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soltakss

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Posts posted by soltakss


  1. For me, the deities of God Time had some sequential events, where one followed another, but also had non-sequential events, where effect preceded cause.

    However, HeroQuestors have one huge advantage over the denizens of God Time - They know what happened.

    So, a HeroQuestor might meet a deity at one point, knowing what was going to happen to the deity at another point. On the face of it, this is nothing special, but HeroQuestors can manipulate it.

    Also, HeroQuestors know that some magical places are common to different myths and events. They can manipulate that, too.

    So, a HeroQuestor might be able to travel to the Only Old One's basement in the Castle of Black Glass. The HeroQuestor might know that this could be used on the Lightbringer Quest, as a way to enter Hell, or on a Caladra & Aurelion Quest to try and free Lodril, or whatever. The HeroQuestor could use the Caladra & Aurelion HeroQuest to gain access to the basement, then switch to the Lightbringer Quest to leave and enter Hell. These events happened at very different times, so this is effectively Chronoportation.

    The tricky bit is to do this on a God Quest, so that you change God Time and create a new myth that this happened. So, you could travel to the Only Old One's basement, in the same way that Caladra & Aurelion did, then leave the basement and enter into Hell, but for you, as a Hero, it would all be at the same time.


  2. 15 hours ago, Joerg said:

    Does anybody have an explanation why Gramps Mortal's severed soul was drawn to Rausa's gate (and why was that gate and spiral stairway where it was)? What could have been the precedence?

    I don't think it was.

    When Grandfather Mortal died, his soul sent westwards and down into Hell. Who knows why he went that way.

    When Yelm died, he followed the path of Grandfather Mortal. His daughter, Rausa, followed him and guarded the Western Gate, so that it became known as her gate. Simiarly, the Morning star guards the place where Yeml appeared at the Dawn, although she might not have been there beforehand.


  3. 7 hours ago, French Desperate WindChild said:

    I m convince that when a character succeeds a read/write roll, she succeeds to identify each letter/sign/... even words, sentences etc... But does she understand the sense ?

    Yes, succeeding in Read/Write in a Language means that you can both Read and Write the Language.

    7 hours ago, French Desperate WindChild said:

    Does she succeed a speak roll ?

    No, she does not need to also succeed in a speak roll. speaking is about that, speaking and listening to a language.

    They are different skills because RQ wants to emphasise that not everyone who speaks a language is literate.

    7 hours ago, French Desperate WindChild said:

    Does read/write skill be limited by the book's language ? (You can have 100% in rw theyalan, but the esrolian book will be read at 35% because you have 35% in Esrolian speach)

    Not in RQ, but other D100 games have something similar.

    Every few years, a debate goes on about having a read/write that is related to a script and then a Language skill that relates to the language. so, if you roll below both your read/write and language skill then you understand fully, if you roll below your Read/write but fail your language skill then you know what the words sound like but not what they mean and so on.

    It does have its merits, but has flaws as well.

    For example, I can read Trans-Cyrillic but have no idea what words in Tartar, Bashkir, Khazak or Uzbek mean, but I can read and have a go at pronouncing them. someone who couldn't read but could understand the language might be able to make sense of what I am reading.

    I can read the Latin Alphabet, so I can pronounce French and Spanish with my schoolboy understanding of those languages, I can also have a go at Italian, although I probably mangle the words. If I read Slavic languages such as Polish or Czech, i can probably use my knowledge of Latin Alphabet and Russian to mangle those as well, or get a slight understanding, despite the extra letters that I am not familiar with. Languages such as Turkish or Finnish are very difficult, as I might understand all the letters (Finnish) but have no idea how they are pronounced, or I might not know the extra letters (Turkish) and not know how to pronounce them. So, I can have a good go at Ingredients on a Polish pack of something, or I can try to read something in Turkish and my wife might be able to work out what it says.

    1 hour ago, French Desperate WindChild said:

    Does that mean that I cannot learn how to sound each symbol without understanding what I pronounce ?

    In Chinese Script, it makes no sense, as each symbol means something unique. So, if you read a symbol and say it in Cantonese it might sound different to reading it in Mandarin, as the two languages would have a different word. so, the word for Cat in Mandarin and Cantonese might be different, but there is a symbol in Chinese for Cat. 

    Arabic is different, as it is an Alphabet, so each letter has a sound. I don't know Arabic, but it may be that the order of letters might change how they are pronounced. 

    In English, s and h have their own sounds, but the diphthong sh sounds different to both s and h. context can be important, as ch in "loch" is pronounced differently to that in "rich" and, famously, all the "c"s in pacific ocean are pronounced differently. You would need to know the language to know these differences.

    54 minutes ago, Bill the barbarian said:

    Did not check to see maybe someone asked but what do they all look like and what is the usual means of marking the scripts (oh the questions! Bravo)!

    Orlanthi used cat scratching, which is like Ogham in the real world, and some other script. I think Peloria has its own script. The West has a single script but different languages. I am not sure about Kralorela, but it might use a symbols in the same way that Chinese does.

    Something like Earthtongue might use a stylus to impress symbols onto clay, like cuneiform, with a written equivalent. i don't know whether it is syllabic or alphabetic, although I am probably using the wrong terminology.

     

    In past discussions about this kind of thing, it has generally boiled down to using whichever works best for you.

    • Like 2

  4. In my experience, HeroQuest works best when there are few rules.

    For me, if a rule needs clarifying and is difficult to understand and use, then drop the rule.

    So, I wouldn't use Group Simple Contests. I would use chained contests anyway, as I find them easier. or, everyone rolls what they are doing, you add up the RPs and see if you have reached a target, if not then you do something similar next round.


  5. 16 hours ago, Sir_Godspeed said:

    I wonder what the background for Kralorelan zombies are.

    I am sure that they have different origins.

    The Zombies that row the barges of the Kralorelan Navy are probably sailors who have volunteered, or "volunteered" to stay on after death and I would expect a runespell to be used to create them.


  6. 34 minutes ago, Chromatism said:

    Returning to the chart for special/critical attacks vs normal parries, it makes it clear that the parrying weapon or shield receives damage over it's normal HP. This ties into my confusion from the above question, so I just want to make absolutely sure I have this correct - A special attack swings in against my normal small shield parry for 14 points of damage. My small shield takes 8 points of damage while also absorbing the same, leaving 6 damage remaining from the attack and my shield at 0 HP. This 6 damage penetrates my defences, ignoring armour, dealing direct damage to the arm carrying the shield. In addition my small shield receives an equal amount of damage, bringing it to -6HP. Is this correct?

    Oh, there's more, sorry, didn't see this one.

    The Table says "Attacker rolls special damage. Defender’s parrying weapon takes damage over its HP, with same amount of damage going to adjacent hit location.".

    So, in the example, the attack does 14 points and the shield blocks 8 HPs. The Shield takes 6 points of damage, reducing it to 2HPs and the person takes 6 points of damage, but does not ignore armour, so armour protects. The Hit Location struck is going to be the Shield Arm, despite what I thought was true, as the Text on Page 198 says "A Successful Parry. A successful parry blocks points of damage only equal to the parrying weapon’s current hit points. If more points of damage get through, those points go on to affect a hit location of the defender, determined randomly in the case of a parrying weapon, or referring to the Shield Hit Location table (page 219). In most cases, a hit to a shield damages the arm wielding it. Additionally, the parrying weapon or shield loses 1 hit point, simulating the damage it took blocking such an overwhelming blow.", so, it hits the parrying arm for a small shield.

    The moral of the tale is still to use a Medium or Large Shield instead of a Small Shield.

    • Thanks 1

  7. 13 minutes ago, Chromatism said:

    It becomes clear that parrying with a weapon or shield that is "unusable" will not block any damage, since it's current total HP is is at or below 0. However am I right in reading that an "unusable" weapon can (for example) still be used to parry if a special or critical result is rolled against a normal attack?

    I would say that you could do this.

    On the face of it, this makes no sense, as the shield has 0 HPs, but you are using your skill to turn away an attack, rather than just putting something in the way to block the attack.

    14 minutes ago, Chromatism said:

    In the case of a critical attack vs a normal parry, the parry chart shows that the defender's weapon/shield has it's HP reduced by the damage rolled. However in the blurb on page 200 it states that while the weapon/shield blocks the damage it normally would, it receives double the damage from the attack. To my mind, as written, this makes little sense... if I have an undamaged small shield imposed against a critically attacking broad sword, the broad sword will deal max damage (18 + damage bonus). The small shield then absorbs 8 damage as normal, but receives another 8 damage on top and is destroyed. If it had less HP, it wouldn't be destroyed since it could only absorb up to it's current HP total. I'm quite sure this is just a case of extremely confusing wording, but clarification would be grand.

    The Table on Page 199 and the Text on Page 200 don't agree. this kind of thing is really annoying, as they are only one page apart and this could easily have been picked up by a good rules-competent proofreader.

    The Table says that a critical attack vs a Normal Parry "Attacker rolls special damage. Defender’s parrying weapon HP reduced by the damage rolled. Any excess damage goes to adjacent hit location, with no armor protection". The Text on Page 200 says "Parrying a Critical Hit. Though the target’s armor does not subtract any damage from a critical hit, a successful parry from a weapon or shield blocks the amount of damage it normally would. However, a weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage. A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adventurer.".

    So, they both agree that the Shield absorbs its HP in damage and the remainder goes through to hit, ignoring armour. Fine, that works OK, although reading it again,l they are not the same.

    The table says the parrying weapon's HPs are reduced by the damage rolled. The Text says that the parrying weapon or Shield takes twice as much damage as it would have done. 

    So, what does that mean? Looking at Chromatism's example, a Broadsword Criticals and does 18 Points of Damage and is parried by a Small Shield with 8 HPs.

    According to the Table, the shield takes the full damage, so takes 18 HPs, it only has 8 HPs, so the shield is reduced to 0 HP and 10 HPs goes throiugh to a random Hit Location, doing 10 points of damage and ignoring armour. Ouch!

    The Text says that the shield blocks 8 HPs of damage, leaving 10 HPs, this does 20 HPs of damage to the shield, destroying it, the shield reduces the damage by 8, leaving 12 points of damage to go through to strike a Hit Location, direct  and ignoring armour.

    So, both result in the Shield being destroyed, but the first does 10 points of damage and the second does 12 points of damage.

    This is annoying, as a Shield parrying a Critical Hit is not an uncommon occurrence or edge case and should clearly be covered in the rules.

    What would I do? Pick one and stick with it. I'd use the results from the Table and ignore what it says in the Text. however, maybe one for Jason in the Rules Clarification Thread where Nobody else May Comment.

    The moral of the tale might be not to mess about using a small shield, but to use a Medium or Large Shield, but perhaps that isn't the right moral.

     

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  8. On 1/12/2020 at 12:23 AM, Shiningbrow said:

    Well, Robin wasn't clear on the exact location (I think he was saying it was up to each GM).

    "Buried under lots of rock and soil"...' except, a simple fire releases it... Burn some branches, evil incarnate comes back into the world. 

    Now, if it was under a buried temple with a pile of solid rock to mask it... ..... 

    In our last Glorantha Campaign, the River Voices investigated the Gorp Spring on the Zola Fel. They worked out that the Gorps were coming from deep underground and wanted to find out where. One of the PCs had a magical eye that could see through things, so she used that, with some other magic, and scored a critical roll, so she saw the Eye of Wakboth glaring at her and weeping, the tears becoming Gorp and rising through the cracks in the ground. She managed to roll a stupidly low POW roll and didn't go insane, receiving a Heroic Power of See Into the Void as a reward. They didn't like the idea of Gorp squeezing through gaps in the rocks and stones, as they reasoned that the Gorp as Gorp are acidic and would make the gaps wider and wider until the Eye of Wakboth could be revealed to the world, something they weren't too keen on. So, they decided to travel down to it. They had a Lead Barge that could magically travel through even the tiniest places, as long as it was floating on water, so they used their River Voices powers to raise a flood and send it through the cracks. There followed a terrifying descent through the cracks in the earth to Wakboth's Pool, where the Eye floated in a pool of its own tears. I can't remember how they defeated Wakboth's Eye, but they managed to blind it and return to the surface. Of course, this was a HeroQuest.

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  9. On 1/12/2020 at 4:50 PM, metcalph said:

    However elephants are clearly better. 

    Elephants can carry howdahs on their back, with archers. They can also wear plate armour on their legs and head. They can also wield a club in battle as well as attack with their tusks and stomp you. When they drink distilled spirits, they tend to get very drunk and go berserk in battle.

    Elephants are clearly better.

    • Like 1

  10. On 1/12/2020 at 4:55 PM, Darius West said:

    Yeah, but this isn't an answer.  You have left the door open for pretty much all these dinosaurs to breed with each other by thinking that will work.  So you wind up with a Tyrannosaurus with stupid tiny wings to go with the stupid tiny arms, and a dumb head armour.  Or a bronotsaurus that breeds with a dimetrodon and has a huge silly frill on its back so it keeps falling over in a high wind. Or a pteranodon with a dimetrodon so that it has a third goddamn back wing that does nothing. Now you might be happy with a herd of broo-sauruses, but color me unimpressed. Unless there is a mechanism involved in the mythology that separates dinosaurs into discrete species, you have opened a pandora's box of mix and match dinosaurs that are goofy.  It's unavoidable.

    No, for me a brontosaurus can breed with a brontosaurus, a tyrannosaurus with a tyrannosaurus, a pterodactyl with a pterodactyl.

    I don't think of "Dinosaurs" as one big species. Each type is its own kind.

    What I meant was that a stegosaurus that is created by a Dragonewt mutating because of an out of control Lust Trait can mate with a stegosaurus descended from Maran Gor or a stegosaurus hatched from a bad dragon's egg. A stegosaurus cannot breed with a tyrannosaurus and produce offspring, as they are different species.

    • Like 2

  11. On 1/12/2020 at 11:48 AM, JustAnotherVingan said:

    The rest can all be improved. For DEX the limit is what you started with X1.5 or species max, for STR, CON, POW and CHA the limit is species max.

    To be honest, species Maximum is a mess in the RQG Rules.

    It keeps both the RQ2 and RQ3 Formula and the RQ3 Rolled Characteristic x 1.5.

    it needs rewriting or carefully looking at, rather than kneejerk rulings.

    i would use RQ2 Species Maximum for every Characteristic, but have physical ones that are increased past Original Stat x 1.5 being twice as difficult to increase, or increase half as quickly.

    • Like 2

  12. On 1/15/2020 at 1:10 PM, Joerg said:

    Now, does this mean that all encounters with Morty will result in meeting a soul-deprived opponent rather than the normal darkness demon he was throughout most of his career?

    If the HeroQuest is in Hell, then HeroQuestors will probably encounter mortal, non-Vampiric Vivamorti, as Vampires cannot travel to Hell and cannot cross the Styx.

    If outside Hell, it is possible to meet mortal or Vampiric HeroQuestors, depending on the circumstances.

    Very few HeroQuestors get to meet Vivamort himself, unless they are on a GodQuest inside God Time. Then, it would depend on what place/time they encounter Vivamort. An Eurmali trying to become a Hero by redoing the theft of Death will meet Vivamort as a Darkness Spirit. 

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  13. On 1/15/2020 at 7:25 AM, Caras said:

    Are there many durulz in Upland Marsh actually Vivamort Lay Members?

    In my Glorantha, the Old Nests or Loyal Nests are those who have come to an uneasy relationship with Vivamort. He doesn't prey on them and they don't bother him. So, they aren't actually Lay Members of Vivamort, as Delecti's Vampires don't feed on them.

    However, there may well be Durulz Lay Members of Vivamort who carry Adventurers across the Upland Marsh, to sacrifice them to the Vampires.

     

    • Like 1

  14. In my Glorantha, I normally have the following.

    Vivamort is the God of Vampires, he is the First Vampire, created to heal a wound from the Devil and cursed by the same action. he was involved in causing Death to enter the world, as he was tricked into letting Eurmal steal it. He creates vampires and his worshippers create vampires.

    Gark the Calm is a god of Zombies, not the only one. However, his is a cult of silent contemplation, or it can be. Anyone dying in a Gark the Calm temple comes back as a Zombie, this is automatic for Gark worshippers and not always automatic for non-worshippers. some worshippers of Gark the Calm sit around meditating in circles, where they deny themselves food and drink, sometimes sealing themselves in, so they run out of air, when they die they immediately awaken as zombies and continue their eternal meditation. Gark's zombies are normally harmless, unless disturbed or commanded by someone who has a Command/Control Zombie spell. In my Glorantha, Gark has a Command Zombie Horde spell that causes the mass of Zombies to obey simple commands.

    • Like 4

  15. 1 hour ago, Godweyn said:

    However, what i mean is that Glorantha is an overwhelming setting for unknown players, and more the set of rules for 20s veterans.

    Start small and work up.

    • Start with a clan, a family, a village, a street corner in a city. 
    • Meet someone who the PCs don't know. Have something happen. Follow the scenario.
    • Meet someone else.
    • Go somewhere else.
    • Meet an Elf, or a dwarf, or a Troll. have them behave not like D&D Elves, Dwarves or Trolls.
    • Don't go too deep into their background, as most Players won't care or might find it too much. Subtly introduce differences and more of the Lore and Background over time.
    • Introduce different cults, maybe one at a time, or have a cameo where members of several cults have an interaction. maybe some Yelmalians and Orlanthi get into a Riddling Contest, or a Humakti challenges a Yanafal Tarnils cultists. Explain what is happening if the Players are confused.
    1 hour ago, Godweyn said:

    oh ! And I’m a Fan of yours ! www.soltakss.com was an oasis years ago in my mundane heroquest for rules and that type of adventures! (even if my Dm hate me later for the ton of new mode of late game i brought xD ) it's a pity that there were no more updates.

    Many thanks! 😀

    It hasn't been updated for a while, simply because I ran out of things to put on it. My wife wants me to get paid for doing RPG stuff, which is why I've concentrated on supplements. Maybe I'll put some supplementary stuff that gets missed out of Jonstown Compendium material on my website.

    • Like 3

  16. 50 minutes ago, lordabdul said:

    Sure, but then you proceed to list "special places" (or situations) as rivers, lakes, caves, storms, etc. Doesn't feel very "special" to me :)  But just so our expectations are in line, what I meant was that they're common enough that, for every full day of travel through the countryside, I suppose there's a 50% chance of seeing a spirit at least from a distance. Would that be a fair encounter rate?

    It depends where you are.

    I wouldn't expect to see a Darkness Elemental unless I was in a place full of shadows, but if I went into a deep cave then I could find them. The shade Table in Dragon Pass is a well-known haunt of Darkness Elementals and they are known to sniff around it.

    Water Elementals frolic in the water, as lakes, rivers and seas are actually the physical forms of deities.

    For me, you are unlikely to see Elementals and are unlikely to have them as random encounters, unless you are somewhere that has them. So, I wouldn't have a 50% chance of seeing one, unless I went looking for one.

    • Like 2

  17. On Page 126 of the RQG Rulebook, it says "2. Movement of Non-Engaged Characters
    Any adventurer or monster actively taking part in melee combat, whether attacking or defending, is engaged in melee combat. All characters and monsters not directly engaged in melee combat may move up to their total movement rate (MOV).
    Those moving no more than half of their usual movement allowance may also participate in melee or perform other feats such as throwing a spell. Every 3 meters of movement adds 1 to the mover’s strike rank.
    ".

    Unengaged Adventurers just move their full Movement rate, even if it is above 12.

    However, Engaged Adventurers are restricted, so someone moving 36m adds +12 to their SR, so that does restrict someone to Move 12.

    However, what I would do is to say that someone could move their entire Movement Rate in a Melee Round, splitting the extra Movement among the strike Ranks.

    So, someone with Move 18 should be able to move 18x3=54m in a round, so 4.5m per SR, while engaged. 

    A human has Move 8, but a human with Mobility cast has Move 16, so moves 16x3m=48 in a round, or 4m per SR. Now, that appears a bit odd, as a normal human can move at 3m per SR but a human moving twice as fast can move 4m per SR, why not have them move 6m per SR? You could do, and that would be fine, their movement just finishes a bit earlier than someone moving for the whole round.

     

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  18. On 1/15/2020 at 2:59 AM, Bohemond said:

    I am slowly gearing up to run a Glorantha LARP and one of the things I need to wrestle with is Lunar heroquests.

    I do like a thread about HeroQuests. I also like Gloranthan LARPs. Hopefully, this will be a great thread.

    On 1/15/2020 at 2:59 AM, Bohemond said:

    So what do we actually know about Lunar heroquests, apart from the fact that the Lunars are really good at it?

    Lunars can do "normal" HeroQuests, whereby they emulate the deeds of their deities and perform reenactment HeroQuests.

    They can also perform a kind of GodQuest, where they become a Lunar Hero and then Deity. This is slightly different to how other cultures do it, as the Lunars seem to have a successful formula.

    They can also do a form of Inner HeroQuest, I think, where they awaken themselves. The Imperial Lunar Handbooks mention Sevening, where they split their souls into Seven pieces, which is like Illuminatoin with knobs on. 

    On 1/15/2020 at 2:59 AM, Bohemond said:

    I mean, do we know any of the myths they quest?

    They emulate the Path of the Red Goddess, the Seven Mothers' HeroQuest, the Hero Paths of each of their Ascended Deities, for example Etyries, Hon-eel, Hwarin Dalthippa, Yara Aranis and so on. They might also have secret ways to reach into the Myths of other Deities and prove that their Deities are Aspects or Avatars of them. 

    Hon Eel performed a HeroQuest where she waited with the Watchers to greet Yelm when he first rose at the Dawn, his light touched her and made her pregnant, so that she had a Hero Child, to prove that she defeated the Reverend Mother of Horses in a contest. She studied the inner knowledge of the Solar Cults to prepare for this. Similarly, she studied the inner knowledge of the Earth Cults to gain access to the innermost mysteries of the Earth Deities and appeared in the Tarsh Sacred Time Ceremonies.

    On 1/15/2020 at 2:59 AM, Bohemond said:

    Do they quest incidents in the lives of the Seven Mothers, for example? Or do they mostly do heroquests from the cultures they've conquered, repurposing those stories like the God Learners did?

    Yes and Yes, I think. Where they absorb other Deities into their Way, they find ways of doing Heroquests from the new Deity's myths but in a Lunar Way. There was a concept of some Lunar Cults being Healed versions of other cults, so Irripi Ontor is Lhankor Mhy Healed, Yanafal Tarnils is Humakt Healed and so on. I am not sure how much of that still applies, but they can certainly use some of the original deity's HeroQuests.

    The Red Emperor certainly performed some Reenactment HeroQuests. For example, he played the part of Basko when Sheng Seleris's relatives tried to perform the Tests to become Emperor, so the Red Emperor turns up dressed in fish scales and just kills them all. That means that he did the Basko HeroQuest, but instead of soiling himself in fear and not being noticed by Yelm, he slew the challengers, as he WAS the Emperor.

    On 1/15/2020 at 2:59 AM, Bohemond said:

    I want to have at least a couple quests available for Lunar PCs. 

    The Seven Mothers' Quest is a good one, or at least part of it.

    There is a booklet about the Red Goddess, if you can find it, but I can't remember its name. It has a writeup of some of the Red Goddess's HeroQuest, in particular what Yanafal Tarnils did to help her escape from the Underworld. That kind of thing might be useful.

    Unfortunately, I don't have any Lunar HeroQuests available. 

    On 1/15/2020 at 4:03 AM, g33k said:

    Don't the Lunars still Heroquest to tame the winter every year?

    Yes, the Kalikos HeroQuest might be a good one to do. You can adapt it to work against Cold or Darkness.

    • Like 3

  19. On 1/12/2020 at 3:01 AM, jajagappa said:
    On 1/11/2020 at 9:16 PM, Corvantir said:

    Is the basement of the Castle of Lead still in the Middle World?

    It should be in the Underworld.

    I prefer it being in both.

    You can get to the Basement from the normal Surface World, but each step brings you closer to the Underworld. You can also enter the basement from the Underworld, but each step brings you closer to the Mundane World. 

    • Like 4

  20. On 1/11/2020 at 4:56 PM, Atgxtg said:

    The thing that the authors would need to tap dance around is Islam. Because that faith has severe restrictions to how it can be referred to in text and illustration, and because certain practitioners of it would take extreme action upon anyone who broke those tenets, it is probably best avoided in an RPG, especially in one such as Pendragon. We don't want anybody to be under a death sentence for writing an RPG supplement.

    I have covered Islam in a couple of Merrie England books for various RPG Systems and have had no issues.

    Obviously, Chaosium is far bigger than me or Alephtar Games, so would be higher profile. But, if you cover the religion sensitively and are perfectly clear that this does not relate to real world Islam, then things might be OK.


  21. It is unlikely that Elementals are found moving about in the normal plane, unless they are in a special place.

    Darkness Elementals might be found in Shadows Dance or around a Castle of Lead. Water Elementals might be found in the seas, lakes or rivers. Earth Elementals might be found in the earth, but I think they can be found deeper, near the Deep Earth. Fire Elementals might be found in great forest fires, or on burning plains. Air/Storm Elementals might be found during a storm, or when the wind is high, or around holy mountains such as Kero Fin. Lunar Elementals might be found at the Crater, on the Red Moon or within the Glow Line. Blue Moon Elementals might be found skulking around the Blue Moon Plateau.

    In the Spirit World, yes, sure, loads of Elementals there. Elementals can be found in the Spirit World near a place associated with that Element, so around Holy Spots or Temples.

    Yes, a Shaman can bind an Elemental using the Spirit Plane, all they need to do is travel there and find an Elemental, using the normal rules.

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