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MagikarpHunter

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    Call of Cthulhu (Favourite System), Runequest (Favourite Setting), FATE, D&D 4E, D&D 5E
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    Call of Cthulhu, Runequest
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    Glasgow

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  1. Looking at the divine genealogy of the Lords of Terror in the Mythology book, I find it curious that Thed is the only Chaos god on the diagram without a parent. Where do we suppose Thed's parentage comes from? I'd be inclined to say some kind of Earth deity, or maybe an animal deity. Perhaps some sort of tie to Ernalda or Eiritha? I'm not sold on the idea though, and I wondered if she may be some sort of more distant relative of the gods like how Lanbril is described as a "near-human".
  2. The Uleria cult at least ascribes it to the natural attractant force of love. From the Earth Goddesses book's Uleria writeup: "When leaves fall to the ground, or anything at all falls to earth, that is because the Earth Mother’s Love pulls us there." I've thought we can also look at it from the opposite viewpoint; that it's death pulling us to the Underworld and our final resting place.
  3. The Dragonrise also took out the vast majority of the Lunar veterans that participated in things like the Holy Country campaign and quashing tribal rebellions, which probably helps to give the Sartarites another edge in terms of skill.
  4. These numbers are interesting, but they don't exactly reflect either the Colymar militia or the Jonstown tribes, which may be indicative of both groups being slight outliers. The average clan post would posit that around a third of a clan's adult population are able to fight, with 90% of those being militia rather than dedicated warriors. So about 30% of a clan is militia, and lets assume that these numbers scale up reasonably well to the tribal level. The GM Screen Pack actually differentiates between dedicated warriors and militia for its army. 2200 militia and 300 warriors. It also helpfully tells us that its adult population is 5300. So that's about 47% of the tribe being able to be called upon to fight, with 41% of the population being militia, which is a significant margin more than the clan average. It also has a slightly higher percentage of full time warriors making up its army than the average; 12% compared to the average of 10%. So the Colymar does look to fight more often. We also shouldn't ignore that the Colymar has a massive difference in its adult:children ratio compared to the average clan numbers. Two thirds of a clan are adults, whereas the Colymar adult population is only about 43% of the population. The book does draw attention to the large number of children and young adults, also mentioning population damage done by the Great Winter that has since recovered. Considering the Colymar can't be supplied by a city like the other tribes, the Great Winter probably hit them harder, but I could also imagine it may have inspired them to resort to banditry or leaving to rebel against the Lunars, which may explain why they have more warriors than the average, Now the Starter Set is less explicit about what's going on with the Jonstown tribes' population of adults, but we can suss out that the total population of the tribes is 26,200 I'll ignore Jonstown itself for this analysis since it will be a bit different and we can separate its militia handily as the direct Jonstown contribution is given). Assuming the Jonstown tribes follow the clan average, that's about 17,500 adults, which going by the average gives a number around 5800 for the army. Now that is vastly smaller than the 2500 that is being stated in the Starter Set. The book does admittedly refer to them explicitly as militia so there might be some full time warriors being excluded from these numbers, although I'm inclined to think they are included but are just not named explicitly for the sake of simplicity since those numbers are definitely important to understanding the area. But that's a lot of numbers to make up when using the average clan numbers, and using the average clan post to say that the 5800 includes the full time warriors would still make the militia total at 5220 or so. So the conclusion I'm drawing here is that either that the average clan numbers can't be used at a tribal level (which I feel they probably can to some degree) or that the Jonstown tribes are very atypical tribes, like the Colymar are but in the other direction, either having a much smaller fighting force than normal or having an as of now unmentioned in RQG force that exists outside of the militia.
  5. I'm trying to make sense of a few numbers concerning tribe militia. The GM Screen Pack puts the Colymar militia at about 2500 people, with the tribe's population being 12,300. Meanwhile the Starter Set says Jonstown and its local tribes (Malani, Culbrea, Cinsina, Torkani) make a militia at 3000 (500 from Jonstown, 2500 from the tribes) with the population from that area being at around 30,000. So what I'm wondering is why there is significantly less contribution towards the Jonstown militia when compared to the Colymar. They've got over double the population but aren't making that much larger of a force. The two things I'm thinking might be causing it is that either the Colymar (being more independent from the rest of Sartar) have to make up a bigger individual force to protect themselves, or that the Jonstown Confederation militia isn't reflective of what the tribes would muster if they were left on their own, but there isn't anything to suggest that is the case in the Starter Set. Any thoughts?
  6. Yeah, I had an old draft that gave the Lunes to the Red Goddess herself, but I remembered that the RQG rulebook specifically attributes their source as Jakaleel "for the Lunar Pantheon" which makes me think Sedenya gets them from her as well. I could see a version of the cult where they come straight from Sedenya, but what would you give from Jakaleel instead? I see that the RBoM gives a Moon Rune association to Darksee, so I could imagine that coming from Jakaleel and maybe going to the Red Goddess. As for the Selenes, as they come from the Blue Moon instead of the Red, I figured Annilla should get the credit for them.
  7. I've got a player that's probably going to be joining the Red Goddess cult very soon, so in absence of the Lunar cults book for now, I made my own RQG cult for her. The one thing I'm not 100% on was the Rune Spells since she's got a lot of associated cults and the RBoM has a lot of new spells with the Moon Rune that I didn't want to just give all of to her, so I thought I'd see what you kind folks have to say on my choices. I'm aware her spirit magic selection and her unique Lunar magic are also things to consider but I'm happier with making own complete spins on them. Common Rune Spells: All Special Rune Magic: Benison, Chaos Gift, Cyclical, Glowspot, Madness, Rapture, Reflection, Resist Pain, Sprout Arms, Vesper Associated Cults Primal Chaos gives Chaos Feature Yelm Provides Cloud Clear Irripi Ontor provides Mindblast Deezola provides Regrow Limb Jakaleel the Witch provides Summon Lune (Any Size) and Dismiss Lune (Any Size) Yanafel Tarlnis provides Truesword Hwarin Dalthippa provides Shield The Young Elementals provide Summon Water/Fire/Darkness/Earth Elemental (Small) and Dismiss Water/Fire/Darkness/Earth Elemental (Small) Yara Aranis provides Terrify Horse Glamour provides Rapture The Blue Moon provides Summon Selene (Any Size) and Dismiss Selene (Any Size)
  8. I like that quite a lot. I sort of envision Kralorela as its own worst enemy (what with its number of "False Dragons" and problems like Ignorance and Sheng Seleris that it empowers only for it to backfire) so the idea that even the original Emperor that introduced the Void to the people is viewed as culturally embarrassing, and is historically rewritten because of that, adds a nice level of hypocrisy to the place. Same with the Exarchs maybe having sorcerous elements in their magic while also condemning the God Learners.
  9. How did you come by this interpretation of Daruda? From what I found mentioned about him in the Guide, he seemed like a very respected god. Interesting, I always interpreted Godunya (or Yanoor when he was Emperor for that matter) to not really offer anything practical. My first instinct is that he's included in the worship of every Kralori god. I recall Jeff saying that the Exarchs' magic is like some crossing point between Dragonewt Magic and Sorcery. I'd think the Path of Imminent Mastery is also probably some sort of Sorcery that shapes Dragon Magic more aggressively. Maybe the Exarchs have perfected it (or at least say they have)?
  10. I'm curious what anyone has done with Kralori Dragon Emperor cults, especially from Daruda onwards. Are they basically a standard Rune Cult and therefore provide Rune Magic? Maybe just unique skills? Are they different but equally valid paths towards enlightenment? How are they integrated into the social structure of Kralorela and the more typical cults found there?
  11. She Who Waits is considered the "owner" of the Moon Rune, rather than the Red Goddess? That's interesting.
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