Jump to content

Scorus

Member
  • Posts

    289
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Scorus

  1. Yes, being the most alien of the elder races is really saying something! It depends a lot on what type of dragonewt it is. But in general think of them as intelligent creatures with tunnel vision toward goals that humans do not, and probably cannot, understand. Think of it as a rigid caste hierarchy but with the ability to advance to a higher caste if they can only understand the dragon way. That is achieved by following the orders of those above them who have achieved that understanding. And they are immortal, so they do not fear things that mortals do. Crested are essentially adolescents, trying to figure this whole thing out while being given the grunt work. Create a random emotions table and just roll on it every day (if not more frequently). As they age over many, many lifetimes, they become more balanced and better at achieving their goals. Beaked have reached a higher level of maturity and are in some ways the closest to humans (which to them would be a huge insult). They handle and direct most of the mundane work (providing food, building, crafting, fighting, etc.) according to the general direction of their superiors. Your players would have to be huge dragonewt friends or enemies to end up in the presence of a tailed priest, who are the equivalent of leaders and priests. Full priests are the dragonewt equivalent of heroes, heavily mystical and wipe-out-small-armies powerful.
  2. Dragonewt motivations are completely opaque. They do not think like others and trying to figure them out will tie your head in knots. One of my players asked a dragonewt the reason it was helping him and the response was "Reason?" with a quizzical look. That was a new concept to it. Dragonewts have fought on both sides of the Lunar-Sartar wars over the years. It is fair to assume that each time they were offered something that they wanted, probably knowledge. On the other hand they may have just understood that the action would bring the Inhuman King a step closer to its unknown goal. Though most humans assume they were trying to weaken both sides in anticipation of the next time they rise up to kill all humans. Either way it isn't like they were risking anything in the fight. They are immortal.
  3. Scorus

    Perfumes

    One of my players is beginning to craft scents. He started with products to mask a hunter's scent and is expanding into the more lucrative area of perfumes. A search of my pdfs revealed that perfumes are popular in the kinds of places you would expect (Lunar Empire, Esrolia, etc.), but is there anything else out there? A god or goddess with perfumes in their portfolio? A member of Ernalda's entourage, perhaps? A Minlister-type for crafting perfumes? A place in Sartar which specializes in production?
  4. Thanks for these numbers. The reason I asked is that the published sources don't seem consistent. The Ulerian Temple and Temple to All Dieties in Apple Lane are each supported by only 5 hides, so 200L/year on average. But a holy site costs 125-1000L/year?! I don't deny that is possible, but I have no context as to why that is the case. A recently resurrected noble PC wants to establish a Chalana Arroy shrine as his 'payment' for their services. He is able to build the structure and is working to find a God-Talker or Priest to maintain the shrine and accompanying one-room hospital, but we are not sure how much land/cattle he needs to gift for it's annual upkeep. Is it twice as much as the 125-1000L holy site cost or half as much as the 200L temple cost, for instance?
  5. How many hides would be needed to support a new shrine in a town/village? How many for a new small temple? What are the necessities, besides construction?
  6. Their initiates+ are likely to have Breathe Air/Water, whether they worship Engizi, the Great Newt, or a local spirit.
  7. I give them 3 weeks for whatever. What time they don't spend adventuring they can do whatever. They usually spend that time either learning spells or traveling to a temple for the holy day or to buy something they can't get locally.
  8. Got it. I was going from the set-up in the Gamesmaster Adventure book. Never mind!
  9. 5 tenants of hides that benefit the Thane. But each of the Ulerian Temple, Temple to all Dieties, Horsemasters' Guild, and Weaponmasters' Guild have 5 also, for a total of 25 tenants. It is great land north of the road so plenty of room for expansion. South of the road and orchards would be the logging needed for the walls, though it is getting into dangerous territory. 'In a Merry Vale' has an exhaustive write up of Lysang and a lot on Antorling and Namolding (though it is ca. 1615). My Hiording notes are in the Glorantha section, if you want to use any of it.
  10. Recruiting tenant farmers shouldn't be too hard, one family per herd. Their pay is half the haul, though you might want to let them keep more in bad harvest years. You'll need to build a cabin for each, which wouldn't cost much. The economy has traditionally been diversified between apples and trade/tourism and with the latter gone something besides apples would be good. There wouldn't be a good market for apples to the East with "The Apple Clan" with their historic relationship with their neighbors right there. Though you have a great buyer of food and drink to the north! I recommend boar meat!
  11. The CA write-up in Cults of Prax expressly forbid it. The one in HeroQuest led away from it also, though I don't remember the exact text off the top of my head. I'd be surprised if Gods of Glorantha didn't go in that direction, though RQG did lift the Befuddle/Sleep restriction on chaos creatures which I don't remember seeing in previous versions.
  12. Great questions! My thane also wants to repair the pawn shop. Like most of the original buildings, it was built by Boldhome stone masons so if it is going to be restored to that level of construction it will not be cheap! Defenses are an interesting direction. My feeling is that Apple Lane is recognized as neutral ground by all but the least civilized, such as Tusk Riders and Chaos, and have very little history of attacks. Civilized cultures understand that an attack on the village would be dealt with very harshly by most everyone else. I even see the tusk rider attack as a rogue operation and, should the leader survive, he would be dealt with severely by his superior (see In a Merry Vale). Also in my game, the Ulerian Temple gives off an air of Fertility/Life/Anti-Death that contributes to defenses in a way. That doesn't mean there are never bar room brawls at the Tin Inn, but they are a lot fewer than your average alcohol-serving establishment! Also, death cultists tend to feel uncomfortable there, especially if they are trying to live there! Also, in another vein, it results in higher levels of reproduction in both the villagers and the herds. And a more both hedonistic and loving environment. Aileena might not be on board with turning Apple Lane into a fort. 20 cattle to a hide, though that could be less if the hide was primarily orchards and not annually planted farms. Most nobles have 5+ hides, but anyone can live like a noble as long as they are willing to put up the 200L annual cost of living. Lastly, again in my game, the main priority is to bring more people into town. The Tusk Riders practically shut down trade through Birne's Squeeze for years. Getting people to come through there again is going to take time and trust. Until that happens, Apple Lane is on a dead end and there will be little economic activity. Another factor that is critical to growth, in my mind, is water supply. It is the unusual village that would be built where there is not even a stream! I'm sure there is a reason Sartar built it right there, but it is a natural limit to growth.
  13. I believe the Great Newt statue in the Rainbow Mounds had gills? But in my game they are strictly amphibian, so cannot breathe water once they hit Bachelor.
  14. Yes, I think so. So someone with 35% Genert Lore with the plant category who wanted to learn more about animals would train from 25% in the animal category. Under other skills have Genert (Plant) 35 and Genert (Animal) 30. I don’t know lores are popular enough to get out of control.
  15. Doubt this will help but I had all my characters be from the same clan, growing up together. There was resistance at first but now that they understand the deep social component of the game they appreciate having shared backgrounds, readily available relatives with skills and knowledge they can draw on, interesting back stories and storylines, etc.
  16. Oh! The only edition I have is the one I bought in 1992! I'll get the new one, though it sounds like someone is trying to bury the truth!
  17. Wow, what a fantastic breakdown! My 15 Humakti in Hiording is probably too many, though the majority are from the clan's Durulz population. Is the 180,000 Sartar population pre or post Great Winter?
  18. My reading of the RQG rules has fewer than you indicate above. Villages might have a site or two, but not all. Small towns, such as the average clan seat, would have 2-4 shrines. A large town might have a temple (that also contains associated shrines) and most cities would. Major temples are very rare, occasionally in cities (Jonstown Library), but more often located at holy sites (Clearwine Earth Temple). Cities such as Nochet, Glamour, Pavis would be the only ones with multiple major temples. This was a surprise to me based on my playing KoDP (though my reaction was that it must be one of many things I was doing wrong in KoDP). I prefer more shrines, myself. But it is going to depend on the number of rune levels and overall worshippers in an area, so if you are randomly determining these things then you could extrapolate from that.
  19. "Events of My Life" by Minaryth Blue, page 211-3 of King of Sartar. The timeline of his post-1625 life does not match up to the canon: Kallyr lights the flame and lives until 1630, Harrek sacks Boldhome, etc. Given that he lives at the same time and is from the same clan as Minaryth Purple, I'm guessing that it is a parody.
  20. Sure, here are three off the top of my head: Young farmer Harmast starts with Genert Lore 20%. He has a basic knowledge of the area's plants, animals (farm and wild), and minerals. He would get a bonus to rolls concerning any plants, animals, and minerals that he regularly interacts with. At 30%, he is specializing in plants, let's say. So his base rolls would be limited to 25% in questions of animals and minerals but 30% in plants. Again, with bonuses across the board to plants, animals, and minerals that they regularly interact with. At 60%, he has focused on grains. So he could augment his Farming skill roll for his grain harvest during Sacred Time with this skill. But if he is trying to figure out what is affecting his cabbage then he is capped at 50%. At 85%, he KNOWS barley. His wheat and corn crops are excellent, but when somebody in the tribe is having trouble with their barley the answer is always to go see Harmast. If barley is a major aspect of the clan’s harvest and he is generous with is knowledge, then his skill can help the clan’s annual harvest roll. At 95%, he is one of the leading lights in the world on barley pests. A Lhankor Mhy initiate is dispatched to stay with him and write down everything he says on the subject. Divinations to Barntar on the subject come back: “How would I know? Ask Harmast Barley-Shield!” Any heroquest involving Esra the Barley Mother starts with a consultation with him, if he is not included. ----- Assistant Shaman Inervan has a 20% in Otherworld Lore. She is familiar with the basics of the Sky Dome, the Spirit World, and the Underworld. She gets a bonus to rolls involving the aspects of each that she most frequently interacts with in the service of her shaman. At 30%, she specializes in the Underworld. Base rolls to know about that world’s deities, demons, and mythic geography. Rolls concerning other worlds are capped at 25%. At 60%, she specializes in paths through the realm of the dead. She grows in her understanding and regularly eases the fears of those nearing death, in addition to being consulted by those dealing with ghosts, approaching heroquests involving those paths, or seeking to resurrect travelers upon it. Questions about specific demons or other regions are capped at 50%. At 85%, she has gained significant expertise on the warrior’s path to the Underworld. She can give advice to warriors as to trials they may face along this path. She has identified and communicated with guardians of this path. She can strengthen an army’s courage with tales of the afterlife glories that those who don’t make it will find and can efficiently find those currently on the path. At 95%, she has trod the path that a Babeester Gor takes to the Underworld multiple times. She is the go-to heroquester when a BG warrior needs to be pulled from the Underworld. She can recommend prayers to previously unknown BG servants in the Cavern of Silence who can get you the best seats. She can sell her services as an advocate in front of BG and Daka Fal. ----- Cartacar leaves for his apprenticeship at the Irippi Ontor Temple with a 20% skill in Glorantha Lore. He knows the basic physical and political geography of Glorantha and a better knowledge of the customs and history of his native Carmania. At 30%, he has focused on Glorantha’s political history. Questions of physical geography or customs are capped at 25%, though he would get a bonus in areas connected to the political history (e.g. a mountain range that provides a historical border or a custom that started a war) or that directly involve Lunar territories. At 60%, he has become fascinated with the Second Council. He has a good basis of general political history, especially that involve Carmania and the Lunar Empire, but those are capped at 50%. His knowledge of the Second Council has begun to be noticed by other scholars in that field. At 80%, he has zeroed in on the Dara Happan involvement in the Second Council. He has an intimate understanding of the major and minor texts on the subject and can discuss aspects of them at length. While the work is primarily academic in nature, it has brought him the patronage of prominent Dara Happan families whose ancestors were involved and led to discoveries of relevant sites. At 95%, he has worked with shamans to contact the spirits of Dara Happans who were involved in the decision to join the Council and led exploration of important sites. He has traced the involvement of previously unsuspected influences on the decision that has resulted in a significant rise of importance in one of his patrons, who gifted him with a small estate. He has provided information on the Second Council and the birth of Gbaji which could be instrumental to future heroquests delving into those eras.
  21. Lores are the first step that I'm taking in a house rule skill rethink, I'd appreciate any feedback on the following system. Lores seem too narrow at the lowest levels, as the basics of one lore seem to be highly dependent upon others, and too broad at the highest levels as the more you plumb a subject the more narrow you have to get. One of my players mentioned that there were a LOT of lores in a recent session and it got me thinking about skill trees. So I have combined the Customs skill (as it and Homeland Lore seem to overlap) and all the Lores except Cult Lore (which I just couldn't get to fit) into four broad skills which narrow as the skill level proceeds (currently 5 categories, maybe should just be 4?). So the four resulting skills that a player would train are the Lores listed below, the rest is an explanation of what aspects of those lores they specialize in as they progress in the Lore skill. Skill Levels: 1-25% - General lore giving a basic understanding of how it all works with knowledge of specifics here and there or in occupational areas (i.e. a farmer, herder, and hunter will learn different things about minerals, animals, and plants in Genert Lore). 26-50% - Knowledge of a category (original lore skill), geared toward occupational or cult areas as appropriate. 51-75% - Specific factual and mythic knowledge within an area of the original lore category, with a possibility of knowledge in related areas. 76-89% - Specific factual, theoretical, and mythic knowledge of a particular subject within the area. 90+% - Full expertise within a narrow aspect of the subject, acknowledged as one of the (or The) expert in that narrow field. Lores: Glorantha Lore - Customs/Homeland/River Genert Lore - Animal/Mineral/Plant Otherworld Lore - Celestial/Underworld/Spirit Non-Human Lore (new name ideas welcome!) - Draconic/Elder Race Tree Examples (Items separated by slashes indicate examples of options at a given level. Please don't get hung up on specific examples, they are drafty!): Lore: Genert Lore Category: Animals Area: Felines/Snakes/Freshwater Fish/Birds/Insects/Forest Animals/Underground dwellers/Riding Animals/Farm Animals Subject: Alynx/Python/Vrok/Beetle/Cow Aspect: Diet/Mating Habits/Health Care/Mythic Lore Lore: Genert Lore Category: Minerals Area: Metals/Home Use/Medicinal Subject: Bronze/Iron/Clay/Salt Aspect: Types/Density/Alloys/Location Lore: Non-human Lore Category: Elder Races Area: Uz/Aldryami/Mostali/Beastmen Subject: Dryads/Centaurs/Durulz/Great Trolls/Gold Dwarves Aspect: Customs/Mythic Lore/Diet/Specific entities Lore: Non-Human Lore Category: Draconic Area: Mythic Lore/Dragons/Dream Dragons/Dragonewts/Water Wyrms/Human relations Subject: Orlanth and Dragons/Celestial Dragons/Crested Dragonewts/Inhuman Kings/Periods/Regions/EWF Aspect: Specific entities or myths/Dragons and Argrath/High Wyrm/EWF in Dara Happa/Crested Dragonewt diet Lore: Otherworld Lore Category: Celestial Area: Mythic Lore/Stars/Comets/Sun/The Sky in the 2nd Age/The Sky from the Far North Subject: Individual celestial entities/Orlanth and the Sky/Vingkotling sky beliefs/Nochet interpretations Aspect: Rigsdal vs. Polaris worship/Elmal in the Vingkotling era/The Only Old One and the Sky Lore: Otherworld Lore Category: Spirit Area: Animal/Plant/Disease Spirits/Genius Loci/Wyters/Elementals/Spirit World Regions/Spirit Cults Subject: Major Battle Sites/Dehori/Tribal Wyters/Ghosts/Oakfed/Vortices Aspect: Specific entities/legends/battles/sites Lore: Glorantha Lore Category: Sartar/Esrolia/Prax/Rivers/2nd Age Area: Pavic Customs/Colymar Tribe/Nochet/Bison Riders/EWF/God Learners/Boranini River Subject: Colymar Wilds/Nochet Trade/Bison Rider religions/EWF Artifacts/Boranini flora Aspect: Pig Hollow/Nochet’s docks/Specific entities or artifacts or sites
  22. I would hope there would be effects, though that is up to your GM and may depend on your rune score. Cool factor FTW!
  23. Okay, here is where I get myself banned: For me, Chalana Arroy always seemed more like a character class than a cult. Every other cultist can fight, use magic, use holy magic, use skills, etc. That is what people always point to that RQ broke the D&D mold on. But CA has things that only they can do and things that everyone but them can do. Absolutely a good role-player can have a lot of fun with CA in a good role-playing campaign, just as they can with any kind of character that they identify with. I think it adds a lot of work to the GM to keep them engaged, more than a non-combatant LM or Issaries character for instance. And depending on how much of a pacifist they are, it can be a great source of party tension, if you are looking for that. Are they going to turn a blind eye when their friends are initiating combat against non-chaos? Are they going to heal them so they can go initiate more combat and death? Is their goddess okay with that? It will be interesting to see how CA is written up in Gods of Glorantha, whether it echoes some of the stuff in Cults of Prax and HeroQuest that didn't make it into the brief cult profiles in RQG.
  24. They are too busy being slowly digested.
  25. This brings up a lot of group/mob mentality questions! I assume this is a sudden "make a decision NOW" thing as opposed to something that there is even a few minutes to debate. In the latter case then things like CHA, rank, Orate, Fast Talk, Intimidate, etc. could have a lot of effect on decision and morale. I think the main question is who is going to instantly react and who is going to hesitate. This can be a result of surprise, passions, etc. Some will be frozen with shock or indecision, others will just naturally defer to an authority figure. So I would give all players the opportunity to hesitate and then force a roll for those that instantly react, using the sanity or POW+INT or whatever. If the right person either charges or flees, then the likelihood of everyone following goes up immensely!
×
×
  • Create New...