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  3. I think on the spirit plane they do tend towards the Underworld, though perhaps those merely dormant don't go as 'deep'. Shamans of Aldrya exclusively visit the underworld, though I suspect for Aldryami the underworld begins at the top soil. My private theory is that they extend their elf sense into the earth, and then just go down.
  4. To my eyes they're more reminiscent of Shadowrunks rules for Adepts. Both let characters chose permanent powers, up to a limit based on Magic attribute in SR, and a skill/10 in Mythras. I remember seeing the idea of a skill that you can only learn once you've reach a high level in another skill in two games. Nephilim, where you need to have 90+ in a magic skill to learn higher level magic. Also Hawmoon's french edition, which introduced "bottes" in the supplement on France. Bottes reproduced duelists' special moves as attack skills that automatically applied a major wound to an opponent, with no damage roll required, and always with the same major wound effect.
  5. Thanks for reminding me of this fact. While the general idea is really nice and simplifies a lot of things – e.g. order in a Group Extended Contest and application of Multi Opponent Penalties to name just a few – I guess it will still take some time for me to get used to it. Coming from other systems, I still find myself caught in a trap looking for symmetry that isn't meant to be there, from time to time.
  6. There are many variation of the luck point system, almost each D100 variation has its own implementation... I guess the consensus seems to be ... while everybody like luck, nobody quite like the way it works (i.e. there is no common implementaion that is the general favorite)! So you are not alone... I guess you will have to experiment hey? As for me, I found the latest CoC appealing. Maybe not the starting luck value... (which I would arbitrate to, say .. 20+ pow?), but I like how it increase / recover (1 improvement roll after the adventure, which cost XP since I use XP) and is consumed...
  7. I just find the Luck rules problematic for two reasons. Firstly, especially when playing with the Pulp rules, they tend to dominate play. Players are constantly monitoring their Luck pool, and I chases the context of the game. I am saying this after running Masks of Nyalathotep for the last year using the Pulp rules. The game is less skill driven and slightly more metagamey as was pointed out above. Secondly, I felt they were a messy implementation. Luck used to be based on a character’s Power (POW) characteristic, which was cool to me as you could infer that Luck was a latent psychic or supernatural aspect affecting the character. Now, Luck is it’s own stat and has a curious way of defining itself in a non-simulationist way (how can ‘external’ factors be a measurable characteristic?). It’s also somewhat undermined the Magic Points - which are hardly used in the game by comparison. For me, it would have been a lot more satisfying if they had combined Magic Points and the uses of Luck in some way - maybe allowing players to spend Magic points for re-rolls, etc.
  8. All great things but I should be doing homework so just one flourish . . . Still trying to find the talar "ceremonial" weapons . . . it sounds like a Brooke thing but the source is as elusive as that original "Adventurism and Angazabism" quote. The cross is challenging but I do it as a saltire and make it more about alchemical fixation so we can recover the Greg bit in TOTRM 13: Crusaders are carriers of the [cross], an ancient symbol inherited from the mythical Kingdom of Logic, which existed before the gods destroyed the Old World. Prince Hrestol's initiatory experience was outlined in a secret map which was cross-shaped: from the central court he traveled to a test suitable for a member of each social class, then achieved the final challenge at the center to succeed at the initiation. When he returned, he bore the sword named Justice of the Ages, into whose hilt the [X] sign was cast. The [X] sign became an initiatory secret: a symbol of having achieved the salvation symbolized in the public sign of the triangle. [.'.] Only the ruling noblemen [!] wore it openly, usually as an addition to their personal coat of arms. Outsiders usually think that it is strictly a badge of office. This has the added advantage of telling us something about historical Hrestolism without muddling down into earthly religious symbolism or even the familiar Death Rune, although it's hard to fix an X on top of an orb. Maybe it's surrounded by "hrestol crosses" like the Sacred Heart! Anyhow maybe this is the year we Go West together.
  9. If we make it to the Downfall phase I'll take whatever happens! As for Anarchy, that's where I expect things will get janky for the players and their choices for all the reasons you describe. This is why I think utilizing and leaning on a Fellowship for the PKs makes the most sense. Speaking of which: If I am reading this right a bunch of Cymric knights from th Kingdom of Logres will have a starting Passion of 4d6+6... and maybe a little more if they already know each other. So my PKs would have a Fellowship Passion ranging from 10-30, with an average of 20! With the third bonus the starting values will average even higher. Does this seem excessive to anyone? There is a 50% chance a starting Loyalty (Fellowship) will never fail. And since the PKs will often be in circumstances to help members of their Fellowship out of danger, it seems like the Players will end up leaning on it a lot. Does anyone have experience with this?
  10. lordabdul


    Sure, but the difference is in how the change was brought into the world. Gloranthans would know if XYZ was "revealed" by (solution 1) this obscure person who just showed up one day and convinced the High Prest that this was true, or by (solution 2) a 10 year long campaign from a large faction of people who may or may not have acted in secret but, still, took 10 years to achieve this. I'm asking from world-building / adventure-writing point of view.
  11. I like it. Talars deal with the fluid and changeable symbolism of culture, rather than the unchanging nature of Law. The Brithini seem shocked by the quite martial Seshnegi talars, but that may be the lack of the proper Talar virtues rather than fighting per se. The Zzaburi have a taboo against blood spilling, though. It might have more to do with the proper domain of the zzaburri being the purely mental. And parts of it survive in each of the castes still has their own courts and system of law, plus the traditions of the various internal to the caste institutions like guilds, warrior societies, schools of sorcery, etc. The Western societies have the equivalents of separate martial law, canon law, commercial law, etc. And these separate caste societies live on with the Vadeli, who have been forced build up the dronar and horal sorcery traditions a great deal. I think Brown Vadeli sorcery is mostly descended from ancient dronar magic - the deceptive magic of the Telendarian school is mostly adapted from exploration and trade magic, they command various beast servants through ancient animal husbandry magic, they use a lot of magic that manipulates the physical world from craft magic, plus they have maritime magic as sailors.The Red Vadeli of course have plenty of straight up war and murder magic. The Vadeli mostly actually care about the letter of the law a great deal (they deliberately and joyfully betray the spirit of the law) when it comes to caste restrictions, their immortality requires it too. But there is nothing in Brown or Red Vadeli law to support organising the broad institutions to organise an empire - so they seem to organise their leadership via maritime laws, great Vadeli leaders of the modern era all seem to be Admirals. And they welcomed Hrestol as a judge because it was really helpful (with the yellow Vadeli already extinct before the dawn) to have someone who could easily resolve inter-caste disputes (Vadeli would refuse to do so because it would be usurping the talar caste role, and so risking their immortality). Note the Dara Happans use sceptres of Authority as well - Yelm has one on the Gods Wall. Apparently the Dara Happan Imperial Sceptre is in the likeness of Dayzatar. The Western use is probably more symbolic, perhaps a Mastery or Law rune on a stick? The third accoutrement of authority is the Orb, I think? At least is was mentioned in a few old sources IIRC (including mention of it being used a weapon like a shotput). In our world, this was a specific Christian symbol, the globus cruciger symbolising Christian dominion over the globe, but of course there a lot of things wrong with that in Glorantha! It may have been omitted from the Guide intentionally? An alternate symbolism is that of something like the Eye That Pierces the Veil that is the symbol of God Forgot? The Dara Happan Orb of authority this time seems totally different - their orb is a magical thing that hovers above the head of the ruler. Though it also gets referred to as the Orb Of the Eye.
  12. Is it possible to heroquest, to contact and receive power from gods in forms which have not experienced some godtime events? So could a heroquester bring the cult of Orlanth the murderer into time, premier owner of death? Or Eurmal the destroyer, from before the LBQ, the chaos god who stole death again and again, to wreak his malice and destruction by giving this power to yet another god? Or the fertility goddess Malia, from before she joined the unholy trio?
  13. Ooh, definately intesting. And I beleive $25 is less than they would have cost at cover price back in the day! How often does something like that happen!
  14. Nice art. Has a bit of a tarot card look to it. BTW, does this mean the text is completed?
  15. You are remembering wrong, in fact the game specfically states the opposite. Dame for Female Knight sounds like something from GURPS Harkwood. Pendragon never gave female knights a sepcfic title, and no female knights exist in any of the supplements. The closes we ever get to that are the guidelines for female characters and non-tradtional roles. In KAP5.2 page 33 we get the following (bold italics are mine for emphasis): Dame for a female knight is a more of a modern thing, to facilitate the modern practice of knighting people who have done some sort of humanitarian service or advanced culture in some way. SO now that authors, musicians and actors can earn knighthoods, they wanted a title to give to women who distinguish themselves in those fields. Traditionally Dame usually was another way to address a baroness. For Pendragon it would probably be "Sir". It's certainly very clear in it's meaning.
  16. The first script reviewed, link in the description. I'm really loving these creative ideas and this ingenious system!
  17. Kind of. As you probably know by now, I pushed my start date back quite a bit, so in one of the adventure the PKs had a hand in helping move Aurelius and Uther to Brittany in 443. Becuase of the way it played out some of the main PKs were injured earlier trying to protect Constans, and half of the group consisted of back up PKs - namely younger brothers. Once the group got to Brittany, Budec offered them positions at his court as bodyguards to the princes (after all, if they weren't loyal they could have sold the kids out to Vortigern rather than take them to Brittany). I had expected the PKs to return home to Salisbury, or possibly see a good thing, and stay with the princes, but they surprised me. THey passed the buck to Count Salisbury. Thinking as the Count I decided that he'd want the landed PKs back as he had too much vested in them and thier loyalty to lose them, but as for the second sons went, the Count considered that the contacts he would get with Budec and the princes would certinaly be worth loosing two household knights, and probably earn him the gratitude of those knights should they ever advance. So I ended up splitting the group. THe Salsibury knights were still the main PKs but the knights in Briitany formed the core of the backup characters. This did complicate things somewhat, as it made it harder to just use one backup character. But, since Aurelius and Uther were so important o the storyline,the split made it easier to come up with excuses to send the main PKs over to Brittany. The split alos allowed me to run a sperate adventure for the backups when real life cricmstances would leave us short a (key) player at just the wrong time. I ended up using the book of Sires and some quick rolling to help ensure the back up characters had enough "screen time" glory and skill checks to remain relevant and to present bits of story that happen overseas. Eventually the main PKs made a name for themselves during Vortimer's first rebellion and they decided to go into exile in 458 after hearing rumours that Vortigern was going to make them the scapegoats for the rebellion, and that put the group back together again.
  18. I liked it so much, I reviewed a second related item. I think you'll enjoy it, link in the description.
  19. Ah, I see. Sorry for the confusion there, I guess that would be appropriate by that definition, but the GPC never refers to her as such. I typically reserve Dame for female knights only, and I might be wrong but that's the only way I can remember the term being used in supplements.
  20. MYTHRAS with its many supplements - simply answer.
  21. Yes. Sorry about that. I meant Ellen. Thank you for catching that. In the King Arthur Pendragon core rules Common Terms and Abbreviations section "Dame" is defined as "Title for a woman that is equivalent to 'lord' used when the woman is the head of her own household." Since at the time in the campaign I was referencing Countless Ellen is now the head of the household I used Dame as a marker for her specific situation in the campaign.
  22. As you correctly state, the Anarchy has probably the greatest chance of going sideways, due to its very nature of putting the PKs into a position to influence the fate of the County. Do they support the Countess or do they try to seize power (for themselves or for the whole group?)? Do they pursue different foreign policy, advocating alliance to Saxons/Cornwall/Silchester/Nanteleod? Even Arthur's crowning pales in comparison, as they will probably just go along with what their own liege decides. And unless the GM does some serious work, the Downfall is probably also going to get decided by their high Loyalty Pendragon or some other liege. It is much rarer that a PK has Loyalty (Lancelot). However, they might very well have Amor (Guenever), and this might be a very good story reason for the GM to be generous with giving that passion out to PKs who wants it.
  23. Hey, all! Ya know, I don’t have a horse running in this race. But as a neutral can I say, that at 10 pages of possible bruised egos, fights and silliness this is quite a well behaved discourse. Bravo!
  24. I don't really have an answer to your questions, as I'm currently playing the only non-solo Pendragon campaign I've ever ran (by which I meant me as the GM and one player, not just me, though with certain tools I think that would be workable), and we're not quite to the Anarchy yet. That, and the war with Lancelot, and possibly the crowning of Arthur, are the only big points that I think could really lead to major disagreements, though I am likely forgetting at least some of them. I will ask if by Dame Elaine, you mean Countess Ellen? As far as I remember, the only Elaine mentioned in the GPC is the middle daughter of Ygraine and Gorlois, and anyway neither one of them are knights. I think the core book might waffle on whether or not female knights are referred to be "dame" or not (I think it had some other meaning at some point? Don't rightly remember), but I don't think that would be the appropriate terminology. I could be wrong on this, though.
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