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soltakss

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Everything posted by soltakss

  1. Apologies about the formatting. Google Docs chewed through the formatting and doesn't download very well. I can't get Bookmarks to be added either.
  2. What do I need to add to this? My thoughts were: Racial Abilities New, generic Icons, so they work as powers and not links to powerful NPCs Monsters in the Bestiary, rather than just Summoned Creatures
  3. Many years ago, fans of Glorantha had an attitude that D20 games wouldn’t fit in Glorantha, as Classes and Levels don’t work. Then came 13th Age Glorantha to disprove that notion. Also, many people in the D100 space looked down on D20 games as Classes and Levels don’t work with D100. Then came Classic Fantasy to disprove that notion. I once mentioned the idea of converting 13th Age Glorantha so that it would work with D100, but the idea was unpopular, as it was considered Crossing the Streams, which is, as we know, like, really bad. As I like things that are really bad, and had horrendous Writer's Block on Merrie England: Age of Crusade, I looked at how easy it would be to convert 13th Age Glorantha. Not very easy, as it turned out. Anyway, I have Uploaded V1.0 of the Conversion. Why Version 1.0? Well, it could well have typos and errors, it is missing Bookmarks, as I can't get them to work in Google Docs, and it may well need other material added. If you see any glaring mistakes, find Product Identity that needs to be removed, or have any other comments and suggestions, please post them here.
  4. Version 1.0.0

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    Many years ago, fans of Glorantha had an attitude that D20 games wouldn’t fit in Glorantha, as Classes and Levels don’t work. Then came 13th Age Glorantha to disprove that notion. Also, many people in the D100 space looked down on D20 games as Classes and Levels don’t work with D100. Then came Classic Fantasy to disprove that notion. I once mentioned the idea of converting 13th Age Glorantha so that it would work with D100, but the idea was unpopular, as it was considered Crossing the Streams, which is, as we know, like, really bad. As I like things that are really bad, and had horrendous Writer's Block on Merrie England: Age of Crusade, I looked at how easy it would be to convert 13th Age Glorantha. Not very easy, as it turned out. Anyway, I have Uploaded V1.0 of the Conversion. Why Version 1.0? Well, it could well have typos and errors, it is missing Bookmarks, as I can't get them to work in Google Docs, and it may well need other material added. Please add any comments to the sister thread that I will link to in a separate post.
  5. For beginners, I would agree, Also ignore all the excellent material in the Stafford Library. They are all really interesting, fascinating, deep works, but are probably too much for beginners. Of course, once you've read the Gloranthan Sourcebook and a few of the other supplements, for example Sartar and Sartar Companion, then you are no longer a Gloranthan newbie and can experience the other works. Don't expect them to make sense, though, and don't expect them to be clear. A lot of them were written to be deliberately contradictory, which is frustrating in many ways. If you want generic material as background, I would suggest: Gloranthan Sourcebook Gloranthan Classics: Cults Compendium If you want background material for specific areas, I would suggest: Sartar Sartar Companion Dragon Pass Gazetteer Gloranthan Classics: Pavis & Bug Rubble Gloranthan Classics: Borderlands Gloranthan Classics: Griffin Mountain Trollpack If you are happy with those and still want deeper knowledge about Glorantha: Guide to Glorantha Volumes I and II Argan Argar Atlas Selected Stafford Library works, depending on your areas of interest. Of course new Gloranthan supplements might make some of those irrelevant/obsolete, but they are still good background works.
  6. Yes, Avon means River, as does Ouse, or maybe it means flowing water, hence the number of different rivers with Avon or Ouse in the names. Also, Torpenhow is a village that means Hill hill hill, as Tor, Penn and Hawe all mean hill. Leingod has another example that I hadn't heard of.
  7. Sure, there are always ways around things and that provides good roleplaying opportunities. If you can prove that you have passed the requirements then you should be able to get in. A yucky example might be a male who has suffered a broo-birth and survived, he could claim to have given birth and so be eligible for Ernaldan Priesthood, although I am not sure if that would fly, as I always say "You can try, but it had better be a good roll". Not gender-based, but one of the PCs in our old RQ2/RQ3 Campaign was a Yelmalian who became King of Balazar by the expected route of becoming a mercenary in Dykene, becoming head of the mercenaries, overthrowing the king of Dykene, then the kin of Trilius and finally coming to an arrangement with the Lunars, whereby he became a Lunar puppet in exchange for ruling Elkoi as well. Now, he wanted to ensure that he was a Yelmic king, but joining Yelm the Elder as a Yelmalian Priest would mean that he couldn't join Yelm the Emperor and, as we all know, Yelm the Emperor is reserved to those people descended from Yelm in the patriarchal line, so you can only be in the Yelm the Emperor cult if your father was in the cult. He had already HeroQuested to prove that he was descended from Balazar in the male line, by using Firshala's ancestor-worshipping powers, so he decided to prove that Balazar was, in fact, a member of the Yelm the Emperor and not just Yelmalio. That would mean that, as a descendant of Balazar through the male line, all his male ancestors up to Balazar could have joined Yelm the emperor and so he could join. It was a good idea and nicely circumvented cult membership rules. That is still a cult gender restriction, though, as membership of the higher orders of the cult is restricted.
  8. I hope you enjoy it. These Forums are very friendly, so feel free to ask any questions and share your campaign notes/writeups.
  9. The Glorantha Forum is very useful and helpful, but I am not sure if it is Beginner-Friendly. Is it worth setting up a Beginner's Glorantha Forum for exactly this reason? If people post questions on the Beginner's Glorantha Forum, then answers should be simple, straightforward and concise, to help newcomers to Glorantha. If threads need to be answered in more detail, they can be spun off into the main Glorantha Forum. That would stop people terrifying newcomers with in-depth and confusing answers. I count myself as one of the Terrifiers, occasionally, especially when it comes to HeroQuests. Because of the overlap between RQ Glorantha and Glorantha itself, some questions are posted in the RuneQuest Forum that might be more Gloranthan and vice versa. Most of us accept that and answer the questions as best we can, but some people don't like it and ask for the discussion to be moved to the appropriate forum, which is probably not very Beginner-Friendly. A Beginner-Friendly Forum might help that. Joerg has mentioned the Gloranthan Sourcebook, which is a very good general introduction to Glorantha. Then, depending what areas you are interested in, there are a whole host of sourcebooks for RuneQuest or HeroQuest that cover those areas. You mentioned Ernalda, which is being covered more deeply than ever before, so I would expect more stuff to come out for that general area. Earth tribe has always been subsumed into Storm Tribe, for most things, which is a shame as there is a lot of Earth Tribe background, just not very accessible.
  10. Some cults are gender-restrictive. Yelorna only allows women, likewise for Babeester Gor. Yelm and Waha only allow men. Personally, I see nothing wrong with that.
  11. Personally, I'd be happier with Jade Dragon, Golden Phoenix Gardens and so on, rather than names that either sounds vaguely Chinese (Whichever language that is) or are based on actual Mandarin/Cantonese words.
  12. Where do you get this? I don't find any mention of Elmal cults in the new material except for that bit above from GS. I must be psychic! 🙂 Seriously, though, Elmal is the Unblinded Yelmalio, the Yelmalio who has left Yelm's service and has joined Orlanth. It makes sense that Elmal does not have Yelm as an Associated Cult.
  13. No, Gloranthans cannot see into the future, the Compromise stops that. Now, if you were to break the Compromise, things might be different.
  14. Kralorela is not Mythic Cathay, so doesn't need to have any East Asian influences, really. I know that it has been portrayed as being like Cathay in the past, but that doesn;t mean it has to be the same in the future. In any case, I really dispute that you have to be from a culture to write RPG supplements about that culture. Doubly so if the RPG supplement isn't even about that culture, but is based on a mishmash of different ideas from different cultures.
  15. Hit Locations are an option under BRP, are they not? Yes they should and I missed those out.
  16. The gods are the same, but the Cult worships an Aspect of the God. The Elmal cult worships "Elmal the Thane" who served Orlanth. The yelmalio Cult worships "Yelmalio the Son of Yelm" and gets Sunspear as an Associate Cult. Yelm is not an Associate Cult of Elmal, as Elmal follows Yelm's rival and murderer.
  17. "May Yelm's Radiance light up your life." "And up yours."
  18. To be honest, I generally use RQ-style magic items. So, Spell Matricies that allow you to cast a spell without knowing it, permanent spells that are always on and cannot be dispelled, crystals that allow you to store magic points, enchantments that allow you to store magic points and so on. For Mythras-specific magic items, you might have binding enchantments that store Spirits that can be released, items that increase/decrease Passions, or items that give you mystical powers.
  19. Yeah, Plunder works well, if you downgrade the monetary values. I'd just use Lunars for Wheels, Clacks for Lunars and ignore Clacks. I am sure I did a D20D100 sheet for Treasure, using my extended Plunder rules, I'll have to dig it out and redo it for RQG. Basically it gives you a sheet, all you need to do is roll a D20 and a D100 to work out which row to use, then go across to the calculated TF range and it gives you the treasures. Much easier than generating them on the fly.
  20. Those were in the other thread, but I've edited them to fit with RQG.
  21. Ancestor Bundles DESCRIPTION: Ancestor Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All Ancestor Bundles contain at least one item sacred to the ancestor to be contacted, perhaps a piece of the ancestor's body or a picture of the ancestor or something owned by the ancestor during life. In more civilised areas, Ancestor Bundles may well take the form of icons or small shrines which would sit in the family shrine and allow the ancestor to be called. CULTS ASSOCIATED: Daka Fal, Shamanic cults ENEMY: Humakt, other Death Rune Cults HOSTILE: People who were hostile to the ancestor while alive KNOWLEDGE: Common, Shamanic. HISTORY: When Daka Fal taught people to contact those who had died and were part of their family, he also taught how to contact individual spirits more easily, so as to make it easier and less dangerous to contact these spirits. Thus were created the first Ancestor Bundles. PROCEDURE: Ancestor Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes an Ancestor Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. However, all Ancestor Bundles have to contain some kind of link to the ancestor, so a troll Ancestor Bundle may contain a finger of the ancestor, a lock of hair, a piece of cloth worn by the ancestor and so on. The cost of creating an Ancestor Bundle depends on the ritual used but is typically 1-3 POW. POWERS Ancestor Bundles enable easy contact with the ancestor specified in the creation of the Bundle. One need not know one's exact genealogy in order to summon this ancestor when using an Ancestor Bundle, all one needs to know is that one is a descendant. A Summon Ancestor spell is still required to summon forth the spirit and there is no chance that the wrong spirit will be called. The ancestor tied to the Ancestor Bundle is typically well-disposed to the user of the Bundle, subtract the user's POW from any reaction rolls which need to be made. Summoning Spirits which are not one's ancestors using these bundles is a bad move and cause the user's POW to be added to reaction rolls. Also, the only spirit which may be summoned is the spirit linked to the Bundle. This may be used to trap a spirit who is not one's ancestor. VALUE: Ancestor Bundles are worth a great deal to the descendants of the Spirit in question. Depending on the relative power and prestige of the ancestor, an Ancestor Bundle may sell for anything from 500L to 20000L. They may also be sold to enemies of the Ancestor for around half the amount. NOTES: Some Ancestor Bundles are extremely sought after. Any Bundle that ties to a Mistress Race Troll is valuable to the trolls as many trolls are descended from these beings. In places such as Prax and the Rubble, Ancestor Bundles may allow powerful ancestors to be summoned in times of war, in which case Bundles tied to mighty warriors or magicians are especially sought after. Some families will summon ancestors of rival clans using these Bundles and will then bind or destroy those ancestors to weaken their enemies.
  22. God Bundles DESCRIPTION: God Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All God Bundles contain at least one item sacred to the spirit to be contacted, perhaps a piece of flint to contact Orlanth or a raven feather to contact Raven. CULTS ASSOCIATED: Shamanic cults, the cult of the spirit to be contacted ENEMY: Enemies of the spirit to be contacted HOSTILE: Members of the cult of the spirit to be contacted who do not like outsiders gaining access to their spirit KNOWLEDGE: Common, Shamanic. HISTORY: When the Horned Man told his children how to contact the Spirits, some came to him and asked why they could not contact the deities who walked the world. The Horned Man thought a while and went to each deity in turn asking if they would allow worship by his followers. Most of the deities were greedy and wanted more worship with only a few refusing. Dayzatar was one who refused, as was Ourania Queen of Heaven. Those deities who refused may not be contacted with a God Bundle. The Horned Man then made the first God Bundles and taught the secret of their use and manufacture to his children. PROCEDURE: God Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a God Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, elven shamans will use plants and stones in the manufacture whereas praxian shamans may use bones, feathers and cloth, troll shamans may use bones, hair, cloth and polished stones and so on. However, all God Bundles have to contain some kind of link to the Spirit to be contacted. So, a Sun Hawk God Bundle may contain one of Sun Hawk's feathers, a stone with Sun Hawk's Runes written on it, a picture of Sun Hawk or a Sun Kiss flower. The cost of creating a God Bundle depends on the ritual used but is typically 1-3 POW. POWERS God Bundles may be used by anyone having the knowledge to use one. All Shamans are taught how to use God Bundles as part of their training. Some GMs may want to play that God Bundles may only be used by shamans of the same or related culture to that of the creator, so only Praxian shamans may use God Bundles created by a Praxian shaman. A God Bundle allows a shaman to contact a spirit in order to worship the spirit and to gain benefits from that direct worship. The Shaman must still discorporate and find the spirit to be worshipped, then must persuade the spirit to allow the worship as per normal shaman rules, but the God Bundle allows this to occur. Most shamans cannot contact spirits for individual worship without a God Bundle of some kind. As shamans generally only know how to create God Bundles for the spirits they normally contact, finding a God Bundle of a new spirit is important as they can now attempt to contact the new spirit. Shamans typically have many God Bundles, one for each of the Spirits they worship. They are often jealous of these God Bundles as if they lose a particular bundle they will not be able to contact the Spirit and may no longer regain the use of the Spirit's Divine Magic nor may they sacrifice for more Divine Magic until the Bundle is restored or a new one created. VALUE: Typically, a God Bundle is worth a great deal to a shaman, especially if it is one he does not possess or for a spirit which he wishes to contact. God Bundles are typically sold for 4 points of Spirit Magic, or maybe up to 8 points for rare or important spirits.
  23. Spirit Weapons DESCRIPTION: Spirit Weapons are typically small versions of real weapons, maybe a painted shield or ceremonial spear. They are often decorated with tassels, feathers, stones or engravings, carvings or painting. They may well take the form of non-weapons, such as musical instruments or images of powerful people. CULTS ASSOCIATED: Daka Fal, Shamanic cults KNOWLEDGE: Common, Shamanic. HISTORY: The Horned Man gave his children many weapons in order to protect against Spirits. The secret of how to make them was passed down amongst the shamans until every shaman in the world knew. PROCEDURE: Spirit Weapons are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a Spirit Weapon using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. The cost of creating a Spirit Weapon depends on the ritual used and the powers gained, but is typically 1-3 POW. POWERS Spirit Weapons must be used correctly for their powers to work. Thus, drums must be played, rattles must be shaken, pipes blown, spears and shields wielded. They are, of course, designed to look silly while being used. While the user performs the activity he gains the benefits of the Spirit Weapon. If he stops then the abilities are lost until the activities start up again. A Shaman will use these weapons during his Discorporation ritual and can then use them while discorporate, as long as he continues to perform the required activity. Spirit Weapons have varying effects when used, depending on the powers of the individual items. Some sample weapons are listed below: Spear - Increases Spirit Combat Damage by a variable amount, e.g. 1D6 or 2D6 Shield - Allows you to reduce damage taklen in Spirit Combat by 1D3 Drums - Add 1D3 ro the effective POW to all friends in Spirit Combat within earshot Pipes - All unintelligent Spirits within earshot will try to move towards the player to listen to the music. Net - When thrown over a Discorporate Spirit in Spirit Combat, prevents the spirit from disengaging. The combat can only end with the spirit bound or the opponent reduced to 0 MPs and possessed or captured. Rattle - Doubles damage inflicted on Disease Spirits fought. Bull Roarer - Doubles the user's POW for the purposes of determining Spirit Combat results VALUE Spirit Weapons have variable powers and this determines their value. Weapons with minor effects may be worth 100L, those with major powers anything up to 1,000L. Weapons which affect groups or areas are worth more than those which affect individuals.
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