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soltakss

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Everything posted by soltakss

  1. For me, life is too short to bother with "This Extension comes from Ernalda so I cannot use it on a Uleria spell", or "I cannot use Orlanthi and Storm Bull Shield together". A spell is a spell is a spell in my opinion. So, I can use Ernalda's Extension to make an Aldrya spell last longer, or use 2 Runepoints from Ernalda and 3 from Aldrya to cast Extension 5. It makes the game simpler for me, with less crunchy and annoying rules. That is exactly how I play it.
  2. It complements it and builds on it. For some context, I ran a lot of RQ2 Dorastor scenarios and then an RQ3 Dorastor Campaign before Dorastor Land of Doom (DLOD) came out, then I used elements of DLOD in my campaign. As Secrets of Dorastor was basically an expanded and cleaned up writeup of my RQ3 Dorastor Campaign, some elements were from the pre-DLOD and some were based on DLOD material. The Holiday Dorastor series is new, again building on things that were in DLOD but mainly new material. Generally, if you liked DLOD then you will probably like Secrets of Dorastor and the Holiday Dorastor series. For the Risklands supplement, in particular, it takes the Renekotling Clan from DLOD and builds on it. All the main Personalities are described in more detail, with some new ones. The Clan structure is expanded, with more emphasis on Clan Politics. Adventurer Creation is given a local twist, with Family History from the area and a mixture of RQG Rules Family History and local Family History, basically you can choose Exile rather than Death, giving you, or your parents, a reason to come to the Risklands. It also details where many of the Clan Steads are. The Foulvale Campaign is based in the Foulvale, but the Adventurers are assumed to be from the Risklands. Hahlgrim's War has something of the buildup to the war, getting involved in Clan politics, before the war really starts. This is based loosely on the excellent and atmospheric stories in Cults of Terror.
  3. Our equivalent was "popping out to get some Rothmans". Being a non-smoker, it took me a year to realise what Rothmans were.
  4. From the Kickstarter, it looks as though this was only available to Rune Priest-Lords or High Priests. Unfortunately, I backed it as a Shaman, so only got some of the PDFs, which did not include the Unpublished Source Material, so I am not sure what is in it. There were prints. Maybe someone who backed the Kickstarter at those levels might sell a copy.
  5. Odd Tower is definitely not Duck Tower. In my Glorantha, Duck Tower is an abandoned tower deep in the Upland Marsh. It won't be on the map anywhere, so GMs should place it wherever they want. Basically, I ignore the text from Legendary Duck Tower and change it to: Duck Pond, in my Glorantha, was opened up when part of the Upland Marsh failed.
  6. Probably a typo, I meant the way Alain died was horrible, which is why he became undead.
  7. The Well of Daliath says:
  8. At the moment, the three supplements I am working on have the following scenario count: Risklands: 31 Scenarios Foulvale: 17 Scenarios Hahlgrim's War: 19 Scenarios With Foulvale, I think it will end up at about the same number of scenarios. Hahlgrim's War may increase, depending on what I think of when I am fleshing out the current scenarios. Now, don't get your hopes up too high, many of the scenarios are on-session scenarios, so they have detail but are not epic, game-changing scenarios. The Risklands, Foulvale and Hahlgrim's War Supplements have scenarios that interlink. Many of the scenarios can be played earlier and few have extra dates. Exodus has to happen after the Lunars are driven from Sartar and Prax, some scenarios need to take place after Hahlgrim kills Hakon the Swimmer, Ragnaglar's Breath has to take place during the Windstop/Great Winter. The rest can be put at any time. However, all three Supplements take place after the Renekotling Clan was created, and that happened in 1613. Sure, you can put some scenarios before then but they won't be anything to do with the Renekotling Clan. I don't like the "Your Adventurers sit back and watch major events unfolding" style of scenarios. With Hahlgrim's War your Adventurers will be in the thick of things. For example: They will be sent to Hahlgrim's allies to get them to leave Hahlgrim and join Bilini; They will gather allies from within Dorastor to fight alongside Hahlgrim, using their contacts; They will be sent to fight some of the forces, which means I need to update how I see Battles as being fought and what the Battle Skill means when fighting large battles; They will be advisors to Hahlgrim as well as being Scouts, due to their presumed knowledge of Dorastor. Will they be involved in the slaying of Ralzakark? Maybe, depending on how things go, although it is unlikely that they'll get Ironbreaker, unless I put something in about them being blood-brothers to Hahlgrim. There are, of course, other ways to kill Ralzakark, so maybe I'll include some examples of what they could do. These should give you a feel of what the Scenarios are. Risklands Scenarios: Adoption into the Clan Stormtup Getting a Stormtup The Running Deed Rivals A Strange Mermaid All is not Well Nangtali’s Plateau Highlanders New Land The Bad Sheep Slimestones Romancing the Stone It's a Deed, Indeed Halim the Hero A Strange Merman Chaos Within New Blood Divided Loyalties Renekot the Adventurer Boldground Settlers Diplomacy Secret Shrine A New King Bolthor the Hero General Strike Riverburn Different Waters Desperate Cure A Strange Night Golden Eagle Stormwing Thunderhand Foulvale Scenarios: Strange Visitors Settlement New Nests Grubs Galore Queen of the Waters A Bigger Boat Sword Brothers Three Swords of Honor HeroQuest Carving Water Drassalha Pure Waters Picking Devil’s Nose The Mother of Tunnels Knowledge Twins Rebuilding Dokat Restoring Dokat Breaking the Curse of Dokat Dem Bones Dem Dry Bones Slime Hoard Hahlgrim's War Scenarios (Still in sketch form at the moment): Bolthor Chaos Fighter Bolthor the Appeaser Ketil’s Warriors A New Bull Hahlgrim’s Feud Feud Breakers Adventurers Assemble! A Call for Warriors And So, It Begins The White Lady Gaining Allies The First Battle Unexpected Allies The Tower of Lead Betrayal A New Kingdom More Battles The Last Battle
  9. Replied in a different thread, so as not to derail this one.
  10. In our recent River Voices/Arganauts Campaign, the Adventurers were framed for a crime and were sentenced to serve in Sun County as part of the Militia. So, they were basically Sun County police, even though they were not Yelmalians. They were put into a squad with a bunch of losers and misfits, the squad was split into two, one with all sort of misfits and the other with the Adventurers and Mello Yello. They became quite effective detectives, solving a few puzzles and crimes, then they were almost drowned and became the River Voices. So, that seemed to work really well.
  11. They can do. Some river deities are associated with the seas from whence they sprang. Lakes in the middle of a continent probably don't have much to do with sea deities, unless they were left behind by the Waters invasion of the land. It is, as water cults can use Purify Water to turn saltwater into freshwater. I would say that some sea cults could turn freshwater into saltwater. Land is inherently hostile to water, or rather land is not water so is different and therefore hostile. Don't forget that the Waters invaded the land, with Oceans and Seas drowning lands, and Rivers being the Vanguards and Scouts. They were fought by the land, fire/sky, and air deities.
  12. Some people don't like the black and white sketch maps we have in the Holiday Dorastor series on the Jonstown Compendium, but they would be treated as excellent maps in Glorantha.
  13. Arms of Legend is based Legend, which was based on MRQ2, which is effectively RQ5, so it is similar enough. The weapons would work OK in Mythra, also Pete Nash has something against dual-wielding, which I think is covered in Arms of Legend. They are pretty compatible, I think. You would have to change the Legendary Abilities to something Mythrasy, but I'd keep them as special powers of the monsters. It would probably fit in well with Mythic Rome, at least it would be easy to use with that, or even with Dark Age Cthulhu or Cthulhu Invictus. They are pretty well-balanced. I used Blood Magic in a Revolutionish game and it worked well. The magic systems are reasonable and could easily be adapted to Mythras. I didn't know there were colour versions. Also, have you seen my Land of Ice and Stone? Old Stone Age roleplaying, in a setting similar to the Earth's children series of books (Clan of the cave Bear).
  14. In my game, it would depend on the spell. Sanctify and Divination only really work for the cult they were learned from, so couldn't really be used with a Spirit Cult, unless the Spirit Cult was also a Sub Cult of the main cult. I have no problems with spells such as Extension being used with other Runespells. Similarly, if an Adventurer worshipped two deities with All Common Spells, I would allow them to stack them using Rune Points from both cults, so someone who is a worshipper of Ernalda and Chalana Arroy could cast a big Extension using Rune Points from both cults. A worshipper of Orlanth and Storm Bull could cast a big Multispell using Rune Points from both Rune Pools. But, I am well-known for being a particularly benevolent, kind and generous GM.
  15. Of course. King of Sartar gives Urain as the result of Orlanth having a really bad headache, which he split off into a new deity, which I thought was a lovely myth. Urain is one of the Thunder Brothers, but he fought against Orlanth's family as much as he helped them. He probably fitted in to Vadrus and his family, the Vadrudi, as he has a similar view of ultra-violence.
  16. For me, it is a minor variant, important among the Ostrich Riders, of course, but not important to anyone else. It is probably a remnant of the Rinnliddi People, or comes from the same source. For me, Yelmalio first rode a bird, which the Ostrich Folk say was an ostrich, then abandoned it for a horse. The Ostrich Folk haven't forgotten, though.
  17. There are a lot of Alternate/Mythic Earth supplements that are similar enough that they can be fairly easily used with various D100 rulesets. Have a look at http://www.soltakss.com/alternateearthrq/AESupplements.html for links to various supplements. I haven't updated it for a while, so it will be missing new ones.
  18. I'm going to cover that in Hahlgrim's War. Lots of HeroQuestors have returned from a "Final Death". It just means that Resurrection, and similar spells, won't work. It doesn't stop them crawling and tearing their way out of Hell.
  19. I see the Heler/Elmal/Esrola relationship as a Young Adult love triangle, with all of them continually falling for each other and then falling out with each other, repeatedly.
  20. What do the Dorastor supplements tell you about the inner me?
  21. Myths can be contradictory. I can't remember the details of the myth, but I think that she was all worked up in her battle frenzy, came upon the Valley of Healers and just kept chopping. Eurmal had to turn the blood into beer to get her drunk, which stopped the frenzy. It was one of those things where she regretted what had happened. I would guess that her cult has a prohibition of cult members performing the HeroQuest, unless they face off against enemy healers. However, I don't know who such healers might be. Some cultists would still perform the HeroQuest and damn the consequences.
  22. Thanks to the mods who split this out.
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