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soltakss

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Everything posted by soltakss

  1. Oh, you are a very naughty and beautiful person! Thanks for finding these. I wonder how long it will be before they are taken down. Time to save them locally, I think. By the way, it doesn't look as though you can save the individual images, but if you save the whole page as a Complete Web File, then open up the web page, you can copy the links into a browser and save off the individual images. Me too. It does look good. Well, if Silentium can complete another HeroQuest, we might be able to see more pages.
  2. For me, Glorantha is about the Religions, the people and the History/Monomyth. I have never really bought in to the "Orlanthi are Vikings" model, as I started when Orlanthi were just normal people who worshipped Orlanth and his mates. The Storm Stead/Storm Tribe ideas appeared in Hero Wars and, while very evocative, they still don't really gel for me. Sure, I get the Clan/Tribe relationship and the importance of weregeld, honour and so on and it all fits. I see Orlanthi as Heroic Age people, similar to Vikings/Celts/Angles/Saxons/Homeric Greeks, with Mead Halls, Chieftains, Warriors and so on. Where things get interesting is in the other cultures, such as Praxians. I really like the Praxian Culture and how they are described. Pavis is interesting, as it is a mixture of cultures, all trying to get on and never quite succeeding. Troll culture is fascinating. Even Mostali and Aldryami have interesting cultures. Balazarings were touched on, but not really well described, which is a shame. I'd love to see a proper rendition of Pentian/Grazelander culture, as that should be as interesting as the Praxians. Even the Lunar/Dara Happan cultures are interesting, especially where they diverge and what they have in common. The powerhouse of Glorantha is, however, the cults. If you have a cult, you can see what the people who normally worship the cult are like. You see how they live, what they believe, how they act, who they generally like/dislike, what they do and don't do. It really shapes people in ways that their culture doesn't. Take it from me - It is easy! The "official" timeline is just a guideline as to what might happen in the future. If your PCs make changes, then all you need to do as a GM is to decide what effects those changes have. It's the same as with a scenario. If you have a scenario which says "The PCs meet Fred the Blacksmith" and then, at a later point in the scenario, "Fred brings the PCs a piece of Sky Metal that fell to the earth", but when the PCs met Fred there was a disagreement and they really annoyed him or killed him, then the GM either finds a way for someone else to bring them the Sky Metal, tell them that Fred had some Sky metal or find it themselves. It's the same with the Timeline. If the PCs really annoy Kallyr or Garrath Sharpsword, they become their enemies, which affects how they interact with the Hero Wars. If they kill a key NPC then they might take on that key NPC's role or the key NPC's actions might never happen or might be done by someone else. If your PCs are adventuring in a different place, then the Hero Wars events might happen in the background or might move to where the PCs are. I have generally taken official scenarios and adapted them. Sometimes, I run them as they are, sometimes I run bits of them, but in a different order, sometimes I run a bit of one, a bit of another and so on. The scenarios should fit the campaign, although sometimes it is fun to run a campaign around a set of interconnected scenarios. In one of my campaigns, the PCs killed Argrath, as he was seen as a potential rival by one of the PCs, which meant they had to kill Harrek, as he was mates with Argrath. They ended up becoming friends with the Red Emperor and the King of Balazar became an adopted son of the Red Emperor. In our most recent campaign, the River Voices brought back the Sky Ship, brought back a whole host of gods and goddesses, caused the Dragonrise, purged the Crimson bat of Chaos, killed Ralzakark, incarnated Arkat, freed Prax, Sartar, the Holy Country from the Lunars, became Queen of Prax and Mello Yello became both King of Dragon Pass and the Golden Dragon Emperor of Dara Happa. None of those followed the canonical timeline, but it worked because it was in the context of the campaigns. So, don;t be afraid to change things. Let the PCs do something stupid or something that might change things in the future. It makes for a far more interesting campaign and the Players feel empowered, that they can make a difference.
  3. soltakss

    Pronunciation

    Here's how I pronounce them: "wyter" like "bitter" or "litter" but with a "w", but some people say it like "writer" and some people might use a "v" not a "w" "tarshite", the first as in "harsh", the second as in "light", never as TAR-SHITE "sartarite", the first as in "far", the second as in "tar", the third as in "light" Coming from England, people pronounce all kinds of words differently, even if you move 10 miles/15 kilometres away, so I've never really bothered with "how" something might sound. In our RPG group, we have 5 people who pronounce Pavis in 5 ways.
  4. Humakt. Not connected to Air (now). Or Eurmal, never connected to Air. None of them, but Storm Gods are known for their unruliness. Personally, I don't subscribe to "Deities are Elements" ideas. For me, Orlanth did what Orlanth did because he was a rebel, a maverick and opposed to the Emperor, not necessarily because he was an Air/Storm God. Now, I grant you that Air/Storm Deities are normally aggressive and violent, with a few exceptions (Brastalos and Molanni, for example), but Air itself has started no wars.
  5. Oh, no, it's the other one, the one who doesn't sing, the one who is actually in the film. It's ages since I watched it.
  6. You don't, or it is hard. Even if you smash the idols and deconsecrate the temple, the wyter hangs around, waiting to come back if the temple is reconsecrated. At least it does in my Glorantha. I give wyters some form of Heroic Casting in my games, so they can cast some Runespells using their Magic Points, leaving their Rune Pool for other spells. Also, in a Major or Great Temple, each Subcult or Hero Cult worshipped has its own little Wyter and they tend to work together. So, a Great Temple to Orlanth would have a number of Associate Deities and thunder Brothers, each with wyters that can cast spells in their own little areas.
  7. So, he fought a Silver Age Mostali Hero in hand to hand combat and proved himself a troll in magical contest with a troll? Sounds like HeroQuesting to me. Mistress race Trolls breed true, so someone with two Mistress race Trolls as parents is going to be a Mistress race Troll. However, someone with a Dark troll as a parent is going to be a Dark Troll, by and large. Maybe if his mother was a Troll Goddess, he'd have been a Mistress Race Troll, but his mother was Esrola, I think. That says to me that he would be a Dark Troll.
  8. Some people play that using a feature of a keyword that isn't described as a breakout could incur a Penalty, so having it mentioned as a Breakout avoids that Penalty. There is a rule about Keywords that are too general, I think. So, If I have Steadsman as a Keyword, I might be expected to be able to fight at my Steadsman rating, as Steadsmen can fight, however, if I say "But all Steadsmen can face broos without flinching" then I might be able to use my Steadsman Keyword with a penalty, unless I had Steadsman 18 (Face Broos), in which case it would be without a Penalty. If I had Uroxi as a Keyword, then I would be expected to face broos without flinching anyway, so would not incur a Penalty, but if I had Uroxi 18 (Face Chaos) then I would be able to stand my ground against any kind of chaos, no matter how terrifying.
  9. We are using a hybrid of Revolution and RQG at the moment, but in Dark Ages Britain. I am using Revolution's excellent Skills/Traits/Stunts system with some spells from RQG. If I need to use stead management, I'll use the RQG rules. Combat is really RQG with Revolution Combat Effects, which seems to be working well. As Revolution is quite close to Mythras, in many ways, it would probably be as easy. The trick is to decide which parts of which system you are going to use and sticking with them. Also, you'll need to House Rule some stuff, especially where the two systems don't gel as much.
  10. Yes, these were Terrible HeroQuesting Geases. I'd guess that they were sworn on the Styx, Garrote of the Gods, to strengthen them.
  11. But also gets her kit off, so a spoiler that might be useful.
  12. We played that the Deity would protect from one special power of the Lich, in this case would prevent him from being Dominated/Enthralled in the combat. When fighting a Chaos Demon that had the power of "Demoralise all who saw it, no roll", so one of the PCs used Divine Intervention to Zorak Zoran to embolden them against the monster, so he made them temporarily immune to its power. We played that Divine Intervention could not be used offensively, as stated in the rules. So, you couldn't ask for a pit to open up beneath the Lich, but you could ask for the Lich's Crypt to be hit by an earthquake, if you asked Maran Gor, but not if the crypt is a Temple.
  13. That makes sense, I like it. I also play that if you succeed in the STR vs STR or STR vs DEX (for a throw, I think) and roll below your Martial Arts then you get a special effect. So, you really nail the immobilise or throw.
  14. Very nice, thanks. Could we have a scale please? As a wise man once said, "A map without a scale is a picture".
  15. You should put all of your cults in a PDF.
  16. The Tap spells are not evil, but using them is generally considered evil, unless you belong to a special sect that allows it. In the same way that guns are not evil, but someone using them to massacre innocents is doing evil using guns.
  17. No, I'm saying that if a Game Designer uses some other rule on the spot, because he doesn't want to spend five minutes finding it in the rulebook, then he shouldn't be surprised to see people questioning the use of the rule and wondering why he used that rule rather than the rules in the book.
  18. Yes, that's why I said that the rules should have made it clear. Is it clear?
  19. We played that it did double Penetrating Damage. So, you take the normal damage, see if it penetrates armour/magic then double it. In the example given, I'd roll damage, match it against the spell and double it if it gets through. We played that the Sorcery Spell acted after armour, so you subtracted APs, then matched against the spell and doubled if it got through.
  20. The Only Old One is always portrayed as a Dark Troll, if I remember correctly. He also proved himself to be a Troll to one group of HeroQuestors and Not a Troll to another. He should be a Mistress Race Troll, but was a bit different.
  21. Yes, there are Mistress Race Males. They aren't as important as Mistress race females, but are the magical leaders of the Trolls Warriors. Arkat Kingtroll was a Mistress Race Troll, as were his Companions. It mentions somewhere that when they were transformed they all came out as Mistress Race Trolls, a previously unheard of event. All Trolls born in Wonderhome were Mistress Race Trolls. Mistress Race Trolls breed true, so a male child born to two Mistress race Trolls would be Mistress Race Trolls.
  22. If you just want rules for Rome, I think that Mythic Rome is out and is BRP Rome updated to Mythras. However, you might just be after a copy of BRP Rome, in which case, Good Luck!
  23. I'd just make it an ability that he can summon sheep, or, rather, can call nearby sheep to come to him. If there are no nearby sheep, he might need a Runespell to summon them, Summon Flock of Sheep would do it, summoning his POW in sheep, through a magical portal. Of course, someone might want to know where their flock of sheep have gone and might come through the portal.
  24. One of the PCs in our old RQ Campaign played as though he had harmony not Disorder, to the extent that the other Players said that he worshipped Calm Bull. he was pretty good at killing Chaos though, but is a measured way.
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