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soltakss

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Everything posted by soltakss

  1. JC_Revised_Template.docxHere is a revised template with some suggestions for spell formats.
  2. This is what I use. I'll attach the revised template as well, so you can copy and paste the section if you want.
  3. Waha Khans can use the Call Founder spell to incarnate the founder of their tribe. A logical extension of this would be to call Waha temporarily. In my opinion, this is what happened when Pavis wrestled with Waha, he forced all the Tribal Khans to use Call Founder to incarnate Waha and then wrested with him. Alternatively, Pavis could have gone to the God Time and wrestled with Waha on a HeroQuest. Don't forget that the excellent Nomad Gods has many of the Deities of Prax present and incarnated on the gameboard. The Hero Wars allows such things.
  4. My take on this is that Bless Crops is not only available to Priestesses, as it is one of the spells available to Initiates. For me, Initiates are responsible for casting Bless Crops on their Hides. An Ernaldan Initiate on a small stead with 1 Hide has a responsibility to cast Bless Crops to support the hide. Larger steads have more hides and these can be supported by an initiate with more Rune Points, or by multiple Initiates. Sure, it means that those Initiates cannot regain their Rune Points until after the harvest but that is a small price to pay. The spell specifically allow more points to be used to give a stronger effect, so I am not sure why you would want to prevent that. A starting Initiate with 3 Rune Points can cast Bless Crops of 3 Hides to give a +20 to the occupational skill rating, or can cast the spell on 2 hides with a +40 to the occupational skill, or on 1 hide to give a +60 to the occupational skill. What this effectively does is to make the Initiate's job to provide Bless Crops for their hides. Some stead might have several such Initiates, especially if they have large families with multiple Ernaldan initiates.
  5. Again, in my dream he ran across the river, he didn't fly across the river.
  6. Oh, yes they can! It even says so, explicitly, in Dorastor Land of Doom.
  7. As I said, GMs can make it possible or impossible. You don't have Storm Bullers at every street corner searching for Chaots, so in my games it is entirely possible.
  8. Krarsht temples are deep undergound, so Storm Bullers have to be in the tunnels to sense them. Other Chaots are, of course, vulnerable to being sensed in their sleep. It is dangerous to be a Chaot in a place with Storm Bullers.
  9. I play that a Shaman without a fetch is broken. In our RQ Campaign the Shaman who lost her fetch found the House of Broken Spirits nearby, consisting of Shamans who had also lost their fetches. It was a truly wretched place of broken aimless shamans. She managed to break into the place that held her fetch and retrieved it, also freeing the other fetches and gaining a host of loyal shamans as a result. In the example, the Shaman could lose the remaining point of POW and end up as solely a Fetch, so would be a spirit, or could lose the fetch and no longer be a Shaman. The Shaman could probably never reawaken a fetch, as the fetch has gone. The rules say that losing a fetch kills the Shaman, but where's the fun in that?
  10. Nick is very, very helpful, and I am sure that he would not object to someone asking for assistance or advice.
  11. Blue Dawn was based on a very vivid dream that I had one night where I saw a Wind Lord prepare for battle and run across a river to fight an unknown foe. There is a Waterwalk Runespell that allows the recipient to walk on water as if it were dry land (Red Book of Magic p103). In the article, Rogar had previously taken Morella, a water nymph, as a wife, as part of a HeroQuest, and she gave him the Waterwalk Runespell. Of course, some water spirits or deities could grant the Waterwalk Runespell, it isn't only owned by Ygg. Because in my dream Rogar ran across the river. Sure, Fly would have worked as well but he didn't fly in my dream.
  12. Humakti know that they can use the Death Rune against Vampires. Humakt was the first wielder of Death and so has powers of Death. It doesn't say how Humakt gained powers against Undead, but he clearly does (Presenting the Death Rune, Detect Undead, Turn Undead) and I play that some Humakti can get the Sense Undead skill, in the same way that they can get Sense Assassin.
  13. Here are some suggestions: You eat something that gives you a Chaos Feature, for example Eurmals Crumbs You are cursed somehow You use the Chaos Gift Runespell As a by-product of a HeroQuest Eating something chaotic, although trolls do this without becoming chaotic Initiating into a Chaos cult Calling on the power of Primal Chaos I don't play that those make you Chaotic. My feeling is that those were put into place to stop Adventurers doing "bad" things, so as to have an in-game reason not to do them. Gloranthan fiction has its own rules and poetic licence covers may exceptions.
  14. I play that having a score in the Chaos Rune, having a Chaos Feature, being tainted with Chaos, or being an Initiate in a cult that has a Chaos Rune allows the person to be sensed by Sense Chaos. Illumination, of course, can hide this, as can some spells such as False Form. I agree. Anyone with a Chaos taint would just avoid Storm Bull cultists, or try to blend in to a crowd so they are not singled out. Any GM can make or possible, or impossible, for a Chaot to live in a normal town. Don't forget that Storm Bull cultists are relatively rare and that Sense Chaos can always fail. It also has a range, so a Chaot can try to keep out of the way of Storm Bull initiates. As Storm Bullers are not particularly subtle they tend to be easy to spot and avoid. You could, of course, have a squad of Storm Bullers operating a search pattern to seek out and destroy Chaots, which is where sneaky things come into play such as distractions, stealth skills or heroic attempts to avoid them. This would be actively cast and has a limited duration, so is only useful when Storm Bullers are known to be in the area. It is far easier to spot the chappie with the horned helmet and runes of Death and Beast emblazoned on his armour. Better than that, they do a sweep and don't find any Chaos, so the area is officially free of Chaos. So, it's not a case of giving up, instead they have certified that it is Chaos-free. That really depends on where you are. In Dara Happa, trolls are hated far more than Chaos. Amongst Aldryamii, Uz and Mostali are hated more than Chaos.
  15. Reaching 0 POW is one way to kill a Fetch. Soul Waste is a good way to achieve this. Divine Intervention might also be possible. If you have 10 POW and 8 Rune Points, and your Fetch has 15 POW, and you roll 32 on a Diving Intervention you lose all your Rune Points, all your POW except 1, all your Fetch's POW except 1 and then have to decide whether to lose your final point of POW or your Fetch loses its final point of POW. In our campaign, an Adventurer lost their Fetch as it was eaten on a HeroQuest. They were not happy about it and had to HeroQuest to get it back again. Obviously, that isn't canonical though.
  16. That's the best way to do it. The border between Sartar and Prax sounds right. Make them Pol Joni, or Sartarites friendly with Pol Joni, that way you can be cattle herders, can go on cattle raids, tend to sick cattle and so on, but have the plains of Prax nearby for adventure. Other have mentioned Pavis County, which could work as well. But, the important thing is to start somewhere. If it isn't working, the Adventurers can move on to somewhere else.
  17. Whichever is most fun! Some cults operate across clan/tribal boundaries but some operate within those boundaries. Orlanthi are strongly tied to their clan and tribe, so travelling to a rival clan/tribe causes the locals to look at them and, perhaps, ask kindly or challenge them as to what they are doing there. Other cults, such as Humakt or Storm Bull, operate independently of clan/tribe and welcome people from other clans/tribes. Of course, individuals can have strong Passions and they can influence how they treat outsiders.
  18. Have a look at the Book of Doom, as it has a lot more Spirit Magic spells available.
  19. I think you are confusing Spirit Cults and Shamanic Spirit Travel. Spirit Cults grant Spirit Magic based on the powers and God Time deeds of the Spirit being worshipped. Most Spirit Cults are minor and grant one, or maybe two, Runespells and a few Spirit Magic spells. Quite often the Spirit Cults grant Spirit Magic spells that are not available to other cults, or that are cult special spells in other cults. So, you could have a Spirit Cult that grants Forget or Lantern, even though those are cult special spells for Lanbril and Yelmalio respectively. Worshippers of Spirit Cults can gain the Spirit Magic spells taught by the Spirit Cults fairly easily in my Glorantha. Shamans, however, can travel to the Spirit Plane and can bring back knowledge of Spirit Magic. This is outside of Spirit Cults, and a Shaman could be able to do this without being a member of a Spirit Cult. There is a difference of interpretation of the rules, where some people think that Shamans can bring back any spell, even Cult Special Spirit Magic spells, with ease, and others who believe that it is more difficult for Shamans to access Cult Special Spirit Magic if they don't worship that cult. My view is that Cults keep their Spell Spirits locked away in Spirit Vortices held within their Temples, so it is dangerous for Shamans to access them as they are guarded by cult spirits.
  20. I'm not sure how it manifests in the caster, or target, but the Humakti versions has a smoky aura around people telling lies and the RQ Vikings version had honey dripping from the lips of the liar, which I loved.
  21. You can just use Gorakiki spells as the Transforms, they work in the same was as Hsunchen magic. I don't see any reason why some troll clans couldn't be the equivalent of insect Hsunchen.
  22. I think that you can see who they are, in most cases. Sometimes it is really obvious who the HeroQuestors are, at other times they wear masks or are similarly cloaked, very rarely they identify so well with the deities that they are hard to distinguish. But, most of the time, it is not important who the HeroQuestors are.
  23. I treat her as a daughter of Asrelia, so the sister of Ernalda. It doesn't make a lot of sense as being the daughter of Ernalda, really.
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