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  1. 5 points
    I suppose there's also the question of which religious vision holds sway. My Glorantha is (I hope) rich and very, very varied with all the runes of HW and Ilh2. The cities of Dara Happa seethe with rival cults beneath the Plentonian-Yelmgathan nonsense espoused by the Yelmites. Orlanth and Ernalda are umbrella concepts covering many local cults, identified as thunder brothers and subcults respectively.
  2. 5 points
    Old-style Morokanth's; none of the mamby-pamby modern "Meatless Monday Morokanth". They're as omnivorous as humans are, and feast heavily on Gern-meat (also "Gern," which I understand is a deprecated term in RQG) on certain Holy Days. I think this was the very first item in RQG that I found I wanted My Glorantha to Vary. The Bolo-Lizard people have their clans travel on the backs of brontosauri; bolo herds mingle with young bronto's (they're almost indistiguishable IMG). My Prax is a /LOT/ more hostile and "Waste"-y than the current view seems to be. Dara Happa is nastier, not nicer. They're the fundament of the misogyny & the rigid stratification (which the Lunars ameliorate: the Goddess ain't much into misogyny, and that whole "changeable moon" schtick doesn't really reinforce rigid strata...). Yelmie's are still basically following Yelm's examples, and Yelm is still kinda stuck on the Perfect Hierarchy of the intact Spike -- which was, essentially, solidified Law. I keep the Elder Races pretty damned alien in their own respective "mainstreams," but I allow lots of different ways for Mostali to become "broken," for Aldryami to become "rootless," for Dragonewts to ... whatever the f*** they do that induces them to join a "party" of "adventurers." Mainly, I try to work with the ideas a player comes up with, if they want to play such creatures. One of the things is that they are -- mostly -- regarded as insane/diseased/criminal/etc by their own people... they are tragic exiles among a terrifying new People whom they find to be aliean. One thing I have recently envisioned is the Mostal "Interface Unit," or Aldrya's "Border Cultivar" -- these are individuals constructed/bred/etc -- and trained -- specifically for the purpose of interacting with humans, such that their respective cultures have such things available when they are needed.
  3. 4 points
    Dara Happa is a shared myth, not an entity, with profoundly different cultures from city to city. The Lunars may be doomed, but they are happy post-modernists without DH's misogyny. Unfortunate expansionist tendencies, though. Sartarites are arrogant and exclusivist, with some very dangerously powerful and socially validated homicidal cults. Esrolians are Minoan hippies. Helerings are happily bi and Welsh. As for the Mostali and 7-of-9, don't even go there..... Uz are a modern take on Neanderthals. Your Glorantha Must Vary!
  4. 4 points
    Not much. Vinga and Elmal are widely worshipped in their own right.
  5. 3 points
    This reminds me of a recent post over on the FB RuneQuest page: My original campaign was set mostly in Imther and Sylila. I liked the area partially because I had a lot of freedom, but also because I liked both the Lunar Empire and the Sun Dome Temple. And there was very little Orlanth in my game, largely because I was not an Orlanth fan. Instead, I had Orlantio the Trickster (or I should say one of the tricksters), which functioned as an important, though disreputable, part of society - that of the troublemaker and rebel. My Lunars were a broad mix. The Conquering Daughter was a favored and important cult, and her city of Jillaro was famed for its wonders and temples. The Seven Mothers could be good or bad - though we certainly had a very honorable Yanafal Tarnils initiate. Etyries merchants were often suspect and often filled a more "villainous" role. My Yelmalions were generally less rigid than their Praxian/Pavis counterparts, and actually had a more localized variant (Khelmal) across the countryside than the Sun Dome itself and this was the true "everyman's god" of Imther. Although my campaign never reached DH proper, the Alkothi were certainly borderline sociopaths (or perhaps hellish demons is a better term?). My Imther also had its own variation of the Lightbringers Quest. It was not led by Orlanth, but by Lightfore who descended into Hell to restore the Sun. As above, Orlanth/Orlantio was the Trickster on the quest, not the real leader. Otherwise, I probably have not veered too far off canon since I try to utilize my game material for publishable writing/content, and my current Colymar campaigns are very much typical Orlanthi (both during and post-Lunar occupation).
  6. 2 points
    The Spirit World is a place of spirits and energy that is coterminous with the real world, yet distinct. (See RQG p.371: The Spirit World) As noted on p.253 this is the place of the "natural energy currents of the world." Most people cannot interact with the Spirit World directly even though it is there and around you (perhaps think of it like Dark Matter?). But you can learn (through communication with spirits provided by temples or shamans) how to focus your mind in order to tap into that inherent energy to force a temporary change in reality. As it says on p.253 "An adventurer’s POW is the measure of their ability to affect the universe by force of will. The amount of magic points an adventurer can expend is equal to their POW. Of course, with no knowledge of spells, this POW can only be used to resist other forces. It cannot cause a magical effect in and of itself." So you've got all this spiritual energy all around (though you cannot see it with normal sight). And because you are living and have a life force, you have some small ability to make a change to the world through that force. What you need in order to force that magical change is knowledge of: 1) how to use your will to draw on the spiritual energy for a specific purpose (a spell); and 2) how to direct the energy to make a specific change (a focus). Generally, you learn both from spirits that you have contact with. The spirit teaches you how to pull that spiritual energy to you. Then it teaches you how to focus that energy (faster if there is a symbol for you to look at, slower if you're forming the image in your mind) and finally how to release it. Once imparted to you, the spirit returns to its world, but you retain the knowledge of how to manipulate that spiritual energy for that particular spirit spell, and a focus for manipulating the energy to complete the spell.
  7. 2 points
    No, actually... It doesn't. What it does actually say is: "all but the strongest loyalties are forgotten." Which is significantly different... Because sometimes you've got to tolerate those you'd rather not. Just because you're in the same party, working for a similar cause, in no way makes you "friends", and certainly not of the "strongest loyalties" variety... (could be a good way to find out who your *real* friends are 😛 ). Especially if there's always been an undercurrent of resentment and antagonism (with a few snide remarks and barbs thrown in), kept in check only by a party leader or other figurehead (or by some other command).
  8. 2 points
    Currently funded as part of D101’s ZineQuest2 Two for One Zine Kickstarter along with Grogzilla issue 1. It is a zine sized RPG, which is the first pass of about 40-50 A5 pages tidied up, so it is playable. It’s a Zero Edition, with the full first edition coming this summer as a fully kickstarted game. Skyraiders of the Floating Realms on ZineQuest It comes in two blended-bits : A colourful and action-packed setting, The Floating Realms. A concise d100 system. The Floating Realms I wanted a setting that is immediate, easy to explain and sucks the players in. I know the idea of adventurers travelling from one sky island to the next in a post-apocalyptic setting, in search of adventure and loot gets me going. It has done since I came across Skyrealms of Jorune. There’s lots of weird fun fantasy game juice packed into even the Zero Edition. Peter Frain has pretty much nailed the spirit of the game in his front cover of two adventurers at the prow of a Sky Ship, with the New Sun and the Dead Moon in the background. The D101-System At the beginning of the year, I sat down and over two days wrote a 20-page concise D100 system. It's written from the ground up, not from a SRD, because I wanted to get my idea of what I wanted from a D100 across. If you are familiar with OpenQuest it’s a continuation of many of the ideas I introduced in that game. Characteristics are still the familiar building blocks, except for Size which I’ve dropped, randomly rolled. I’ve dropped Size from the usual D100 list of characteristics because I never use in my games. Characteristics as well as being the basis of Hit Points (now Constitution) and being used to work out Bonus Damage, characteristics determine the starting values of skills, usually two relevant characteristics for each skill. Characters have a previous career, which sets them up for play with a set of skills and three magic spells since everyone on the Floating Realms knows a bit of magic, and a default set of starting equipment. They are then individualised with by allocation of small number points to skills they haven’t already advanced with their career, and players get to pick an additional spell. They advance in free form manner, earning Improvement points that the player can spend on the skills and magic they want, as well as gaining contacts, skills and magic through completing missions for their organisations. There’s one Skill test system. The skills list is short and concise, even compared to OpenQuest, and the system of simple difficulty modifiers is even more aggressively applied. In any given situation only one difficulty modifier applies from a set range (-40%, -20% , +20%, +40%). And modifiers from magic trumps mundane situational ones. Opposed skill tests are now so that only player rolls their skill, which is modified up or down if their opponent is more or less skilled than them. I realised I’ve been doing this instinctively for years since it gives similar results to both sides rolling and takes the pressure off me as Referee. It has one magic system, one list of spells, and no magic points. Instead, you roll against Magic skill to see if the spell is successful and if you fumble the character can not use it again this gaming session. There’s a shortlist of straightforward and powerful spells in this version of the game. Combat is straightforward, with characters acting in the order of the skill they are using, from highest to lowest, so characters who are more skilled get act first. There’s still attack rolls, followed by defensive reactions to prevent. Armour has a dice armour value, and weapons do damage ranging from 1d4 to 1d12. There are no hit locations. I’ve moved the system away from resource management and ditched a lot of fiddly numbers. There are no equipment lists and counting of coins and the magic pointless magic system is another example of this. If it's necessary to know the outcome, a simple skill test is applied to resolve the situation. So, for equipment acquisition the Referee either says yes to reasonable requests and moves on or makes the player perform a successful Trade skill test, modified for availability in the character’s current location, to gain the item they are after. Overall this is a heavily modified version of OpenQuest, to the point that it’s become its own thing. Its been written from the ground up, and I won’t be releasing it under the OGL. If I had to give the system a name, I’d call it the D101-System 😊
  9. 2 points
    Many of our PCs were in multiple cults and were Rune Levels. It was a reasonable compromise. It is just a game, after all.
  10. 2 points
    And dwarves. All the elder races except for the trolls want to wipe out all the other elder races. And the only reason the trolls don't is that elves are tasty and dwarves get you high. BTW, what Argrath did to Peloria is the ultimate proof that Greg's statements at several Cons back in the '90s that in fact, almost all Chaosium publications are propaganda from the Orlanthi POV, and in fact the Lunars are the good guys and the Orlanthi are the bad guys, is true. I think official Lunar doctrine is that when White Moon time comes, all those souls the Crimson Bat devoured will get disgorged again and live happy lives forever after, like everyone else, and that meanwhile they get to be part of the beautiful Bat. At least that's what my Natha priestess thinks. There'll be pie in the sky by and bye...
  11. 2 points
    Regarding Lunars and Dara-Happans: as my players currently only play Orlanthi, of course I'm painting the enemy as, well, the enemy. Everything they hear about the Lunars is terrible. Propaganda works! But I will definitely make my players also play Lunar Tarshites (or some other Lunar faction) in a future one-shot or campaign, and on that occasion I will depict the Lunars as the good, cultured and modern people of Genertela. In turn, I will start describing Orlanthi the way Lunars see them: as the violent, backwater conservative barbarians they are. I'm looking forward to see my players' faces when that happens, but frankly, they are very (self-)aware of the ways Orlanthi society sucks. The only reason people mostly play "Orlanthi = good, Lunars = bad" is because most of the published material is Orlanthi-centric. As for how my Glorantha varies? I think it doesn't vary much because I barely got started with it. I moved a few things around to make my Far Place-centered campaign work better (nudged a couple dates, changed a couple things regarding the local clans), but nothing of big consequence. The biggest variations are probably to be found with people who are already several years into a campaign, where compound changes have bigger consequences on the world, and the PCs have had time to change the course of the metaplot history.
  12. 1 point
    So I'm going through all the rules and modifying whatever I don't like or can't explain logically. One such thing is spirit magic; What in the gods' names are spirit spells and how exactly do they happen? The spirit magic intro is extremely vague and doesn't make any sense when trying to explain it to a new player. Do spirits actually show up and perform these effects? Definitely not. Then what? What spiritual energy is there other than a straight up spirit? Please explain to me how any of it makes sense (or make something up) before I completely destroy/rewrite spirit magic for my table!
  13. 1 point
    Hi! On page 49 in the newest edition of MoN, the Peru chapter mentions the following: “The act of repairing the golden ward on the pyramid has later echoes in the possible reconstruction of the Eye of light and darkness in the main campaign.” I’ve read the whole campaign but can’t find what this references, can anyone help me?
  14. 1 point
    Elsewhere on the forum there have been discussions concerning metals, but since this is a general Gloranthan question I decided to post my question here. If an Illuminate constructs a suit of scale mail using alternating scales of different rune metals (since unbound by cultic strictures) what might be the result? This isn't asked by way of munchkinnery, but simply academic interest...
  15. 1 point
    I could see something like that as a necessary base for some very powerful -- and nearly chaotic -- blend. Sort of like the God Learner water that burned, but ...... armor. By itself it seems a boondoggle of a project requiring a vast array of smithing skills and Issaries spell trading to wind up with a very average suit of scale mail. But as always, Step 1) Collect Armor. Step 2)......... Step 3) Profit.
  16. 1 point
    Am I the only one in hype for the upcoming OpenQuest powered bronze age rpg coming from Osprey? https://www.amazon.com/Jackals-Bronze-Fantasy-Roleplaying-Osprey/dp/1472837428/ref=sr_1_1?keywords=Jackals+Osprey&qid=1582374103&sr=8-1 The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, the game places players in the role of Jackals - adventurers, explorers, sellswords, and scavengers - and sends them out into the peril-filled land of the Zaharets to make their fortune. or perhaps fulfill a greater destiny.
  17. 1 point
    As with many of the rules in RQG, unfortunately. Sigh. I agree. In our RQ2 Campaign, we had Rune Lord Priests who would happily take out a Dream Dragon but would run in terror when faced by Spirits, as 0 Temporary POW meant permadeath. RQ3 changed that by using MPs and having 0 MPs meaning unconscious, but that is still really dangerous. RQG makes spirits dangerous by increasing the damage they do based on their POW, but then nerfs them by having magical weapons damage them. I wouldn't allow that, I want my Rune Lord-Priests to be running from spirits in terror.
  18. 1 point
    Or the AC breaks down (wish this was the Cthulhu forum for that one).
  19. 1 point
    YGMV - Your Glorantha May Vary. We repeat those same four words so often that it's almost some sort of religious mantra. But how do we actually practice what we preach? What are some ways, big or small, that y'all's various Gloranthas have varied? How much stake do you place in published sources, and how much do you make up or homebrew yourself? I'm hoping that this thread could be a place where people can get ideas from each other for fun or interesting ways they could vary their Glorantha, in large ways or in little ways. Here's a few of my own to start it off: 1. "Humanized" elder races. I'm not a huge fan of totally alien nonhumans, though a fair bit of weirdness is alright, and so I like to make everything a little more relatable and playable. And yes, this does extend to dragonewts 2. Nicer Dara Happa. IMG, Dara Happa is still an extremely hierarchical society with a tendency towards pomp and arrogance in the upper echelons, but even without the Lunars it's not the total repressive misogynistic place that it sometimes looks like in canon. By extension, Yelm is a bit of a nicer god too. 3. Illuminates are sociopaths. The way I've interpreted it, Illumination is basically believing (and having your belief reinforced by the universe) that there's no moral difference between, say, raping and murdering a homeless man or buying him clothes and a hot meal. Therefore, Illuminated people seem emotionless and react purely based on their own logic or out of necessity. They can act emotional if they need to, but this may require a roll. One way to spot an Illuminate, especially an inexperienced one, is to watch their reaction to what should be a shocking or traumatic incident: if their reaction seems delayed or insincere, they could be illuminated. 4. Dragonewts and dreams. My interpretation of Draconic philosophy is that the world is made of dreams. The Cosmic Dragon is Ouroboros within its own dream, and everything else is dreams of the Cosmic Dragon. Dragon magic is basically lucid dreaming, dragonewts are the dreams of the eggs, and the goal of dragonewts is to "wake up" as dragons, then engage in another series of evolutions until they wake up as the Cosmic Dragon, and then the same until Ouroboros reawakens. What are some of your favorite variations from your own Gloranthas?
  20. 1 point
    Agreed. The gift is only the stat increase, not both the increase *and* a potential increase. It's Chaos... Hard-coded rules about maximums are for losers!
  21. 1 point
    Be it noted that Argrath dropping the Moon on Peloria was the single most genocidal act in Gloranthan history since the sinking of Slontos etc., which may have killed as many or even more--or maybe not. Frankly, genocide is a common Glorantha practice, blessed by many gods as the proper thing to do with evil people, or for that matter people with evil leaders. Remember, unless someone is devoured by chaos the soul is still around, and likely to be reincarnated or go to the appropriate heaven or hell. So not such a bad thing really.
  22. 1 point
    This in turn reminds me of a recent comment on one of the Discords where a friend observed Now of course old hands remember previous uh "cycles" of sympathy swinging toward Glamour even though King of Sartar has been making a convincing argument since 1993 (exactly half a wane ago) that the Lunars are wrong and that they lose. My Glorantha is partially an effort to find the story where good people can follow the Lunar Way to good outcomes. They get what they want, or what they said they wanted, or something. It's just that the KOS chroniclers blinded by the fury of their argrath (Leonard Cohen quote) don't understand that and couldn't see it. Even though the Lunars lose the setting has to be generous enough to give them the chance to be heroes, even if just for one day. Otherwise the corners of the lozenge I'm interested in are still fairly close to Blank so canon is a delicate thing. My West developed something like the "chivalry" of RQ3 and will reach for it again as the hero wars metastasize. Before the Dawn Brithos looked a lot like a Derek Jarman movie complete with something like motorcycles, heirloom cocktail shakers and gigantic marabou hats. I also can't shake the intuition that Hrestol and Faraalz were in what we would call love. Dwarves were not always assholes. Bird people ruled Kralorela before the dragons came in. Etc. As the light of canon approaches these phantasms recede and that's okay. It's how we find out.
  23. 1 point
    The white and green on the Welsh flag comes from the livery of the Tudor family and is wildly anachronistic for Aurelius, though of course any heraldry is, so I'd prefer the white or even better a golden shield to match his brother. The dragon itself is associated with Cadwaladr in Welsh tradition, who is the descendant of Maelgwn, but Aurelius adopting one makes sense. However there are arms assigned to Aurelius/Emrys in rolls of arms. W. Gurney Benham, in "Ancient Legends connected with the Arms of Colchester," in The Essex Review, v.9, on p.216 illustrates them (see below). They allude to his descent from Constantine and Coilus. Arthur's three crowns are attributed originally to Constantine the Great. A variant Azure three antique crowns Or 2, 1 (or in pale as in Arthur's arms) is attributed to Beli Mawr and Cunobelinus. It seems to be the arms of the High Kingship, really. Coilus is (also) assigned Azure three open crowns in bend Or. Macsen Wledig is assigned the coat of arms of Rome: Or a double headed eagle displayed Sable. Cunedda is assigned Sable three roses Argent 2,1. Gorlois was traditionally assigned Argent three Cornish Choughs Sable beaked and taloned Gules 2,1. The arms used in KAP were modified from those of King Mark.
  24. 1 point
    Fair enough. I have played many a Storm Bull that has retreated from some gross Chaos monster, to then go to the nearest Storm Bull Temple and lead a band of warriors against it.
  25. 1 point
    So you're saying that the spell is over-powered and needs to be fixed, the designers have said they are going to fix it, but still you say that it is broken and needs to be fixed. Er.... yeah, that's happening. Take the fix and use it, what's wrong with that?
  26. 1 point
    I'm coming around to the idea of giving HeroQuestors a Rune pool for spells learned on HeroQuests, in addition to the ones for each cult.
  27. 1 point
    technically we see him earning his learning about giants, which is one of the weirdly visible moments of his education as we know it. the anti-robcradle defense comes after he travels to the far north and spends time with the giants. most of argrath's illumination experiences is off-screen, so to speak, but the fight against the lunars along the zola fel shows him before illumination and fame in his still-learning phase earning the wisdom through heroic deeds. the real question for me is about the godtime giants and dragons, because I think of them as the Predark Enemies who went native. Dragons in particular are deeply, deeply weird creatures in Glorantha.
  28. 1 point
    A suit that requires a lot of Enchant spells and doesn't have enough of any metal to get a bonus?
  29. 1 point
    You are probably thinking of the Annilla cult writeup, though there isn't much. Of course when you take two thinks as mysterious as elder giants and dragons, what will really clear things up is the Blue Moon, right? It certainly does invite some speculation, right?
  30. 1 point
    Resolving Spirit Combat on page 368 doesn't work like normal combat. It's opposed roles with compared levels of success. Here's a spirit combat example using Vasana, imaging her an broadsword is enchanted: Using Ghost from the bestiary, POW (4D6) 15, CHA 3D6) 10, spirit combat 75%, 1D6+1 damage, Ancestral Spirit Spells (9 points): Dispel Magic 3, Summon (spirit dog) 4, slow (1), Mobility (1) Vasana is currently POW 15, CHA 19, Broadsword 90%, 1D8+1 damage. Damage bonus doesn't count in spirit combat All happens at SR12 Round 1 Ghost 18, success, Vasana 55, success, tie. Round 2 Ghost 76, fail, Vasana 51, success, Vasana wins. Rolls 6+1 = 7. Ghost has 8 mp left. Round 3 Ghost 01, critical, Vasana 68, success, Ghost wins. Critical - Roll twice 3+1 & 5+1= 10. Vasana has 5 mp left and takes 1 hit point damage to her left arm. Round 4 Ghost 94, fail, Vasana 60, success, Vasana wins. Rolls 1+1 = 2. Spirit has 6 mp left. Round 4 Ghost 66, fail, Vasana 04, critical, Vasana wins. Critical - Roll twice 6+1 & 8+1= 16. Ghost has 0 mp left. Victorious, Vasana chooses a spell that the Ghost knows, Summon (spirit dog) 4.
  31. 1 point
    No, it has to reach the body. It's a Ward against Weapons, poison needs a delivery system to get to the skin. For example a Wolf Spider's bite does 1D6+1D4 + poison, so the poison happens only if the damage passes the spell. No. "Neither armor nor spells that protect against physical damage are effective against this spell, though Countermagic works." It's a magical not physical attack. Yes. "Only the target’s thinnest armor protects against this damage; spells are ineffective". It's a physical not magical attack. No. "This spell damages the target’s body...This damage is not absorbed by armor." It's a magical not physical attack. (there was an an argument for yes, but then it's POW vs POW, then roll damage, then D3 damage vs the spell strength. Fortunately we realised It's a magical not physical attack.)
  32. 1 point
    Pretty close to how I imagine the Vadeli, yes. It’s not just pushing the rules, it’s doing innovative things to use them in ways not quite intended. For example they work around not being permitted to act as ‘rulers’ by building a social hierarchy around maritime law, which is why their rulers are Admirals.
  33. 1 point
  34. 1 point
  35. 1 point
    Rape is chaotic, whereas other horrible crimes are not chaotic, for a very simple reason. This is a game, in which various things that would be horrible crimes in the real world are something characters commit on a regular basis, are things that players have their pc's do. A lot of the players are male teenagers. If rape was in the category of being something that players running pc's could get away with, the results could be unfortunate, and not just because it would be embarrassing to Chaosium. Therefore, to hell with logical consistency or anything else, rape *needs* to be a chaotic crime in Glorantha, end of story. This is not a problem with cannibalism, not a problem among people liable to be playing RQG. Nor is it a problem with genocide, which few if any RQG players are ever likely to be able to commit. That torture is also pretty negatively regarded, and restricted to cults PC's are unlikely to ever play, likewise. Besides, TV characters, especially cops, use torture on a regular basis, so a torture prohibition in RQG would not be effective or useful.
  36. 1 point
    As I posted on the fb RQ page.. I'm loving the Smoking Ruin adventure, but either I'm getting very confused, or the player map (p58 and Handouts) is not the map described in the text... P84: "There is a key to Scratches’ symbols on the map, as Hastur explains it to the adventurers." P73: "The ‘reddish’ splotches on the sketch are general indications where Makes Scratches sensed or encountered spirits, and the gamemaster can use them if spirit encounters are desired to link the map to what the adventurers encounter. The specific encounter areas called out are Location A, Location B, and Vamargic’s Lair (Location C) and the ruins of the original settlement (Location D)." Also P73: "The only clue concerning that location would be the ‘scratched’ version of the Air Rune on Make Scratches’ original map." Um... I can see no symbols, key, runes, or ‘reddish’ splotches on the map whatsoever. There are some green splotches, but these don't map to the locations mentioned...Am I just being dim or missing something? I also find the description how how the PCs ascend the slope to the Smoking Ruins utterly baffling :).
  37. 1 point
    I think it's just a broad hint that repairing magical things can restore their power. It just puts a concept in place for the investigators/players to recall; probably the latter given long term survival probability.
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