think. GANAMAR THE THRALLMASTER (God of Overseers and Trollkin Handlers) Ganamar is one of Argan Argar's sons; it is he who keeps the trollkin in line and trades them between clans where necessary. CULT PERSONALITY SKILLS: Intimidating, Stern CULT SKILLS: Cow Trollkin CULT SPIRIT MAGIC: Demoralize, Fanaticism MASTERY RUNE MAGIC: Assess Trollkin, Command Trollkin, Enchant Manacles, Heal Trollkin, Increase Trollkin's Stamina DARKNESS RUNE MAGIC: Protect From Sunlight GANAMAR’S SECRET: Frenzy Trollkin ________________________________________________________________________ GULTRAZ THE SPEAKER (Goddess of Diplomacy) Gultraz is a darkness spirit who loved humans so much that she became their intermediary with the Uz. She and her cult try to smooth over conflicts between the two races and emphasize their common ground. Worshippers include nobles, heralds and other non-merchants who deal with Uz. CULT PERSONALITY SKILLS: Persistent CULT SKILLS: Arbitrate, Remember Precedents DARKNESS RUNE MAGIC: Act Like Uz, Eat Like Uz, Inspire Uz, Intimidate Enlo, Placate Uz MASTERY RUNE MAGIC: Appear Strong, Reach Compromise GULTRAZ’S SECRET: Shapechange to Uz ________________________________________________________________________ KELISARA THE SHADOW (Goddess of the Sheltering Night) Argan Argar's daughter spreads her cloak to protect the virtuous from the cruel burning light of the sun. CULT PERSONALITY SKILL: Merciful CULT SKILLS: Treat Burns, Craft Healing Poultice CULT SPIRIT MAGIC: Heal, Shimmer DARKNESS RUNE MAGIC: Banish Fire Spirit, Cool, Extinguish Flame, Fight Light Worshipper, Silence Sphere, Resist Light Magic HARMONY RUNE MAGIC: Exorcism, Healing Sleep KELISARA’S SECRET: Become Shadow
  6. If you just want to force majeur them out of your way, then you need overwheming power on both the Middle World and the Otherworld (sounds like Heroquest material, for all but the newest/smallest shrines)... Maybe you can bargain with an even bigger spirit, or some godling to wipe out the wyter for you?
  7. Yup, the whole reason why the Knight went after her was because there was no one else to speak of with a claim, so he figured he had a better chance of getting the land. I agree. This was partly due to the player misunderstanding some things early on and not fixing them later due to other distractions. In reality the wife worked that all out with the count a decade ago, when the PK followed through on taking on squire of the widows previous husband as a squire and getting him knighted, but the player missed it. The Count is planning of granting the land (Broughton) to the PKs son when he gets knighted in a year or two. As the PK in question is also Castellan of DuPlain, and has a enough to support himself, this shouldn't be a burden on the elder knight, who will be able to live on in semi-retirement as a Castellan. Yup. The only reason why the woman didn't do so was because the PK was a big hero in battle and helped to save the Count's life last year and was promoted to Deputy Marshal. . So right now she's wondering what's wrong.Maybe he has a battle injury that impairs his ability to do his husbandly duties? The reason why the PK acted the way he did was because of bad advice from the first player. Often my players try to help each other, and that's where they usually mess things up. In this participial case the first PK mis-advised the second, overlooking the differences in their relative situations. So both players should be in for some surprises next year! But, as per my first reply, I'd certainly let them avoid rolling on the childbirth table if that's what they want.
  8. Correct. In fact, other than the Widow's Portion (1/3rd), she has no claim on the previous husband's land even during her own lifetime, and even the WP is controlled by her warden/guardian/new husband, unless she has been widowed... thrice already, I believe the limit was. In any case, she would never pass on any of her husband's land by her own blood, since it is all about the bloodline. Any heir of the husband should be of husband's kin. Just to point out that this should be a tripartite discussion, involving the knight, the widow (and her guardian, looking our for her) and the liege of the land (often the guardian of the widow, too). Since the children are the ladies' best way for Glory and immortality, it takes a rather special lady to toss that all aside for children not of her own. Of course, if she is already past the childbearing age, that is less of an issue. In principle, non-consummation would be grounds for an annulment, too.
  9. My apologies, I had not realised it was such a touchy subject.
  10. The next update will be adding alternate runes (Plant, Mastery, Dragon, etc) followed by Encounters. Encounters will allow GMs (I.e. me) to add characters on 2+ sides of an encounter & track them during a combat. Because this is totally new functionality, it will probably take a bit of time and will need a bunch of testing.
  11. Slight miscommunication. If Lady X was an heiress and had no previous children and then married Lord Y, her first child would be her heir. If Lady X isn't an heiress, but a widow, then her children would not inherent the land, her previous husband's children would. Normally those are one and the same, but if she remarries I don't believe she gets to pass on the land. In both of the cases I mentioned the Knights are older knights who are remarrying older widows who do not have any living heirs. In the first case, an arrangement was made prior to marriage to make it easier for the knight's son to take over the land. In the second case the knight just remarried and his actions will cause some difficulties with his wife. In both cases the PKs actions will probably be moot as they are both on very good terms with the Count who can and will simply grant them both the land and smooth everything over. This was actually in the works for both knights but neither player has figured that out yet due to other concerns. It's what happens when the PKS spend several years away on campaign and don't get to tidy things up at court. Yup, except for the bit I mentioned about widows.
  12. Places I'm actually considering placing my next Glorantha campaign more or less in order (already done Sartar, Pavis, Lunar Empire, & Dorastor) 1. Esrolia/Caladaraland (Civil War) 2. Lunar Empire again but the revolt against Sheng Solaris 3. Fronela, War against War 4. Ignorance as a horror/Western 5. Fonrit but still haven't figured out the campaign hook Things I look for: 1. A clearly defined central conflict with a strong antagonist or group of antagonists 2. A wide variety of possible player cults/archetypes/origins 3. A community for the players to help/protect/get invested in
  13. Of course. Absolutely. Won´t share it. =D
  14. ... except that the eldest sons wouldn't inherit the lady's land. If Lady X is an heiress, married to Lord Y, only Lady X's children will inherit. It doesn't matter if Lord Y has a son from a previous marriage, that son is not of Lady X's blood and hence has no claim on the land. If Lady X dies childless, her family line (i.e. the family that the manor was granted to) is extinct and the land escheats back to the liege who granted it. Now the liege might re-grant it again to Lord Y's children, but that is FAR from guaranteed. Not to mention that robbing Lady X of her chance to have children of her own is incredibly cruel. YPMV, of course. Just to give an example: Lord Y has manor A he has inherited, and has a son Z from a previous marriage. Lady X has manor B she has inherited, and has a daughter Q from a previous marriage. Y and X marry. 1. If there are no children from the marriage, son Z inherits manor A, since he is Y's eldest living son. Daughter Q inherits manor B, since Lady X has no living sons, and only one Daughter. If either X or Y dies childless (Z or Q die before their parent), their own manor escheats to the liege. 2. If Y and X have a son W together, then son W will bump Q out of inheritance of manor B, since W is Lady X's eldest son, and hence inherits before daughters (Q). Z is still Y's eldest son and inherits manor A. If son Z predeceases Lord Y, then son W is the eldest living son of both X and Y, and inherits both manors. 3. If Y and X have a daughter V together, then Q and V split manor B, since they are both daughters of Lady Y, and daughters split inheritance equally. It is really not that complicated, you simply have to look at the BLOODLINES separately.
  15. Willow, your off to a good start. Some "teething problems" are to be expected with a new system. No GM get's it perfect all the time, at least none that I've seen. I know I goof up at least one thing each session, and suspect a few others that I fail to spot. To help a little, the £6 amount was the official amount from KAP3 through to KAP 5.1 or so. The 10 came in latter supplements where they went into a bit more of a detailed breakdown of the economics of a manor. Now a knight sees a little more income, but has higher expenses so it's mostly a wash. He just ends up with £1 to spend during the year on additional stuff, which is actually the equivalent of a typicality income of a peasant family. Raids, seiges, battles and other aspects of war are generally beyond the scope of what is considered legal. It's how nobles expand thier holdings and get more wealth. THat said, if things go "too far" a liege lord, such as the king, could step in and put a stop to it, at least for a time. It depends a lot of the relative power of the feuding lords, the king, how intense the fued is, and what else is going on. It's kinda part of the whole feudal structure. If the nobles didn't fight among themselves then they wouldn't need as many soldiers or knights, and the whole thing would start to change. Historically, once people started to realize and consider peace to be more profitable, kings switched to smaller professional armies and mercenaries with better equipment do the fighting while the commoners were left flourish and really make money. As for Alver's son, he would be a good choice to show up someday and want to clear his father's name or seek vengeance. It's classic adventure stuff, as you already laid all the groundwork for his actions, so the players will understand why he is acting the way he does.
  16. Well, it shouldn't really be out there yet. There is not a huge issue with you guys having it, but please don't promote it elsewhere, we are working hard to get this right before we go public with this
  17. Or if you want to make it a bit simpler... x1.7 in income = +£1 in bonus pay x3 = +£2 x5 = +£3 x10 = +£4 So Salisbury ought to be about £6. It doesn't really matter in that scale whether it is £5 or £6. Or if you want it to be something else. The Great Baron can easily afford to pay more to a Favorite Marshal if he wants to.
  18. My suggestion? Round the revenue to the nearest hundreds of libra (here, to £1600), then follow this table: It was obtained from the best Excel fit of the data provided, with this function: pay = 1.736 * ln(revenue) - 6.9625 In this instance the officer pay would be £5.8, or £5 16s. I don't know how this relates to any court costs, however.
  19. lordabdul

    Pronunciation

    Awesome thanks everyone!
  20. Morien & Atgtxg, thanks! My first few sessions were definitely spent feeling out the rules, and I made quite a few errors- Traits vs. Passions were a huge area of confusion for me. Income rules were really hard for me to find in KAP 5.2, and I think I got the 10lb figure off the old Pendragon forums, but kept the 6lb expenses. ( (Which is why Bersules was able to come up with 107 for the best feast ever.) I've updated my income rules in the Anarchy phase to be closer to BotE, but slightly more generous. Interesting regarding the Levcomagus stuff. I didn't realize that raids within the realm were considered legal. Anyway, it's 497 now, and Alver's son(s) is problbly all grown up by this point.
  21. We have HP Lovecraft and his Mythos but have not seen RPGs based or inspired by other writers. So for a CoC hack I present you Goosebumps and Other Nightmares based on the wrtings of R.L. Stine, where you play as children dealing with horror investigation. Of course there should be one for Steven King, Steven King and of course Clive Barker.
  22. but reading again page 154 i get "an adventurer can be exposed to disease in many ways. Disease spirits are the most common way" (implying not the only one) so even if the rules states that in glorantha bacteria, virus or genetics aren't disease sources, you can get one not only from disease spirits. If you get one from a source different from a disease spirit, at the death of the host a disease spirit is created
  23. Interestingly, that seems to be out of the window sort of in the new rules. In the example, Orlanth gives the beseeching charact a 6 point lightning spell (granted, they still have to cast it, but...).
  24. Is that in the book anywhere? Are there rolls detailed for it (as if you can't abstract it, it feels like you are forced to run a seperate session for the player every time they want to do it)?
  25. Looks really good. Want the book too.
  26. Start by removing the worshippers. Keep the priests away. This is much of the tactic used by the Lunar Empire in Sartar. Worship of a deity like Orlanth was banned. Those who tried were taken prisoner and sent off to work as slaves (or killed). Over a number of seasons this will begin eroding the temple defenses. Then apply powerful ritual magics. This might require multiple seasons and include heroquests to defeat the targeted deity. We don't really have specifics in RQG for these type of magics yet. A good example is in the old Cradle scenario (in RQ Classic Pavis book) where the Lunars created a powerful magic "chain" that went through the passing cradle and nullified its magical defenses.
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