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Showing content with the highest reputation on 03/04/2021 in all areas

  1. Just because sorcery is poorly suited to the rigors of a fast paced melee combat doesn't make it a "fail". It certainly may not be your cup of tea but as a GM I have to be careful of a well played sorcerer because of how they can dramatically raise the overall power level of a party. 5 Warrior types, add one more = 6 Warriors. 5 Warriors and add one sorcerer willing to work the rules = the power of 10 warriors. And that's to start. Example: Boon of Kargan Tor Intensity 1 gives +1d3 damage. A newbie sorcerer with 13 free INT can cast that for a week. Since a sorcerer can
    4 points
  2. Here's my take on it, which may overlap with or repeat what others have already said. Game balance has never been RuneQuest's thing. This is just as true of power levels as it is of the playability of all the different cultural aspects of Glorantha. Orlanthi are more individually powerful than Yelmalions. Humans are more playable than Mostali. So, there's this thing in Glorantha called "sorcery". By its very nature, in the fictional world that exists in imaginations outside of roleplaying games, it's not the stuff of adventures. It's just not suited to the fast pace of life that murd
    3 points
  3. We have added something like 15 NPCs to Denarius the Minter, excluding animal support. Some might think it is padding, but the additions are free, so you get more for the same price.
    3 points
  4. Bingo! Nobles are the highest rank. They are leaders of the community. Several ranks of noble exist. The highest is the Sartar dynasty, who are descended from the Founder God. Ranked below that are the Tribal King and the companions of the Prince. The lowest is that of Clan Chief. The nobility of Sartar is tied together in a web of connections centered on the Prince โ€“ the Orlanth Rex of the kingdom. Many noble families have ties of marriage or friendship with other noble families. In most clans, only two noble families probably exist: that of the clan chieftain, and that of the
    3 points
  5. Yelm? ๐Ÿ˜‰
    3 points
  6. Well, not according to the rules. But the spell creation rules for sorcery are so extremely vague, who knows if itโ€™s not perfectly ok to just invent a version of a spell changed to be more to your liking?
    2 points
  7. Androgenous is actually an intelligent potato who adds accessories as needed, depending on what gender is needed at a given time. (Or what limbs / clothing / tools are needed.)
    2 points
  8. Then I think you have a lack of imagination. As well as a mindset that says "magic must be instantly and consistently useful in most situations". Logician is one of the most powerful spells in the book. Not just because of the 100+% bonus to any Knowledge skill, but because an INTx3 roll will give you a spell that gives you a 100+% bonus to *any* skill!!! Making you the best warrior in the group.
    2 points
  9. I agree. The natural limit for remembering Sorcery spells should be INT, not Free INT. But, I like the idea that knowing spirit magic reduces your effective INT as that "connection" to the spirit world creates a sort of "interference" to your memory. So, I think my approach would simply be that Free INT = INT - spirit magic spells. And if you don't know spirit magic, then Free INT = INT, and that seems to make sense in what you can remember. (And you can still push spells into your "Memory Palace".)
    2 points
  10. If you've just been stung by a scorpionman, you want Vigor. Boosts your effective CON up in time to resist the poison if you don't happen to have an antidote handy.
    2 points
  11. "My ransom is 250 Lunars - hale and sound. Rough me up, and down my price goes..." "Aw, we don't have 250 Lunars right now. How about you give him a good beating, and we get him back for 150 Lunars?"
    2 points
  12. I'm sure they do. Consider the families of say the Ernaldori clan (not that they are necessarily named, but following Jeff's example of two main families). One noble bloodline (say the Brandgorsons) is generally clan chieftain, the other (say the Chans) runs the Clearwine Earth Temple. There can only be one clan chieftain at a time. Brothers, sons, or uncles in that line may well be thanes, or they may be initiated into important cults (e.g. Issaries, Lhankor Mhy) while daughters are married into other clans (e.g. Orlmarth, Konthasos) and become priestesses/god-talkers of Ernalda or initia
    1 point
  13. Okay...lets get the image of random people on the internet interfering with me out of our heads! ๐Ÿ˜ They emailed back and won't ship internationally, so help yourself mate ๐Ÿ™‚
    1 point
  14. I do have an opened but unused Pearly King in Yellow pledge. Doesn't look like I'm ever going to play it so I would part with it if it went to a good home. I'm in the UK (Edinburgh). Send me a PM if you're interested.
    1 point
  15. According to the Malkioni glossary in Revealed Mythologies Dromal is just an alternate spelling of Dronar, not a separate person.
    1 point
  16. Every iteration of Sorcery except RQ3 and RQG has used limits based on the Sorcerer's skill with the spell or Art as a maximum limit on how many MP you can invest, and I vastly prefer that option. And it's not just speaking of the Mongoose RuneQuest games and Mythras, Sandy Petersen's rules and RQIV also had such limits.
    1 point
  17. POW gain is 1D3-1.... and only 6 seasons... so, 12.
    1 point
  18. Logician is a fairly basic spell, usually chosen early by LM sorcerers. By using the spell creation rules on p390, you could change Runes and roll INT x 3% as "A spell conceptually related to a spell that the sorcerer already knows". In a similar way, you would do that with Enhance INT moving to Enhance STR, DEX, CHA, etc.
    1 point
  19. There are stories about how Talar and his heir Hoalar (twin brother of Froalar) were killed by the Vadeli, probably in the Double Belligerent Assault. Hoalar's son Gresat inherited kingship, and held it at the dawn, according to the unpublished Hrestol's Saga. Horal himself (named Holar Swordbearer in that manuscript) was not present in the high council of Brithos, either, but his son wielded is sword. That makes me assume that Holar wasn't among the living any more, either. Also lost seem to be Menena (wife of a Horal) and Talar's wife Eule. No mention of Dronar or Dromal, but Zzabu
    1 point
  20. As an intellectual form of magic, involving INT in a sorcerer's capacity may be pretty much unavoidable. I think I would have preferred if the sorcerer awakened an expanded mindscape as his "magical organ" analogous to the shaman's fetch. That "organ" may very well start with the individual's INT, and may very well open with storage for runes and techniques for INT-11. RQ3 weirdly expressed this organ as the adept's familiar(s), or (slightly less weirdly) as a sorcerer's mandala in RQ3 Land of Ninja. Hero Wars and HeroQuest used grimoires for sources of sorcery, and presumably a
    1 point
  21. I've posted this before, but it is useful to post again: TERMS FOR RULERS RuneQuest uses the closest English words for the titles of Gloranthan leaders. However, these titles do not mean precisely what the English words mean and often have a different etymology and set of associations. In many cases, sex and gender donโ€™t affect the use of a title. Here are some notes that may help to better understand the title and its meaning. These titles are group by language and arranged with the most culturally important term listed first. THEYALAN Chief Theyalan. Literally means
    1 point
  22. I think that's certainly a possibility. However it comes down to a duty of care and what level you expect the captors to maintain. In a world where heal 6 can reattach a limb, heal body is common, and there's are two major healing cults (Ernalda & Chalana Arroy) and that the captives are part of the same culture, I would expect the Orlevings to look after the thane. A clan that keeps slaves or traffics them, would also want to keep them well as they would have no work value. The local tusk riders, however will not bother to ransom or care for their captives so they can sacrifice them
    1 point
  23. I put it to you that using the Fire Rune us only one way to cast Enhance INT. Another way would be using the Man Rune. Personally, I'm not against Free INT rules. Sorcery can be extremely potent. Having access to 20 extremely potent spells would be OP.
    1 point
  24. In game, its normal use for all skills. If you have time and/or are not under stress then no need to roll. Skill % represents quality of result, or time to complete, rather than a yes/no achievement. SDLeary
    1 point
  25. Enhance INT also bothers me, in that it implies sorcerers with a direct, or indirect, connection to the Fire rune are at a notable advantage compared to other sorcerers - and yet, Fire rune sorcerers and Fire magic have been pretty much never mentioned at all in the entirety of the discussion of the West (I guess you could say the Carmanian Magi, who are at the periphery of the West, at a pinch). It seems an idea that just emerged entirely from new ideas about game mechanics. And gives a huge elemental bias to sorcery that just isnโ€™t there anywhere else. If anything, almost every other element
    1 point
  26. Yes, which is, for combat skills, the normal use. Who would have thought?! ๐Ÿ˜„ Beside that, I didn't read the whole 6 pages... But I am pretty sure there are no firearms in Stormbringer! ๐Ÿ˜›
    1 point
  27. Horal (and Talar and Dronar) might not be dead.
    1 point
  28. Of course! Very reminiscent too of Goya's Saturn Eating his Son.
    1 point
  29. Incidentally, if you rotate the above image, and zoom in you get some lovely detail of Arachne Solara right in the center.
    1 point
  30. Because it's what it's been since RQ2? Because Strength spirits dislike Vigor spirits, and vice versa?
    1 point
  31. Depends on the definition (and size) of the stead. A hamlet like Apple Lane or Farfield (of "Rattling WInd" fame) probably yes. Asborn's Stead (from what I know, a solitary wealthy farm) yes, because Asborn is a tribal thane anyway. Otherwise the place wouldn't necessarily warrant a thane.
    1 point
  32. I wholeheartedly share your enthusiasm for further DDT supplements.
    1 point
  33. Just waiting to get it into the Polish warehouse. Any day now.
    1 point
  34. I wrote this up last year: Issaries and Argan Argan, being friendly trade rivals since before the Dawn, long ago agreed that a respectful token would be included in every Ransom. Thus, there is always one Bolg and one Clack in every ransom paid, usually in excess to the amount required. To not do so shows that the Ransom is not blessed by either party, and suspect to subterfuge. Legend has it that the Bolg will turn pitch black and taste bitter to any troll biting it as proof that the terms of the ransom will not be honored, as well as that the clack will not sink if placed on still water, fo
    1 point
  35. i expect an old scholar sorcerer as more % than POW x 5 in read write and in spells he dedicated his life, that is for the age and the major advantage of sorcery is the opposite of spirit magic : you are less limited, in duration, range, power. Spirit magic has it's own advantages but last 2 minutes (and, if shaman, accept to be a weird guy) Rune magic has it's own advantages but needs POW (and others) sacrifices Sorcery magic has it's own advantages but needs to be cautious, prepared, skilled and smart (and accept to be a weird guy) of course if we were talki
    1 point
  36. If you already have a 1D6 damage bonus, then Strength is actually better than Bladesharp 2 for the same magic points - gets you +10% to hit and +1D6 damage, so average +3.5 instead of +2 damage, and helps your Agility and Manipulation skills as well, including your Shield parry if applicable. The only disadvantage is that Strength does not help you against Telmori etc. But Bladesharp and Strength are compatible anyway, so why not both? The only problem with Protection, of course, is that it means you aren't casting Countermagic, so some Lunar will probably Befuddle you, but that's
    1 point
  37. Definitely. But I suspect modern zzaburists avoid the subject, opting instead to focus on training young horalites to conform to the abstract traits large-scale sorcery can handle efficiently. Tales of caste confusion and caste discord (and non-standard castes) are probably the preserve of radical hrestolists. Hearing these stories can drive well trained horalites into confusion, rage, despair and otherwise render them useless and even dangerous to the sorcerous elite. I love them. What modern "strict observance" horalites (and dronars) probably get is a combination of received educa
    1 point
  38. Q&A: Actually a little different than I remember. The answer implies that instead of it being restricted to only the inscriber it's actually a looser restriction of "anyone who knows the spell and all its runes and techniques", which also means you don't need to sac POW to expand the user pool. There's also this, which contradicts a little of my interpretation above: So it looks like I was actually conflating answers in my head and gave some misinformation in this thread, my bad.
    1 point
  39. Grimoires, the cornerstone of sorcery, are going to be covered when proper Malkioni sorcery does, though that book is unfortunately pretty far down the road. It seems like they'll probably just be books that give knowledge of spells, possibly even a straight +% bonus if they're anything like the skill books Jeff posted about a while back. Another option is that they're books of inscriptions. As for sorcery "matrices", that's basically what inscriptions are, an external place to hold spells so they don't take up space in your noggin. And yes, like with other enchantments you can spend extra POW
    1 point
  40. Hey @Chaosium... not sure exactly who... * maybe @Todd@Chaosium (because most convention/events are Virtual these days and ( even after vaccines get common and in-person events resume) it looks an awful lot like virtual events will be a much bigger part of gaming, going forward!) * maybe @Scotty (because (I think) he's their techie-lead) * maybe someone else too, or instead? This issue (both FG, and online engines in general) really wants some "official" Chaosium lovin' ... For example (just suggestions) -- Maybe put out some open calls for work on the various online en
    1 point
  41. As per the rules on pg 384 "Mastering New Runes or Techniques A sorcerer starts by mastering one Rune and one technique, as described in the Philosopher occupation on page 70. A sorcerer must have a minimum INT of 13 to understand one Rune and one technique. For each point of INT above 13, the sorcerer can learn one more Rune or one more technique." The players in my mini campaign found that the double MP cost of non mastered runes to be a greater impact to them casting spells than the free INT - using a 3 Rune/Technique spell with at least one rune un-mastered is 4MP+42MP to c
    1 point
  42. Surely as a sorcery user increases in power they are going to invest POW in inscription to strengthen their magic. Free INT can also be maximised by forgetting and remembering spells. I know this takes time, but sorcery users are not battlefield magic users. They come carefully prepared with combat experts to protect them, if they do every leave their studies, laboratories or places of worship.
    1 point
  43. There's another few percent to add to my chance of Illumination next Sacred Time...
    1 point
  44. I'm sorting a few things together - the Glorantha Core Rune font page, now has all the runes in the listing and I'm using that to built the runes here. Those are 50x50, which is big here. I'm going to make 20x20 as well and have both sets available. I'll add the minor runes from the font and the sorcery techniques too. I also plan to add some CoC glyphs as well. DON'T USE THEM YET EXCEPT HERE! I'm likely to delete and re-load the current set with new names eg: 20-element-air 50-element-air here's the current list: combination-communication combination-power conditi
    1 point
  45. This idea was inspired by the Roman War thread, but I thought it would be a useful thread on its own - a collection of alternate ideas on how to play the GPC. As written, the GPC draws from two major, modern influences - Rosemary Sutcliffe and T.H. White, with a bit of John Boorman's "Excalibur" thrown in. While this isn't too surprising - between "The Sword in the Stone" and "Camelot" White's version is probably the most well known take on Arthur that doesn't have the king kill a rabbit with a hand grenade, while Sutcliffe's attempt to provide a historical Arthur looms large in Arthurian fict
    1 point
  46. Yelmalio as he is known within Time never actually existed before it (well, he did, and he may even have been called by that title, but he wasn't the Yelmalio any of us would recognize as such); he was created in the First Age by Nysalor and/or Palangio as a sort of Composite Little Sun. He is essentially a synthesis (or maybe a Frankenstein's Monster) of the most commonly shared features of the Little Suns that were active in the Great Darkness, brought together into a single โ€œLittle Sunโ€ god that can thus rightly claim to be any and all of the others. Yelmalio's followers can magically prove
    1 point
  47. The Animal Nomads have the same origin as the Durevings - they followed their herds down from the upper valleys on the Spike. Unlike those following Orlanth the Ram, the sons of the Bull ended up further east, in the paradisical Genert's Garden, and went so completely decadent that their humanity degraded to herd man levels.
    1 point
  48. My dumb theory? Humakt was originally a Durulz deity who was appropriated and then anthropomorphized by humans living in the Dragon Pass area, then became part of the Orlanthi pantheon shortly before the end of the Golden Age.
    1 point
  49. Now that could really blow a few character's minds! And think of the poor Orlanthi who suddenly realizes that the old windbag who's been busy giving him advice all these years might be something more....
    1 point
  50. Because on something on the Tin such as this will simply cause confusion among potential entrants into the various systems and to Glorantha itself. Confusion by someone getting ready to jump in is never good. Often, it will simply make them look over to this other game which isn't as confusing. "YGWV at the table" has always been the case as G in this context stands for Game. All GMs tweak things a bit, even the worlds. This is normal. Glorantha should not vary (much) simply because of varying rule sets. And we certainly shouldn't have major back-and-forths simply because its the fa
    1 point
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