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soltakss

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Everything posted by soltakss

  1. Thanks, they have mentioned it for both, but it was originally in the GM Sourcebook. Also, pedantic corrections are what we do best.
  2. They also said that they want to be where Call of Cthulhu is now, with a release every 2 months, and think they can achieve this by mid-next year. In the meantime, the Jonstown Compendium should have lots of goodies.
  3. What? They dropped that? inconceivable! Hee, hee, hee, hee! We hide our secret plan in the open, where nobody can see it.
  4. Probably. Hon Eel spent a long time studying Solar Mythology before competing with the Reverend Mother of Horses (?) to produce the strongest sun Deity and also spent time learning the secrets of the Earth before appearing in the innermost Earth Mysteries when she assaulted Tarsh, so she has a history of intense mythical study before embarking on a project. That would probably have included Ana Gor and similar Earth Mysteries.
  5. Normally, yes, but the Lunars have trashed Winter and driven it back, to improve the climate. In any case, you can grow a lot of crops in Russia. They make great rye bread as well! 😀
  6. I am very wary of making comments such as that. People do worship entities such as the Earth Witch as a Rune Cult, if they get enough worshippers together. It might start as a spirit Cult but end up as a permanent Rune Cult. There's an Oakfed Shrine in one of the RQ Classic Supplements, maybe the Puzzle Canal, I can't remember. It had a ball of fire, or something, that zapped anyone who tried to enter. Also, Temples to Lodril have shrines to Oakfed, as Lodril's son.
  7. Yeah, yeah, yeah, we hear you, but everyone will accept it as canon, even if you and Jeff don't agree. Such is the price of genius, i am afraid.
  8. Nowadays, I ask "What do I want to happen" and go from there.
  9. Wyters don't worship, Wyters are worshipped. Imagine a Great Temple, that would have a number of Minor Temples to different deities, as part of its collective worship, many of these would have Shrines to various Heroes and Subcults. Each Shrine or Minor Temple would have its own Wyter, as would the Great Temple. These Wyters defend their own areas and accept POW from their own cultists. However, a Wyter for a Yelornan shrine in a Yelmalio Temple would not give its own POW to the Wyter of the Yelmlaio Temple. Cultists might sacrifice to more than one Wyter, though, so a Cultists who belongs to both Yelorna and Yelmalio might sacrifice to both Wyters.
  10. if you click on the link, on the Left Hand Side, you can tick a box that subscribes you to news about the Jonstown Compendium. So, hopefully, that will indicate new releases.
  11. Yes, I remember reading the Guide and seeing that the Red Emperor commits utuma, thinking "Hey, that's cool". It might be part of a greater ritual, of course. It isn't the kind if thing I'd just make up, as I'm not that creative.
  12. The first thing is to look at what is different between a Heortling Clan/Tribe and a Heortling City. A Clan is made up of a number of Bloodlines, which are groups of related people, often sharing a common ancestor, and their spouses. A Tribe is made of several Clans, tied together by cultural or magical bonds. A City, especially in Sartar, is made by a Confederation of Tribes. This, for me, means that inhabitants of a City have a weaker tie to their original Bloodline, Clan or Tribe, as these are less important than the tie to the City. Obviously this would be different for every person in the City. A city could be ruled over by a Ring, this is similar to a Clan ring or Tribal ring, but members are often balanced, so one Tribe or Clan doesn't have too much influence. Each tribe or major Clan might have a single place on the City Ring, for example. Each City would have a set of Statutes that indicate what the Laws of the City are and which offences can be tried under City Law and which could be tried under Clan/Tribal Law or even Cult Law. Disputes may arise when something happens that is not a crime under City statutes but is a crime under Clan Law. Bloodlines may well be set up in the City, perhaps living together in apartments or buildings close together. Clans or Tribes may well be given a Quarter each, by Quarter I mean a District, not just 25% of the City. However, a lot of people in the City may well owe no allegiance to a single Bloodline, Clan or Tribe, instead owing allegiance to the City. This might include outlaws, banished from a Clan but able to live in the City. Craftsfolk organise themselves into guilds, which are effectively organisations of fellow Crafstsfolk. these are often cult-aligned, especially if the Craft has an associated Cult. However, they are not aligned to Clan or Tribe. Jewellers have a lot more in common with Jewellers of other Tribes than with their own Clansfolk. Powerful guilds might have a spot on the City Ring. City Folk are more sophisticated than their rural counterparts. they have shed a lot of their rural ways and can regard their rural cousins as country bumpkins. "Hey, do you remember when Erik Longsword brought a herd of cows to pay for his new sword? What a bumpkin, he should have just sold them in the market and paid for the sword with his coins!"
  13. I thought it looked like Bud Spencer and Terrence Hill. I loved their cowboy films. Weren't they the Left Hand of the Devil and the Right Hand of the Devil?
  14. Because that's what the rules say. I can prove my Loyalty and Passion by making a huge donation, far exceeding anyone else's. Bribing increases your chances of passing Examinations as well, to become an Initiate or Rune Level. RuneQuest cults are great! These aren't puritanical Christian cults, where ostentatious displays of wealth are frowned upon. These are Bronze Age cults where giving enough money to build a new room on the Temple makes you more devout.
  15. Well, APP back to CHA obviously. I've heard the arguments and I don't know that I disagree, except that now we have the obvious cases of ugly critters now having limits on their magic etc., which I think is yet another clear example of "let's write a new rule and not really think about the consequences". Sensible hit point calculation and location distribution. Sensible skill bonus calculations. A better way of determining species characteristic maximums. Missile target locations. A more integrated combat system that incorporates movement and other tactical options. (I'm not really including the change back to 12 SR, since the number of SR in a round is an arbitrary value to begin with, and any particular arbitrary number is as good as any other, assuming that everything else related to SR calculations is adjusted accordingly.) Combat and damage rules that actually make sense as written. I'm not claiming that RQ3 was perfect in this respect, but it was better than the hot mess that's RQG. Is knockback in RQG? If not, then that's something that was dropped. I don't miss the "Fatigue" rules, as such, because they were not a strength of RQ3. The concept of Fatigue is not a terrible one, just a real bear to actually administrate. I can't really remember the ENC rules from RQ2, but I don't recall having any real problems with it, but I liked the RQ3 rules better (when Fatigue was removed from consideration). I don't know what the equivalent RQG rules are, if there are any. (I don't think I've ever been involved in any game where encumbrance and carrying capacity was not kind of hand-waved most of the time, but I think that it's important for any game to address the issue in some way -- better to have a system you don't like than no system at all, IMO.) Thanks, I'd have to check the RQG rules to double-check, to see how they differ from RQ3, if they do differ. Some of those are very subjective, but I see what you mean. Yes, I think that RQG was just too big to contain a lot of stuff about non-humans. To be honest, the RQG Sorcery rules look similar to, but different from, RQ3 Sorcery. As I have no intention of playing a Sorcerer, I won't check the rules, as they don't interest me.
  16. You are looking at it all wrong. Why am I bothering with a +2 when the PCs could slap a wodge of 10,000L to increase their Loyalty by +500 and get a +200 permanent increase? That's what you should be asking!
  17. I spammed several groups with it, but here is one. They are now canon. Exactly what I thought.
  18. Now, that's more like it. We do nothing better than take a cool idea and over-analyse it to death. I heartily approve.
  19. What's scarier than a worshipper of Babeester Gor? A worshipper of Babeester Gor with a pistol.
  20. They did like him while he was around. Then they all claimed not to have liked him at all, after he was killed. In my Glorantha, after the Dragonrise, the Dara Happans turn to a lot of secret knowledge about the Sun dragon and his cults and bring some of them back. The Red Emperor commits Utuma, to atone for his sins, so he does that as the Golden Sun Dragon, which is just another Aspect of Yelm the Emperor. Well, they would say that, wouldn't they? He cheated on the Ten Tests, he wasn't really an Emperor, he was a Dragon not a Person and so on. He looked like an Emperor, behaved like an Emperor and ruled like an Emperor.
  21. Yes, that's how I read it. I would say the +5 is a bonus to your current skill, which is increased by +2 permanently afterwards. Bribing the Gods is a good thing.
  22. I think this really meant that SDLeary would have liked to hear the whole seminar, rather than not believing your summary.
  23. As are many experienced Gloranthaphiles. There are many views and rules about HeroQuesting, mainly because it has never been properly addressed in the rules. Maybe RuneQuest Glorantha's (RQG's) upcoming campaign Book might have some answers. However, I have developed some ideas about HeroQuesting over the years. For me, a HeroQuest when you overlay a Myth onto a Situation. Ruleswise, I would say that a HeroQuest can be treated as a 1 Point Rune Spell that you can use to start the HeroQuest. So, you might have Orlanth Gains Woad or Zorak Zoran on the Hill of Gold as HeroQuests. it might be that more powerful HeroQuests cost more points, but let's say 1 point for now. So, you gain a HeroQuest Runespell and cast it, probably using it like a Common magic spell in RQG, so using any of the Runes of the cult. What this does is it puts the Myth of the HeroQuest over your current situation. In effect, you turn a situation from something where anything could happen into a situation where you know fairly well what might happen. As a Player, treat this like playing in a Scenario that you have already read. You know roughly what is going to happen and what you need to do to get through the various stages, or Stations, of the HeroQuest. So, from the point of view of the HeroQuestors, what happens? If you are doing a re-enactment HeroQuest and play the parts of deities, you become the deity. So, you become Orlanth or Zorak Zoran. This means that you can take on the form of that deity and can draw things from that deity. It also means that you are restricted, to a certain extent, by being that deity. You summon the Myth, which means that part of the God Time comes into the normal world, as Myths are what makes up the God Time. So, if you did Sandals of Darkness to steal something important from some trolls, then you become Orlanth, the troll caves become Wonderhome and the Troll Priestess becomes Kyger Litor. You see things both as they were and as they are, at the same time. So, the troll caverns might look like they always do, but overlayed with the God Time views. think of this as having a Virtual Reality headset that superimposes one image on top of what you can see, so you might look around Pompeii and see the ruins as well as virtual Ancient Romans walking around a reconstructed Pompeii. you do the HeroQuest and come out with the Prize at the end, meeting obstacles, talking to people, perhaps fighting people and returning with the Prize. Ruleswise, what happens is that you might be able to cast magic that you don't have, perhaps at double cost. So, a Storm Bull worshipper on the Storm Bull Kills the Devil HeroQuest might not have the Berserker spell, so might cast it with double the Rune Points, just because Storm Bull uses it in the Myth. You have to follow passions and so on in a certain way, so someone entering Hell might have to make a Brave roll. HeroQuestors might be able to learn new Runemagic on the HeroQuest, in which case they lose POW and gain the spell as normal, but it is immediately available and can be cast using your Cult's Rune Points. If you bring back a Prize, you can either keep it to yourself or share it with your Cult. so, you might gain a rune spell or your cult might gain a new Rune Spell. It can be. A Temple Ceremony is like a Nativity Play, a Thanksgiving Reenactment, Walking the Walls in Ulster, or even like a reenactment of the Crucifixion that some people in the Philippines do. People take part in the ceremony to strengthen the myth being reenacted. A practice HeroQuest is normally done on the Middle Plane and is often a reenactment. An Other Place HeroQuest is done where the HeroQuest was originally done. So, someone might do the Lightbringers' Quest and go down into Hell to bring back someone who has died. An Other Side HeroQuest happens on the God Plane and allows the HeroQuestors to establish a God Time Myth about themselves. There are examples where this happens. The Earth King in the Snakepipe Hollow Earth temple does this, as he is physically present while his spirit is away searching for powers. There was a DreamQuest supplement that did exactly this. Personally, I prefer HeroQuests where people physically do the HeroQuest. I also think the Myth brings the God Plane to the current location, so you effective go to the Hero Plane by doing this. It can be, depends on the HeroQuest. if you are HeroQuesting to get powers against Daga, you might do the Orlanth and Aroka heroQuest, where Orlanth fights a Dragon and releases Heler from its belly. this could be abstracted by going to a Dragon temple and freeing a prisoner who has Rain Magic, or it could involve fighting a dragon and bringing back someone who has been swallowed by the Dragon. it all depnds on the particular situation. Yes, as the Spirit Plane touches all the other Planes. A shaman might travel through the Spirit Plane to an area that overlaps with Hell to gain a powerful Darkness Spirit, or might go to that part of the Spirit Plane that touches the Sky to gain an Angel Spirit, or that part of the Spirit Plane that touches the Crater to gain a Lune. Shamans probably HeroQuest in the same way as everyone else, but their Prizes might be different. Yes. I dearly hope so, but don't know what is in the book that details the HeroQuetsing Rules. At the moment, it is definitely YGMV, which is no bad thing, really. Every answer regarding HeroQuesting is an interpretation of a vague principle, so all answers are good. Yes. I also use Other Place and Other Side HeroQuests as being different, but that is more about how I see HeroQuesting. Yes, you are. There is a Doorway in the Sazdorf Caverns that leads to Hell, jumping down Hell Crack gets to Hell, sailing down Magasta's pool gets to Hell, swimming through the Tarpit on the Shadow Plateau gets to Hell, performing the Six Stones Ritual at the Six Stones transports you to the Six Stones in Hell, there are many different ways of getting to Hell. That's how I play it, but inherently they are the same HeroQuest, just performed in different places. It all depends on what they are doing and how the HeroQuest works. They might just get a Consequence of some kind or the failed portion. So, your example is a good one, as the HeroQuest succeeded, as the feud is cooled down, but some people still refuse peace. This is the "yes but" approach. That's an interesting way of looking at it, thanks. Yes. this also means that someone in the HeroQuest could be a ringer, who has slipped into the HeroQuest. Some, some Storm bull Initiates reenact Storm Bull Slays the Devil and find that a powerful Broo HeroQuestor has somehow replaced the spindly little broo they found in the Marsh, bursting out and killing them all. When Sheng Seleris ruled Dara Happa, the Red Emperor did this himself by dressing up in fish scales and ambushing the nephews of Sheng Seleris who were performing the Ten Tests, or however many there were back then, killing them all. I've been running HeroQuests at the table for many, many years, with great success. you just have to have a rules framework that works for you. The Book of Heortling Mythology mentions HeroQuests, but they are normally in the form of myths, as I recall, but am probably wrong. Arcane Lore is a very mixed bag of different HeroQuesting rules sets that, frankly, contradict each other. it is interesting from a HeroQuesting Lore point of view, but I definitely wouldn't recommend it as somewhere that someone new to HeroQuesting should look for rules, ideas perhaps but not rules. Thank's for the mention.
  24. Yes, as has been mentioned, the God Learners established a Great Temple to Trickster and included every aspect of Trickster there, giving them access to every trickster spell. It was smashed by the end of the God Learners and was submerged beneath the waves, where it exists as a bubble. I like to think if this being like in the Roadrunner cartoons, where Wile E. Coyote runs off the edge of a cliff, stops and only falls when he realises that nothing is beneath his feet, the Trickster Temple only survives because they haven't yet realised that the waves are about to crush them. One of the results of the God Learners' manipulating of Trickster is that people talk about Trickster and claim that Trickster is one deity with many different Aspects. Before them, each Trickster was treated separately, with each Trickster Deity having its own cult and spells. Now, they are treated as being part of some pan-Gloranthan Trickster cult. An illuminated Trickster is just the same as a normal Trickster. illuminated Tricksters are immune to cult Spirits of Reprisal, which is hand. They can also ask Riddles as part of being a Trickster, which is also handy. However, don't forget that people thought of Nysalor's Riddlers as being Tricksters when they went around asking people questions, so illuminated Tricksters might have to be careful. I don't think an Illuminated Trickster is more dangerous or powerful than a normal one. Absolutely yes. In Prax, Raven is a Trickster, as is Hyena. in Pamaltela, Bolongo is the Trickster, but he is also an Empty Mask, which is an interesting idea. There may well be more, I just can't think of any. Some Thief Gods are also Tricksters, or there is some overlap. It works in the same way as normal Rune Magic, I think. In RQ3, all Eurmal initiates had access to reusable Rune Magic, probably to make up for them only being to learn one spell at each Temple. I haven't seen the final version of Eurmal in RQG, but it might work differently to the RQ3 version. Personally, I think that there is nothing different to the Rune Magic of Trickster deities as opposed to spells from other Deities. They use the same rules, but probably use the Disorder or illusion Runes to cast the spells. Of course there are. That's like asking if there are any friendly Humakti or friendly Zorak Zorani. "Friendly" might mean different things to different people, though. There are a lot of Tricksters who are not malignant little creeps, but a lot are. Worshippers of Hyena sit around, telling people dirty jokes. That can be friendly, although not particularly useful. Worshippers of Raven are thieves as well as Tricksters, and use illusion and darkness magic to hide and steal things. Whether or not they are friendly is up to the NPCs and the GM. Some Eurmali are friendly buffoons, others are town drunks, others are seducers of women, others are village idiots, others are clowns who make you laugh and cry. Many Tricksters are a combination of all the above and more. Some can be friendly, some can be downright malignant, but all are predictable. There is a scene in one of Terry Pratchett's Discworld series, where a Trickster builds a great tomb for himself and tomb robbers are hit by his zany traps, a custard pie in the face, an exploding balloon, a fart noise and so on, until they reach the centre of the tomb, when a great granite block falls and blocks their exit, with an inscription on their side which says "Who's Laughing Now?" No, of course not. In fact, many Tricksters are brave and Heroic. People think that Tricksters are cowardly, because they lie and cheat and run away from danger. However, how many people are brave enough to walk down a Dragon's Throat, hoping that they can use Find Crack to slip outside its stomach? How many people are brave enough to walk through a raging battle, blind drunk, and still remain safe? How many people are willing to have their head chopped off to prove a point? Tricksters are brave, but they are unpredictable. One day they might be cowardly, the next brave. They might always be brave until it comes to a real crunch point and they become cowards, or they might be cowardly all the time until they are brave once. It depends on the Trickster. Yes, I have issues with that. In my Glorantha, which always Varies, Eurmali get one spell per level of the Temple, so a Shrine grants one spell, a Minor Temple two spells, a Major Temple 3 spells and a Great Temple 4 spells. The same Temple grants the same spells. So, an Eurmal shrine in an Orlanth Temple always grants Charisma and an Eurmal Shrine in an Issaries or Lhankor Mhy Temple always grants Clever Tongue. For other Cults, I just play that the "One spell per temple" just doesn't apply. So, a Shrine to Hyena might grant Group Laughter and Swallow. Imagine a Great Temple with tens of thousands of Tricksters, all learning each other's spells. So, clowns, murderers, thieves, gluttons, jokers, riddlers and so on, all working together in Harmony. but, of course, Tricksters don't do Harmony, as they are normally bound to Illusion, so instead you have ten thousand Tricksters causing chaos (with a small "c"), sometimes working with each other, sometimes working against each other. Imagine being a God Learner visiting the temple, he is going to encounter said clowns, seducers, murderers, pranksters, jokers and riddlers, his clothes might disappear, he might nod and his head falls off, his eyes might continually change colour, his magical items might be stolen, he might find a Hell Hound appears in front of him, having travelled through a Crack that Nobody can Look At, he might see and hear the most unimaginable things. That's what happens with so many Tricksters all in one place. Maybe, that makes as much sense as any other explanation. Orlanth, as King of the Gods and a Lightbringer, can bind Eurmal to his service. Because of this, many Eurmali in Orlanthi Lands are Bound to an Orlanthi, who vouches for them and keeps them out of trouble. Those unbound Eurmali are not wanted anywhere and tend to be driven out of places, as they are free to cause whatever problems they like. Orlanth, however, has no ability to bind other Tricksters to his service, so he has no power over worshippers of Raven or Hyena. Many other societies accept Tricksters. They might not like them, or want them, but accept them as part of society, sometimes being outside society given them a part in society as the Outcast. One was named Arkat. One is named Argrath. I didn't think they were tricksters. (I defenitely remember one of them beeing a Humakti for at least some part of his life.) It's a bit of an extreme view. both caused Change and could be said to have caused Disorder. They are as much Tricksters as Orlanth the Thief is, in my opinion, i.e. not really tricksters. So, this is more a point of view issue. Tricksters aren't insane, unless they have been Divinely Touched by the Red Goddess. The Mad Sultanate is full of insane Tricksters. As far as I am concerned, just the same way as everyone else.
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