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soltakss

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Everything posted by soltakss

  1. The Well of Daliath says:
  2. 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
  3. Replied in a different thread, so as not to derail this one.
  4. 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.
  5. 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.
  6. 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.
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. What do the Dorastor supplements tell you about the inner me?
  15. 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.
  16. Thanks to the mods who split this out.
  17. In answer to the next question "Why?": They are the tears of the Deities of Glorantha Because the sea is salty The Seas contain the "essence" of male water fertility gods To separate Freshwater from Seawater Because Seawater tastes of Death
  18. Moved over from the Elmal/Yelmalio trigger word post For RuneQuest, add: Slings vs Bows Charge Rules
  19. Isn't crowdsourcing great? You have got contacts for most of the people in the list within a day.
  20. And often when something is first created, before being born. Are spirits not alive? In my Glorantha, Mallia is the Mother of Disease, quite literally. Disease Spirits are born from her as her children. They are as alive as things like Elementals. She creates to create. Her disease spirits exist to create new disease spirits and spread themselves far and wide. The fact that this also kills people is a tiny aside.
  21. Every Adulthood Initiation is a HeroQuest, so most people start their adult life by HeroQuesting, so why should they stop? They are just points on the HeroQuest continuum. I make no distinction between those and full-scale HeroQuests. The dangers and rewards are far smaller, though, but if you mess then up you can curse the whole clan for a year.
  22. The Jonstown Compendium has some great cover illustrations, you could look at them for inspiration. Here is the current Jonstown Compendium Wall, from my latest supplement.
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