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soltakss

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Everything posted by soltakss

  1. Have a look at the Book of Doom, as it has a lot more Spirit Magic spells available.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. I would LOVE this template, headings are essential and hopefully we'll be at the editing stage soon! JC_Revised_Template.docx Here is the Template, @Malin
  8. In Cults of Prax, Zorak Zorani trolls attacked an Ernalda ritual. Trolls love eating Ernalda's bounty. Bandits might show up to steal grain. Chaos might appear to steal or befoul the harvest.
  9. These children of Yinkin are cat deities: Alusar the Spy: Alusar was the son of Yinkin and a goddess known only as Eyes in the Dark. He is dark, with long whiskers and large eyes, and quickly gained a notorious reputation for independence and for spying. He could track down any being he wished, and he often did so simply to learn their secrets. It was Alusar who saw where Yelm went after he was killed, and told Orlanth about the Western Gate. Book of Heortling Mythology p 144. Gavren the Hunter/Lurker: Gavren is the son of Yinkin and Velhara, the Lady of the Wild and is sometimes called the Early Alynx. He is the best hunter from among the family. He is reddish brown in color. Their child inherited the solitary nature of each deity, and he spent most of his time far from settled lands, hunting. He always came back when needed though and when Yinkin was severely wounded, it was Gavren who brought him food. He once clawed great Karrg, the troll war god, who in turn killed several of his litters. Gavren’s worshippers hate trolls. Book of Heortling Mythology p 149. Hevren the Chaser: Hevren is the son of Yinkin. He is tawny with stripes across his shoulders. He has long legs and can chase down almost anything, and big teeth to kill with a single bite. Book of Heortling Mythology p 151. Murni the Mouser: Murni is the daughter of Yinkin, and was born the runt of a litter and with a bobbed tail. Once Ernalda had to leave her home, and Voria hid Murni in the granary. She kept it clear of mice, so the food was there when Ernalda returned. (Book of Heortling Mythology p155) Tolar the Cloud-Yinkin: Tolar is the son of Yinkin and Tarhelera, a cloud goddess. He is the cloud alynx, the clouds of the middle air. Book of Heortling Mythology p 161.
  10. Never be afraid of stepping on people's toes. If you have love for a place and have original ideas then publish them. How many people are writing for Sartar at the moment? They are forever stepping on each other's toes, or are dancing around each other, and nobody minds at all. I would love for other people top write things set in Dorastor, or to write HeroQuests, for example.
  11. My advice? Just do it. There is an official Word template but it isn't very good, as the Headings don't map to PDF headings when you export to PDF. I have a revised Template that I can share with you that has fixed the headings issue, and I think other people have done the same. If you want good examples of scenarios, look at the Classic RuneQuest ones. Although they are a bit wordy for me, they are good ways of doing it. Nick has sales figures for scenarios, but there are a lot that have sold hundreds of copies, so someone must like them. As a GM, my scenarios are literally a list of bullet points and I riff of those. For conventions, I expand them a bit into paragraphs that I can use as the basis. For published scenarios, I tend to expand the descriptions of places a bit. For me, a good scenario is a balance between "you have to do this, then this, then this" in a lockstep way and "you are in a village and something happens, over to you" loosey-goosey style. I don't use scenarios exactly as written, and never have. As a GM, I take elements of the scenario and adapt them to my campaign, and as a write I assume that GMs do this as well. So, for me, some general comments: Outline the general plot of the scenario at the start, so that GMs know what they are getting into. I've seen many scenarios where I have to read it several times before I understand what is going on. Split the scenario into Locations and Events, some events use the same location and some locations have several events, especially if the Adventurers might go back and forth between town and the ranch, for example, but only going through the gulley once. Make it clear what NPC motivations and intents are, some scenarios are really unclear on this and it is not helpful. Include sketch maps of places, if possible. They don't have to be great works of art but can show the general layout of buildings and locations. If you want to use art, use free art wherever possible. If you want to commission art, assume that you will sell 101 copies (Silver) and budget accordingly. Good cover art is expensive (Maybe $150+) but might be worth it. Use Nick's guidelines for setting the price. I normally set at $0.15 per page, or below, so that it comes into the Bargain/Cheap bracket, but others use a higher bracket. Get someone else to read it before you publish and ask them for feedback. Always act on the feedback, as it has been given for a reason. Get someone to proofread it. Use Word, or similar, to spell-check and grammar-check the document. Don't endlessly edit and refine it. Good enough is good enough. Don't let perfect be the enemy of good. Nick has some advice on how to publish it, otherwise ask here and we can advise you.
  12. Thanks, I have downloaded this and it looks great.
  13. It is a lot easier to use, so makes sense.
  14. But, Dara Happans definitely did this. For example, they used Praxians to help drive out the Horse People in the First Age, and several groups remained behind. I'd need to look at a lot of material to think of other examples, but I am sure there are some. The Thunder Delta Slingers were absorbed by the Lunars, as the expanded Dara Happan Empire, as were the Char Un. Pelorian is a wide term, though, that incorporates the Dara Happans, Lodrili, rice farmers and Lunars, and probably more. Is it? Interesting. The various Sun Counties exist both inside and outside of Peloria and are definitely influenced by Pelorian culture.
  15. He was the God of War, of Fighting, of Martial endeavours. Death merely made him less relevant, as anyone could be dangerous.
  16. Moon Cat must have knocked a star out of the sky.
  17. Having played in a couple of CJ's excellent romps around the Great Houses of Esrola, they see men as having their uses but as being ultimately a waste of time and resources.
  18. Borderlands used to be the best source, then the Gloranthan Bestiary, now the Glorantha Bestiary is the best source.
  19. The Jonstown Compendium has shown that a lot of people don't really care what Jeff says and publish usable Gloranthan material anyway. Of course, we do care what Jeff says, but we don't let that get in the way of a good story, campaign or scenario. If Chaosium bring out their versions of areas detailed in the Jonstown Compendium then that would be excellent, and we wouldn't care about being Jeffed.
  20. I would love to see a writeup of Elmal Horsefiend, the demonic version of Elmal.
  21. Oh there was, but the Players thought that nothing could top Mello Yello becoming the Dara Happan Emperor.
  22. The reminds me of the Mongoose approach of ignoring what has gone before. Sure, retcon things that you don't like, but please don't ignore that potatoes were mentioned in Glorantha previously.
  23. The Orlanth writeup in the Lightbringers Book says:
  24. I used some of Ian's ideas in my last Gloranthan Campaign, where the Adventurers became Earth People, then River Voices. They started off in New Pavis as member of a Firemakers Street Gang, which one Player kept calling the Twisted Firestarters, then they left New Pavis and rarely came back. They rescued Pavis, who was trapped in the Green Age, brought back Tada and Genert, brough waters back to the Wastes, combined all the Hidden Greens across Prax and the Wastes, brought fertility back to Prax and the Wastes, and did many other things. In that campaign we assumed that Pavis settled where he did because there was an Oasis there, and the Adventurers went to the Oasis by accident and realised that it was like other Oasis settlements that they had visited, making them realise that the oases were scattered remnants of a single civilisation. Our version of the Pavis Plan was to recreate the Green Age in Pavis. To do that, the Adventurers found many of the lost spirits, or heroes, of Pavis, integrating them into the local pantheons. They brought Pavis back, which helped with the Plan. They brought Tada and Genert back, which helped invigorate the powers of Fertility. They even stopped the Red Goddess from marrying Pavis, even though they had steadfastly remained neutral to the Lunars. In the end, Mello Yello became the Golden Dragon and killed the Red Emperor, or rather made the Red Emperor Utumna event permanent and fatal, thus becoming the Emperor of Dara Happa. We left the Campaign there.
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