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Scorus

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Posts posted by Scorus

  1. 14 hours ago, Nick Brooke said:

    Check the "Apple Lane Orchards" map in the GM Screen Pack. East is Jonstown, South is Clearwine, West is Runegate and north is unmarked.

    Honestly, I didn't understand that map at all. It showed a lay-out of a village that was completely different from Apple Lane and laid out 5 tenant farms when the book clearly indicated that there were 25. It is a good map, useful for a village, but I couldn't understand how it related to the official maps, pictures, and descriptions of Apple Lane.

  2. I use the road that goes off to the north as the road to Swanton and Runegate and the road leading west as a herding trail that runs down to Black Spear and Clearwine. Or either could just lead to more of the orchard tenant farms to the north and west.

    • Like 2
  3. 4 hours ago, skulldixon said:

    During the Week of Luck, locals renew their bond with the Apple Lane Wyter.

    Was the wyter present when your players arrived or is it something they put in place? I'd be interested in any details that you can provide on it. I've been considering how my players might find a wyter for Apple Lane, since in my game there isn't one there yet.

  4. In another thread, Richard clarifies from the upcoming cults book that Babeester Gor initiates cannot marry but are not required to be celibate, as they can have children (which they give away).

    What other cults DO require initiates or priests to not marry? Which ones require celibacy?

    The only ones I see in RQG are Maran Gor G-T must not marry and Priestesses must be celibate (not including geases and restrictions on who one can marry). But over the years I've seen interpretations that include some kinds of marriage or sex restrictions for several cults including Chalana Arroy, Humakt, Babeester Gor, Lhankor Mhy, some of the Seven Mothers, etc.

  5. 6 hours ago, jajagappa said:

    I'm not sure that would be so.  Orgorvale is one of the daughters of Vingkot, so puts her in the Vingkotling/Early Storm Age.  Tarndisi is most likely from the post-Great Darkness/Silver Age (a "Dawn" Redwood spirit if you will).  However, even if not contemporary, perhaps Orgorvale planted or set aside the seed that would become Tarndisi?

    We know from Heortling Myth p.89-91 that Orgorvale was the youngest of the four children between Vingkot and the Summer Wife.  She married Ulanin the Rider, who clearly came from a different tribe (one of horse riders - and there are associations, I believe, between the Dundealos tribe and Ulanin/horse riders).  We also know the Summer Tribes had "many troubles with the dark men", if that's of use in the story (e.g. if Kallyr is challenged by Darkness in the Underworld).  And we know that the Orgorvaltes tribe was dominant in the region around Boldhome and the Quivin Mountains: "Amongst the Quivini and the Hendriki, there are many stories of Ulanin the Rider and the Orgorvaltes tribe. They were great horseman and had many friends and allies."  To my knowledge almost no tales or stories are actually described, so a lot of opportunity to define what these old myths are that Orgorvale remembers and responds to.

    I meant Orgorvale the Goddess and not Orgorvale the Queen would be a contemporary of Tarndisi. Her apotheosis would be pre-Tarndisi but she was worshipped in the area until suppressed by the EWF.

    The relatively frequent mentions of Ulanin in various sources compared to the mentions of Orgorvale were telling. I see her as taking the Ernalda role to Ulanin's Orlanth, while he was out being the hero she was at home ruling her realm. I reworked her from what is in GA to make her more of an Earth goddess than a purely ancestor god and gave her new cult Summon Household Guardian and the Manage Household skill. I also read somewhere that her realm was associated with peace and peace-keeping, which goes well with that and some other things that are happening in my campaign.

    • Thanks 1
  6. 3 hours ago, Stephen L said:

    So the path I’ve taken is that I’m keeping to timeline, but I am currently averaging about 2 adventures a season, which gives space to cover all the multiple threads.  So as not to penalise the players I’m allowing experience check’s after a significant adventure (if there’s some down time afterwards to catch breath and reflect).

    However, I only have rune points regained on season holy days.  So it means that the players are cautious about spending them, and when they do, it's quite spectacular in those really tight moments.

    Yes, I considered doing 2 adventures/season but I didn't like what that would do with training time, travel, etc. But I can certainly see how it would work well.

    I only allow rune point regains on seasonal holy days and Sacred Time. Allowing it to happen on associated cult days seemed like it would cause too many problems.

  7. I don't think they would be obliged, but they might do it.

    It is tough to keep a secret, especially when it is only known to a couple of thousand people! So you could expect to see lots of interesting cult lore in a large library (and information on secret clan and tribal rituals, etc.). That said, it would all be at least second hand and coming from lesser cult figures, so I wouldn't expect any of it to be 100% accurate. There would be clues, contradictory information, inferences, and just plain wrong guesses!

    So there wouldn't be enough information to duplicate an important heroquest, but there might be enough to mess one up!

  8. So I've gotten this mostly figured out. Most of the ghosts are servants, handmaids, and guards. There are a couple of priestesses and one later ruler. There are also 3 "Other" whose remains were put in the place by someone later for who knows what reason.

    I want at least one of the three to be a likely enemy, one to be a potential ally, and then perhaps one that is completely out of left field. Ideas in addition to these much appreciated:

    An Orlanth Dragon Priest that was put in there during the EWF/Yerezum Storn's time.

    A chaotic, snuck in there while both the dragon and Orgorvale were asleep. Would Orgorvale be able to detect that presence after awakening?

    A non-human. Aldryami, Mostali, Uz, etc. Even from an extinct race, such as a Gold Wheel Dancer.

     A hero from the distant past. Rastalulf, perhaps?

     

    • Like 1
  9. Tarndisi would have been a contemporary of Orgorvale before her apotheosis, most definitely.

    One thing that I'm doing that has worked out very well for me is to spread out the post-Dragonrise story. Like you I wanted the players to be involved with the incredible course of events that occurs over the 3 years after that, but to do so they would have had to be doing almost nothing but that and I wanted them to also do cool things like you are suggesting. So my players freed Orgorvale at the very end of Storm 1626. Kallyr will go on her LBQ in Sacred Time 1627. Things will progress from there. This pace has allowed the players to get their feet under them, develop relationships with each other and NPCs, choose some sides in the conflicts to come, etc.

    So my advice is to go with your quest (I'm totally going to be stealing that, btw) and put Kallyr's LBQ off a year. There is the chance that the canon gods will hit you with a lightning bolt, but it's remote! 🙂

    In my game, Leika and Kallyr are competing for Orgorvale's attention. My PCs are quite beholden to Leika at this point and so she was the first to find out and immediately moved to capitalize on it. She gave the PC "Priest" 4 hides to support the fledgling cult. She used her influence to drum up worshippers and established a shrine in Clearwine, which is on the site of Orgorvale's former seat of power. When Kallyr dies, she will seek Orgorvale's endorsement in her attempts to become the next Prince. Between this and the fact that she was the one that took command and routed the Lunars at the Battle of the Princes when Kallyr fell, she (probably mistakenly) thinks she has a good chance.

    I also took a page out of the JC's In a Merry Green Vale and the Tusk Riders that attacked Apple Lane were only part of the group that is hold up in Pig Hollow with Redeye, who are led by a Rune Lord. So lots of potential still there.

    • Thanks 1
  10. 10 hours ago, jajagappa said:

    The question was asked on FB as to what would be in the Starter Set.  This was Jason's reply:

    Basic rules, guide to Glorantha, 14 pregens, maps, dice, a solo adventure, a guide to Jonstown, two all new adventures,
    + one updated classic, and much more.
    ...The goal was to make it appeal to new players as well as longtime fans.

    The Guide to Glorantha? The 2-volume coffee table books?

  11. On 2/1/2021 at 7:32 AM, Jeff said:

    If you decide you want to permanently kill off one of the five main figures in the setting, you need to decide what that means. And at that point, you are off the grid. Your Glorantha Will Vary to the point where the published material will provide you very little support or guidance.

    Unless you go with the predestined line, you are off the grid. The only question is how far. But if your players know the story then best to get off early and often!

    • Like 2
  12. 4 hours ago, David Scott said:

    If you read through the adventure in the Sartar Companion, it tells where Gringle went after Apple Lane - Nochet.

    As far as I can see, it only says that he left bound for Nochet. That is a very difficult route in 1621 for someone that is wanted by high level lunars and I'm putting forward the possibility that things went other than planned.

    But the players are actually more interested in finding Piku or Wakapo as they would like to have the attraction of a blacksmith (not just a redsmith) and they correctly figure that someone with ties to the village are their only hope of bringing in someone with that rare skill set. I have a couple of ideas but greatly appreciate the creative juices of this forum!

    • Like 1
  13. One problem with this is that I now have Nirvana stuck in my head...

    The world is full of magic. Little prayers and signs to a variety of deities are made every day, some with and some without tangible results. Every hovel and field is inhabited by spirits, helpful and otherwise, who must be appeased. Many of these can work and act like the kind of cantrips that Shiningbrow is suggesting.

    Most kids would be helping their parents out in their professions, household, farms, etc. before age 10. Until very, very recently that was their school. Teaching them a spell that is helpful for their work could make sense. Healing, slow, ignite, extinguish, repair, glue, farsee, silence, or even strength could be useful for particular chores.

    • Like 1
  14. My players are wanting to find Gringle and/or Piku (or Piku's son Wakapo) as they continue to put Apple Lane back together post-Dragonrise. I'm interested in theories as to where each ended up.

    By my reckoning, they all left together in 1621 headed to Clearwine through Black Spear and then South from there. Gringle was on record as heading for Nochet while it was unclear where Piku's final destination would be (even to him). As Whitewall was still under siege and Gringle needed to avoid Lunar troops to the extent possible, it seems most likely that they would have traveled by river instead of the main road. The Lunars had also infiltrated Esrolia and Red Earth was in control of Nochet until the Civil War the following year. So they could have ended up altering their course along the way and, as far as I'm concerned, could have ended up anywhere from Wintertop to Karse to Esrolia to the Grazelands (voluntarily or as captives)!

    Interesting theories as to where they are and what they have been doing are most welcome, whether they are thriving, struggling, dead, captive, or whatever!

    • Like 2
    • Thanks 1
  15. On 1/22/2021 at 6:25 AM, Akhôrahil said:

    Around half is usually a good rule of thumb.

    The normal demographics are skewed in 1625 in Sartar. The Great Winter affected elders more than younger people (in many cases by choice), many adults perished in various battles, and after the Great Winter couples were encouraged to have children to begin replenishing the clans, so there are a lot more infants and toddlers than usual. If you go with the canon, then the harvest problems after Kallyr's failed heroquest and Argrath's wars will continue to have an effect.

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