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soltakss

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Everything posted by soltakss

  1. Trolls have always been able to join Orlanth. Trolls breathe, the same as humans. Orlanth and Kyger Litor are hostile, which might cause cultural problems, but if a lone troll found a way past that then I wouldn't see a problem. Hero Wars and HeroQuest tended to pigeonhole people, so all trolls behaved one way, all Orlanthi another. RuneQuest always had a freer approach, in my opinion. 13th Age in Glorantha has an even freer apprach.
  2. Why? Unless the campaign hangs on the fact that Argrath becomes King of Dragon Pass, it shouldn;t end the camapign. It might send the campaign in a different direction, but shouldn't end it. GMs always do a lot of work makking any published campaign fit the gaming campaign, so extra work is fine. Characters who kill major NPCs are not necessary reckless. There might be a good reason to kill Garrath Sharpsword, or Kallyr Starbrow. If they go out to kill them because it will destabilise the campaign, then that might be reckless, but just alters the campaign. If major NPCs are killed, the GM can cope in many ways: Some other NPC steps in and fills the dead NPC's boots The dead NPC's actions are completed in slightly different ways, perhaps by a number of NPCs PCs take over and do some of the things expected to be done by the dead NPC The things the dead NPC was supposed to do just don't happen Something else None of these are right or wrong, they just allow the GM to continue the campaign. Two PCs in our current campaign defeated Harrek in a Contest of Death, bevoming Masters of Death instead of Harrek. One of them even faced harrek in single combat, he lost, but not by much. I think that PCs who are in a lomng-running campaign can become Heroes in the same mould as the likes of Harrek and Jar-Eel. Lesser Heroes such as Argrath or Kallyr Starbrow are fair game.
  3. Sneaky beggars, it's the RuneQuest code.
  4. soltakss

    High Llama

    Only if there is one called Skippy..
  5. I would guess yes, as the Yelm-Oslirbond has been around for a very long time and it is conducive to cultivation. I know that paddy fields need a different kind of irrigation than other crops, but with cultists of Lodril's Sons and Yelm-Oslir, paddy fields just naturally follow.
  6. Our last session concerned the fate of Dorasta, the goddess. In my Glorantha, Dorasta was cursed by Arkat to make her infertile, punishing her for aiding Nysalor, the curse consisting of breaking her, salting her lands and taking away her fertility. Ralzakark circumvented the curse by becoming her Husband Protector, see above, and by making her not breed true, so that each generation of plants would be different, then would die, so the curse couldn't take hold. So, Dorastor blooms with plants that produce other plants as offspring. As part of the Curse, Arkat had cut awy the fertility, so nobody could remember what Dorasta's Plant/Crop/Fruit was. The PCs decided that enough was enough, so they tried to help Dorasta. They used Harmony to put her into a peaceful state, then took her back to the Green Age, where they had been before and could return from, to just after when she was born (I know that this might officially be the Golden Age, but Genert seems more of a Green Age chap to me). They then moved her through the Green Age, so that when her Plant/Crop/Fruit appeared, they could recognise it and bring it back to Dorastor. Dorasta became heavily pregnant, as big as a house, so the PCs prepared to help deliver the baby, when a wound appeared in her belly, cutting her from side to side. Shan Agar use the Void in her eye to look through the cut, to see a Mistress Race Troll dressed in iron, cutting Dorasta's belly. Recognising the god as Arkat, the PCs didn't panic but instead went into action mode, Mello Yello used Yelm's Mirror to dazzle Arkat, Flargle used the new-found ability to transfer a foetus to move it to Shan Agar, the only female PC in the party, Shan Agar accepted the ferility as a Master of Earth and Karim moved everyone from the Green Age back to the Mundane Plane, as he can come and go from the Green Age at will. Shan Agar immediately started to go into labour, but used the power she had gained from having carried Genert's Member and turned into a man and impregnated Dorasta, transferring the child/fertility powers to Dorasta, allowing her to give birth to the child, which turned out to be a very long, thick tuber, enough to feed a family for a week. It was a good example of the PCs using Hero Abilities they had gained in the past in new and imaginative ways, building on what they had previously done. An obscenely large number of 01s didn't hurt either.
  7. Complete as in the RQ3 Gloranthan Bestiary with additions from Anaxial's Ark?
  8. You could treat a Law rune as a Condition or as a Power, paired with Chaos. I prefer Law and Chaos as condition runes, personally, otherwise you get drawn into Moorcockian Law/Chaos ideas (Which are, themselves, great but don't suit Glorantha very well.) It doesn't really matter, unless you are using Law to oppose Chaos. Very few deities actually do this, Waha has Spirits of law that explicitly affect Chaos Spirits, Storm Bull has Sense Chaos, but isn't connected to the Law rune, Krarshti have Sense Law but have the Chaos rune. I cannot think of any other cults that have the Law/Chaos rune and which have abilities connected to the opposed pair. Welcome to Glorantha - There are different inrterpretations to everything.
  9. Is it me, but doesn't that look like Minlister on the toilet?
  10. There will be a third choice - 13th Age in Glorantha, if you like using D20-style games. RQC is not strictly out yet, I think, unless I have missed something. I think the design notes hinted it would be more like RQ2, which has a rich set of skills, better suiting your preferences. I am not sure about experience, but I hope they keep RQ3's 1D6 rather than RQ2's 5% increases. Personally, I'd use something like Revolution's rules with a reduced skill set but using Traits to give a far richer experience. HQ1 might be a bit more suitable for you. Don't worry about errors, I find that HQ works best when you ignore the fiddly bits and just concentrate on skills/abilities/keywords, treating everything the same. Glorantha has a feudal structure, of sorts. Even in Orlanthi Clans you have Cottars (Serfs), Thanes (Elite Warriors), Carls (Nobles) and Chieftains/Kings. You don't have the feudalism of medieval Europe, though, unless you want to play Glorantha like that, and there is no reason you can't. The West has more of a feudal structure, but it isn't the same as Feudal Europe. Myths colour everything, as do cults. A PC who is a healer and not in a cult can behave however you want, but a healer in Chalana Arroy has certain behavioural restrictoins, a Xiola Umbar healer is very different to a Chalan Arroy healer or an Ernaldan healer. Don't overthink things. Don't get hung up on particular rules, RQ is a game where you can import rules from other D100/RQ systems with ease, so you can make your own set of rules very easily. HQ is a fast, fun game that is very flexible, don't get hung up on rules issues, HQ works best with as few rules as possible. Glorantha is best enjoyed through playing. It doesn't really matter which rules you use, just sit back and enjoy the ride.
  11. It could work OK. The cults would be local ones, of course, without any references to Gloranthan cults, but that is OK for a big city. You could fit it into a Gloranthan campaign fairly easily, I think.
  12. Going Berserk is fine, unless you need to Parry ...
  13. No "Addicted to Alcolohol" is not a good Motivation. "Will go to any lengths to get a drink" could be. In any case, why should it be a good Motivation? if I had "Addicted to Alcohol" as a Motivation, then I would argue that it suits the character, whether the rules say it is a good choice or not. Rules are guidelines, nothing more, nothing less. If I have something that the rules say shouldn;t happen and yet it makes sense, then I ignore the rules. So, "Search for Aztec Treasure" is a good Motivation, yet "Search for next drink" isn't? Semantically, they are exactly the same. "When a Motivation is active, the player has voluntarily flagged it as a theme that he or she would like to place in the spotlight for that game session. ", so if I had "Can hardly resist alcohol" as a Motivation and I activated it, then I would either go and try and find a drink or I would do anything to get a drink, or possibly try to resist having a drink. What would the game effects be? If my PC had met a group of barbarians, then I could challenge them to a drinking contest and use my Motivation in that contest. If my PC is meeting a lord and saw a bottle of drink on the table, then I might try and take a swig, perhaps offending the lord. Motivations need not be good things.
  14. Aye - Unfortunately, I couldn't make the convention, can't remember why, but Andrew and Stuart came back and told us about it in great detail. I would have loved to have been able to join them and taken part.It sounded like exactly the sort of thing I would have revelled in.
  15. If they had archers, do they have towers for the archers to sit in? Medieval ships seem to have gone through various changes, from low ships to long ships, then long ships with small towers for archers, then filling bits in between the towers, then bulking them out.
  16. One of the daughrters of Eiritha might have found the secret of ferminting herd beast milk, in the same way as Eurasian people make Koumiss from mare's milk. Pentians probably do the same to make their own Koumiss. Agreed that oasis folk probably make their own string drinks from fermenting the fruits of the oases. In Peloria and Kralorela, rice wine is probably made, but would they be made by cultsts of the same deity or would each area have its own rice wine deity?
  17. Eurmal changed blood into beer to sate Babeester Gor's rampage through Healer valley, so Eurmali can make Blood Beer that calms Babeester Gor cultists. I seem to remember someone who could make Mead who was associated with honey, but cannot remember who it was.
  18. They lightning bolted Ralzakark's genitals, or what was left of them, as a parting shot and flew away. Then they spent the rest of the session planning what they would do in future. That is the nature of our current campaign - Three or four sessions of careful planning, then a session of stunning action, rinse and repeat.
  19. My interpretation goes something like this: Nysalor cursed the Dragonewts, but a True Dragon woke up and swallowed the curse, however the dragonewts were Nysalor's mercenaries for most of the Gbaji Wars. In the Second Age, the Golden Dragon became Emperor of Dara Happa. In the Third Age, the Red Emperor became Dara Happan Emperor and has a relationship with dragonewts both through being Emperor of Dara Happa and a manifestation of Nysalor.
  20. Wasn't Fazzur written up somehwhere? I vaguely remember a writeup in Wyrms Footnotes, maybe.
  21. A Scorpion Queen is a Priestess of Bagog, leader of her clan. So, she should have some Bagog Divine Magic, probably some Battle/Spirit/Common Magic, maybe an allied spirit and probably some chaos features. If the Queen was reborn using the Ritual of rebirth, then she would retain the weapon skills that she had before the Rebirth, so could have any weapons. If she was born a Scorpionman then she would have rudimentary weaopns, meybe a club, spear or sword. Bagogi can use their magic to transform their arms into spears or claws, so she might not need other weapons. They all have a scorpion sting, so are deadly in combat. They would have as much armour as they can get, normally through killing enemies. Scorpionmen don;t have a high level of technology, so wouldn't make their own weapons and armour. I suppose a transformed scorpionman who was originally a smith could make weapons and armour.
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