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David Scott

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Everything posted by David Scott

  1. So in these examples, it's always going to be limited by their temple size (see RQG 284), and what Rune spells the cult offers: Barntar has three special Rune spells: Command Bull, Plow, and Tame Bull In the Lunar provinces where Orlanth is suppressed, Bartar is an autonomous cult with temples in Ernalda temples. A minor temple provides access to all (3) special Rune spells known to the cult. In Orlanthi lands, Bartar is a subservient cult or subcult of Orlanth Thunderous, or subcult of Orlanth. If the subcult is present at the (minor+) temple, all (3) subcult Rune spells are available. In Esrolia, Barntar is a subcult of Orlanth and Ernalda If the subcult is present at the (minor+) temple, all (3) subcult Rune spells are available. Barntar is only an associate of Orlanth & Ernalda where not obvious above (and no others) If the associate cult shrine is present in the (major+) temple. One spell is taught (of two available). Heler has three special Rune spells: Flood, Flight, and Rain. Heler is normally a subservient cult of Orlanth Thunderous (shrines in Great and many major temples) as subservient cult, access to all (3) special Rune spells are available. or where Orlanth is less important, a subservient cult of the river god as subservient cult, access to all (3) special Rune spells are available (where there is a shrine) Heler is an independent cult usually only at headwaters Special rune magics available per temple size. Heler is only an associate of Orlanth and River gods where not obvious above. But is an associate of Triolina (lover/brother). If the associate cult shrine is present in the (major+) temple. One spell is taught.
  2. Yes. No. If you join Orlanth subcult of Odayla, you must as with all other subcults, pay a Rune point to join other subcults to access their Rune magic. So a Thunderous member must pay a Rune point to join Adventurous, and vice-versa
  3. They were Orlanth worshippers to start with. So they outwardly just worshipped Barntar. I see no reason to fiddle with the rules. I'd suggest reading the post on Suppression of Orlanth Under the Lunar Empire. There was much less actual hostility than you (possibly) imagine. Lunar soldiers and officials were likely familiar with Barntar in the Empire, and the accoutrements of worship were likely similar in Sartar. The mobile shrines of Orlanth Adventurous were I suggest always one step ahead of any patrols, and what happened on various hilltops were likely not seen either. Fixed temples were much more likely the focus of an examples that were made.
  4. They are an initiate of Orlanth Thunderous. They use their Orlanth Rune pool to cast the magic.
  5. Here's the structure I'm using (I've an LM in my group). It's based on the Cults of Prax definitions of LM High Priest, Chief priest, Chief of Loremasters and Provost of Apprentices.
  6. I ignore it as there are no spells dependent on it. There are no rules about it in the upcoming cults books, it is the mark of a hero.
  7. It's entirely dependent on the local/regional factors Note that subservient cults are part of the main cult, so no need to join. Subcults and hero cults are separate and cost a point of POW to join. eg: In the Lunar provinces where Orlanth is suppressed, Bartar is an autonomous cult with temples in Ernalda temples. In Orlanthi lands, Bartar is a subservient cult or subcult of Orlanth Thunderous, or subcult of Orlanth In Esrolia, Barntar is a subcult of Orlanth and Ernalda Barntar is only an associate of Orlanth & Ernalda where not obvious above (and no others) Heler is normally a subservient cult of Orlanth Thunderous (shrines in Great and many major temples) or where Orlanth is less important, a subservient cult of the river god Heler is an independent cult usually only at headwaters Heler is only an associate of Orlanth and River gods where not obvious above. But is an associate of Triolina (lover/brother).
  8. Antirius is , see https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/a/antirius/
  9. You are correct, i've copied them straight off the players sheet. Here are the Sorcery spells: Logician (Truth) - Small rolled scroll with list of lores used, tied with some woven hair of the chief priest. Reveal Rune (Truth) - Staff covered in all the Runes (inlayed) Solace of the Logical Mind (Truth) - Silver Kippah I think they've got associated items for their rune spells as part of Ritual practices (but no item bonus)
  10. Any skill really. Like Summon spirit teacher, information can be a skill. Eg, Brother Dog teaches te Communications skill Understand Dog,
  11. The two River Horse spells are now combined into one, and Frog Woman no longer is associated with Traskers (although there is certainly no reason to change it if you're using borderlands).
  12. Spirit cult and associate cult of Orlanth Adventurous, Storm Bull, and Waha.
  13. Generally speaking, a spirit cult teaches a single Rune magic or Spirit spell, or teaches a specific skill. Some may have Divination, or another common spell. A few who are elemental aspects will give summon/dismiss elementals. This format is followed by the spirit cults we will see in the upcoming Cults of Glorantha. Many have been published before, and provide the same spells (most are in the Red Book of Magic). For example as mentioned in previous threads, Kolat provides Bind Wind and Command, Dispel, and Summon Air Elemental (all sizes). It's not hard to figure that Ride River Horse in RBM is the single spell provided by the River Horse spirit cult, Great Leap / Frog Woman, or Dew / Dew Maid.
  14. My players have used and use them extensively! The most obvious limitation being size: Boon of Kargan Tor (Death) - An bronze sword shaped amulet made from the sword of a defeated opponent, filled with their ashes, over inscribed with a death rune. Analyse Magic (Truth) - Figurine of Lhankor Mhy made from layered vellum and painted Knowledge (Truth) - glove made of Silver wire, silk mesh with jewels. Translate (Truth) - Silver finger cover (Silver is associated with magic via the Moon rune)
  15. When they die, their body and soul separate. So only their spirit ultimately returns to the underworld. There, it can only return by being reborn into a body.
  16. Crafting magic is covered pretty much by (making) Masterwork items in W&E, and we've a good list of minor items in Common Enchantments to base new ones on.
  17. Have a look on the Gods Wall on the back of the GM Screen, or in the Guide he's I-5 page 637.
  18. Yes. It's important to note that the shaman is likely seeking the spirit magic (in this case Detect Gems), eventually find a powerful Earth vortex and finds a spirit within it and negotiates to learn the magic. The spirit may only be showing an aspect of their power, so gives it a simple name. It's only after continuing contact, the shaman begins to learn more about the nature of the spirit and for sacrifice teaches more. Then the shaman may realise this is a larger entity.
  19. I'd do it on a case by case basis depending on the culture. For example a Dorradi shaman would recognise Aleshmara, but not know that a sartarite shaman would call her Asrelia. Another shaman might just call her Gem Woman as they learned Detect Gem from her and that was it. While another may have her as a Greater Entity and never speak her name, calling her Deep Earth, etc.
  20. Chalana Arroy is pretty much universal in Glorantha (being the daughter of Glorantha). A shaman would recognise the spirit by what ever cultural name she has - Chalana Arroy, Errisa, the White lady, etc.
  21. Your concern is noted. See the quarry entries in Big Rubble. It's clear to me that the dwarfs must have broken up the and moved it to free Zola Fel from flooding the grazing and to facilitate building along the river.
  22. Firstly, remember Strike Rank is about determining who goes first. Stevie goes first on SR7, Larry goes second (6+4=) SR10 Keep it simple, this not a moment by moment simulation, otherwise combat will take you ages. Yes. However, you can charge in 18m, but you won't get the mount damage bonus. But you could go for a hefty knock back if your bison is war trained. I would suggest in the first melee round you state you are preparing to change, so that's move to position, wheel and start the run. Second melee round, you strike at the rider plus weapon SR. I use the rider SR as there's some manoeuvring and riding to be done, however it's usually only SR 3 or 4, and the damage bonus is the mount's. (You can ask over at the Q&A but @Scotty will give the same answer)
  23. The British Museum Blog takes a look at literature in ancient Egypt: https://www.britishmuseum.org/blog/page-turners-literature-ancient-egypt
  24. It's one of the party members who (might well) say it of Nemm. If the player-characters abscond, they must run hard and fast with an eye to their rear, for he will relentlessly pursue them throughout Prax if they betray him. Likewise if after all that there would be treasure, not just a look around for the info he wants, it would be nice...
  25. This what I do when making NPC shaman, but the same abstraction could be used for adventurers: I roll a each D6 for the shaman and Bad Man. If the shaman rolls highest, the Bad man roll is the number of Taboos, the remainder is number of Abilities. If Bad Man rolls highest, the shaman roll is the number of Abilities, the remainder is number of Taboos. On a draw split the number 50/50 So if the Bad Man rolls 4 and the shaman 3, that's 1 taboos and 3 abilities. Don't forget the shaman always gets an extra ability.
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