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David Scott

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Everything posted by David Scott

  1. It's a one liner in the cult write up of Kyger litor (see Trollpak or wait for cults of Glorantha), it's from the god time when KL lived in the Castle of Lead in Dagori Inkarth: Kyger Litor aided Waha once, and she was once saved by Arroin the Healer. There's nothing else, it's a one-off. It's clearly after Yelm was killed (no longer in wonderhome), personally I wouldn't read too much into it. As for compromise, CA & KL are enemies on the cult compatibility chart in Cults of Prax, and Arroin is a subservient cult to CA, so counts the same. KL has access to common healing magic (Heal & Heal Wound) and Healing Trance from Xiola Umbar, so will have little need for CA.
  2. How have people handled Hallucinate in their games? How many have had a Eurmal Truant in their game? (I've only one had adventurer learn a Eurmal spell (Charisma) at the local Eurmal Lightbringer shrine in the Lightbringer temple in Clearwine).
  3. That's what the normal illusion spells are for.
  4. I can only speak for HeroQuest Glorantha, but we did try to make sure the mechanics were the same even if the narrative clothing was different. Generally Magic hung off a Rune (Keyword), tied to Law for sorcery - something you know (spells from Grimoires) Spirit for charms - something you have (charms from items) specific Rune for theistic magic - something you are (freeform) The next level down is Grimoire, Tradition, Cult. Never a value, effectively transparent. However Cult or Tradition could be a Culture (Keyword), but it then always viewed as a relationship, not a magic) Then below that were the specific effects, spells, charms, feats as breakouts. The other standardisation was 1W to formally join a magic group (Grimoire, Tradition, Cult) and 11W to become a shaman, sorcerer or devotee. Then it's down to variations as you can for example hang spells and charms off your occupation (Keyword) and rarely Culture (Keyword). That's why the pregens did not appear consistent (to show other ways of doing it). The complexity comes when individuals are members of complex groups see building Makor the Strong or Jorjar Latish or complex cults with sub rune like the Seven Mothers. Look at Jorjar, who has two specific abilities hung of Law and a set of spells, plus cult of Pavis as a Community. Personally I wouldn't change the ability of players to hang magic from different places as it makes for interesting hereos.
  5. Not for wall decoration, but there are sketch maps of Heortland or try a more general sketch map search. The map for southern Sartar at a guess will be in the Sartar box, given the tribes and clans sketch maps.
  6. Themselves. Maybe. We only have the bare outline of how sorcery works, and it emphasises Lhankor Mhy philosophers or scribes. Then it says that LM doesn't teach sorcery to any who aren't initiates. The key phrase is the one that you've highlighted So for Lhankor Mhy that will be Lhankor Mhy. The key understanding is realising that you can achieve intellectual union with your god. Those that can understand this philosophically can follow the sorcerous path, those that can't don't we don't need to figure out who can and who can't as it's experience based. This also gives scope for shortened versions of sorcery. Those who know a limited version, like the open seas ritual. Looking at Chalana Arroy, she is the source of the Harmony rune. In the rules there is no link between an adventurers rune % and mastering a rune, perhaps with cults that are the source of rune, an intellectual union is possible due to this connection. So with a minimum of Harmony 90%, Worship (Chalana Arroy) 90%, and some literacy, a Chalana Arroy could achieve intellectual union with their god with a Chalana Arroy teacher who knew how to do this (maybe a hero cult or a cult secret etc. Costs two POW and they can only learn Harmony & Command. The spell list is limited too. Imagine them as sutras written on the leaves of a healing plant (like a palm leaf manuscript). All of this is clearly an artefact of the God Learners. As a plot hook, there is a full blown CA healing sorcerer out there somewhere. LM could look at the CA scriptures and interpret them as formulae. But may not be skilled enough to use them (or want to) The CA would likely have no interest in LM spells unless they were healing ones and written in an appropriate form. That's a game story hook.
  7. Wyters have a single priest (who need not even be a real priest) and no initiates. Those wishing to be part of the community and therefore benefit from the wyter must take the appropriate loyalty per page RQG 287 "Members of the community must take a Passion with that community (e.g., Loyalty (Clan), Loyalty (Tribe), etc.)." So if an adventurer want's to benefit from the Jonstown Wyter, they need to take Loyalty (Jonstown). They need to offer at least seasonal magic points to it as well. So no. you just need a loyalty. If the city wyter is more complex, like pavis with a separate cult, you'd just be a lay member. Guilds are normal cults, just the city versions of cults: see these comments by Jeff: https://basicroleplaying.org/topic/5495-the-trail-of-lanbril/#comment-81142 https://basicroleplaying.org/topic/4376-guilds/#comment-68175 Guild membership is defined by a loyalty. In Jonstown we see some guilds listed. Bakers Guild Butchers Guild. Cloth and Leather Workers Guild Merchants Guild Parchment Makers Guild Potters Guild Redsmith Guild Stonecutters Guild So the guild would have the equivalent of a wyter with the guild head being the priest. Guild members would be initiates or lay members of useful cults. Like Gustbran for the Redsmiths and Potters, Waha for butchers, Issaries for merchants, etc. The wyter in some circumstances might be the equivalent of a Hero Cult or spirit cult that is also part of a particular founding myth. (eg. Agban the knife was a Bison tribe herder who settled down in Jonstown after its founding and had the best cuts of meat in town. His spirit is now the wyter and teaches Peaceful Cut to anyone who aspires to be a butcher (max 25% inc. category modifier).) So an adventurer who is an Orlanth Adventurous initiate member of the Malani tribe, could move to Jonstown. If they successfully become a citizen of the city, they could join the weapon masters guild by taking a loyalty (weapons masters guild) and teach weapon skills. They could also take Loyalty (Jonstown) (which is likely a prerequisite for citizenship). They are also likely a lay member of Humakt.
  8. With the proviso in the introduction of:
  9. The major limiting factor in Apple Lane is the population, the smallest wyter needing 50 people. The players achieved 11 from the hamlet, 10 tenants, 10 players, 20 supporting family members from Swan and Jenstal’s Stead, for a total of 51!. My players re-instigated the Apple festival in the hamlet to raise the numbers to make it possible on an annual basis to have a small wyter. The wyter is bound to the thane of Apple Lane (an Orlanth initiate), who acts as its priest, and it resides in the ancient apple tree outside the Thane's house. The Apple festival was a thinly veiled wassailing that happened early in Sea season, and relied on the families of the adventures to participate to get the numbers up. It was supported by Theyra the priestess of Ernalda at Swan, Aileena the priestess of Uleria, and Kareena the God-talker of Orlanth Thunderous. Everyone took Loyalty (Apple Lane) and the end of the day, the ancient tree's spirit was revealed as having a POW 20 & CHA16. Its abilities are: it can kill all insects and blights that would harm apple trees in a single hide for 1 magic point, and and adds its POW as a % to the harvest roll for apples only. The other shrines and temples are too small have have their own wyters. It could be assumed that Eighty-Eyes was the wyter of Gringle's pawnshop and is still bound into the building awaiting rediscovery.
  10. Depends how crunchy you like your games. None of the RQ3 GMs I played with, ever used it. The sentence Starting from zero, an average adventure, can completely recover full fatigue points in 4-10 minutes, basically meant it was ignored as a time waster.
  11. An optional system of 6 levels of fatigue from normal to prostrated, governed by a fatigue roll (CON multiplier dependant on activity). It was over 2 pages long... Better than RQ3, but I still ignored it.
  12. I'm not sure what you are trying to say here. If a player selects Eiritha as a cult for their adventurer they can worship her throughout the region described in the core rules. In reality it would likely mean visiting Ernalda temples to do so, but that's not an issue as they are pretty common. Nothing. See Lay Members in the core rules, page 274.
  13. To summerise: RQG rules will be in the cults book (Nysalorian) Ignore HQG mechanics Illumination is not intended to be some super cool power game thing. (quote from Jeff) Illuminates now gain powers a la carte, not from the set menu (thank for the analogy @Nick Brooke) - Illumination provides a range of 8 abilities. Every illuminate has the first one, with most having the second and third as well. Then the abilities get rarer and so on up to number 8. A first draft of RQG illumination rules was in the limited Cults of Glorantha previews (2019). Based on Cults of Terror, with a few added RQG mechanics for spells, passions, and runes. You could easily use the CoT rules for RQG, everyone has the secret (number 1) and a la carte the rest. 7 is ignore rune opposites values adding to 100, 8 is use your illumination skill to overcome runes or passion. If you want to read more about the current thoughts on illumination, @Jeff has scattered notes on this board, you can see them here: https://basicroleplaying.org/search/?&q=illumination&quick=1&author=Jeff&search_and_or=and&sortby=relevancy
  14. Peace is a good example of how complex this is, as the 3BC are an associate spirit cult of Eiritha and Ernalda that only provides the spell to High priestesses. The spirit cult is mentioned as part of Eiritha (in CoG), but that's it, they only give one spell. You'd likely need to list who the spell is available for within the cult, its relationship (sub, associate, hero cult) and cult reference. Here's an example of just a few spells, multiplying it up would produce a huge doc.
  15. As neighbouring areas, they are close. Look at the picture on page 441 of the Guide. You can see the Quivin Mountains from the Paps. So should be able to see the Eiritha hills from Boldhome. You likely won't be able to see Eiritha's outline, but having the goddess buried that close to Sartar is important.
  16. I've alway imagined them to be like a cross between the Anglo Saxon chronicles one (alleged) original that was copied and after distribution, added and subtracted from and all the constituent parts that have historically made up the bible (with each "book" being a similar to a chapter in the Abiding Book), being added and subtracted from when canon is declared. I'm not sure there's an actual definitive copy, but everyone claiming to have whatever they do have, being the original / full / complete version. Occasionally scholars will get hold of two copies and find they are not quite what was expected.
  17. David Scott

    Kaxtor

    Roots of Glorantha (2007, 2015)
  18. The Paps, the great temple to Eiritha and built into her says otherwise. Uralda is just a local name for Eiritha. Like Urox is a local name for Storm Bull. It's probably easier to say that Uralda is Heortling word, and Eiritha the Praxian word. In Prax, she's a major cult as Ernalda is tiny. In Sartar she's a minor cult as Ernalda is major, and rarely worshipped independently, as she's one of the animal mothers. Remember that the Praxians and Sartarites are neighbours, as soon as the 1st council missionaries arrived in Prax in 35 ST Eiritha would have been recognised as the herd mother. Then the praxian diaspora back to Sartar and beyond occurred, making Eiritha the common name. As @Jeff says there's only 3k Eiritha worshippers in Sartar, when Praxian initiates hear the name Uralda in sartarite ceremonies, they likely think "ah, the old name that is wrong, but seems acceptable to the goddess".
  19. David Scott

    Kaxtor

    As a local hero, he's likely worshiped as a hero cult of larger cults. Hero cults tend to give one magic. But also as he has his own temple, he's effectively the city god as well. Given he's the son of Esrola and Fodalor (champion of the Kingdom of Herolal), he's a hero cult of Esrola and whoever Fodalor worshipped. Given @metcalph's reference to the now asectic wizards in the Guide. I'd suggest that Fodalor was a sorceror-warrior. In Greg's notes, A General History of the Ernaldi, Fodalor quests and obtains the Sword of Wesmal, and in the Holy Country campaign, Kaxtorplos is called the holy land of Kaxtor, while Kaxtor himself is called the Unborn and Mouth of the Goddess. Putting this altogether, I'd say that as the city god, Man & Earth, as a Hero of Esrola, Earth and as a warrior-sorcereor, morphing into asectic wizards who teach a limited range of spells that hold off chaos. As a Hero of Arkat, he wields the Sword of Wesmal (likely something to do with Wesluk) and the sword is in the temple, and knows a specialist anti-chaos magic (personally I'd put him in the sword for a full on possession avatar).
  20. Nothing. If I had a player in my game with one, they would use and gain rune points as normal. The curse is a special ability with no cost. For NPCs I'd ignore it unless I had to stat out a major NPC.
  21. The Trade Think Theatre (on the border of Starter set book 1 & 2) is clearly the place to go. Likely with major Dragonewt productions: The King & Eye, Uncle Vasana, Orlanth Rex, and of course the latest, She Stoops to Conquer.
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