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David Scott

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Everything posted by David Scott

  1. 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
  2. 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.
  3. 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:
  4. 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.
  5. As this is the Tribal khan doing the summoning, I'd allow an auto-success for the command cult spirit roll.
  6. 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...
  7. 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.
  8. 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.
  9. I'd add not tamed or defeated by any Praxian deities.
  10. 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.
  11. Whereas I see conspicuous consumption as part of improving social status and covered by Becoming a Rune Master, or shaman. I don't think this works like Pendragon, where conspicuous consumption can gain you glory. This is just charisma.
  12. 40 odd years ago in CoP, it was written that Orlanth stole the Sandals of Darkness (Dark walk) from Kyger Litor and it was part of Orlanth Adventurous's magic weapons subcult. 20 years ago it became a whole subcult of the Orlanth Adventurous subcult in addition to the magic weapons subcult. Now we're back to normal times where it's just Orlanth adventurous again and back to just part of Orlanth Adventurous's magic weapons subcult. As Heortling Mythology and Sartar Kingdom of Heroes say, it's one of Orlanth's 49 names, and IMHO we don't need a cult for every name a deity has (especially Loud-Thundering Husband of Ernalda and Tat). You can search for Desemborth here. As for Vinga stealing stuff under the name Desemborth, that's a different name of Orlanth. Vinga is likely called just Vinga if she steals stuff, so a Vinga Adventurous initiate could join the magical weapons subcult. I would expect there to be a thieves guild in Boldhome or Nochet that has Orlanth Adventurous as their patron. One thing I can tell you for sure, Orlanth Adventurous isn't a mask of Lanbril or any other thief god (Greg made that very clear when I asked him).
  13. I've always interpreted: That it's the actual possession of magical objects that gives the point, not the quality or quantity. oooo - they have magic things
  14. https://wellofdaliath.chaosium.com/?s="Agathe+PitiƩ+(artist)"+monomyth
  15. While these are great ideas for your game, I've never had this problem. Small minor cults are specialists in what they do, and I would find little use in expanding any cults rune spells. Spell trading is already within Issaries remit and that's enough for me. As for Lhankor Mhy, the player in my game is already overly excited about finding or creating new sorcery spells and learning as many lores as they can! It's not mistrust. Bear in mind that Humakt has no associates for a reason! - He severed his kinship ties. Humakt is friendly to Orlanth & Yinkin, and neutral to every one else except the Seven Mothers who he hates.
  16. Mythic should be no problem. The Ironsworn Oracle needs tweaking: 7 & 8 should just use the Glorantha map you are using - like the starter set Norther Sartar one. 10 add Shaman to 00 13 You could just use these or choose from the Core Rules, likewise 14 &15. You will likely need to skin some of the assets, but I don't think that is really an issue. I've had great fun with Ironsworn Starforged and traveller, I looked at Glorantha, but never got very far as I have a group For those not familiar with Ironsworn, it's free, the the books are worth it too: https://www.ironswornrpg.com This has an interesting idea to to reskin spaceships to cults that I looked at using. (scroll down) https://www.reddit.com/r/Glorantha/comments/lssxav/you_have_to_run_a_glorantha_campaign_youre_not/ This is a passions addin https://www.reddit.com/r/Ironsworn/comments/oeezk3/ironsworn_passions_homebrew/
  17. Given how quick and straight forward character generation is, I'd just use the book and type it straight into the form fillable pdf (https://greathall.chaosium.com/character-sheets/)
  18. It does say: This ability does not extend to the Berserker spell granted by other cults. So yes in my game.
  19. Sounds like you've planned an epic battle, what a great sacrifice, just the way death cults like to go. Don't cast it without support, like Heal body and Heal wound. The Storm Bull's in my game are very aware of the danger of this spell, so others have to be prepared. MGF dictates that there's is always a space at the end of the spell, to allow a final soliloquy before the adventurer lapses into unconsciousness and death. That's when the healing happens. Yes, one of my players took their Storm Bull into a one-on-one with a scorpionman then a Krashtkid. Importantly the skill doubling (85% -> 170%) and Bludgeon 2 (+10%) meant that there was no effectively no defence against the reduction of 80%. With a damage 1D8+2+1D6+2 (Mace with +1D6 db) Both died quickly with the SB receiving only minor injuries. Our Ernaldan was on standby and the others with Heal Wound (the most popular spell in our group).
  20. It's spirit cult that teaches Sky Sight and Farsee.
  21. Yes: It's essential to stop worshippers from dying from broken hearts, or exertion. Once a Uleria priestess reaches 10 Rune points (as Rune Lords), they can DI every season to start increasing their CHA to 21.
  22. Their role is to act on the physical world. Rune priests don't have that role (I realise that its not always as clear as that). Combat is only one categorisation, Looking at the Cults with Rune Lords: Babeester Gor - sacred earth guardians (defence) Foundchild - Hunter Humakt - Warrior Odayla - Hunter Orlanth - Adventurer (has Rune Priests too) Seven Mothers - Warrior (has Rune Priests too) Storm Bull - anti-chaos Warrior Waha - Culture Hero (has Rune Priests too) Yelm - Warrior (has Rune Priests too) Yelmalio - Warrior (has Rune Priests too) Yinkin - Hunter I'd suggest that only the cults that have Rune priests too have the resources to support warriors with Babeester Gor's resources supplied by the Earth cults. Storm Bull and Humakt are specialists in their field's and so that's their primary role.
  23. Black Fang and its Rune spells are in the Core Rules page 379. (Ignore the numbers on the common spells per the Q&A).
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