Jump to content

davecake

Member
  • Posts

    2,432
  • Joined

  • Last visited

  • Days Won

    40

Everything posted by davecake

  1. And that Crown of Yamsur thing, the fake Yamsur in Sun County also has a fake Crown. It implies nothing about any other Crowns of Yamsur unless you want it to.
  2. I think the answer to the Yamsur is Yelm so Sun Bird is Vrimak question, and the Durbaddath mastering Basmol question is roughly the same - if you can prove it through hero quest, it is true (for you at least). Someone else may later disprove it, and that will be bad for you. But both seem good enough to give it a try, and could be the core of a wonderful scenario. Though Basmol is a pure animist Hsunchen tradition, not even native to Genertela (and not with a natural mythic connection to a Pelorian god), so it could get weird. There is the Heortling myth of the War of Beasts, in which the gods war with the Serpentbeast brotherhood to despite which beasts are spirits or gods - it might not be canon, and given you'd then be mixing three mythologies you are way off in experimental hero quest territory. I suspect Basmol and Basmola are not really differentiated in the tradition.
  3. I think the Water Rune is mandatory for merfolk in part because we know of no gods they worship without it. But there are gods with other elemental connections (eg Darkness for Wachaza). The Air connection is a tiny part of the self for most mermen, not something they connect to in personality or magic. Beast folk I would all give the Beast Rune, but others may change. The Beast Rune I think is also used for their animist traditions. For a Minotaur the Beast Rune would also be used for their berserk rage, not all of them have Eternal Battle or Disorder just because of that one racial feature. Certainly I think centaurs can vary in elemental connection. Not sure if Satyrs have a range of Power runes that they can express through their magic songs, or if it's an animist effect and an individual Satyr can have multiple known songs, or something else.
  4. I don't think elves all have the Earth at all or that it's mandatory. It's just the most common elemental Rune for them, like Storm is for Orlanthi men, only more so. There are a lot of elven Earth cults, and the only even slightly common cult of any other element is Light. It might be a majority of elves that have it, but there is plenty of room for the minority (who might include any PCs). It's the only elemental connection for Aldrya, but also the most likely elemental connection for practically every other cult among the elves but Yelmalio. I don't recall ever hearing about a land Aldryami Water god or Air god. Though revering the rain or the rivers makes as much sense as the Sun, if they exist among the elves they are a tiny minority. Its also possible that not all elves have the Plant Rune as well - but not having the Plant Rune is what makes you Rootless. Which makes you a bit socially broken by elf standards, but it's again a small minority. Of course, the elves also have individual temperament. The Life Rune is the most common (again, the Power Rune connection for the Aldrya cult, which 95% of elves or more are part of), but there are killer elves (Babeester Gor worshipping), particularly truthful or deceptive elves, particularly communicative elves, etc. It's certainly possible that nearly the full range of Runic expression can be found in elf society - just very far from equally distributed, with a lot of runes found only in the Rootless and Renegade fringe, and the majority of Elves perfectly happy with Plant-Earth-<something else but probably Life>
  5. Chaos - you should never need to really run a Chaos creature in detail in most games, but just in case - all of them have the Chaos rune. By itself it is a Flaw only, with no significant benefit in most cases. But you can take a breakout ability describing a specific chaotic feature. Some species of chaotic being get a default breakout ability. Everything else varies by species - eg most feral Broos have only the Beast rune, Wild broos have another Rune that usually connects to their Cult. Scorpion men have the Beast rune (and can use it for charms, often self-transforming, from their Bagog spirit society), and other Rune(s) from their past life. And so on. Ogres are created like humans, but add the Chaos rune, and they can use it to Augment (but usually not have a Chaotic feature breakout unless they get it from one of their cults). It is also a Flaw that they must resist to avoid the urge for cannibalism and violence. Windchildren - have the Air rune, and can use it to directly cast magic including air charms or using it as an Affinity, plus they can also use it for flight ability.
  6. In general, I agree that combining race and cultural keywords into one works, rather than having a separate racial ability. Trolls, - I think most trolls having the Darkness rune works. It is also the main rune for most Kygor Litor magic (and is used by almost every troll cult). Their other two runes are as normal - 1 Power rune for Temperament, and a third rune,. Very rare trolls have access to a second elemental rune, usually as their third rune, but normally it is just a Power Rune and a third non-elemental Rune as normal. The Darkness Rune or the Cultural keyword can be used for darksense use. The Darkness rune can also be used for trollish sneakiness and also acts as a flaw for trollish hunger, and so on, even if the troll does not know how to use it magically. I'm not sure if trollish shamanism needs the Spirit rune, or if they can use the Darkness rune instead. Elves - they have the Plant rune, which takes the place of their Third rune. The Plant rune is the primary rune for Aldrya magic, and also elfsense. Aldrya cult shamans might be able to use their shamanic abilities through the Plant Rune by extending their elfsense into the otherworld, I'm not sure. Some other Aldrya cult magic is accessible only via the Earth or Life rune. Other elven religion mostly (apart from Flamal) does not use their Plant rune magically. Their Elemental rune is usually Earth, but may be something else more rarely - instead of Fire they may have Light, and Water or Storm would be associated with unusual plants. They never have the Darkness rune (unless they are Voralans, who are really different species entirely). Dwarves - Generally, they all have the Stasis Rune, and use it to cast Mostali sorcery, that usually takes the form of ritual or pre-prepared magic rather than spontaneously cast spells (see the Way of Stone in the Flintnail cult, which is a version of the Rock grimoire), and they have a caste based grimoire each. Silver dwarves might have access to a wider range of grimoires. I like the idea of there being a rune for each caste, but I've never seen a list that really works for me - some are obvious (Iron =Death, Rock=Earth) but some never seem to fit well - and also, it would effectively be the same as their profession ability I think. Note sure how best to handle this. They probably also have the Earth rune, but it mostly applies to their physical nature (eg their robust constitution, their earthsense), and their temperament, not their magic. Note that an average dwarf (not an Individualist or weird PC type etc) has maybe 1 single ability (their private hobby) that isn't based on their culture, profession, or runes, and even that is often just a specialisation. They are cookie cutters that don't find individuality confronting. Dragonnewts - they have the Dragonnewt rune. Crested can't use it for anything, but desire to increase it. Beaked can use it as normal to cast dragon magic on themselves. Tailed Priests can also use it as if they are Illuminated. Full Priests are beyond that - the closest we can get within the current rules is as if they are always heroquesting, and have a few levels of Mastery beyond most beings. Mermen - giving them all the Water rune as their elemental rune works well enough. Their third rune can be an elemental rune, but possibly only Light (not Fire) or Dark. Their magic is mostly theist, but they can have the Spirit Rune and learn animism.
  7. Yes, it is entirely possible the Artmali also had potatoes. I've never heard anything about anyone in Pamaltela having them in the modern era.
  8. Potatoes are Pelorian, yes. And probably introduced around the Blue Moon area, but could certainly be also popular in Spol. In Pamaltela the plants that substitute for cereals are mostly legumes. While bloodbeans, squaa etc have no direct terrestrial equivalent, we can assume they are mostly non-cereal grains like soybeans or quinoa. Sweet grass is a special case, again with no terrestrial equivalent (but not actually a grass).
  9. I think Mostali Tap without hesitation when necessary, and don't even really understand why others think it's wrong - individuality is an error, everything is part of the machine, you are just moving energy from one part to another. But Tap has a lack of efficiency, so introduces entropy, so is used sparingly by the good engineer - they don't hesitate, but nor do they use it as routinely as a Brithini or especially Vaseline would. I think the majority of Mostali magic is concentrated towards creating devices and manipulating objects, but not all. They are masters of enchanting, but still understand how to cast spells as needed.
  10. THe Morokanth Thumb isn't a game system specific thing.
  11. As a practical matter, if they do not eat them, why do they have large herds? What do the herdmen provide that means the Morokanth find it essential to keeo large herds? Do the herdmen provide food by other means (such as the morokanth using them to dig roots or similar)?
  12. I think you'd be changing what we know about the cannibal cult to suit your preconceptions. The Cannibal cults runes are Man and Soirit - they are a sort of malign aspect of Daka Fal, IMO (note they cults rites are about propitiationg hungry ghosts), and perhaps also a group that participated ion the Covenant of Waha but failed. They are not, IMO, particularly associated with Darkness, rather they are a result of the harsh living conditions in the Wastes making question of eating and hunger central to life. The major tribes all have elemental connections, and I don't think the Morokanth are any more likely to resort to cannibalism than the others. Probably true (though I don't know if this is true of all the minor tribes, eg Bolo lizards). But that says more about humanity than it does about the Morokanth, IM).
  13. Resorting to cannibalism in extremis is a trait of everyone in the Wastes - thats what the cannibal cult is.
  14. Ironically, the group that really did rigidly stuck to caste rules about who they marry would appear to be the Vadeli, which is why they are still distinctly Brown and Red.
  15. A Zzaburi is tried only by other Zzaburi if the crime is one that only involves other zzaburi. So if a zzaburi attacks another with sorcery, that is a zzaburi matter, but if they attack any other caste, or do anything that effects the entire community, then they are judged by a Talar. I suspect that zzabur courts mostly discuss crimes of doctrine and heresy.
  16. In my game the Crown of Yamsur still exists, and is symbolic of authority over solar and fire powers in the Wastes. This may well have been not an actual relic of Yamsur but an artifact created later (probably in the First Age, such as by First Council Yelm worshippers keen to have a symbol of their authority to the Praxians). Anyway, it was a cool maguffin for my Lunar players to enquire, so that the Lunar magicians could use it to demonstrate authority over Oakfed and turn him against the Praxxian shamans at the battle of Moonbroth. The most important enduring legacy of Yamsur, though, is that he was an ancestor of Hyalor Horsebreaker, and so ultimately part of the link between horses and the Sun. Quite how the modern Pure Horse people interpret this is I don't know. But I'm sure someone in modern GLorantha believes it. One version of Nomad Gods includes the Firestick of Yamsur as a treasure, But I'm not sure if this is canon. j
  17. davecake

    Disruption

    I would not assume that 'Red Moon' magic as described in RQ3 Gods of Glorantha has any existence in modern Gloranthan canon. Though some Lunars will have access to weird sorcery like Glamours that might resemble some of those effects. And even then it will only be a tiny minority of elite magicians who have access to it, who have a lot of other magical tools in their armory, many of them more significant in the big picture. And to get really nitpicky, I think the powerful anti-magic properties of adamant might render efforts to destroy adamant with a zillion Disrupts moot. I suspect adamant would ignore efforts to Disrupt it, just as adamant weapons ignore magical defences entirely. Of course, a theoretical material with enormous physical strength but without adamants anti-magical properties is another question. s
  18. Zzaburi in general (for all Malkioni) are philosophers, quite a bit in the ancient greek mold, only their study of philosophy also gives them powerful magic, and thus has (comparitively to terrestrial philosophers) enormous practical utility. There are many more in society than there were greek philosophers, sure, but there probably would have been a lot more philosophers in ancient greek society if they had access to mighty sorcery. And consequently, the Zzaburi spend a lot more of their time considering the philosophy of natural science and the study of the natural world, as well as the metaphysical and moral laws. So some zzaburi are like greek philosophers, some are more like natural historians or alchemists. The Zzaburi do have authority to discuss and interpret the Law, but ultimately a talar will be the one who decides how it applies. The Talars are the judges, but cannot operate without the advice of the Zzaburi. And the role of the Talars is to interpret the law and issue orders, not to change the law (in practice, for later Malkioni like the Rokari, this means there are two kinds of law - the True Law, and the Orders of the King). Note also that many many practical matters that we might consider legal are settled entirely within the caste - for example, trade is for the most part a matter for dronar, so most detailed regulation of commerce is handled within the dronar caste. For modern Malkioni, I do think there are legal scholars among the Zzaburi, loosely the equivalent of Sunni imams. But they may only become advisors, never judges (except among the Hrestoli of course). But they are held in high regard, and their writings widely circulated. I think there are probably some very detailed, widely known, books about the dialogue on legal matters between famous Zzaburi and famous Talars. And I do think the Malkioni have schools, or at least an education system that includes explicit education of the young, for all castes. Entirely segregated (and likely quite different) by caste, though. Many dronars might get all their formal learning via an apprecticeship system, for example - but it would still involve more formal learning than the equivalent for almost all non-Westerners. Talars probably have tutors rather than schools, but again some formal education. The Zzaburi are not spiritual advisers to the Brithini, because the Brithini more or less deny the spiritual. You can ask them for advice about practical stuff, some of which might sound spiritual to modern people, but the Brithini think most of that is nonsense. Ask them about the questions about your soul, your faith, etc and you just get told to consider only Logic and the Law and dismiss such ridiculous ideas. Amongst modern Malkioni, though, then yes, you will get spiritual advice about the attainment of Solace (and Joy, if you are a Hrestoii) from the zzaburi.
  19. I don't think the analogy is very good. The Brithini are significantly less rigid and machine like. Maybe Brithini are programmers and the Mostali are hardware guys. (though your average Brithini, a non-Zzaburi, is just a user of the sysem).
  20. They do not have a notion of Sin like any form of Christianity does. There is Error. Error is bad, but its not the same as Sin. Error demonstrates poor judgement, but not necessarily moral failure. They almost certainly do have food strictures, but I don't think they are particularly rigid, though there may be some caste based ones. Modern Malkioni eat fish not because it is forbidden not to, but because Malkion recommends fish (RM pg 18). He also blesses the Swine (so pork is good) and blesses the relish - Malkioni clearly like their condiments! I'm sure they eat fish when they wish to demonstrate piety. It ruins the flavour and/or nutritional value, I'm pretty sure.
  21. davecake

    Disruption

    Its not just that, because combat isn't just about the average but also the extremes, and the effects. That 1d3 will essentially never incapacitate an enemy soldier. And two disruptions would still have a very small chance. Whereas a critical almost always will incapacitate an enemy, a max damage roll for a Javelin has a reasonable chance - and an impale can effectively hinder an enemy significantly *even if parried* (a javelin impale on a shield makes the shield unwieldy and ineffective). Javelins are a much better tactic, lesser thrown weapons still a pretty good option. Disruption isn't bad, but its not a big game changer IMO. Now, Demoralise or Befuddle might be....
  22. davecake

    Disruption

    Yes, 50 m is less than the range of most missile weapons, and approximately the same same as thrown weapon and charging range. So a Disruption spell at best substitutes for a ranged weapon attack or two. I think most Gloranthan infantry have weighed up the relative merits and decided a javelin throw (or similar) is more value than Disruption spell in closing with the enemy. Now, Demoralise or Befuddle is a different story. They could potentially have a big effect. But I would guess that that is exactly the sort of effect that wyters and regimental spirits are good at defending against. For the relatively high cost of spells like Crack implies that they do something Disrupt doesn't. But I can see the counter argument. Probably a point worth clarifying in the description of Disruption in the new RQ rules, I guess?
  23. davecake

    Disruption

    Disruption has a range of a few metres. A tank can kill people on the horizon. A battleship can explode cities from over the horizon. I don't think its that much of a game change. Generally, disruption etc is often useful at shorter range than missile weapons, and interferes with mundane tactics (eg you can't set yourself up to withstand a charge, and cast a spell or two at the same time. Its not that big a game change - unless you have powerful magicians to perform tricks to make it so, like assembling hundreds of spirits within the enemies camp. But I've always treated it was working on living (or undead) beings in any case. There are spells that effect non-living things (Crack, for example) but I've never considered Disruption to be one of them. Lots of Sorcery works against non-living matter, though, which is part of sorcerys competitive advantage vs other forms of magic.
  24. Just wanted to jump into discussions from months ago and say: I agree that adding stat blocks for RQ to HQ adventures is not generally going to be a great or rewarding activity, and dual statted books are often not a great idea. The two games have a quite different focus, and some adventures are really just not going to work when translated too directly from on system to another. And even more so for 13th Age. BUT I can very much see people wanting long form cult write ups for the various cults done for HQG so far to be translated to RuneQuest. And I very much favour close translations myself. And eventually, backwards - any cult written up for RQ should swiftly be adapted for HQG use as well (though thats a lot easier). And cults that are well known and loved in their RQ2/3 formats should be available for new RQ as quickly as we can manage them. I can see people wanting stats for all the monsters in any system done for the others (yeah nangrels are going to make it into my RuneQuest and HeroQuest games). And I am happy to volunteer to do this work myself, either as fan effort or in collaboration with Chaosium, depending on the wishes of Chaosium. I would rather see the limited creative resources of Chaosium be focussed on new stuff, than the (mostly grunt work) of translating eg Cults of Terror cult writeups for the new game.
×
×
  • Create New...