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soltakss

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Everything posted by soltakss

  1. Yes of course. In RQ2/3 days, a Shaman could contact a deity directly and bargain for Runemagic, as a personal favour. Spirit Cults are set up by a Shaman to worship/honour a Spirit or Minor Deity. They grant a subset of the deity's spells to the worshippers, including the Shaman. Shamans in Shamanic cults are the leaders in place of Priests and get Runemagic. One way of modelling a Shaman with a specific Tradition is by allowing the Shaman to become an Associate Priest of the cults in the Tradition. So, a Shaman in the Praxian Tradition might be able to become an Associate Priest of Waha, Oakfed, Ronance and other deities. I'd list which deities are part of that Tradition and allow Shamans in that Tradition to become Associate Priests. Each Tradition would have its own deities, though, so a Waha Tradition might have different deities to the oasis Folk Tradition or the Water Folk Tradition, or the Pavic Survivors Tradition. Some might overlap, so a Shaman of the Waha Tradition might become an associate deity of, say, Zola Fel, which is also part of the Water Folk Tradition, so he might be able to use that to hop over to the Water Folk Tradition and become an Associate Priest of River Horse or Frog Woman. If your player wants to be a Shaman then I would have no problem in him having a Traditon that includes Yinkin and then becoming an Associate Priest of Yinkin.
  2. soltakss

    Teaching

    They might not have a formal skill, but every society will have people who are better at imparting knowledge than others. They would be the ones who teach children skills, who take boys into the forest and teach them the skills of war or take girls into the forest and teach them skills of healing, or whatever. Ask around and the GM might point you to someone who can teach. Thnking about it, you may well be the GM, so have one of the natives be a teacher.
  3. I would just allow a Keyword to be increased with 1 HP and make everything Keywords. You may improve any ability, keyword or runic affinity by 1 point per session, at a cost of 1 HP. It costs 1 HP to raise a single breakout ability under the keyword You can add a new ability, keyword or runic affinity by spending 1 HP; it begins with a rating of 13. You can add a new breakout ability by spending 1 HP; it begins with a rating of +1 to the keyword it modifies
  4. It is an interesting question. It may be that horses have different origins: Maiming of Hippogriff Descent from Hykim and Mikyh Cutting of Centaurs into horses and humans There could be an argument for Mikyh mating with Maimed Hippogriff and creating a Horse Ancestor for the Hsunchen Horse People.
  5. Our high level RQ2 campaign had Defence around the 80% mark, which was very effective against normal NPCs. Some had Defence of over 100%, but they had high INT so made the increase more often, I think Raven, our Aldryami Yelornan, had INT 24, but she didn't play as often as some PCs.
  6. The other PCs would hammer hooks into walls and so on. He also had a mean arbalest that he could use to punch a rope into the wall of a cave and then use the block and tackle with that.
  7. I'd allow it, personally, but your game/your rules.
  8. Already starting to think about starting work on them!
  9. Our old RQ2 campaign had some Zorak Zoran Death Lords, a Rune Lord Priest of Aranea (Spider-Troll) and a Aldryami Yelornan RuneLady-Priest. Normally, the Yelornan adventured with Yelmalians and, occasionally, Orlanthi, but very rarely she adventured with the Zorak Zorani. They didn't try to kill her, as she had a Unicorn and wasn;t afraid to use it, also had Power Arrows that would cut through a troll easyily enough. Although they were in hostile/enemy cults, they didn't just attack each other, instead they had common goals and worked together to achieve them, then split up again soon afterwards.
  10. I'd say this was another one of those places where it depends on where the PC is coming from. The Young Elementals exist and serve the Red Goddess. Lunar Cults are associated with the Young Elementals, so all Lunar cults can gain powers from them using Rune Magic. Lunar Traditions also get access to the Young Elementals, so Lunar shamans can gain spirits from the Young Elementals and can cast Battle/Common/Folk/Whatever Magic from them. Lunar Sorcery also has access to the Young Elementals and they can use Grimoire Sorcery spells to control/use their powers. Don't forget that there isn't a Young Elemental of Storm, so you are restricted to Darkness, Water, Earth and Fire/Sky. However, you might also be able to control Lunes and Selenes, although not part of the Young Elementals, if you are learning to summon Lunar Elementals, then those should be part of the learning.
  11. Is this available in PDF form? I have lost my hard copies of this comic, during several house moves. It was very atomspheric and the Uleria Temple was very inventive.
  12. The best source for the Hero Wars is King of Sartar. The second best source is the Guide to Glorantha. Unfortunately, neither really is good as a template for scenarios. There were a series of supplements for HeroQuest, called Sartar Rising, that looked at some of the events of the Hero Wars and I thought they were pretty good. I used them in my River Voice Campaign that recently finished. However, I had to make a lot of stuff up and fill in a lot of gaps, for the other events. I based them on the information in King of Sartat and Guide to Glorantha.
  13. In my Glorantha, every kind of plant, fruit etc has a deity/spirit that created it or a hero that brought it back from the God Time. Normally, they are descendants of the Grain Goddesses, perhaps through an Elf Hero, Dryad or descendant of Flamal. As Jeff says, the Grain Goddesses probably have these under an umbrella, perhaps with the individual demigoddesses/Heroes worshipped as sub-cults. So, you could get cabbage magic that only works on cabbages, or you could get magic that works on lots of different crops, depending on who you sacrifice to.
  14. So, an Eurmali who creates as Illusionary Hole to go through a wall actually creates a hole in the wall, then goes through it and then pulls the hole through itself to close it. I like that, from both a Gloranthan and toony viewpoint.
  15. Well, that just ate one of my posts. I think the campaign between Sheng Seleris and the Red Emperor took a lot longer than that. Don't forget that Sheng Seleris was a Demigod himself, I seem to remember him being called "Son of the Morning", implying a relationship with Theya, maybe son of the child of Theya, which puts him within 4 generations of an Emperor, Sheng Seleris, Goddess of the Morning, Theya, Yelm. I think that Sheng Seleris put his brother forward as Candidate in the Ten test to rule as a Proxy Emperor in Sheng's place. If his brother was also a son og the Morning, then he would also be within 4 generations of an Emperor and would qualify. The Red Emperor HeroQuested as Basko to defeat the Red Emperor's brother and the other candidates. In my opinion, Sheng Seleris was trying to reimpose the mythical "Horse Nomads Ruling Peloria" event, so was effectively a HeroQuest, or series of HeroQuests to that end. He was within 4 generations of an Emperor, invoked the name of an Emperor (Kazkurtum was an Emperor of Dara Happa) and wrestled with the Red Emperor to steal some of his Rulership Power. He then performed a series of HeroQuests, first to build his powers, then to kill the Red Emperor and invade the Red Moon and finally to rule over the Lunar Empire. He probably did some of it while off in Kralorela, Teshnos, the Wastelands of Prax, but the History of the Wanes doesn't care about those places and did not mention them. The Red Emperor was killed and then came back, but lived in hiding, while he fathered Hon Eel and Yara Aranis, killed Sheng Seleris' brother and slowly built up his power again. The whole Sheng Seleris vs the Red Emperor story is a series of Strikes and Counterstrikes, with a lot of power-building in the meantime.
  16. Krarsht has Assassins, Black Fang is a cult of Assassins, Blue Moon had Assassins but I can't think of any more. We played Humakti Assassins in Balazar, in RQ2 days. We were always honourable, generally didn't ambush or use poison, but we kiled people for money. Humakt is the god of death and killing people, after all.
  17. We always played that heal Wound only healed a single wound. Similarly, Heal only affected a single wound, unless Multispelled.
  18. If course they would affect the caster, otherwise how would the caster know where they were or what they were doing? The difference being, the Caster knows they are illusions and other people don't.
  19. Or a block and tackle, as my Centaur PC used to carry with him at all times.
  20. For Mythras/Legend, I just use the tens part of the skill as the Critical chance, makes it easy and saves having to round up or down. For RQ2/RQ3/RQG, we just work out a fifth and a twentieth, but normally, we divide by ten and double or half, again fairly easy on the fly, but you have to round. Nomrally, we roll and see if it is worth working out. So, a roll of 70 on a skill of 80 means it isn't worth working out the chance of a cpecial/critical, but a roll of 18 means we need to see if it is a Special, a roll of 10 needs to see if it is a Critical.
  21. Sacrificing people to the Crimson bat is wrong because it is Chaotic and devours their souls, never to return. The Volcano Priests in the Holy Country used to throw unwilling sacrifices into the Volcano to stop it from erupting, make it erupt or because it was a groovy thing to do. Then the Pharoah came along and became the person who was sacrified, he was thrown unto the Volcano, found a way out and reappeared in the Temple at the Vent, to the surprise and horror of the Priests there. He stopped the sacrifice of people by making himself the sacrifice. Until then, it was an acceptable event.
  22. That's great. I was thinking of layout, proofreading, editing and artwork, but the RPG Fairies must do that all by themselves. I'll get cracking then ...
  23. That's the beauty of Glorantha, it can turn things upside down. So, Necromancers are not always evil, for example.
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