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  3. Jeff

    Oolings of Asrelia

    Or they were a rejected name for the Esrolian Python. Which is more to the case.
  4. Given their nature as a large constrictor snake sacred to the Earth, it's probably are another name for/been replaced by the Esrolian Python.
  5. Yes, that is a risk with any OGL engine, and the more successful it is, like D20 or PbTA, the greater the risk that you will be playing in a crowded field. There isn't really a way to fix that. Ultimately, the HQ system needs more players, and I suspect that Ryan Dancey's original argument around the OGL of the network effect remains helpful for HQ to pull in more people. The more games there are that use HQ, the more willing people will be to play it because they have played other games that use the engine. I can understand there is a risk to investing if you can't protect your monopoly over a certain genre using the engine, but I think the trade-off with increased market size through OGL is worth it.
  6. Which is how it should be. In the societies that sorcery predominates, a tiny minority of the population are sorcerers, protected and supported by the rest of the population. In some societies, the sorcerers are a literal Ivory Tower, removed completely from the experience and problems of the rest of society, so that they might better focus on what really matters - rigorous logic and abstract reasoning! In others, to become a sorcerer requires experiencing the suffering of the rest of society, so that you might better understand existence. The most powerful human sorcerers mentioned in the Guide are of great age - Theoblanc is over 150 years old and those great sorcerer-warriors of Loskalm all did their studies during the Ban (when everything functioned perfectly - including training and experience gains). The God Learners accomplished their wonders through heroquesting as much as through sorcery - but their techniques are fortunately mostly lost.
  7. There should be one! :-) So if no one knows any, we could make one up. For instance, Seseine could be one of Uleria's daughters who didn't want to learn her mother's lessons. She focused on getting more power through lust and followed the Unholy Trio or was perhaps corrupted by them, or specifically by Ragnaglar. A myth could explain for example how Uleria tries to teach her the value of love, but her daughter fails to learn anything after each and every lesson, and the goes on to become more and more powerful through the use of carnal desire until she decides to abandon and betray her mother.
  8. Today
  9. One POW sacrificed provides access to one special Rune spell and all common Rune spells the cult provides. The ceiling on sorcery's return on a POW investment is higher, but it takes a while to get to that ceiling. Consider two adventurers who each have sacrificed seven POW for their magic. For a sorcerer with INT 18, this fills out their options for Runes and Techniques (2+one per point of INT above 13). Assuming no MP problems (having access to matrices, crystals, etc) they need one Technique, either Command or Tap, and then some combination of Elemental, Power, and Form Runes. Form's the trickiest, since they can't be intuited from an opposite. They keep one spell memorized, and any others dormant. They know no spirit magic spells. Their Free INT is 17. Let's assume they know Command, then Earth (intuiting Fire/Sky and Darkness), Air (adding Water), Spirit, Man, Death, and Truth. You potentially have access to a great deal of useful spells, such as Ward Against Weapons and Logician. However, that sorcerer will never be able to learn spells which require the Beast, Chaos, Disorder, Harmony, Plant, Movement, or Stasis Runes. The sorcerer has access to a broader range of spells than the cultist at this level, but still has some inherent restrictions on what magic they can learn. (The above sketch might not be wholly optimized for Runes known, but I think it gives a reasonable picture.) Let's assume, generally, that for a spell to be relevant you want a strength of 5. That leaves you with 12 Free INT for duration, one week. So your strength 5 buffs last for a week, and typically require oodles of MP because you're only using the Command technique. You could get higher through further investments of POW into inscriptions. Each point spent there is very inflexible--you're spending a point to get better at one thing instead of all of your things. It's a good long-term investment, but as said before, it's slow. Now, you don't have a cap on how much POW you can invest--a theist does, with RP capped by CHA (although enchantments, quibble quibble quibble--not worth it). Every week you cast Ward Against Weapons 5 and Spirit Warding 5. An average sword attack (1D8+1) has about a 45% chance of being prevented (5.5 average damage rounding to 6). An average ghost's spirit combat damage (POW 4D6, CHA 3D6, combined average of 24-25) is right on the line between 1D6 and 1D6+1, averaging 3.5 or 4.5. This is blocked by Spirit Warding either 60% or 50% of the time, rounding up both. If the incoming damage wins this roll, the sorcerer is taking full effect. Even assuming a sorcerer with very large inscriptions and spells, there's always the 5% chance to overcome (although this is loosely parallel to getting a critical success with weapon attacks). In contrast, a theist with an investment of seven POW has seven Rune points. They can use these to cast any of seven special Rune spells--not all of the spells available to the most common cults (Orlanth & Ernalda), but a substantial majority. The "good" ones, to a player's perspective, including the options from associate cults. They could choose to cast one at two points for a year, but then wouldn't have any Rune magic for that year. Not a great option, but Shield 1 for a season leaves 2 points left for common magic and isn't a crazy choice--free Countermagic against the first round of Befuddle or Disruption. They typically have a good chance of casting, with an absolute minimum of 50% (bottom requirement to become an initiate) and more likely 70-80%, based on adventurers I've seen in actual play--I've never seen someone make an adventurer with 60% or less in all of their cult Runes. The real difference shows up in combat. The theist can cast right away, and still make attacks in that round. The sorcerer has spells already cast. If this is a Boon of Kargan Tor with strength 4 (for 2 weeks, because you're not gonna use strength 5 for no benefit) that's giving +1D6 to attacks, average 3.5. The average sword attack referenced above now deals 9 damage--nowhere near enough to break past a parry, but enough to have decent chance of disabling a hit location on someone with 13-15 HP past good armor. But if the Orlanth cultist invokes Shield on SR1 or has it set up from Extension, that bonus is always reduced, instead of maybe (with Ward). I'm assuming no damage bonuses anywhere in this, and I'm assuming the sorcerer's not going to attempt casting spells in combat. I'm also trying to assume it's just one theist and one sorcerer. At some stage, the POW investment starts to favor the sorcerer, but this takes quite a while--probably, in my guesstimation, an amount of time after which the theist has become a Rune Master. Using the same seven POW as above, if a sorcerer wanted only Ward against Weapons, that requires 2 POW (Death/Fertility, and a suitable Technique). Add the other five POW to a WaW inscription, and you get strength 10 for a week. That still leaves the average sword attack a 30% chance to sneak through. And that's five POW that isn't contributing to anything else the sorcerer does; it's only contributing to how good they are at Ward Against Weapons. I don't think anyone's saying, realistically, that sorcery's ceiling isn't completely bonkers. If you've got a POW budget of 30 to toss around, you're gonna have a few really powerful spells prepped and have access, potentially, to a huge variety of spells. But the amount of time and energy for an actual gameplay adventurer to reach that stage is substantial. Hugely substantial. At the seven-POW mark, the theist's options are more consistent because they don't rely on the resistance table, and are more flexible due to the diversity of spell access. (That's not something I think I got into adequately above for the sorcery. Hypothetically, that sorcerer could know dozens of specific, useful spells. In practice, it's unlikely that they'll know more than INT, I figure, because they can learn at most one per season and must hunt down their spells from books and teachers, which seems more difficult to me than finding a temple, or one with an appropriate associated shrine. And I'll note that I've left out a theist's spirit magic entirely.) 1-2 seasons of time isn't an amount of time which can be taken as "for granted" by an adventurer. That's two adventurers in which something can go wrong, leaving the sorcerer dead. (I'd also note that Moonfire, IMHO, is an example of a badly written spell same with Steal Breath.) As mentioned above, I can't imagine that an adventurer would be created with only a 60% chance in their main Runes of use. Most adventurers I've seen use their 50 elective points to boost the relevant Runes. Also, several cults get to worship for RP multiple times a season. For example, Issaries has a minor holy day (for 1D6 on successful Worship) every Wildday which one of my players makes regular, persistent abuse of, trying for Spell Trading and using/selling Analyze Magic. Orlanth and Ernalda are both worse, thanks to their piles of associated cults and their better magic. I think the most important overall point is that while a sorcerer's potential is flexible, in practice they're very, very good at a couple specific spells, due to the POW economy required for making inscriptions. I think they need more POW than an equivalent theist does to become dangerous. At CHA 18, a Rune Lord has 18 RP. For a sorcerer with their Runes+Techniques filled, that would be 11 POW dedicated to inscriptions. That's probably two, maybe three spells boosted. They have the option of a pile of spells, but will only have a few set up for effects both powerful and lasting, and are limited for what spells they are actually ready to cast at a moment's notice. In contrast, the theist's potential is more static, and has a much lower ceiling, but within the same amount of POW spent, the theist seems stronger. The sorcerer only becomes certainly stronger, to my eye, once they've spent a fair bit more POW than the theist. The stage at which the theist begins to slow seems to me the point where the sorcerer's just starting to really grow.
  10. I don't know, but maybe the Malani had so many bad kings before that, that they now prefer humakti on their throne. However, it must be still hard to have a king or queen who places Truth way before kin and community.
  11. Pretty well? I'm not sure what niche you're looking at, there are always disaffected groups but the industry as a whole is stunningly healthy with no end in sight, really. https://www.gamesindustry.biz/articles/2018-12-18-global-games-market-value-rose-to-usd134-9bn-in-2018 https://www.wepc.com/news/video-game-statistics/ (compare to the global film industry which is projected at $38bn in 2016 up to $50bn in 2020.)
  12. The credits page lists it under "by or based on material by Greg Stafford," if that helps.
  13. We will release more news about future releases as soon as we have a stable plan. Our initial plans for 2019/20 might change because of an event I cannot announce yet. In any case the International Edition will appear before the Companion. The new edition of the quickstart, which highlights some of the changes in the IE, is almost ready for release in English.
  14. Except... that a beginning initiate gets to cast all of 3 spells about once per season... at around 60% chance. That includes any stacking... Compared to the beginning sorcerer, who can cast a few spells with ok duration, almost as many times as they want. The Rune caster is also limited in both number and type of spells that the sorcerer isn't as much. Sure, they can create a matrix, but otherwise they're limited to CHA in RPs (unless in multiple cults). In theory, the sorcerer can create as many damn spells as they want with the Runes and Techniques they have - including combinations... 1-2 seasons (depending on GM fiat, etc) can have that sorcerer casting a spell that leaves the Rune caster gasping in amazement... (Moonfire would be an example... but change the Moon for something else). Once you've learnt 3 Elemental Runes, you're really set for stuff no cult can reproduce (yes, I know... not 'reliably' unless you specialise - but even then, I'd suggest the sorcerer can come up with spells that help augment sorcery).
  15. According to the Book of the Drastic Resolutions: Darkness the Uz organize the Underworld in Seven Hells: First Hell, aka Dark Waters, ruled by Adzurana Second Hell, Realm of the Mother Night, ruled by his son Argan Argar Third Hell, aka Waiting Ground, Grey Hell, Outer Womb, ruled by Zurgoteg, the Darkness within Earth Fourth Hell, aka Inner Womb, is the Troll Paradise, ruled by Kyger Litor Fifth Hell, aka Burning Prison, Bright Hell, where the Enemy Bright Eye goes every night Sixth Hell, aka War Hell, ruled by Zorak Zoran Seven Hell, aka Ratslaff's Rocks, Boggle Range, Rokotor's Dungheap, Disorder Deep, Uncertain Realm, the last stand against chaos. The gateway at the lowest part is called Arrquong Beyond the Seven Hell is only chaos It's uncredited, but may be from Greg.
  16. Are there myth about Seseine and Uleria?
  17. Methinks you're deliberately ignoring many factors here. You talk of 'flexibility' of the average beginning initiate - while bypassing the POW sacrificed to cast all those spells. Once the sorcerer has sacrificed the POW for the Rune or Techniques, they can spend the season in learning any spells associated with them (obviously, with other Runes and Techniques as well...). All of the Divine magic spells are limited by the number of Rune Points you have available... and unless you're using Extension, they're lasting all of 15 minutes. What's worse, once gone, it's going to take a while to be able to cast them again (ie, regain the Rune Points). The smart sorcerer is going to inscribe most spells to keep Free INT at max (POW equivalent), and perhaps the occasional Spirit Binding Matrix for the MPs. It's amusing that you say Warding is great if you have a minute or 2 to spare... when that's your biggest objection to sorcery (time - although I'm not ignoring time to learn to reliable levels). And Protective Circle allows any protective spell cast on it to defend all within it (ie, your Spirit Block now does everyone! Each of the spells (except Multispell) you mentioned above have sorcery equivalents which don't suffer the drawback of being lost as soon as they're cast, and can be kept on 'permanently'. (sure, different effects, but still...). Sure, your chances of casting immediately after you've learned the spell are pretty sucky, but you can enhance that... and then, the next day, you can do it all over again with another spell which can last weeks/months... If they're tapping, then they can cast until the cows come home (an obvious reference to Broken Tower...). Even ignoring the augment and ritual practices, if you get it wrong, try it again a minute (or hour) later... Going back to spirits.... the sorcerer can (granted, the next round) take your bound spirits off you - and even have them attack you! Unless your attacking people of your own cult (possible with Sartar...). That's something no Rune Spell is doing - and certainly not Common ones! Given the melee round or 2, and it's also possible your Summon and Command Cult Spirit has just been made a liability! "a sorcerer will be able to respond to unexpected threats and common problems" Yes... and it's this "unexpectedness" that's largely at the core of this. I agree that your average initiate (and even RL/GT/RP) will have some nice flexibility of options for very little investment.... for the first unexpected threat... and maybe even the second, and possibly even the third... but once they've used up all their Rune Points for the season,, they're SOL, and the sorcerer is still casting away with full functionality. And the cruelty of Neutralize Rune shouldn't be under-estimated. Again, I'm not trying to dismiss Rune Magic, and it's certainly powerful. I'm just arguing against the idea that sorcery isn't very useful for players (which seems to be your stance), or that it's not flexible. (btw - is there a Runefix that makes INT part of the magic category modifier? It's just weird that sorcery is based off CHA instead of INT).
  18. Yeah, sorry for not specifying. Thanks for the answers!
  19. That's less of an issue with documents that are separated into books/chapters and verses, usually numbered. Being able to reference single sentences or at most paragraphs consistently has made exchange of biblical quotes a matter of a name and a few numbers in order, regardless of the format or even languae of the edition you are referencing. Frex, Plato's Politeia (aka The Republic) has been split into various books in order to allow references. Of course, there are such texts where giving the edition is crucial. The sharpened Abiding Books (introduced by the Malkioneranists faithfully continued by the Rokari) differ greatly from the original. More so than e.g. the Wicked Bible (referenced in Good Omens) which left out three innocent letters (n, o and t) from "Thou shalt not commit adultery"...
  20. Psst, you are trespassing on the secret plans of the miasmic hordes here! Back in 2000, Greg distributed a metaplot for the Hero Wars to prospective authors and content checkers. This had a really big and comparatively coordinated multi-pronged plan that had been started to be put in action. Multiple demigod-level agents of a new god would further the causes and lay the groundwork, with some initial efforts like the Kingdom of War and the Blood Sun to draw attention away from later plans. At its simplest it could be said to have shifted Chaos forces around, so that the old, proven ancestral methods to deal with the local Chaos would fail abysmally as entirely new foes with completely different powers and weaknesses descend on the hapless defenders. Broos and scorpionmen emerging from the Nargan Desert were part of this. There is an obvious logistical problem in ferrying ordinary Chaos critters from central Genertela to Pamaltela - you don't want them on your ships, and they are too bright to be stuck into cages. Full on slave bracelets and manacles might be enough in combination with iron shackles, but if you have such a critter as your slave, why let it go rather than let it earn its keep in the arena? Still, somehow the coordinators of the miasmic hordes have found means to populate their staging grounds for the upcoming Hero Wars with critters far outside of their normal ranges. There are broo gathering in the Nargan, and there are Pamaltelan monstrosities adapting to Karia. Yes, the far south is seeing them. Fonritian Chaos repeats the sins of the Artmali in the late Greater Darkness, which suffered a defeat at the fiery spears of warriors of Pamalt, Balumbasta and Vangono, or were drowned by the seas and their denizens. Northeastern and central northern Pamaltela has lingering Antigods of Vithelan origin, like the Gorgers of Kimos, and have been fought by the geoglyphs of their Thinobutan human foes - possibly on a much larger scale north of Fonrit. Broos thrive on herd beasts. There are rhino broo, but they are rather rare. It might take some greater effort to breed shoveltusker broo. Broo can propagate from human victims, of course. This produces rather classical goat-shaped broos. Why aren't there many in Fonrit? Possibly the magics of Ompalam or Darleester don't work against these broos. Gark the Calm already offers a way more docile alternative. Ogres may already be widespread. And a form of Malia aready is an ally of the Pujaleg Empire (Forest of Disease).
  21. 1. Yes. The Leap is just a special occasion of a Jump (p. 98): "Encumbered characters that are jumping suffer the usual modifiers to DEX." 2. Homage was introduced in Book of the Estate, I think... The old Loyalty passion got split into three: Homage (towards your primary liege lord, the old Loyalty Lord), Fealty (towards your secondary or temporary lieges, such as for mercenaries) and Loyalty (towards your friends and other such peer groups). The main difference is that Homage is your primary loyalty, which should take precedence in any case where Homage and Fealty conflict. Homage (Uther) is a bit strange to show up in GPC, since Homage didn't exist yet... unless you mean the GPC expansion, part of Book of Uther? Ah, yes, I see them now in the GPC expansion. Note that these are not Homage UTHER, but Homage to whoever is the PKs' primary liege lord, since they are shirking their duties to harry the land as commanded.
  22. There's Fonrit which is as chaotic as the Lunar Empire (Ompalam, Gark, Ikadz, Seseine etc)
  23. 1. When newly knighted characters attempt "the Leap," is the DEX roll subject to encumbrance and armor modifiers (basically making it impossible)? I'm assuming not, but wanted to check. 2. In the Great Pendragon Campaign, some choices result in "losing a point of Homage [to Uther]," but I don't see anyplace that explains Homage or how much the players start with. I'm assuming it's a Passion similar to Loyalty (Lord), but am otherwise in the dark. Thanks!
  24. Alas, I hesitate to admit it, but my fave... the RuneQuest Forum, is the miscreant. We tried spankings, now it looks like the management is going to institute timeouts. Personally, I recommended the Iron Maiden... (excellent dude!), but I was voted down. Alas
  25. You're mistaken. Into the Darkness is a more authentic take on how CoC really looks like. Naturally they can't sit around the same table because many live far away from each other. And Thom Raley and others are better Keepers than the guy on Critical Role. They know the rules. They know Lovecraft's material better too. They are authentic CoC-players and they play tons of official releases. Look at their sessions of Amidst the ancient Trees. That's one of my favourite sessions on that channel (and they played through the ENTIRE Horror on the Orient Express campaign too). Into the Darkness have had had both coloured players/Keepers, female players/Keepers, gay Keepers/gay players and people from all over the world. All that jazz. The props of Critical Role filled no particular function. The written paper that the Asian woman got, did one even get to see it? I must have missed that part. I must have missed the maps too. And with all these voice actors (that lack the charisma to be big actors) it's always "look at me, look at me now". The only guy who was more laidback and natural was the black guy. And there was alot of laughter too which hampered the horror mood. I'm sorry, but this was more cosplay than Call of Cthulhu. And looking at the fan art, it's a voice actor's cult. Almost every illustration were of the participants, not events in the scenario. If you have AAA quality like you say, invest in a dice/prop cam (because I think they cheat with their rolls). Make the actors understand that it's a horror game, not Victorian era Scooby-Doo. Keep the mood in the horror vein, take the game and the scenario seriously. And learn the rules as a Keeper if you have had two years to do it.
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