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David Scott

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Everything posted by David Scott

  1. Automated pricing bots, you can easily search about this, here's the best: https://www.wired.com/2011/04/amazon-flies-24-million/
  2. There's two entries in the Prosopaedia that will cover the Styx - Edzaroun: Merfolk and Troll Pantheons: Goddess of Oaths and Black Waters. Described in the Glorantha Sourcebook & Missing Lands. Styx: Troll Pantheon: Goddess of the River of Death (Malkioni name) They are described as a river, a pool, a great Black Sea of Hell... both are : You can see the Glorantha Underworld on page 10 of the Guide (or here), where Six Hells are shown, including those of Annara Gor and Deshlotralas, Netta, Yelm, Natha, and Deskorgos the Monster Man. There are more, at least seven, and not all hells are in the Underworld.
  3. The key here is that no one ever notices that on the gift table, it says: combined with So perhaps the permanent True spear was given one year he took a gift and had done something important for the cult, and the 40 magic points was given when he took a gift when he became count. His true spear is not really much use to him as he's quite sedentary, so it's more for show than spearing things. Perhaps @MOB remembers the great deeds of the young Solanthos.
  4. Not quite true, rules for heroquests along with complete quests arrived with The Sartar Campaign for heroquest (an epic descent into the Underworld) and heroquest glorantha (an rescue a goddess). While not for RQ they are easily adaptable and available on the second hand market (or new from amazon).
  5. Hyalor is a simple hero with one story and schtick. None of his magic identity is focussed on people. Not everything needs an array of Runes. If anything Hyalor is a culture hero who gave rise to the culture bearing his name (we ride horses and are the horse people).
  6. What's your reference for this? I can't see a Hippoi/hyalor rune. If you mean the Horse glyph , that's just shorthand for horse (Hippoi), and was also used as the glyph for Beren. Hyalor and Hippoi (aka Arandayla ( ), Gamara, Redaylda) teach Command Horse and Speak with Horse both with the Beast Rune.
  7. There's many answers to this. @Jeff has often written on the subject and so you might find the following posts helpful: https://wellofdaliath.chaosium.com/heroquest-what-is-it/ https://wellofdaliath.chaosium.com/heroquesting-101/ https://wellofdaliath.chaosium.com/heroquesting-102/ https://wellofdaliath.chaosium.com/heroquesting-context/ https://wellofdaliath.chaosium.com/heroquesting-contexts/ https://wellofdaliath.chaosium.com/heroquesting-lexicon/ You can search for more here: https://wellofdaliath.chaosium.com/tag/rqg-heroquesting/ As for how does it look, that too can vary from looking like a slightly altered view of the real world (visible spirits, different colours, visible auras, etc) to a fantastical or mythical landscape.
  8. Heat , Light and Cold are partial Runes, and will be described in the Cult's book. Lodril's personal glyph isn't mechanically used any more as he's better described by . The Hero Wars era runes are now best viewed as personal glyphs, shorthand for the god, that may be found in art and decorations. The "Volcano" rune associated with Lodril was the Earth rune with a dot in the middle. It was also (confusingly to me) used as the defence affinity, and there were two different forms! Likewise Lodril isn't an Earth God. See the evolution here: Lodril
  9. It's back to how it was in RQ2: The upcoming cults book says: This also applies to the Power Rune of Pamalt.
  10. It's come up in my game. Note that the major hurdle is achieving intellectual union with the source of the magic, so that means that anyone learning cult based sorcery would need to be an initiate to have the connection to begin with. The first thing to note is that Lhankor Mhy only teaches their sorcery to Lhankor Mhy initiates, so that's a dead end for most. However note that Erin Mercy in the Starter set know healing sorcery, so I used the Johnstown temple complex as a place that could potentially teach healing sorcery, and used W&E 118 & RQG 384 and assuming a Minimum INT 13. Become an initiate of Chalana Arroy (the adventurer was already an initiate) Master Rune (Fertility), takes 4 weeks then INT+POW+ Ritual practices+30% for a sorcerous mentor and library (allows a single adventure). Costs 1 POW. Master technique (Command), takes 4 weeks then INT+POW+ Ritual practices+30% for a sorcerous mentor and library (allows a single adventure). Costs 1 POW. Learn spell. takes a season of training (or research): Accelerate Healing (2mps+1/level).
  11. The WF map although excellent is out of date and dates back to the original Lismelder campaign of the 90s. The new clans map is the best to use. As it forms the basis of a new map. Overlay the tribe map with the rough clan map and they fit well: Note the Marshedge dinosaur! https://wellofdaliath.chaosium.com/clan-map-of-central-sartar/ https://wellofdaliath.chaosium.com/the-tribes-of-sartar-1625-1626/
  12. Found it - Strongblade - available to the personal bodyguard of the Feathered Horse Queen via the Grazelander hero cult of Hiia Swordsman.
  13. Looks like Zatarn is a map typo in the Guide (it's Zatern on Greg's maps) Zatern Lake: This deep lake is shared by the Balmyr, Kitori, and Kultain tribes. Beyond it are the Troll Woods, home of the Kitori tribe. Monsters occasionally emerge from its depths, and the trolls claim that at its bottom is an opening to the River Styx. It is the source of the Marzeel River. Look at https://wellofdaliath.chaosium.com/the-tribes-of-sartar-1625-1626/ for better detail. and https://wellofdaliath.chaosium.com/clan-map-of-central-sartar/ for the tribe and clan borders around the lake. small feeder streams run into the lake along the tribal borders Two more snippets here: https://wellofdaliath.chaosium.com/?s=zatern
  14. Just apply the gift to the bow that applies to arrows fired by the bow (any type). The gift table makes no differentiation between weapon types. In the grand scheme, it's a weapon damage roll whether delivered by a sword or an arrow. The gift is effectively a damage blessing. Some might argue that missile weapons aren't covered by cult skills, but for example, adventurers from the impala tribe could easily be humakti light cavalry and have the gift on their bows.
  15. Magic points (and other bonuses) increase the worship roll for the one day worship ritual, that allows Rune points to be regained. <@scotty hat on> You cannot chain rituals together to augment augments. Although as usual GMs may use the rules as they wish at their own table. <@scotty hat off> Unrecoverable Rune points. It's done for an emergency, no khan who has the Rune points would flinch. Fortunately Waha as the the nephew of Orlanth takes a poor view of sorcerers using Steal Breath. The enchantment would cost you one POW per crystal to create... (so with an average of 10 points per crystal and 180 crystals...) see Link Magic Point Conditions. Rune Lords can become priests (in cults that have priests), but the reverse is not true. Waha shaman-priests fulfil a strict societal role and must prove their noble decent from Waha:
  16. I don't think that is the case. Nomad Gods has separate counters for Founders and Khans. But if that's how you want to play it, play it that way. Khan, Founder, Protectress, Shaman, Fetch.
  17. As this is the Tribal khan doing the summoning, I'd allow an auto-success for the command cult spirit roll.
  18. The Call Founder spell comes from Nomad Gods: Bison, Sable, High Llama, Morokanth and Sable Founder counters from the game: Clockwise Combat factor, Magic factor, Movement factor, the asterisk mean they can attack magically. We also have excellent art of them (Sable & Bison) by Gene Day: Remember it is a Waha One use Rune spell, castable only by the legitimate khan of the tribe. It only uses the Man Rune, one of Waha's Rune's. It takes a day to prepare, but as a 6 point ritual it takes 6 hours, so a day plus 6 hours. Worship (Waha) or Devotion (Waha) (see the augment rules in RBM), Sable Khans could use their Moon Rune. Remember that any Ritual magic bonus will add to the overall time. Magic points do not increase the casting chance. As this Rune spell has no duration, you can't stack extension with it. Not sure how you reached 480%. With 100% in the Khan's man Rune, the augment max +50%, and 20 years of Ritual preparation it's only 100%, so it's 250%... (after 20 years). Becoming a tribal khan requires: It's an event of great storytelling, with witnesses acknowledging their roles in the candidates deeds of supporting their tribe. No attributes required. Shamans can't be Khans. Waha shamans can't learn Summon Founder. Giant creatures can't really dodge due to their size. This is where the rules for creating human adventurers don't work. Spirit weapons are usually at POWx5%. As they are summoned for emergencies, they will leave after the emergency is resolved. The founder comes with their appropriate weapon - as they are embodied spirits, just give them a Spirit Weapon (RQB 167). I do think it would be cool that if the a local clan has Tada's cudgel, they could use that. Likewise for armour, I don't think any wear armour, but I'd give them the hide of their animal. As they are inherently magical, I'd have only enchanted weapons can injure them. Here's my current Stats table (excluding magic abilities). I figured it from HQG to RQG, to see where founders would sit in the RQ Bestiary. For example most could divert Cwim (a good example of an emergency) or fight a serpent threatening a flash flood. As this is summoning a cult spirit, have your Command Cult Spirit at the ready Your founders may differ...
  19. Any loose Truestone is put back on top of the block by the helpful griffins to keep the weight pining the Devil down. Anyone found chipping truestone from the Block (a great temple Storm Bull temple) would be dealt with appropriately.
  20. No. the White Bull is a praxian spirit that has had previous adherents, they were just not as successful in rallying the tribes together. It could be argued that the historical Jaldon (before he died) was a member of its spirit cult.
  21. I'd add not tamed or defeated by any Praxian deities.
  22. Given that animism defines everything as having a spirit (with shamanism being methods of working with them), everything out there has a spirit. Plant's, animals, rocks, spirit vortices that manifest in the middle worlds, the serpents of the Wastes, evert feature will have a spirit. Use the Guide as a starting point. Remember that the Wastes, especially around the Krjalki Bog were Genert's Garden.
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