Jump to content


Popular Content

Showing content with the highest reputation on 03/04/2017 in all areas

  1. 3 points
    I think any Plan which relates to Earth, Stasis, Harmony and sentient dextrous mortals can reasonably be attributed to Pavis, whether it is a complete, partial or potential pending failure. In my fevered imagination old families in Nochet use the phrase "Are you a friend of Lord Pavis?" as one of their euphemisms meaning "You are neglecting your responsibility to keep the intoxicants/narcotics circulating amongst the company" with the implication "what's up with you?"
  2. 2 points
    Speaking of Disruption, has any other group had players make what we call shotgun Wands? A shotgun wand was made by enchanting 6 or more disruption spells on a wand and then using the Link condition from RQ3/ Magic book so you cast them all at once. Getting hit with one disruption spell is annoying, but getting hit by 6 tends to get peoples attention.
  3. 2 points
    My Pavic/Praxian Campaign draws heavily on Ian Thomson's stuff. Pavis tried to unite the elemental forces in a City of Harmony. In my campaign, he was already part human, part Aldryami, one of his daughters was part-Mostali, in my campaign another daughter was part-troll, but she was betrayed by the River Voices of that time and imprisoned in Hell. I have a daughter of Pavis trapped in the Puzzle Canal, part mermaid, but the PCs haven't found her yet. So, in my campaign, Pavis united Earth, Water and Darkness through mating. I doubt if he mated with a minotaur, he could have intended to mate with an Agimori, so he doesn't have Air/Storm or Fire descendents. Again in my campaign, he went to the Green Age to bring back more powers of Harmony, but was trapped there, again betrayed by one of the River Voices of the time. The people of Pavis used the Darkness link to call the Trolls to help them but were betrayed when the trolls took over. However, this is definitely a case where my Glorantha varies.
  4. 2 points
    We should also consider the idea that Pavis just isn't that important. In the political scheme of things, my understanding was that the Lunar Empire invaded Prax only because they failed to take the Holy Country; and set up to invade the Holy Country by sea. They took Prax. They took Pavis. They arranged for the invasion of the Holy Country by Sea (a two-pronged assault by land and sea). And once they had Esrolila and Heartland, Pavis became a political dead end (again). From an imperial point of view it was a curiosity, and a dumping ground, but nothing more. The "stalling" that the temple of Pavis did to avoid marrying into the lunar pantheon worked, because nobody in the empire who mattered cared. Poor Tala Errio! Through all kinds of rationalization she is aware that she's been shunted off to the end of the civilization for a project that, despite it's grand name and presumptions, is a throw-away. As for Pavis himself, I rather like the idea that he was a failed hero quester. People go to the frontier for all kinds of reasons - and one of them is that they can't hack it in competition with the big kids of civilization. So, impressive as Pavis' achievements were, maybe they just weren't up to snuff against the real heroes of the world.
  5. 2 points
    Marrying Pavis to the Red Moon is the official story, and I'm sure most of the straight Lunars believe it, but there seems to be a lack of urgency to the project. Nothing happens on this front between 1610 and 1625 when Argrath White Bull liberates the city. And the cult of Pavis wasn't exactly eager to make it happen -- instead, they were stalling. Thus, I don't really see a conflict between Ginkizzie and the priests of Pavis -- Ginkizzie has had centuries to make sure that the Pavis priests are faithful supporters or at least not harmful to the plan. If we assume that there is a Gbaji conspiracy among the lunars, I don't think they care much about Pavis -- they want control over Cacodemon's birthplace, and access to the Eye of Wakboth (now that they have learned of its existence). And thus neither the Lunars or the Pavisites invested much into the marriage. I don't doubt that the dwarfs are pulling the strings, but I think Pavis is a willing partner in their plan (as far as he knows the plan). It seems Pavis retired to his crystal palace quite voluntarily -- Flintnail had already left, Ginkizzie was only about 30 years old, and I doubt that the remaining dwarfs were powerful enough to be able to command Pavis. I wonder if the Plan requires Pavis to remain mortal (Grandfather Mortal's defining trait). That would explain why he has been pottering about in his stasis chamber instead of gaining immortality, like a proper superhero/godling. I also note that P:GtA portrays the cult of Pavis as strictly sorcerous -- and allied with the materialist-atheist-sorcerous dwarfs. Is there an anti-theist materialist-humanist agenda to Pavis' Plan -- the Man rune as secular-civilized humanism? Both elves and trolls have been present a long time, but there is no mention of Pavis/Flintnail attempts of diplomacy, treaties or alliance with them. But God Learners were evidently welcome, given that they were given a settlement in the city.
  6. 1 point
    wow i dont know how i missed that on page 24. thanks that sounds much better than what i was attempting.
  7. 1 point
    I think that it is likely a calling for the Garzeen faction. As Theism is about being your god, fulfilling one of your gods goals is a great thing to do.
  8. 1 point
    ive been reading and watching the expanse and it got me thinking about cultures in M-Space. so you have planet born cultures rural and urban. than you have space born culture with orbit. what about a military born culture something kind of like the storm troopers from star wars or if you have seen the movie soldiers with kurt russell in it, about boys born and raised into the military. what would their cultural skills be and is it even feasable for play balance to have a military culture like that. also combat styles, it mentions adding traits for different styles. i cant find much mention of this in mythras imperative. is it something static that anytime it falls within the range of ones combat styles you use it 1 difficulty step easier? im sorry for all the questions ive searched a bit on the brp central forums and im afraid i dont understand how to create combat styles and what to do with them after you create them. perphaps you could give an example of creating a combat style and the whys and whats. i found the examples in mythras imperative on page 20 but was curios about more m-space themed ones. thanks so much for your time
  9. 1 point
    Bolthor the Fat accepted the lesser of two evils argument, both with regards to Ralzakark and the Lunar Empire. Hahlgrim didn't. Both died. Is peace with Ralzakark really peace? The worst chaos is inevitably the chaos that tries to act nicely and make you believe that it is just like you, really, and that you can safely live and let live with your new chaotic neighbors. Now there is a false sense of security, the effective sociopath knows that the next trick is to make the victim believe that when things first go wrong, that it is somehow all the victim's own fault. This seed of doubt will set up a cycle of recrimination within the enemy community at a time when they most need to unite. It also sets up the gullible "peace makers" to potentially seek a diplomatic solution that can be used to leverage the enemy community into exposing their collective neck. After that it is either slave collars or decapitation, season to taste. Hahlgrim was ultimately unequivocally correct. To think there can be any meaningful peace with Chaos is the first step on the path to ruin. Better to face the slings and arrows of outrageous broos and by opposing, end them.
  10. 1 point
    The Exiles plot would fit, then. They could have been exiled from their own lands and forced to live in the Risklands. As Adventurers, they might not necessarily be farmers, they could be wanderers, travelling from stead to stead, protecting them against chaos incursions. That makes sense and is similar to my campaign. You could get a lot of plots simply from doing this. The different Masks of Ralzakark are interesting. I played that they happened when Ralzakark was killed and his soul shattered. One of the Aspects of Ralzakark wants to reunite the other Aspects to create a new, more powerful aspect. Clearly, no self-respecting Storm Bull would voluntarily join a chaotic cult. Having said that, there are ways around this. Illumination can change attitudes and warp how Storm Bullers think and behave. Bagog can convert a Storm Buller to Bagog, using the Ritual of Rebirth, but this is probably not an option. I would concentrate on the Killing of Chaos. So, King Ralzakark could let the PCs know where various forces of Chaos are and they could happily destroy that Chaos, The fact that this helps King Ralzakark shouldn't really matter. Eventually, the PCs can start manipulating the various factions and forces, perhaps making them fight each other, perhaps gaining information or even allies against the other forces.
  11. 1 point
    I ran a long-running Dorastor campaign, which you can find at http://www.soltakss.com/indexplaces.html#Dorastor. Make it as nasty and horrific as you can. Have a number of factions who work against each other, some supporting Ralzakark, some secretly opposed to him. We had Ralzakark, the Vampires of the Tower of Lead, the Giant Vampire (Just because a 15m Giant turned into a vampire is cool), Thanatari, the Hellwood Elves, the Poisonthorn Elves and various other groups, all scheming and plotting. Introduce things carefully and gently. Don't just assume that the PCs are going to die immediately. On the outskirts of Dorastor have normal chaos, like Broos, Scorpionmen, Jack o'Bears, Ogres and Walktapi. Further in, use more and more powerful foes. Demigods should be used sparingly and as people to interact with, not necessarily just to smash PCs. In my campaign, some of the NPC Leaders were quite reasonable and were following a long-term plan, these included Ralzakark and the Queen of the Tower of Lead. Others were completely deranged and unpredictable, these included the Vampire Giant, Hellwood Elves, Poisonthorn Elves and Thanatari. In my campaign, Ralzakark wanted to participate in the Hero Wars and be the ruler of Nysalor's Bright Empire, basically he wanted to usurp the Red Emperor, this makes him an ally of any Orlanthi trying to fight the Lunar Empire. The Giant Vampire King wanted to take over the Tower of Lead, but was prevented from acting against the Vampires by Vivamort's ban on vampires killing vampires, so used the PCs as proxies. The Queen of the Tower of Lead wanted to take Ralzakark's place as the Bright King, or Bright Queen, to bring back Nysalor's Bright Empire. The Hellwood Elves wanted to reforest Dorastor and the nearby lands with a Chaotic Great Forest. The Poisonthorn Elves wanted to break the Hellwood Elves and purge Dorastor of everything except Poisonthorn Aldryami. The Thanatari wanted to create a Temple of Knowledge that contained all the knowledge of the Bright Empire and to properly unite the Thanatari sub-cults. Krarsht wanted to undermine everyone in Dorastor and the Lunar Empire. All used the PCs as proxies, planting misinformation and telling lies to them, giving them information about the other factions and how they could be defeated. We played the Cleft of Dorastor is the place of Wild Fertility, so nothing bred true there, making Dorastor the goddess of all Crops and all Plants. Any field blessed by her would grow different crops, so planting it with wheat might produce wheat, barley, oats, pumpkins and elderberries. This could be a blessing in some ways. The PCs in the campaign HeroQuested to cure Dorastor and took away the wildness of her Fertility, allowing her crops to breed true, but also allowed her to keep a non-chaotic wildness. To be honest, we didn't really touch that. Our PCs were not Orlanthi and were Rune Levels when they went to Dorastor, so petty local politics was beneath them at that stage. Quite often, we had hooks based on powerful NPCs or lost secrets. The various factions sent the PCs on a number of missions against the other factions. The PCs also hunted down magical long-lost artifacts.
  12. 1 point
    another quick question for those that are Mythras savvy and/or have ran M-Space. i wanted to add a sort of race for players when they create their alter ego. i decided that there were either those that grew up on a planet with gravity or those that grew up in outer space with face gravity or no gravity so i decided to go with the below choice when creating characters. what are your thoughts on it. im still new to the whole mythras thing but learning its a bit different from the BGB. Planet Born or Zero-G Born – Those born on a planet are usually stockier in their physique and are able to act normally in gravity. However because of their higher bone density and greater mass when doing anything physical in zero gravity they make all rolls at one step harder than normal. Those Born in Zero-G are born in outer space or on board a ship with gravity producers and are usually long of limb with bigger heads and usually a very thin build (think kind of a normal human being but stretched out to where they are thin and long of limb). They have trouble moving on planets with an actual gravity for any length of time. They have a harder time doing physical things while on a planet with gravity and must roll those skills at one step harder than normal.
  13. 1 point
    We had Yamsur's Crown as well. Our PCs found Yamsur's Chariot in the Old Sun Dome Temple and this allowed them to found a Charioteers Society which was a vehicle for bringing back Yamsur.
  14. 1 point
    Presumably he grants a couple of spells Everyone Goes to Sleep and Everyone Wakes Up.
  15. 1 point
    Fortifications are still a thing because few universally available spells make that much of a difference. Yes, the Orlanthi have warriors who can fly or teleport over walls - that's been a game-changer in the past (but even then there are defenses against it). Walls are still the cheapest way to keep all but the most determined enemy at bay.
  16. 1 point
    Zzaburi in general (for all Malkioni) are philosophers, quite a bit in the ancient greek mold, only their study of philosophy also gives them powerful magic, and thus has (comparitively to terrestrial philosophers) enormous practical utility. There are many more in society than there were greek philosophers, sure, but there probably would have been a lot more philosophers in ancient greek society if they had access to mighty sorcery. And consequently, the Zzaburi spend a lot more of their time considering the philosophy of natural science and the study of the natural world, as well as the metaphysical and moral laws. So some zzaburi are like greek philosophers, some are more like natural historians or alchemists. The Zzaburi do have authority to discuss and interpret the Law, but ultimately a talar will be the one who decides how it applies. The Talars are the judges, but cannot operate without the advice of the Zzaburi. And the role of the Talars is to interpret the law and issue orders, not to change the law (in practice, for later Malkioni like the Rokari, this means there are two kinds of law - the True Law, and the Orders of the King). Note also that many many practical matters that we might consider legal are settled entirely within the caste - for example, trade is for the most part a matter for dronar, so most detailed regulation of commerce is handled within the dronar caste. For modern Malkioni, I do think there are legal scholars among the Zzaburi, loosely the equivalent of Sunni imams. But they may only become advisors, never judges (except among the Hrestoli of course). But they are held in high regard, and their writings widely circulated. I think there are probably some very detailed, widely known, books about the dialogue on legal matters between famous Zzaburi and famous Talars. And I do think the Malkioni have schools, or at least an education system that includes explicit education of the young, for all castes. Entirely segregated (and likely quite different) by caste, though. Many dronars might get all their formal learning via an apprecticeship system, for example - but it would still involve more formal learning than the equivalent for almost all non-Westerners. Talars probably have tutors rather than schools, but again some formal education. The Zzaburi are not spiritual advisers to the Brithini, because the Brithini more or less deny the spiritual. You can ask them for advice about practical stuff, some of which might sound spiritual to modern people, but the Brithini think most of that is nonsense. Ask them about the questions about your soul, your faith, etc and you just get told to consider only Logic and the Law and dismiss such ridiculous ideas. Amongst modern Malkioni, though, then yes, you will get spiritual advice about the attainment of Solace (and Joy, if you are a Hrestoii) from the zzaburi.
  17. 1 point
    I had a lot of fun with a campaign set during the 830's with Lord Pavis as the patron of the player characters, who were trouble shooters for the new settlement. The idea in the back of my mind was always that Pavis was creating a new universe within the walls - with new creation myths, and new elementals (similar to the new Lunar elementals) The Heroes reenacted some myths which were slightly different to the originals to reflect the new world. They escorted a cradle downriver and it turns out, in my Glorantha, that Thog the Giant (who was a baby on the cradle the PC heroes escorted to Hell) was the son of Lord Pavis and therefore a legitimate heir of the City.
  18. 1 point
    Yep, 100% agree but If you have some milllions years, you could like The Doctor pierce an adamant wall with your tiny punch... but it take a lot of time and lives. 1/ The spell state that disruption "damage is not absorbed by armor". It doesn't ignore armor points of an object, just the protection a target may wear. 2/ No, unless you forgot that a castle door (in RQ III) have 30 ArmorPoints & HP. Disruption CANNOT ignore innate armor points of objects but only any armor the target may wear. 3/ If you want to counter disruption just use counter magic 4. If you want to counter bladesharp just use dullblade or simply protection (that don't stop disruption). No need for a new spell like this.
  19. 1 point
    "Live fast - die young"...
  20. 1 point
    Yes I totally agree. I sometimes get the feeling that the Rubble's magical items weren't left there by the denizens of the now ruined city back in the day, but by all the idiot treasure hunters who thought they would make their fortune digging up antiques. Pavis is a great place for adventurers, if by "great place" you mean "trap" and for "adventurers" you mean "tourists". So says the "Lonely Lozenge" Guide Book. On the contrary, only the most noob Issaries merchants (BV springs to mind) would ever go to Prax for fear of having to become Desert Trackers. Kost is the exception. Speaking of which, have you noticed that Kost is the ONLY desert tracker ever mentioned save for the "High Priest" of Etyries at Corflu described by BV in CoP? Let me assure you it isn't because Kost pays Black Fang assassins to remove his competition. Even if he was of a mind to, there would be no need. The truth is that it remains far less dangerous to get to Teshnos by ship, just hugging the Bleak coast, and perhaps take some aluminium along for bribing merfolk, then travelling from there via the established Teshnan-Kralorelan trade byways.
  21. 1 point
    Welcome to the Issaries Desert Trackers. Your franchise agreement, handsomely calligraphed on rich faux hyena hide, accompanies this card. We suggest you sign it.
  22. 1 point
    Some Mechanics Points: Mythras works well, and the rules are very tightly written: There is not a lot of "I exploit this rule and there is nothing you can do about it" wiggle room. As a GM you need to be aware of the rules for adjusting skill difficulty - using them properly helps keep the players feeling effective. You get less advantage by playing the cut-off points then you would in Classic Runequest, so there's less tendency for everyone to make the same character. Playing the combat system requires some commitment - in imagination. It takes players awhile to get used to the idea of using combat effects well. Once they do, combat goes very quickly. Combat is very detailed. Mythras avoids two major problems in many game's combat systems: These are the D&D "hack at it until you wear down its hit points" issue, and the Classic RQ "one hit takes my leg off, again" issue. It's very well balanced. Characters start out fairly skilled, but advancement is slow. This works well, as a new character can be created as a beginner and not feel overwhelmed by experienced characters. However, players who expect D&D / Pathfinder's "Zero to Hero in Just Seven Days" (just to provide a horrible movie mashup) will be frustrated. I view the slow advancement as a strength of the system: It means characters can be played a long time. I will also add that the limited experience awards mean that your character will probably specialize in a handful of skills. You can, of course, award more points / training per session. In Classic Runequest, magic advances in a parallel path to skills and attributes: In other words, everyone adds magic in addition to everything else they train in. In Mythras, you commit the same points to training magic that you would to training anything else; so it becomes an either-or proposition. The amount of support for the system is steadily growing: The Design Mechanism publishes a monthly scenario, and Old Bones Publishing has put out a couple of adventures. Mythras is my preferred go-to game. I like the flexibility, I like the pulp-action feel of the combat and adventures. The supplementary books are very good (I use a variant of Monster Island for many games). There is a friendly and active on-line community.
  23. 1 point
    Two new posts; http://www.backtobalazar.com/cyriels-people/ http://www.backtobalazar.com/cyriels-endelkars-business-interests/
  24. 1 point
    I've been thinking about how this works for a long time. Being killed / consumed by chaos can be broken down into a number of residual levels: We don't know you ever existed We know you existed by inference e.g. Genert's sons, he had sons, they died, we don't know their names. You left a name behind You left a part behind, but not enough to be you. e.g Orani's Tongue. Seolinthur's headless "remains" lie in the Krjalki Bog. They are a series of heavily polluted channels that are referred to as Seolinthur's Grave by members of the Thirstless spirit society. Seolinthur himself likely became gorp and other chaos that lives there. Nothing remains of him other than the "grave". Yamsur has left nothing behind except his name. There is nothing to save from them unless you want to make a plot hook for your game.
  25. 1 point
    My friends went to the Painted Wall, and all I got was a spider fetish that bites your finger off if you pick it up wrong
  26. 1 point
    Well, on an Effort roll, a character's chance of a Special Success IS their Strength score. I use "chance of special" as the bonus as it makes this assist rule easily applicable to any skill roll. That value is something that is so frequently used in BRP / Magic World that is easily calculated and there's a handy table showing the values for skills up to 100. Two characters fighting one opponent - the two can "assist" each other (either boost one another's attack or defense skill). Characters assessing what happened at the scene of an ambush (One tracker assisting another) etc etc. To be honest, depending on the situation the roll could be optional - if the group are trying to open the stone door together at the start of the adventure, does the game benefit from everybody rolling for what is a fairly minor detail? Whereas if the group have killed the Lava Demon and its death throes have unleashed a lava surge, and that stone door is blocking the parties ONLY escape route, then getting everyone one involved via an active contribution (rolling dice etc) does to my mind enhance the game. Cheers, Nick
  27. 1 point
    Time to invoke the first rule of Fort Club.
  28. 1 point
    I think to get close enough for horror, the lunar angle is the best for the players. I'd try to do a plot where the Lunars start to treat and deal with Chaos, and get freaked by chaos, and they have to deal with the dichotomy of an accepting doctrine vrs an evil experience.
  29. 1 point
    The planned marriage of Pavis to the Red Moon was simultaneously an effort to produce the Moon Men as well as to liberate Pavis from his entrapment by the dwarves and allow Pavis to fully incarnate Grandfather Mortal. Once the dwarfs figured it out, they set out to bring the Lunar regime to an end.
  30. 1 point
    Clearly this is all a dwarf plot. For the World Machine to become complete, they needed to recreate the Man Rune unsullied by the elements or by Death. Pavis was their tool, and thought he was gaining great access to magical powers and ultimately Godhood. Instead, the Mostali have trapped him in a Stasis crystal for that point when the Celestial Court is reassembled and the pure Form rune can be unveiled again. Pavis realizes he is trapped, held and bound by the dwarfs. But he cannot directly communicate this to his followers as the dwarfs carefully monitor interaction with him. He must find a way to indirectly lead his followers (perhaps the incarnation or wielder of Balastor's Axe) to Kill Pavis. And that act will free Pavis again to follow the path of Grandfather Mortal and truly embody the Man Rune.
  31. 1 point
    Decide how many can actually contribute to the task, and whom is the primary participant. The others make effort rolls - if they succeed they get to add their chance of a special success to the primary participants effort score for their roll. Once all the assisting characters have rolled, the primary participant rolls. One could look at refining things further based on the specific outcomes of the assisting characters rolls - my feeling is that is too much faffing / detail on something that should be quick and is peripheral to the main action / drama (does the overall TASK succeed or fail) so I'd say only the Primary participants roll can produce a result other than Success or failure. Cheers, Nick
  • Create New...