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Tymophil

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  • RPG Biography
    Player and GameMaster since 1981
  • Current games
    Dungeons & Dragons 4th Edition, Microlite M20, HARP, Runequest
  • Location
    France

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  1. I thank you very, very much for this information. If someone could shed some light on pelorian and/or lunar practices, it would be wonderful ! Many, many thanks Tymophil
  2. Hi all, For my incoming campaign, I need to know what are the burial rituals of the people in Generalta. Especially, I would like the differences, on this matter, between the Orlanthi, the Yelmalions, and the Lunars. Where can I can this information ? Thanks
  3. As I feared my GM doesn't allow to pray outside dedicated shrines, and seems to think that Yelmalio is only revered in Sun Dome influenced regions such as the county in Sartar and the one in Prax. We travelled from Sartar to the Holy Country, then as far as Karss (not sure of the spelling, my charcater is said to be a barbarian, even though I did not envisionned Yelmalion in this way, so he cannot read nor write) and encountered no shrine to Yelmalio. If things do not change, I fear that the whole concept of my lonely questing Yelmalion will be unplayable. So far, we've seen temples and shrines dedicated to Orlanth and other gods of his kin. Even Ernalda temples do not show sign of Yelmalio shrine, and my character is mocked when he states that Ernalda is the wife or Yelmalio. Elmal is antagonistic to Yelmalio in those lands, so there is not even a faint chance that my character will be able to regain his divine magic any soon... Are there any Yelmalian communities outside the Sun Domes vicinity ?
  4. Okay, I have come with the concept of a lost Hawk in the Beast valley. This Hawk was lost by a group of Yelmalion mercenaries who protected some Orlanthis within the Beast Valley. The Orlanthis wanted to perform a sacred ritual that lasted about a week in a place well within the valley. Of course the inhabitants of the place did not want humans to roam that freely their lands. So the Yelmalions had to fight to protect the pilgrims. The Hawk was lost when the Yelmalions rear guard made a last stand to protect the pilgrims and the rest of the phalanx. My character did not get much information about the expedition within the Sun Dome county. A defeat is never gladly remembered. So he set about his quest by going back to the Orlanthi community that engaged the mercenaries decades ago. Now I have a problem... Is there such a community near the Sun Dome county? Is there such a place within the Beast Valley? What kind of guidelines could I use to avoid being “off tracks” in Glorantha? In fact the whole concept of my character revolves around this lost Hawk. I envision something like an innovative Yelmalion that created a new tactic. This strategist made the Templars less glorious than some supporting troops with less prestige. In doing so, he shook the Sun Dome county society to its base and was betrayed by the Templars, losing his life and his emblem. My character would try to find all about the lost Hawk. Then he might expose the betrayal, severing some bounds with the traditions of his homeland, only to find out that there are better ways to serve Yelmalio. Amending our ways and laws to get closer to the perfection of a Yelm system of laws... I would also like to know if an initiate of Yelmalio can only restore his divine magic in the Sun Dome of the county. Are there of temples of Yelmalio in Sartar of the Holy Country? Is it possible to have such a bound with Yelmalio that an initiate could restore his divine magic at certain places and moments that are outside temples? For example, by fasting at certain moments, then praying when the sun rises...
  5. Thanks alot ! That's an amazing idea ! I will ask my GM about this. This Hawk could be just that : a military emblema. But it could be something different... Maybe the name of a tactic lost with the death of his creator at the hand of the Beasts. Or a mystical thing, a ritual, etc. And maybe a mix of it all... That's just what I needed !!! Thanks a bunch.
  6. You guessed right stranger. I come from the blessed lands of the Sun Dome granted to my revered ancestors by the sartarites for their bounty. May I ask where this information comes from ? What I have gathered are just very short paragraphs here and there. This could be a mix of both. Some would simply not believe his tales, while others would be ashed by his achievement and get angry after him. He could also have developed a kind of despise for those you gave him the task. Finally, he could feel uneasy about having rocked the boat and shaken the stability of the Templar hierarchy. Can you tell me more about the Lost Hawk of a Yelmalian Standard ? Why the capitals ? I envision my character as a loner, so it doesn't seem an option... What I envisioned was something along those lines... The Templars of the Sun Dome who are of noble ascent have a sort a ritualized hazing where a rookie is given an impossible task linked with the Beast Valley. This serves the purpose of keeping the best, most honoured ranks, within the military order to the nobility. My character does recognize the impossibility of the task. But, in a kind of foolish move, and because he understands the true nature of the hazing, he tries to emulate Yelmalio and sets on this desperate quest to the Beast Valley, seeking to perform the task anyway. It takes two long years to accomplish (I don't yet know the level of achievement he reached) the deed, and then he returns... In the process, he is changed by his quest so much that belonging to the Templars is not a GOAL any more. It is rather a MEAN to be transcended in order to get my closer to the glory of Yelmalio. So he goes adventuring on the first occasion offered...
  7. Greetings Honored Fathers, I am currently playing a Yelmalion spear man. My biography has a two years disappearance from the Sun Dome. My GM told be that the most likely area where my character would have disappeared is the Beast Valley. I am unable to find much information on that place... My first idea was that my character hab been victim of hazing from the noblemen of the elite pikemen of the Yelmalion Templars who scorned a lowly spearman from the militia whio had the impudence to rise from the rank. Most likely, my character stubbornly decided to show them that he could face the challenge. Now, I would like to know a little more about the Beast Valley to build up the Hazing challenge... Could you help me ? Please... Pretty please... Best regards.
  8. Okay, I get it... So I must see with my GM how he handles movement within a round. So, once again, the problem lies with the communication between the players and the GM. I understand tha ENC can be a problem, and the rulebook gives directions to reflects how it impacts on the character. I just wanted to make sure that it did not DIRECTLY impact Strike Ranks. I think that I got carried away but the term "short"... Yet the hoplite seemed to carry something like a 3m (ten feet) long weapon. Are these "short" spears in terms of MRQ2 rules ?
  9. Is this safer than the same title for MRQ2 ?
  10. You're very kind. This seems to imply that the movement is to be split between the different CA actions during the whole round. Do I have to declare that I sprint at the start of my first CA ? For example, if I have 3 CA (plus a free one for usiing my sheild in parying), can I move 20 m in my first CA and attack in the same CA. Or do I have to decompose the actions in 1 CA for reaching my enemy and wait for my next CA to strike ? The MRQ2 rules only state that you cannot attack on the next CA. Is it an oversight ? I see nothing in the errata. Where can I find common knowledge on Glorantha. In the first session I played the GM stopped the flow of the game in order to give us lots and lots of informations. This was important, but this slowed the game to a crawl. Moreover, most of the information came in huge amounts, most being lost in the process. It would be much better to have some basic information, so that the GM would only concentrate on the most interesting information. Moreover it places us (players) in a very passive mode. With some basic information we could ask for information in a more interesting, narrative way. So it should be a dialog between me and my GM. Fair enough. Do some official scenario give some hint on how to use this skill ? For example, to give an edge when setting up an ambush, when searching for cover, etc. I quickly scanned some monster stats (troll kins) and the strike ranks don't include the ENC of the weapons. The only factors modifying it are armour penalties. So taking ENC of weapons and other equipment would put the player characters in a huge disadvantage. I already dowloaded it. I have another question. I want to play a Yelmalion. I portrayed it as a mercenary that would be part of a phalanx in his youth. My problem is that something doesn't make sense. The hoplite is fighting with a long spear and a shield. But this weapon is two handed in the rules. If I use a short spear, then, obviously, I won't be playing an hoplite... Now, as combat is portrayed with styles in MRQ2, it seems that it is possible to create an hoplite style that would customize the use of the long spear and shield but removing, for example, the possibility to sunder with the long spear when using this style ?
  11. The problem was not the armour per se, but the distance. The monster was 20 m away from my character. Could I charge, sprinting, this distance in a single combat action ? Does it require one combat action to move to the monster (sprinting), and another one for attacking ? It seems unlikely, but what do I know ? I made a mistake, I was thinking about "evade". Is this information for players ? I don't want to spoil my own fun... Okay that makes plain sense. Thanks. My search is over on this topic. That doesn't make that much sense... Why mention a specific skill within the system with no guideline on how to use it ? Is there anything on this skill anywhere ? I would agree that an obscure skill such as cyptography would need some extra ruling from the game master, but it seems unlikely with a skill given to several characters by the system (mercenaries, warriors and soldiers get this skill). This makes sense, but why not simply state it in the rules where Striking Ranks are calculated (Core Rules p. 11) ? In the combat chapter, where initiative is described, there is no mention of encumbrance either (see p.83), only armour is mentioned... In the examples, (see p.84) there is no mention of encumbrance, only the armour is mentionned. The weapons of Edric, Liliana and Thrace are not taken into account at any level... Nor are the weapons of the Trollkins... May I ask where you got your information from ? Is there an errata on this topic I am not aware of ? Anyway, thanks for the interest you took in my newbie questions.
  12. I have another set of questions. How do I find out which combat manoeuvres my charcter can perform with a weapon ? I cannot find a place where the rules give the available combat manoeuvres. And yet, my game master gave me the impression that only a few of them were available to my character. For example, I was not given "choose location" for my long spear but only : impale (fair enough), bypass parry and stun location (this one seems inappropriate). Is it normal ? Is there a limit to the number of combat manoeuvres one can master ? What is the skill lore (tactics) about ? It is given for a mercenary background, but it doesn't come with a description of what it does... Do weapons emcumbrance factors modify the striking rank of my character ? It seems, from what I've read, that only the armour impacts the strinking rank. Yet my game master sent my an excel file where the encumbrance of the shield and the weapons is substracted from the ranks. Is it a houserule ?
  13. Okay, that's cristal clear. By the way, I can answer my own question about the cost of transportation : the prices are on page 81 of the core rules book...
  14. Thanks for your answers. I was not clear. Does a creature succeeding in an evade move fall on the ground ?
  15. Hi all, I played my first RuneQuest game last night and enjoyed it quite a bit. Still there some things that are unclear to me... I played the MRQ2 version of the game. 1. If my character impales a target with his long spear, what does happen if he doesn't remove the spear from the impaled body ? Can he attack again with the spear by simply twisting the blade and shaft inside the wound ? Des he have to remove the spear first to attack again ? Does the -10% per size range maneuver modificator apply only to the target or to the attacker too ? 2. Where are the tarifications for transportation ? I found the price of a boat, but not how much I pay for being ferried from one place to another. 3. Can I charge a creature that is 20 m away from me if I am a human being wearin soft leather armour ? 4. Does an escape defensive maneuver throw the defender to the ground ? 5. Is there a place/book where a player can find information that is picturing common knowledge of the people of Glorantha ? I found the game slow to the point of being TOO slow because the game master had to depict everything on the way, as places and people where too different for us to infere their demeanour and behave accordingly... I have the same question about maps. Best regards.
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