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soltakss

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Everything posted by soltakss

  1. The God Learners started off by taking a red pen to all of their religious texts, striking out anything that wasn't canon or connected to the Invisible God. In doing so, they had to learn more about the Invisible God, their history and how other cultures related to them. That then led to them studying the other cultures, so that they could see what was foreign and what wasn't. That, in turn, led to them studying other mythology to find distinct patters, which finally led to them studying how to use and abuse those foreign mythologies. So, the term God Learner has meant different things at different times. It is more about researching.understanding Mythologies than God, at least in its later form. Not sure if that helps, though.
  2. Dragonewts are probably not very good against a shield wall. When fighting a shield wall they use another tactic, "Fetch the Dragon".
  3. Eating a plant might bring you close to the Green Age and give you some of the euphoric feelings that might be found there. This may well prove addictive over time.
  4. Give the monster a key and allow the cargo hatch to open enough to unlock the padlock. Have other ways in that are not obvious, or have been covered by tarpaulins. Please bear in mind that I haven't read the Derelict so am just making things up.
  5. A lor of answers about Glorantha begin with "It depends" ... It depends on how you believe that Spirits and Gods behave. Some people think that Spirits and Gods come from different places. There was a theory of the Three Planes that collided to create Glorantha, a theory that I am not at all fond of, by the way. If you believe this then Spirits are Spirits and Gods are Gods and there is no bridge between them. Personally, I think that there is no intrinsic difference between a Spirit and a God. None. However, there are differences in how people interact with them. A group of people can attempt to worship a minor Spirit shamanically, which means that the link to the Spirit is through a Shaman. The Shaman leads a ceremony to contact the Spirit at a sacred place and the worshippers get a benefit from making a Pact of some kind with the Spirit. This gives the worshippers access to one, or maybe two, powers/skills/spells granted by the Spirit. They can only really regain Runespells at that sacred place and can only gain the Runespells gained through the Shaman. A Shaman can also access a Deity in the same manner, normally at a sacred place, so the Shaman creates a link to the Deity and worshippers can get access to very limited spells from the deity, again probably one or two spells. So, there is a place in the Stormwalk Mountains where a boulder is sacred to Storm Bull (He urinated on the boulder once and it shines as if wet if it rained the previous week), a shaman can contact Storm Bull here and any worshippers can access one or two Divine Spells, probably Face Chaos and another spell. There is no temple here and no permanent shrine, but every season the Shaman and worshippers can congregate there and worship Storm Bull. Someone can access a Deity, or Hero, by contacting the Deity/hero and offering to worship. Depending on how important the Deity/Hero is, the answer might be "No, go and join my cult like everyone else" or it might be "Yes, yes, please become a Priest or God talker and worship me". The worshipper can then become a God Talker, and eventually a Priest, by sacrificing a point of POW, or whatever the current mechanism is, and setting up a Shrine at that place. The Shrine would probably only grant one Runespell, as the deity would still be weak there. As the god Talker attracts more and more worshippers, the Shrine becomes more and more empowered, gaining power as it gains regular worshippers. As it gains power it becomes a stronger contact point and grants more Runespells. As it grants more Runespells, it gains more worshippers. More buildings are put up and it becomes a Minor Temple. Eventually, cultists of friendly cultists set up small shrines to their Deities and this atracts even more worshippers, so it becomes a Major Temple. It is unlikely to become a Great Temple unless it attacts a lot of worshippers, but it is possible. An Adventurer could find a long-lost shrine to a water deity and could sacrifice to that deity, re-establishing the shrine. That deity might provide a Runespell that keeps gorps at bay, repelling them, very useful in the nearby marsh, so the shrine might attract more and more worshippers as above. This would be a permanent shrine, not a temporary one. Now, for me, the important thing is that exactly the same thing could happen with both Deities. A Storm Bull cultists could encounter Storm Bull's Boulder and could decide to set up a permanent Storm Bull shrine there and establish a temple there. A Shaman could find the old Gorpbane shrine and could contact Gorpbane and gain Repel Gorp as a Runespell. It doesn't matter that one is a Deity and the other is a Spirit. The important thing is that both can be contacted and both have a way of being worshipped. Shamans in Prax can contact Orlanth and gain Runespells from him Shamanically. Yelmic families can worship their ancestors using a Divine Cult that really worships Daka Fal. Of course, that is my own interpretation and I have been wrong many times in the past ...
  6. I agree, it makes no sense in terms of the Survival Covenant, so is one of the things about the new revised Glorantha that I happily ignore.
  7. Normally, what I find is that concerns about a scenario on first reading are normally solved when players start playing the scenario, as I can guide them as a Keeper. Even if they shortcut the normal flow, a Keeper can amend the scenario slightly to resolve any concerns.
  8. Under Wraith, it says "If an adventurer survives a wraith’s attack, the lost characteristic points are regained at their healing rate per week. They can also be restored with a Restore Health spell.". I would assume the same applies to similar attacks, for example a Bloodbird's Blood drain. Lunes, Selenes, Babaka Fegh, Dancers in Darkness and Vampires drain Magic Points, which presumably regenerate as any spent Magic Points.
  9. Yes, in a way. But, people do listen to real play examples from games designers to see how the rules work and how they are applied. Some people haven't played using multiple previous versions and don't have the same comfort levels, so don't realise that they can just pick and choose from rules over a nearly 40 year period. Instead, they want to see how the rules work and look to these podcasts as good examples. If they differ from the rules, it can be very confusing for new players. A transcript of the session, with notes on where/how the rules used diverge from those in the rulebook, would be very useful for new players.
  10. This is the place to come for awesome feedback. And endless discussion of minutiae ...
  11. Sounds like a good basis for a Sartarite campaign. Sounds good. For me, a clan tula is probably a single hex on the Dragon Pass board, with the surrounding 6 hexes considered clannish lands, but maybe with overlaps to other clans. Have you given any thought to where the other clan tules would be? That can generate scenarios straight off. Have you looked at the Judges Guild RQ scenarios? I have used Duck Pond and Duck Tower very well in Glorantha, around the Upland Marsh. I always thought that Hellpits of Night Fang wasn't that good, but it fitted in to a Pavis campaign very easily and would work well in Dragon Pass. Broken Tree Inn works well in Dragon Pass. The HeroQuest Sartar books have already been mentioned. I would try to get the Dragon Pass Gazetteer, as it drips scenario hooks off every page. As for Dungeons, Snake Pipe Hollow is a classic. The aforementioned JG RQ supplements work very well. Every place marked as a ruin on the Dragon Pass Map should have at least one Dungeon, but they might not always be your classic "Cave System/Underground complex filled with monsters" kind of Dungeon. The Upland Marsh should have a lot of EWF ruins, if there aren't any then just make them up. Even temples might be built on older temples, perhaps long-forgotten, delving into these ancient crypts and sub-temples might be good. Chaos Temples make good Dungeons and can be put almost anywhere. In fact, enemy Temples make good Dungeons. How to introduce Orlanthiness to players? Hospitality - This is very important to Orlanthi, when you are accepted as a guest in a clan, you are under the protection of both the Chief and the Clan, so attempts to insult you or force you to break the rules of Hospitality are good for roleplaying. Travelling through other clan's lands - Entering another clan's tula means engaging in a lot of ritual posturing, which might make for good roleplaying, especially if the other clan is hostile to the PCs' Clan or to the PCs themselves. Cattle Raiding - Nothing says "Orlanthi" like a spot of cattle raiding, especially if you kill one fo the guards defending the cattle, or are attacked by raiders trying to get your cattle Foul Slime - Orlanthi have poetry for everything, in fact Orlanth is the God of Bad Poetry*. Meet a Yelmalian - There's a poem for that. Meet some Chaos - There's a poem for that. Meet other Orlanth - There's a poem for that. Sure, some are only for Wind Lords, but there's no reason you can't all join in, we used to and had a great time reciting Orlanthi poetry. Violence is Always an Option/Nobody can make me do Anything - Orlanthi are stubborn and unpredictable, so treat them that way. If not the PCs, then NPCs might use those forms. At the end of the day, if endlessly talking something through isn't working, then drawing your sword and saying "Enough Talk!" normally works. * He isn't, according to Gloranthan Lore, but you know what I mean ...
  12. I wouldn't use shields with dragonewt formations. Stick with Klanth and Swordbreaker. If you wanted shields, make them look like the Beast Rune, which is based on the Dragon's Eye.
  13. It's more a case of devolution of language. The first Elemental languages (Darkspeech, Seaspeech, Earthspeech, Firespeech and Stormspeech) were partly magical in nature, as was Draconic, or Old Wyrmish. As other languages sprang from them, they became more mundane and less magical. So, Theyalan came from Stormspeech and then devolved further into Heortling and then further into things like Sartarite, each becoming more mundane and less magical. Earthspeech and Stormspeech sort of combined to make various Theyelan dialects, again each less magical than their parents. Firespeech became Dara Happan, which then combined with some heortling language to become the language of Sun County. New Pelorian seems to be an attempt to retrofit Pelorian into the Lunar Way, by adding "lost" magical parts to recreate a non-existent parent language.
  14. Passion Spirits and a form of Greed both work as possible rules mechanics of why someone becomes addicted. I don't think there should be a single way and that multiple ways are far more interesting. Addiction could be the result of a Curse of some kind. It could also just be a property of the thing consumed, perhaps a POT vs CON roll on the Resistance Table to gain a Passion for the substance.
  15. We had sea dragons, plesiosaurs, giant sharks, giant squid, giant octopi and that kind of thing. Sometimes, the boats were just grabbed by giant tentacles, with no idea of what they belonged to.
  16. Definitely not human milk, as that is only for babies and infants. They drink Herd Man milk, as that is their own Herd Beast. They also frink the milk of other Herd Beasts, as Praxians keep herd Beats of different types, mainly for exchanging with captured Beasts of their own type. I think that all Praxians know how to tend and milk other Praxian Herd Beasts, as all are children of Eiritha, but they know more about their own Herd Beast type. Sorry, forgot this wasn't the Praxian Thread ...
  17. We simply played that swimming in the Styx would kill you, unless you had very, very strong powers of Darkness or Death.
  18. In my experience, when a discussion/argument resorts to "You said/I Said" then it's time to stop. Two people are not going to admit defeat, especially on something that is as nebulous as "generic".
  19. If the PCs have a good reason to have a shotgun with them then they should have one. However, would you board someone else's yacht carrying a shotgun? Probably not, as that is a good reason to get shot at yourself. Point that out to your players. As for satellite phones, there are enough sea-based, and land-based for that matter, horror tales where phones just don't work. Either there is static that cuts them off, or they just hear a creepy voice repeating a message over and over again, or all channels are dead. Just because a PC has one, doesn't necessarily mean it works. Nothing. I'd put a padlock on the hatch, nothing wrong with that, It gives them a chance to find the key. Again, point out to them that smashing the padlock is fine, unless they meet the ship's master or crew, in which case how are they going to explain a broken padlock? Have them find the key at the right time and they will probably follow the flow. Having said that, I am never keen on making PCs follow a certain flow. If they do go into the cargo hold first then let them. Either fudge it so the encounter is somewhere else, or have them encounter the monster and deal with the consequences.
  20. True. We have used Crack and Vomit Acid to destroy weapons. The Krarsht Sweat Acid is similar but involved touching an item to destroy it, so not so useful, but makes a great weapon for Krarshti Courtesan Assassins, though.
  21. We played that if an item was held or worn, then you had to overcome the POW of the wearer/holder. If an allied spirit was in the item then you had to overcome the Allied Spirit's POW. Otherwise, the spell just works without a Resistance Roll.
  22. Oh, yes we do. Greate Trolls serving Cragspider make excellent Zorak Zoran Death Lords, even though they tend to use Greatswords, not Troll Mauls. I agree that Great Trolls don't make good Kaarg Sons, as they don't represent the right sort of troll.
  23. But, if CHA uses the standard rules for Species Maximum, Tusk Riders have a maximum CHA of 7, if they roll on 1D6, so cannot become Rune Lords. I know that CHA can be increased, but only to Species Maximum levels. It always seemed strange to me that Tusk Riders are always perceived as having low CHA. Normally, the -10 CHA for different Species applies, so an average Tusk Rider with 3D6 CHA would appear to have CHA 1 to non-Tusk Riders, but 11 to Tusk Riders, this also allows them to be Rune Lords, as they can achieve CHA 18, but be treated by outsiders as having CHA 8.
  24. Probably. It's a bit of a grey area, though. If the intent is to increase an attack chance, then it is offensive. Can be. If I cast it on myself, I used to get a Shimmer effect due to the dazzling light. Is someone under the effect of a Demoralise spell forbidden from casting Offensive Magic? Similarly, is someone under a Fanaticism spell forbidden from casting defensive magic? I'm fedeling far too lazy to look them up, but it strikes me as spells belong to Offensive or Defensive camps for the purposes of all these spells.
  25. Somewhere down south, yes. I seem to remember that Ldril did something in Pamaltela, Caladra in Genertela, so it makes sense that Aurelion did in somewhere in between, so Jrustela. I was working from a faded memory, anyway. The point stands that Aurelion has history of casting up great swathes of land to block a flood. In the Hero Wars, Aurelion cultists could band together and perform a HeroQuest to do exactly that.
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