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GoldShogun

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  • RPG Biography
    D&D, Star Wars FFG, Vampire the Masquerade
  • Current games
    Star Wars, Runequest
  • Location
    UK
  • Blurb
    Programmer who is new to the world of Glorantha

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  1. Hello all, I have some questions relating to how the Seven Mothers cult organises its temples. The main question being is how independent is each temple? From what I understand is that within most other cults temples have quite a bit of independence to each other, being able to have their own myths and stories and having no central hierarchy. The Seven Mothers cult however seems to be much more centralised having a supreme priest: the Red Emperor and other cult leaders. Due to such centralisation I have questions such as how much control does a temple have over its own affairs? Does a promotion to rune lord or priest require approval from a central leader of the cult or can it be up to the temple alone. Can they have disagreements with other temples or even go against the central hierarchy. Can each temple develop its own myths similar to other cults or is it all decided by those up top. Trying to understand how temples work for the Seven Mothers for a game I'm in so any answers will be appreciated!
  2. I have a question that is tangentially related to the topic. How much choice does the individual have when it comes to following the cult relationships especially when it comes to hostile and enemy cults. I imagine most follow the party line when it comes to what cult dislikes who but can an individual ignore that and if so is there any punishment? Could a Red Goddess initiate be friends with an Orlanthi one or a solar being friends with a darkness cultist or is it safe to assume they are going to fight on sight?
  3. What effect does the gods of a heroquesters companions have on the heroquest itself? I imagine when people go on a heroquest the band is usually made up of people who worship gods that are associated, friendly or neutral towards each other but what happens if a heroquesters companion worships a god that is hostile or even an enemy to their own. What happens then? Does the heroquest change in anyway such as having a more unexpected outcome. Does the compainon have to identify themselves as another god which has better relations or are they just straight up denied participating in the heroquest or even potentially becoming an obstacle that the heroquester must overcome. A good example is what if a Orlanth cultist brings a Lunar cultist on the lightbringers quest. Would be great to hear people's opinions and if there are any examples where this has happened before.
  4. Is there any sources I can look into which describe in more detail the lunar army. I have various questions related to the topic such as: How does recruitment work? What is the length of service within the army? How do the logistics work for an army on the move, do they eat off the land they are stationed at, use baggage trains? Is equipment provided by the empire itself or do individuals have to bring their own Quite a broad set of questions I'm asking so it would be great to hear any answers or information about how the lunar army works in general.
  5. Hi all, I'm interested to know more Grazelander culture and had a couple of questions related to it. I understand that the Grazelands essentially have two types of groups, Pure horse people and the Vendref and I have questions related to both. Beginning with the the Pure horse people. I know that they are essentially a tribe of horse nomads who rule over the Grazelands. From what I read they have a number of restrictions to keep themselves ritually pure mainly in herding only horses and practising very little other crafts. For starters do the Pure horse people have any dietary restrictions? Due to only herding horses it sounds like the only meat they are able to eat is horse but I want to know if that's an actual restriction. Can they eat other meats beside horse? Secondly I'm curious how temples work for them. Due to being nomadic I imagine many temples are essentially just yurts with priests moving about the land but I wonder do they have temples that are permanently in one place? I have trouble imaging what a Yelm great temple looks like on horseback. On the note of temples I also wonder what resources they can provide to worshippers beside herds of horses and holy cult items considering they don't practice any actual crafts like blacksmithing. I imagine if a Sun lord of Yelm wants iron armour he's gonna have to go out and find someone elsewhere to help him craft some. Moving onto the Vendref I have two main questions. First one being what tribute do they provide to the Pure horse people? I know they provide grain for the horses but do they give anything else? Secondly how are new Vendref communities formed, do Grazelanders go out on raids and bring back people to form new communities? Asked quite a few questions here so I will be immensely grateful for answers for any of them!
  6. Thanks all for the advice, all of it has been very helpful in giving me reasons for why the group should stick together in the long term! Particularly like the Yelm vs Orlanthi competition for the Ernaldans hand but also like the idea of giving them a shared benefactor be it Argarth himself or a merchant. Might end up using both! All four of the players do have some shared history, with the main one of note all four of them being present in the battle of Pennel Ford so we worked together and decided that's where they all first met. Again thanks for all the tips and if anyone else has had groups from diverse homelands feel free to share!
  7. Hello all, About to DM my first Runequest game and need some advice on keeping adventurers from multiple homelands together. My party consists of: A Yelm-Worshipping Grazelander noble Orlanthi heavy infrantryman from Sartar A Storm Bull Bison Rider An Ernaldan from Esorlia While I'm still new to the world of Glorantha I do know at least a good amount of information of the world to know that this party is quite diverse culture-wise and also knowing some of the relations between the cultures such as the hostility between the Grazelands and the tribes from Prax. Nonetheless I allowed the players to choose adventurers from the core rulebook cultures as I find it quite interesting to run a campaign with players from diverse cultures and cults. However while I'm quite happy to run a campaign with this party I'm finding it difficult to give a reason to keep the party together especially once an adventure ends and they go back to their regular lives. I've been thinking of starting the party in Sartar as it is often recommended but even then I am having trouble to figure out what could bring a Yelmite Grazelander there especially as it would be quite difficult to continue his cult obligations and recover rune points. A way around that I have thought of is that the adventurers would return to their homelands after each season but again I find it difficult to find reasons why they would go back to their homelands each season and group up together once a new adventure starts. Any advice on this situation would be greatly appreciated and any information/tips on how others have kept multi-homeland adventurers together would be great to know!
  8. How is the cult distribution broken down in the book, is it by homeland? Interested in knowing if there is a cult breakdown for Lunar Tarsh as I don’t think I’ve seen one ever before for the area.
  9. How did some manage to initiate into Yelm, I thought that required decent from Yelm? Also what happened to the few who managed to initiate into Yelm’s secrets? Did they get assimilated into Yelmalio worship?
  10. Hi all, I'm quite interested in hearing types of characters people make, so I've made this topic for people to talk about the more unusual and interesting characters people have played or have had in their parties. This could be playing a character of a lesser known cult or culture or maybe playing a difficult character in a default campaign such as a Dara Happan in a Sartar campaign. As long as its interesting I'm all ears! I'll start, still new to the game but I have a member of my party who is about to play a lunar tarshite Yelm worshipper after they read about the homeland section for lunar tarsh in the rulebook and found that some worship Yelm in the more lunarised settlements. Campaign is primarily set in Prax.
  11. How far does a noble household extend? Does it include a chief’s children, brothers, cousins etc?
  12. Hello, super new to the world of Glorantha. Loving the lore and the rules and have a question for those more knowledgeable. Hopefully sometime in the future I will be joining a Runequest game and one of the players is thinking of playing a solar worshipping Orlanthi. They seem quite interested specifically in Yelm which from reading the lore seems rather difficult. From my newb understanding solar worshipping Orlanthi all pretty much follow Yelmalio/Elmal with the Grazelanders following Yelm under a different name, Is there any presence of Yelm’s cult in Orlanthi lands? Second question, how widespread is Yelm’s cult in Dragon’s Pass, I understand it exists where the Grazelanders dwell but is it present anywhere else in the region? These questions will probably be answered in the future cults book but nonetheless I’m still curios about it now and unsure what resources to look into for an answer.
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