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soltakss

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Everything posted by soltakss

  1. For me, the sword broos explicitly agree with pretty much all of that.
  2. To hear is to obey! I have slowed down Holiday Dorastor: Risklands so that it might appear in September or October.
  3. Any AI Art is prohibited
  4. Here is how I play it. A Shaman can access any deity's power by setting up a Spirit Cult to worship the deity. Any deity. A Shaman can also approach the Deity directly and gain a Rune Spell from the deity by directly bargaining with it. Shamans can incorporate some of a Deity's magic into a personal, or cultural Tradition, which gives the Tradition one of the Deity's Rune Spells. So, to a Shaman, everything is a Spirit Lord, or Great Spirit, no matter what other people say. Rune Cults might treat Spirit Cults with suspicion, or they might allow members of Spirit Cults to initiate to the Rune Cult without penalty, to gain access to all Runespells. We really need to move away from ideas that everything is either Animist, Theistic or Sorcerous, instead most things are a mixture of everything.
  5. You can't use it if it is AI generated. If some images are AI Generated and some aren't, and it is clear which is which, then you can use the non-AI Generated art. However, if it is unclear which is AI Generated and which isn't then you cannot use any of it.
  6. For me, I treat SIZ as Stones for normal humanish creatures. It works to a certain point. (1 Stone is 14 pounds or 6.35029 kilos). Just take the weight (or mass) of an object and convert it to stones to give the equivalent SIZ.
  7. All of my answers are in my opinion. There is a wonderful tale about how the God Learners learned about HeroQuesting. They were shown a magical book by an imp, who may have been an aspect of Eurmal, that opened windows into magical worlds. The God Learners prepared and sent someone into the magical world and they didn't return, so they sent 10 magically prepared people and none returned, then they sent 100 magically prepared people into the magical world and one returned, badly injured and psychically damaged - Success! That illustrates the God Learner method of throwing huge numbers of magical resources at a problem. hey also developed a ritual way of riddling, where they could ask a demigod or deity magical questions, losing information if they lost and gaining information if they won. As they managed to riddle more and more beings, they built up a resource of lore that meant that they had a good chance of asking a question that the beings, with their limited knowledge, didn't know, thus increasing their own knowledge, but had a good chance of being able to answer the questions of the being, especially if they had encountered similar beings in the past. In that way, they built up a lot of knowledge about the magical worlds. The God Learners HeroQuested to do many things. They showed that they were acceptable to local deities. They defeated the Waertagi by burning the very seas that they sailed on. They created new deities. They changed the nature of existing deities. They also standardised myths and spread some cults across Glorantha. Dara Happa and Carmania used HeroQuesting to defeat the EWF. The Carmanians learned how to demonise and kill True Dragons, which made them very dangerous. Malkioni and Brithini had their own Sorcery but the God Learners standardised much of it. They used their version of the Abiding Book as a central scripture but they also stripped parts back and added more lore outside of the Abiding Book. However, following the God Learner fall, many Malkioni forgot some God Learner sorcery. However, it is still more standardised than before. Mostali, however, have their own Sorcery and that was not affected by the God Learners, as far as I know. Arkati had Sorcery that was derived from the Brithini and Malkioni, but the Arkat cult was broken and scattered by the God Learners. At the start, Chaos was an enemy to be broken and despised. At the end, Chaos was just another tool, their myths were just myths to be studied, their deities could be riddled in the same way as any other and their powers and secrets could be gained. The God Learners did not worship Chaos, or Chaotic Deities, but did use Chaos as a tool. In my Glorantha, the God Learners created the Thanatar cult, as it was a useful way of gaining knowledge faster. Jrustela has a big Mostali Complex, so maybe the God Learners interacted with them, I am not sure. They probably didn't need gunpowder, as they had things like tanian's Fire instead. They shattered the Arkat Cult, which probably had an impact on the Trolls. The Only Old One was a fief of both the Middle Sea Empire and the Empire of the Wyrms Friends. Esrolia was just part of the Shadowlands and was very much under his control, with no real political independence. The God Learners established the Machine City in the Shadowlands, so they must have been on good terms, although Esrolian Heroes opposed it. They didn't understand Dragonewts and Dragons, but they conquered Kralorela and created the Ring of Immanent Mastery, so must have gained some Draconic Lore. Other Elder Races didn't figure much, I think. The leaders of the EWF were the focus of a lot of worship in a big pyramid scheme. However, the Emperors of the Middle Sea Empire weren't worshipped in the same way, as far as I remember. Think of Zistor as like a cult. Members of the cult, or followers of the philosophy, probably used machine magic and technology, other people didn't. I think that the Empire of the Middle Sea could have had a steampunk feel around Zistor, but whether they had cyborgs in the way that Mongoose portrayed them is a matter of opinion. They did in my Glorantha. The Emperor, upon hearing of the fall of Zistor, carried on eating his breakfast, remarking that it had been an interesting experiment. That shows how much the God Learners cared about Zistor. The Middle Sea Empire had strayed too far from Malkion's teachings, so Zzabur closed it down. As it was a trade empire, he wanted to stop the oceanic trade but I think the Closing itself was not his desired result. If you can get hold of them, look at the Mongoose supplements, as they have a lot of interesting ideas. They won't be treated as canonical in any way, though.
  8. To play in Glorantha you do not need to know the setting. The best way, I think, is to experience the world through play, and let the GM guide you through the world. That way, you know what you know and don't need to bog yourself down with unimportant information from other places in Glorantha. For me, Pavis is a Wild West town, almost like a Ghost Town before the boom goes away. It is the pathetic remnants of a mighty City founded hundreds of years ago, and the Giant Walls around the Big Rubble remind the inhabitants of that daily. It has Sartarite exiles (Think Vikings, or Celts, or Anglo-Saxons, or whatever Dark Age Heroic culture you know), Pavic citizens (Think Bronze Age City dwellers), Dwarves (Mysterious, hard-working stoneworkers), and Praxians (Animal Riders, a bit like Native Americans but riding various kinds of beast and never, ever riding horses). Depending on when the campaign is set it might also have Lunar Invaders (Some people say Romans, but I like to think of them as Babylonians). It is a claustrophobic city, forever overshadowed by the giant walls, with houses piled on top of each other. Everyone has to get on, by order of the Pavis Cult and the Lunars, but there can be many squabbles along the way. Above all, New Pavis is the gateway to the Big Rubble, a place of adventure and opportunity.
  9. I am so excited that we are referencing pages from the Cults books now, that is so cool.
  10. In my Glorantha, the Grave Goods buried with a Vampire turn to smoke with the Vampire. It is possible to rebury new items with the Vampire and be reborn so they turn to smoke as well. In my Glorantha, anything not deemed as Grave Goods will fall to be ground for thieving Adventurers to take. This is one of the perils of being a Vampire. Some Vampires won't care about the things they have lost, others will hunt down said thieving Adventurers and retrieve their items.
  11. I have no idea what Jevdur is.
  12. Shamans are the masters of spirits and can be useful when Spirits attack. They can also search for rare and uncommon Spirit Magic to teach to people. For me, Shamans are more useful when tied to Traditions, as they can get access to a fair amount of useful Runemagic by contacting Spirit Lords from their Tradition. They can also contact Spirit Lords individually and gain their Runemagic. They can send spirits out, if they have bound them, to attack in Spirit Combat. They can cast spells, which is handy if they have a lot of Bound Spirits whose Magic Points they can use, especially if they can cast more than one spell per round. They can heal other Adventurers. If they have access to powerful spirits, such as Wraiths, they can send them out to attack the enemies. They can summon Healing Spirits to heal Adventurers. Troll Shamans are handy in combat, as they tend to be big and brutal. They also have Wraiths and Fear Spirits that they can use. But, I suppose, Trolls are not really playable characters yet.
  13. Unfortunately, that's what the rules are, at the moment. How Humakt Learned to Grieve, for example, is about a hundred, or a bit less, from Electrum, so might be a few years to get there. Generally, if something reaches 200 Sales, I look to preparing it for POD, just so I can release it when the threshold is reached. It's a bit risky, though, as Chaosium might not authorise a supplement to be POD despite me spending money on the conversion, although that hasn't happened yet.
  14. I have an online map of the Big Rubble with certain areas linked if you hover over them with a mouse. It has a lot of places marked from other publications, mainly from Ian Thomson's maps. It includes the Insula of the Waning Moon but not the Insula of the Rising Sun, I'll have to add it. I also need to look at Jonstown Compendium scenarios set in the Big Rubble to see if I can place the locations on the map.
  15. Being a scapegoat means that all the sins of the clan fall upon you. In this case, Ashborn might have taken the blame for the Clan's wrongdoings, expecting to be ritually cleansed in some way, but the Summons of Evil HeroQuest might have gone wrong in some way and the blame stuck, forcing him to be exiled. I don't think that this happens to everyone, and erecting effigies is normally a good way of shifting blame to the effigies so that the Clan is safe. In Ashborn's case it went horribly wrong. It was a tradition in the real world to place all the sins on a real goat and drive it out, thus removing sins from the village. It came to mean someone who took the blame for someone else's misdeeds, often unwillingly.
  16. Select text and click on the eye button in the toolbar.
  17. I haven't watched the Barbie movie, yet, but someone posted some idea on Barbie that related to HeroQuesting. Basically, Barbie takes on many forms, she is a fashion model, an astronaut, a nurse, a chemist and so on, but she is always recognisable as Barbie. So, Barbie the HeroQuestor takes on the many roles but is still Barbie. That is a good way of understanding what it means to emulate deities on HeroQuests, you are the deity but you are also still Barbie, or yourself.
  18. If you know the Myth you can walk there, in my opinion. That means that people who know lots of myths are more powerful HeroQuestors. So, you could put it in Prax and travel to Genert's Garden and the nearby places, or could put it in an Aldryami Forest and access the forest in the God Time. Yes, I think it did. Everything within and on the Spike died, except for a few lucky survivors.
  19. If the spirit is one of their own family then sure, that's what it is for. However, if the spirit is from a different family it gets more complicated. In theory, an ancestor is an ancestor, whether it is your ancestor or not. An example of this is in RQ2 Cults of Prax where Bituran Varosh trades for Summon Ancestor with some Baboons, clearly they are not his relatives and their ancestors are not his ancestors, but he can use the spell to summon his ancestors. That implies that Command Cult Spirit works on other people's ancestors. So, I would probably say that it works if the Player can justify it well enough.
  20. RQ3 has bigger, more stackable spells, such as Slash, Crush, Bladesharp, Bludgeon, and so on, so is deadlier than RQ2. RQ3 also has various enchantments that give better armour, general hit points and hit points per location, which makes Adventurers tougher and harder to kill, which makes RQ3 less deadly than RQ2. RQ2 has stackable Divine Intervention that makes it easier for Priests to come back, but that is probably a minor consideration. RQ2 had Shield as Common Magic, so everyone had access to Shield. This is not the case for RQ3 and RQG, so RQ3 and RQG are deadlier than RQ2. RQG has the same spells as RQ3, by and large, and does not restrict them to 4 points like RQ2 did, so RQG is probably deadlier than RQ2, it also allows Adventurers to learn a single Runespell and cast it in larger doses, so is deadlier than RQ2 or RQ3. As there are more offensive spells than defensive ones, and not everyone has access to Shield, RQG is deadlier than RQ2 or RQ3. For starting characters, RQ2 starts with much lower skills and magic than RQ3, but even RQ3 starts with much lower skills and magic than RQG, so RQG Adventurers are more powerful. However, RQG NPCS are also more powerful so that might cancel out.
  21. My view is that GMs should only restrict this if they want to mess with their Players. Regrow Limb is a spell that many Chalana Arroy cultists take, it doesn't have to be a Priestess. I imagine that many Chalana Arroy Initiates take Regrow Limb and use their Rune Points as specialised healers for that purpose. If you have a hundred Initiates in a Temple and three Priestesses, the Initiates could cast regrow Limb hundreds of times without even asking a priestess.
  22. Don't wholesale copy things from other supplements? That's about all I can think of. Nick recently clarified, and again in this thread, that people can use elements of any Chaosium RuneQuest publication in any Jonstown Compendium supplement, which includes any Jonstown Compendium supplement. So, someone could use a monster from Monster of the Month, for example, or could mention the Spiderlings from Spider Woods. It might be worth referencing them in the Credits section, perhaps, as a courtesy. Personally, I would love other people to write about Dorastor, or HeroQuesting, as they are areas that need multiple authors. As for Sun County, there is a lot of it and I can see benefits of a campaign pack set there, so it would be good to see your material published.
  23. Of course they can. Religious differences can add spice to a friendship, but don't mean that Humakti and Lanbrili can never be friends. Sure, the Humakti will probably chide the Lanbrili and tell them not to steal but may well just sigh when the Lanbrili does steal. I don't like religious dogmatism. There are lots of examples in the real world where people of diametrically opposed religions were friends. They just agreed to disagree.
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