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soltakss

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Everything posted by soltakss

  1. Of course they can. Religious differences can add spice to a friendship, but don't mean that Humakti and Lanbrili can never be friends. Sure, the Humakti will probably chide the Lanbrili and tell them not to steal but may well just sigh when the Lanbrili does steal. I don't like religious dogmatism. There are lots of examples in the real world where people of diametrically opposed religions were friends. They just agreed to disagree.
  2. In my last Gloranthan Campaign as a GM, we had Sense Genert which was really Sense Earth Deity, as it was morphed to detect bits of Tada as well. I have no problem with Sense (Whatever) being gained as a HeroQuest ability, so Sense Darkness for Yelmalians and so on.
  3. I haven't seen that before, normally a Critical gives a high damage roll.
  4. In theory, it would pass to Oddi's heir. However, it might be lost, or picked up by somebody else.
  5. Merrie England: Robyn Hode had them. I treated them as being an opposed contest with the back and forth representing the exorcism from The Exorcist, and others. I am not sure if other people find them to be good, but they worked for me.
  6. That was why I wrote it in the first place, to get people more comfortable with HeroQuesting, so I am glad that it helped. You're welcome.
  7. No, we have never had any issues at the table, and our group had some maths-averse players.
  8. Did he actually do it (or even try) though, in either of his runs? I don’t question that he could have (it’s such a coincidence that the guy with the biggest army always turns out to be the True Emperor, isn’t it?), but did he bother? I don't think that he bothered, but his nephews did and were ambushed by the Red Emperor dressed in fish scales, as Basko, and he killed them, I think, unless I am mixing HeroQuests.
  9. Yes, that is exactly how I play it.
  10. I play that Shamans can belong to a Spirit Tradition that allows them to pool their spirits together. So, a Shaman belonging to the Blue Pool Spirit Tradition could gain spells from Frog Woman, Bluegloom, or River Horse, as they are water spirits, but Blue Pool Rune Points can be used to cast any of the spells of the Spirit Lords in that tradition.
  11. I don't think it is dishonourable, as you are simple uncovering the truth. If you are tricking them into telling the truth then it might be seen as being dishonourable, but it really depends on the circumstances.
  12. For me, Gloranthans do things for other reasons than purely religious. However, religion does impact on may things. So, people will make nice things, decorate items, learn to dance and so on. A Dancer could be an entertainer, a temple dancer, or just dance for fun. Similarly, a singer could sing for their supper, sing work songs to help the day pass by, sing to woo, sing in temples and much more. I think that people have hobbies, and why shouldn't they>? So, people are the same as us, as people are people. However, there are things to consider. Daily life can be a grind, for example people toiling in the field will spend most of their days working so won't have much time for anything else, but they could make time for certain things. So, they might make coming of age tunics for their children, so they can be seen to be lovely.
  13. soltakss

    Ethilrist

    Some people believe that, personally I am not a fan of the idea and it doesn't happen in my Glorantha. Many creatures won't eat chaos creatures, for fear that it could taint them. I am not sure that this applies to demons from Hell. Of course, and they are quite nasty indeed. There were some examples in an old Wyrms Footnotes, I think.
  14. Excellent, my work here is done! In a HeroQuest, it doesn't really matter. Unless, of course, you are asking to put it in the HeroQuest. You could interact with the myths and thereby find things out about the city. You won't find out minor issues like what the taverns were called, unless you interacted with the myths of the founding of those taverns, but you could get broad-stroke information. That could work. The Adventurers could also travel through the mirror to those myths and interact with them. I'm not sure if anyone knows. That is possible, but it could also send them mad. I am sure that Lhankor Mhy Libraries give classes on how to use Knowledge and Reconstruction to avoid being sent mad by the knowledge. That is possible, or the Adventurers could bring back a Golden Wheel Dancer, or a Sun Wheel Dancer if they are different. It may, or may not be, intentional or planned.
  15. You live forever, get a place in the God Time and get people to worship you. In the Hero Wars you can even come back for a bit to mess about and strut your stuff until the world breaks and is put together again.
  16. Other people have given very detailed answers. Mostal, Aldrya, Kyger Litor and Zorak Zoran did bad things to each other in God Time, so their descendants and followers hate each other. For example, Zorak Zoran arte all of Flamal's Plants once. In the 16 centuries after God Time ended, the Elder Races have fought and hated each other because of the God Time feuds, with a few notable exceptions, embedding the hate very deeply.
  17. Well, Dover, Sandwich and Romney were Roman ports, so they could well be ports. Hastings is later and and Hythe is even later, but you could have them founded in/by Arthur's time.
  18. Dame Darkness saw that they had created all the Darkness that they could, and was so terrified at the thought that she wet herself, giving birth to the River Styx, the Last Drop of Darkness and the First Drop of Water.
  19. Like Nick, I can only think of the writeup in Pavis. However, you could male up some HeroQuests, for example How Lanbril Lost His Face (Gain Face of Lanbril or similar abilities), How Lanbril Followed [] (Gain Shadowing or similar), Lanbril Knows the Streets (Gain Streetwise or similar), How Lanbril Stole Voices (Gain Voice Mimicry or similar), How Lanbril Got Away (Gain Foil Restraints or similar), Lanbril and the Shiny Thing (Conceal Item or similar), Nobody Remembers Lanbril (Forget or similar), Lanbril in Mostal's Halls (Various Devices, or gain a new one), or similar HeroQuests. All involve how Lanbril stole something from someone, or how he managed to avoid capture and punishment.
  20. Appeal to the Temple and see if the Axe Maidens support you. If not, appeal to the Ernalda Temple and see if her Priestesses support you, as Ernalda is Babeester Gor's mother and has some control over her. They may find in your favour and make the offending Babeester Gor cultist serve as your bodyguard for a year, as penance.
  21. Not really, you still have to go to the temple to remain a worshipper in good standing with the cult. If not then you lapse and can lose access to casting magic.
  22. Personally, mythology has always influenced me deeply, even though I have not formally studied it. All of Joseph Campbell's books are useful. I found Frazer's Golden Bough informative, although many think he is old-fashioned. I was brought up on Fairy tales, Myths and Legends, so any of those are good. RuneQuest's Glorantha is built on Mythology, so hard-core fans are into that quite a bit. Pendragon uses Arthurian Mythology, so that is important to the setting. Call of Cthulhu uses the Cthulhu Mythos (Not to my tase, but others love it). I am not sure about Nephilim, as I have never seen it, but I am sure it has a basis of Mythology. The old Stormbringer/Elric/Hawkmoon games were based on Michael Moorcock's excellent novels, which count as sort-of mythology. So, most of Chaosium's games have always had some mythology associated with them.
  23. For normal combat, war beasts and their riders are trained to work together, so don't bother making a Ride roll each round. When riding normal beasts, a Ride each round might be needed but you might not want to bother with NPCs unless keeping track of who is trying to control their beast instead of attacking is important to you. Tusk Riders would charge with their lance in the first round, then they and their Tuskers lay into everyone around. Make an attack roll for the Tusk Riders and for the Tuskers on separate Strike Ranks. If the Tusker goes down in combat then the Tusk Rider cannot attack and should make a Jump roll to avoid being trapped under its weight. If the Tusk Rider is disabled before the Tusker attacks then it still attacks as it is its own master in combat. Attackers can attack the Tusk Rider or Tusker, just use the Hit Locations for each. Don't bother with unobtainable Hit Locations, due to reach, the combat is mobile and everyone moves around enough so that anywhere can be hit. When using missile fire, roll randomly whether the Tusk Rider or Tusker is hit, as you are effectively firing into melee. If they are fighting Adventurers, treat every rider and mount as separate targets for the random target hit. When fighting Adventurers standing on the ground, Tusk Riders roll 1D10+10 when determining hit locations, unless they have very long weapons. When Adventurers standing on the ground fight Tusk Riders, they roll 1D10 when determining hit locations, unless they have very long weapons. It sounds a lot to keep track of but should be easy enough in the game.
  24. You could take the Ally/Mount section from the fillable Character Sheet PDF and add it to the Squad Sheet from the GM Pack. It won't be fillable but it might work. Squad_Sheet_WithMounts.pdf
  25. In QuestWorlds the relationship between Adventurer and Cult is gained through Keywords. You can have a Keyword for the Cult and/or Keywords for the Adventurer's runes. I put spells in either/both the Cult Keyword and Rune Keyword, if the spell is in both then the Rune can automatically augment the Cult Keyword in my QuestWorlds. To a certain extent Temples are less useful in QuestWorlds. Basically, they are not needed for regaining magic, but they are needed for adding certain Breakouts (Spells) to a Keyword. They also give bonuses when casting cult magic. For me, as a RuneQuest Player, Temples are only useful: For living in, where available Regaining Rune Points For attending Worship ceremonies (With POW Gain Roll, and to remain an active worshipper) Learning cult spells Training/Gaining cult skills Summoning/Binding cult spirits Now, we could get all spiritual about Temples being the heart of the culture, and they probably are, but yadda, yadda yadda. How do we emulate these in QuestWorlds: For living in, where available - Still applies Regaining Rune Points - Does not apply For attending Worship ceremonies (With POW Gain Roll, and to remain an active worshipper) - Still applies for remaining an active worshipper, but not for POW Gain rolls, unless you give a +1 in the Cult Affinity for leading a Worship Ceremony Learning cult spells - Still applies Training/Gaining cult skills - Still applies Summoning/Binding cult spirits - Still applies So, of the 6 items where Temples are useful, 5 apply to QuestWorlds, so Temples are useful in both systems.
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