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  2. We may need to split this topic into Fact and Fiction categories. I can't imagine a Gloranthan campaign that couldn't gain something from David McCaulay's Pyramid, as just one example. Or Nick Hunter's Daily Life in Ancient Sumer.
  3. Hey, it's just my opinion, Bill. Your mileage will no doubt vary. And I said it might have been a matter of writing style. Beagle is just an author that doesn't appeal to me very much. I'm very picky about what I recommend because I'm a little embarrassed about some of the crap I read as a kid that I thought was just the cat's ass back then. Just two examples; 'Mack Bolan' and 'Gor' novels, ok? 😣 Let's just say I've become more discerning since then... But you have to read a fair amount of stuff you don't like in order to decide what you do like and why your opinion is the way it is. I'd still recommend avoiding Mack Bolan and Gor though... hehe
  4. My contact with D&D lore was through ADHD 1st edition, which no longer had such discrimination. It also had the dreaded half-elves. Revealed Mythologies is the best collection of such snippets. Add the description of Arolanit in the second volume of the Guide, the snippets in the God Learner Maps, and you have pretty much all that was officially published. There is quite a bit more in unpublished stories by Greg, but those were produced in a very small print run as rewards for 1000$+ backers of the Guide, or some of them auctioned off as single copies of ring-bound photocopies at conventions. Given how much I paid for my copy of Hrestol's Saga, that backers reward was a steal. I own German translations of the red and light blue Moldvay boxes, but never played those. In the mid eighties northern Germany, playing the Moldvay boxes was akin to playing DSA (the first and second editions, nowadays The Dark Eye), and not that well regarded by the D&D and convention grognards from the late seventies. Were these in the rules, or did they appear in scenarios? Not published as the complete setting, but plenty high quality locales. Check out https://www.rpg.net/columns/designers-and-dragons/designers-and-dragons13.phtml The setting of the Riftwar era could be reverse engineered from a combination of those products and the novels by Feist. There is a wiki: https://midkemia.fandom.com/wiki/Midkemia_Wiki To be honest, I never played either. The only such game other than rogue-like ASCII questing (mainly Nethack) that I ever played a tíny bit was Betrayal at Krondor on someone else's computer (still was using my Atari ST at the time). I did play the original Warcraft.
  5. That was simply a 'game balance' issue. They wanted magic swords to belong to Fighters exclusively because originally magic swords tended towards having special abilities quite often, making them the fighting man's magic staff. It owes more to Hammer Horror films though, as that was the original inspiration for the first cleric PC. The Bishop stuff came later. Elves came from Three Hearts and Three Lions (soulless beings...hence elves originally being unable to be revived by raise dead). Is there a good source for Brithini lore? I can only find fragments of them here and there. OD&D had hobbits! At least in the early printings. And Balrogs. But also robots! And of course lots stolen from John Carter, Green Martians and White Apes. There was a Midkemia rpg setting?!? Where/when was that? Yeah, agreed. It's a case of the child having greater influence than the parent. Everyone can learn spells...check. Everyone can learn skills...check. Good call!
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  7. I don't know, but in my games life, death, time, causality, all these things become less clear the deeper you go. Certainly if you quest back to before Death came into the world, it makes no sense to die. Again, don't take my musings as anything official.
  8. I was just responding to your post above about needing to die to learn self-res. For all we know reading that story, he already knew how to self-res. As to death in other worlds, is that still canon? I don't have the G2G so I don't know if its spelled out there, but I've not seen anywhere that that is how things work these days.
  9. Dying in a Heroquest or other powerful otherworld ritual isn't necessarily the same as dying in the middle world (often, or usually, it is, but there are exceptions). More to the point, there is already a cost ascribed to learning a shamanic ability, "Kolat himself will dismember him, throwing his spirit to the Seven Winds so he can be remade" is just a narrative for the process.
  10. Yeah, but until we get rules for those power I'm stuck using shaman powers. I imagine that a lot of the shaman abilities will be things you can gain via heroquesting, so there will be overlap (spirit affinity, spirit sight, soul expansion, self-resurrection, etc definitely seem like they are probably going to double up). But yes, Shamanic self res starts out taking a season and the more you invest in it the quicker it goes. It also might cost you a ton of POW to use, depending on how you die...like destroying a shaman's body would probably make it impossible to return (unless you only have to heal the fatal wound, not your entire body).
  11. Sure, but it wasn't clear that that was the power he was going for? Did he have to spend POW to heal himself? If that is what is necessary to learn ability X, what is necessary to learn Soul Expansion? Spell Barrage? etc, etc, etc. Your initial battle with the (Bad?) Man doesn't require anything like that.
  12. Thanks Rick. I assumed you would have planned a second printing to last for a while. Let's see how long it will take me to cave...
  13. If you want to self resurrect, you probably have to die to learn how to do it.
  14. Not ok. I've been called out for that, correctly, but I still despair about Orlanthi hoplites. Orlanthi in conquered or imitation hoplite armor are acceptable, although their magic and heavy armor don't gel that well. I am a representative of the grumbling grognards, really. I am mightily irked at "don't use land-locked Vikings any more" when we get "use land-locked Achaeans" instead which makes about as much or as little sense, and it doesn't make sense for a culture that has been described as non-Greek (aka Barbarian) until the most recent re-phrasing as "bronze-working tribal chiefdoms" in the Guide. Greek parallels are fine for western Peloria, which even has two large lakes and navigable rivers to play around with penteconters. Glorantha doesn't have any parallel for the Mediterranean (any more). The Homeward Ocean is aptly named for the sailing conditions it offers. Its real world parallel could be the Indic Ocean, but not the Mediterranean where triremes could opeate in fair weather. Don't get me started on ram-armed bird-headed penteconters for Wolf Pirates originating from Ygg's Isles when the ancestrally neighboring Loskalmi have long ships and knarrs for their sea transport and warfare...
  15. Well, if you like income ranges as a function of pay (the latter rounded off to the nearest £0.5), you probably also want to round off a bit the income range figures too. For example: (of course, instead of 451-650 and 651-850, you could write 450-649 and 650-849, and so on).
  16. See that's a really cool story. There are a lot of choices and decisions I don't get (for example, why does he have to die to get a new power?) but sounds like a decent adventure (is discorporating really done with just a Rune Point and a Meditation roll?). Anyway, it would have been great if something like that were in the rules. Since it isn't, we can't know if that is how difficult this sort of thing should be or if it should be easier. Like people could base their stuff on what you wrote but that would be just your take, not necessarily the intended take for the game/setting.
  17. Self-resurrection is already a thing, Asborn Thriceborn has it in the Gamemaster Adventure Book, it's a Heroquest power. I would be reluctant to make it something that any Rune master can easily get. Unless the basic version is less useful than the Heroquest version, I think shamanic self-resurrection is quite slow isn't it? Whole seasons or something like that?
  18. It makes sense to me, since we know that Extension requires a Rune Point pool dedicated to maintaining it. Without the RP backing up the spell, which are moderated by a CHA stat, which maintains a connection between the middle world and the god world, it drops. On the other hand it may be a legitimate move for a community that is facing annihilation to use up their Wyter in a last desperate move. Harrek's killing and binding of his god is a little like this. He might have sacrificed his community's wyter as part of achieving that. It's clearly an unusual move, though, and not something that normal, healthy communities do regularly.
  19. I recommend Tekumel too, and Tomoe Gozen. I have found myself returning to Philip Jose Farmer's somewhat obscure pair Hadon of Ancient Opar and Flight to Opar. Straightforward adventure books, but the primitive Khokarsan empire at the dawn of man is exceedingly well drawn and will provide some inspiration. It was originally intended to be a longer series, and there have been a couple of follow-ons written later by others (I was less fond of those). I thought those two books worked well enough alone. For Heroquesting with a British flavour, I'd recommend a look at Robert Holdstock's Mythago Wood. It spawned a longer series of books, but at the time I thought the first one was the best.
  20. Sure...if I wanted to do homework to fill in the gaps of the game system I'm trying to use, I could do that. But since I see no value in those experiences as it relates to playing a game, I could just as easily read the history of WW2 or a cook book. I shouldn't have to try and 'make it up'. The mechanics should be there if it is part of the game, or the system shouldn't include it (wait for our Shaman supplement!). But inspiration or not, none of that actually dictates the rules we use. Humans don't have POW that they sacrifice to gain the ability to throw lightning bolts...it's a game mechanic. I want the game mechanic. I don't care what the writer's inspirations were or their beliefs. I also don't agree that real shamanism is as you describe, but that's a different topic for another discussion. That involves interacting with one's beliefs (i.e. that there is a spirit world, that there are spirits, etc). That is traditional shamanism. That's great that that's how you do it. I and my players are playing a game however and we want the rules that govern those interactions. If its strictly roleplaying, that's fine (though why have social skills?). If there is a standard format for those interactions, then that is also fine but it needs to be spelled out. Essentially what I am getting at is there is a hole in the game system that shouldn't be there. Whether we plug it with something or not is us to us, but I'm not going to try and plug it with someone's belief that they had an out of body experience unless it somehow comes with mechanical connections attached. Battle Magic has no analogue in historic inspiration, yet it works just fine. Characters are ridiculously fragile compared to real world trauma, but that works okay too. The writers can use whatever inspiration they want, but none of that maps directly to game mechanics except as inspiration. Even if I believed in gods or spirits, I wouldn't expect the game mechanics to reflect my beliefs about how those things work (because that would mean we are playing a world devoid of flashy magic and monsters and that's boring). So what skill does he roll against when he gets there?
  21. My Pinterest stream has coughed up the goods again. More figurine busts. The page has pop-up pics so it's a faff to link to the particularly relevant ones, I'll leave you to look at those that take your fancy https://www.planetfigure.com/useralbums/busts-2.733/view But to give you an idea, my mind immediately named this, 'Shouldn't that bear be white?'
  22. No problem. Thanks for the extensive feed back! Just adds to it I would imagine. There are lots of threats out there with POWs higher than 21. It would mean that eventually Rune Levels are realistically the only threat to each other when it comes to magical attacks, but that is kind of the case now. Do you think that is too strong? Of all the abilities, I think Magic Attack and Defense are some of the weakest. I hardly see many players sacrificing for more than a level or two of the power. That's a good idea. Where would you put Discorporation? 2-3 or 4? Yeah, I hemmed and hawwed about Allied Spirit but ultimately valued it as less than some of the other powers. Why? Allied Spirit is a powerful spirit, but in general it is not that much more powerful than any bound spirit. Any character could, long before mastering even a single skill, pick up the Spirit Spells create a spirit trap and bind a spirit and then start binding away (yes, they have to sacrifice POW and all that, but still). It's the old way of getting bound spirits ala RQ2 and its available pretty much at character gen or shortly after if you are willing to pay the price. So baring that in mind, Allied Spirit felt less powerful than other potential abilities, certainly less so than Magic Resistance or DI. I suppose I could break down steps 2 and 3 but...I'm lazy. That's mostly correct. I intended geese to be selectable whereever fine sacrifices are sold...er, I mean, whenever you sacrifice points. So perspective RL masters a skill, worships, gains a free ability, sacrifices 3 POW for 2 extra abilities, takes a geese and then sacrifices 1 Dex for a third. Next time they Master a skill, they will need to sacrifice 2 attribute points for additional abilities (unless they immediately take a geese). That was my intention. Yeah, that's fair. Though sacrificing POW to raise a different characteristic felt like a fairish trade (like sac 4 POW and take a geese to increase another stat by +3...depending on what you are raising that seems pretty potent). The problem with having it increase species max is that species max doesn't really impact other stats the way it does POW. You never roll to improve a stat by comparing it to your max ala soul expansion. I mean it would allow you to train higher but that feels like ultra weak sauce. I suppose I could shunt it down to the 2-3 level to make it more appetising. That's a VERY good catch. I hadn't thought of that. Yes, I would allow Permanent rune point loss in place of POW loss. I also like the 13th Age Glorantha idea of gaining bonuses from your allies giving you a proper funeral and all that as you fight/slip out of hell. To me it is social because it involves you being able to lead services rather than passively attend them. Well, I can see someone skipping 'teaching spells' for something else at step 1. The other powers are great, but things like soul expansion, spell extension, and spell barrage are darn powerful (in my mind). However, if players don't choose those options, it's fine. It's just there for people who want them/are willing to sacrifice abilities. As I said above, an advantage of this house rule is that you can use published material and this rule without any problem because you just assume published RL took the easy 'trad' route instead of bothering to sacrifice for anything additional. That's an interesting idea. Would require a tremendous amount of work though. Also very good idea. Yeah I intended to do a separate Road to Priest post to handle them. Maybe fold some of these ideas into that (like allowing Priests to gain certain more magical powers more easily). Yeah, I was surprised at how lame Spirit Defense was. No where near as useful as Spirit Armor. Thanks for all your feed back! I will edit the post accordingly when I get a chance.
  23. Kloster


    I'm going with 'bee', but with a shorter sound (I'm french). For me, 'PAH-vis' (ditto). Same for me.
  24. Firstly, Wyters of a military regiment should be casting those spells! And, I'd probably have it as part of the High Holy Day ceremony, in which the Wyter casts the spells and then, during the same ceremony, the initiates etc refill the Wyter's POWer. Secondly, it makes absolutely no sense to me for a Wyter to not be able to cast Extension - just because it's OTT/OP. If there's an incredibly awesome reason (or mechanic) that makes sense, I'd be all for it. But, the above 'arguments' don't provide that. We have Crimson Bats, and Harreks, and Jar-Eel, and Argrath... and the Lunar Colleges of Magic, and Argrath's Sartar Magical Unions... using the Wyters in the way described above seems perfectly in line with what's happening in Glorantha these days.
  25. Not clear what you mean. Are you talking about Humakt and Yelmalio Gifts?
  26. I agree that it's sometimes hard to distinguish between "Here's something gloriously over the top that is obviously intended" (Terrors section of Bestiary), and "Here's something over the top that you could do within the rules... is that intended?" (Wyters with Mass Extension).
  27. My buyer pulled out - I don't blame him, because the shipping costs to send this from the UK to North America are pretty large (actually due to the size rather than the weight). So this is available again. I've got it here now and checked it all over, and it's all fine with nothing broken or missing.
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