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  2. It might be modulated by how grandiose or important the event is generally speaking (so there are multiple factors at play), but what I meant was that how long ago it happened has a direct correlation to how many times people have been able to celebrate it and re-enact it. Something that happened a season ago might not have been part of any cultural celebration yet, whereas something that happened 200 years ago has potentially been done several hundred times. I have no idea what your point is, here In other news, I started flipping a bit through Sartar: Kingdom of Heroes and Sartar Companion and I found the Law Staff Quest adventure which is interesting, as it starts in the mundane world and then moves on to the hero plane only later, and has a bunch of other interactions between the two on the way there. That will let me ask more concrete questions about heroquesting: I didn't quite understand if the Lawspeaker was an alternate manifestation of Orlanth, or if it was some other entity? (looks like it's the latter) In the first part of the quest (when you're still in the mundane world, AFAICT), you can be attacked by one of your "enemies". Say it's the Grey Dogs clan. How does it look like from their side? Did they just happen to be there by some kind of cosmic coincidence? Or did their priests receive visions from their gods and spirits, and those visions somehow compelled the clan leaders to send someone in the right direction for intercepting you? When they show up, surely they recognize that you're on a heroquest, since, in the "Road to Rich Post" section it is mentioned that Sartarites will immediately recognize what you're doing and who you're dressed up as. Would that typically be extra incentive for them to attack you ("if we mess up their quest, they will endure many hardships and will make it easier for us to take over their land and cattle!") or would they think twice about it ("shit, we don't want to get sucked into a hero plane event!")? Since the text says (in "Who are the Hero and his Companions?") that, for the duration of the quest, you are the god (Orlanth or possibly Heort), wouldn't the Grey Dogs freak out that Orlanth himself is over there on the road? Would they even be able to tell that, underneath it all, there's a Colymar tribe member? (and not someone from a friendly-to-them tribe, doing the same quest?) In the last part of the quest (when you've crossed over to the Other Side), you're up on Arrowmound Mountain. Again, you're supposed to effectively be Orlanth, so wouldn't Jarani recognize you instead of saying "Halt Stranger!"? Similar question as before: some of your "enemies" were brought into the hero plane through the Summoning of Evil. But do they actually know it? Again, say it's the Grey Dogs. Since they're Sartarites, they probably know about this Law Staff myth (since it's a general Orlanthi myth, not one specific to the Colymar tribe). They probably wouldn't willingly heroquest as "the bad guys". I don't imagine their priests would receive visions that tell them they need to launch a "villainquest"?! Or maybe it's not them, it's just a personification of them? (if you cut one of their warriors' arm off during the Battle of Arrowmound, if you went and spied on their village the next week, would you see a one armed warrior recovering from the wound?) Or maybe the Grey Dogs indeed launched into a heroquest themselves, but they also believe they're on Jarani's side? Would they see you in Gagarth's army? What if the Grey Dogs have other more important enemies than you that should show up for them?! Or what if they're not in a good position (resources-wise) to run a heroquest in the first place? Is it actually a viable long term tactic to try and keep your enemies busy or low on POW so that there's less chance of them showing up in your next quest? Last, shouldn't the quest go 2 different ways depending on how you prepare for it? If you dress up as Orlanth, Harand should be the one showing up and fighting you. If you dress up as Heort, Gagarth is the one that shows up. One last thing to note (which was also a factor in my misunderstanding what can be quested and what can't) is that I didn't realize how much of Glorantha's "history" actually happens in God Time. I thought that as soon as you've got kings and nations and stuff, you're already in the Dawn Age or later, but apparently not: for instance, pretty much all of the Vingkotling culture developed outside of Time! That was unexpected.
  3. Truly worth mentioning. Nothing as good or as inventive. Bravo!. I hope my players appreciated my feeble efforts.
  4. I'm sorry - you've lost me there.....
  5. Shiningbrow

    Sunglasses

    Only -5% for wearing sunnies in the dark??? I think you missed the 0 on the end of that number there! Shouldn't your Rose-Coloured glasses have a -50% to Insight? 😛
  6. I'm now curious as to how this Discorporation and Meditation roll are different from the Shamanic power of Discorporation and the use of the Spirit Travel skill....
  7. Yep! Firstly, more skill points, especially from the Cult skills bit. The 4x25 = 5x10 means 150 Freebie spends, which IIRC, was the equivalent of "veteran" in RQ2/3. And getting 25/30% in main skills, IIRC, is a little higher than previous. Secondly, slightly more Spirit Magic spells at CharGen. And, thirdly, 3 free Rune Points... Also, IIRC, slightly better gear (especially with the "Family Heirlooms" bit).
  8. A) I don't see any logical reason for the Spell Barrage & Multispell to be a multiple effect, rather than an additive. Ie, both just allow an extra spell to be cast at the same time -ie, they do the same thing. Therefore, at best, Spell Barrage 1 combined with Multispell 1 should allow the Shaman to cast 3 (and only 3) spells for every casting of a spell... not 4. SB/MS 2 adds another spell, not multiplies the lot by 2... b) Although RAW, the Wyter can cast any spell known by its priest, I'd rule that it's only relevant for any priestly spells for the deity worshipped (at the temple). Thus, only that deity's spells, plus those few Associated Cult spells (if they've been Sacrificed for). Significance, obviously, is if the priest controlling the Wyter has initiated (and higher) into multiple cults, you don't get all of those spells! C) Logician is an Active spell... having even one casting operating at a time is quite debilitating. (unless, of course, your sorcerer has invented a spell not too unlike Solace of the Logical Mind, in which they've trained/spelled their mind to be able to concentrate on active spells without that debilitation... 1 point per spell, similar strength/point as Enhance INT). Besides which, there's not usually a point in having Logician cast permanently, rather than just as on demand. (Maybe Battle for those rare occasions you might get ambushed, or suddenly and unexpectedly enter into combat... and that's still with GM approval for it doing anything useful). D) Morale is great - but it's an hour long ritual, and lasts 12 hours. So, if you know you're going into battle - great! If you don't, well, it's not happening. E) As soon as the enemies see those guys charging (especially the decked out Humakti - probably blowing (see the related thread 😛 ), Dispel Magic will be flying!
  9. Question all...someone pointed out to me that Avonmora is kinda stepping on the toes of Voria...I thought I avoided this...but what do you all think? Avonmora Goddess of New Beginnings, Vitality and Energy Air, Fertility, Movement Avonmora is one of the three triplets born to Orlanth and the Fog Spirit Huraya. She is the Refreshing Wind, the Lady of Joy, Protector of Children, and She who is Invoked at the Start of Something New. The cool morning air that feels crisp on your breath at a new dawn. Her followers are inciters, albeit in order to encourage positive changes in people’s lives. In addition, there was always a point in Orlanthi children’s lives where Avonmora was their big sister, and were under her protection. Out of all of the three siblings’ followers, Avonmora’s tend to wander the most, helping others onto new paths in life and picking those that have fallen off their feet. Their numbers are few, but two clans are directly descended from her: the Mora Don and the Shera Don clan. There her worship is much heavier, and both clans sponsor the yearly Vitality Chase which is a widely attended competition.
  10. I don't think we "know" this. We know this for normal mortal beings, but since wyter magic is based purely off the immediate expenditure of POW to cast spells (that the Priest/contact has access to), and the Wyter doesn't have CHA-limited casting, then we can't know anything for sure other than that. In fact, the only reference to CHA at all for the Wyter is it's % to successfully cast (at CHAx5%). We similarly don't know whether a Wyter can use the enchantment spells/rituals... Also, p286 specifically states the Wyter can cast any spell known by its priest (although, I'd houserule that only those spells available from the temple deity are included... those tricksy little PCs would have all the gods' spells available, otherwise!)
  11. I'm brainstorming on this character, who I was reminded of by the 13G adventure that recently came out (https://escalationfanzine.blogspot.com/2019/05/escalation-special-under-pressure.html) The 'Great Temptress, who can grant any wish for a price'. Sounds amazing! Unfortunately we have same sentence reprinted verbatim in almost every source on her and the Falling Ruins. The Falling Ruins includes of course Dinkat's broken ladder to the Heavens, which seems to be a failed project of the EWF period. Elemenoria would likely also derive from that time... Her name: Elem- is an Esrolian or South Theyalan form of Yelem or Yelm, seen also in the early Nochet queen Elemara. -Oria is likewise a primitive root meaning 'mother', 'earth', 'girl' as seen in the Pelorian Mother Goddess, 'Oria' and in the Theyalan Voria. The people of Ben Bolar, the former name of the Falling Ruins, were Maranites, an Earth culture that worshipped the Shaker and Dancer, mother of the Gazzam. These probably make her origins as linked to the Earth cults, but the 'temptress' and 'wish granting' nature of her power suggest Nysalorean illumination; is she a remnant of the Bright Empire? It's interesting that her primary prefix probably means 'Sun', though it could also have the sense of 'bright'. Why are her gifts so perilous? Does she behave like a Jinniya, literal-minded and malicious? Or does she ask for a part of one's soul or some awful promise, like the faeries, demanding a first-born child? She is evidently immortal and impervious to the dangers of the ruins itself. In any case she would be a Master of the Fate Rune. It would be symmetrical to have her wish granting powers themselves gained through some awful bargain as well, with some other entity. If she is a Faerie/Jinniya like creature, then she is perhaps a pre-Time Nymph, manifesting Desire (wish itself), possibly damaged by Chaos. Or she could be a great spirit, once a bearer of prayers, now trapped on the Earth. The other option is that she is a potent magician from before the Dragonkill, but that is a little too much like Delecti. Elaboration? Contradiction? Misgivings?
  12. My thoughts were "wrong bear, wrong beard." A polar bear is going to be a lot more baseball cap than that short-nosed brown bear.
  13. I’m pretty new to HQG, but I try to take a view of what other abilities might apply and then rule accordingly. To use soltakss’ example of trying to row, I’d say: If the character had an ability or Profession breakout like Rows Like A Machine or Magic Oar of Tungten, that could be used with a +6 for specific ability. If the character had a Profession keyword of Sailor, Pirate or Fisherman, that could be used at its regular rating. Other non-nautical Profession keywords (like Warrior) feel at best a stretch with -6, if I’m feeling generous. If the player has been spamming their Profession keyword, trying to exploit the letter of the rules rather than embracing the spirit of the rules, I’d say the keyword doesn’t apply here, what else have you got? HQG is a storytelling game with a loose, fairly vague ruleset to encourage player and GM creativity. Players who min/max to try to exploit the letter of that ruleset deserve to be stymied at every turn, IMO.
  14. No, I can't say it inspires anything in my campaigns. I'm more interested in concepts like the Rattle-born in 11 Lights.
  15. Oh hell, any and all Pratchett disk world books that I have read and a few others I have not read that have been lost in L-Space as well as those I have read that have also been lost... as well as the handful of movies that have come out for starring our fave disk world heroes, you know death and the Post Master General and of course the .Union Organizer in charge of Golems... and a few golems...
  16. Unless you wish to micromanage the wyter doing its day to day duty and spending points that it would have to expend if it was not a slave to a band of murder hobos instead of being a spirit guide and support to a larger community as well, that pretty much sounds like the rules as intended and as written. Cheers
  17. Not a great leap is it, I'll bet an Orlanthi all who see this, think that, before reading the text.
  18. Yesterday
  19. and if you're like me, not the last. Good luck and happy reading! remember, libraries and comfy chairs are dangerous! The Stones had to cancel a tour when Keef fell out of his comfy chair reaching for a book. :}
  20. In my Glorantha, Sartarite culture thinks in terms of souls as determining gender more than bodies. Female body with Air rune souls means the person is a man (the particular subset of men we call 'Vingan'). Male body with Earth rune soul means the person is female (the particular subset of men we call Nandani). Sartarite culture prefers to have Air rune souls marry Earth rune souls. So Vingan women would most readily marry Nandani or Ernaldans. If they marry someone with an Air rune, they're setting themselves up for a very stormy marriage (pun intended). The marriage is unlikely to be fertile (no Earth fertility involved). Fire runes can be fertile with Earth runes and other Fire runes, but not with Air runes. Water runes, of course, can go either way as they choose.
  21. No worries. I misunderstood. And probably not for the first time today
  22. I’m more I’m more thinking of consequences such as the Household of Death (KoS), which I find disgusting rather than inspiring. At the other end of the scale, the kids accidentally burning the fields as in Six Ages.
  23. You know David Scott, when I was playing in the 80s I was using this narrative technique to bridge where RQ 3 rules had gaps (even a great game like that had holes). Describing Sacred times, initiations, spirit combats,you know, not quite made up because it has roots in shamanism, and of course, paradoxically made up because that is how to weave magic in real world shamanism, within the power of the story.
  24. We killed the one from the new adventures in our third session or so. It was not nearly as scary as i was afeared.
  25. on a more than one use basis anyway, never did run or play rune levels or powerful sorcerers I didn't create myself (non char-genned) back in the day.
  26. trystero

    Pronunciation

    "Orlanthi": last syllable rhymes with "bee". "Pavis": first syllable rhymes with "pay", though it doesn't sound wrong if that syllable instead rhymes with "bah".
  27. Spoiler ahead Dream dragons ahead! :}
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