Jump to content

Joerg

Member
  • Posts

    8,471
  • Joined

  • Last visited

  • Days Won

    114

Everything posted by Joerg

  1. Above Dayzatar's realm there is the Source, a spring of energies that runs through runic channels (which includes deities and spirits) and disperses into the world. In the Surface world, these energies can be accumulated and spent by mortals (and spirits and demigods inhabiting those places). The magic put into spells as well as any not accumulated magic percolates into the Underworld where it ultimately dissipates into the Void. Underworld magics can use some of that "snow" coming down and use the potential vs. some deeper underworld, but most human magic like Malkioni sorcery requires a higher form of magic (from the source) to be brought down into the Surface World levels. Tapping takes some of this Source quality (and possibly the ability to accumulate such source energies) and turns that into short term magical energy which then can power spells if used up within the duration of the passive "holding" component of the Tap spell after the active extraction/transformation of energies. (IMG sorcery spells are the equivalent of spirits - magical entities with limited purpose and without (much) identity other than the mind-space associations of the sorcerer who constructed them.) The passive component of the Tap spell acts like a temporary magic point matrix for the caster, a matrix that can only be emptied once the active phase of the Tapping ended and whose capacity is limited by the intensity allotted to that. There are a few non-sorcerous magics which also allow a temporary build-up of magical energy, like the Absorption rune spell which strips weaker incoming spells of their purpose, storing or rather transferring them to the caster of the spell. Magic point matrices or dead crystals may conserve magic points donated to them indeterminately. Magic point or POW transfer to a wyter is a common occurrance, with the wyter priest able to command these points to power spells they (or the wyter) know. Collecting POW donations for enchantments are a rules possibility almost as toxic as Tapping.
  2. Yes: Darkness. Fouling is a Darkness process, release of foul egg aroma included. Less smelly forms of anaerobic digestion (and digestion in general), too.
  3. I have a (German language) HQ mini-campaign about a 90 years old Asrelia priestess asking on her deathbed to be interred in her family crypt in the Nochet Necropolis (aka Antones Estates), against the wish of her clanfolk for whom she had been the dominant earth priestess. Part of the campaign is getting the green light for her and her requested grave goods to be let go, part is getting her there, and the last part is to get her kin to allow her burial, or failing that, breaking and interring. Plus there is an old (Nontrayan) nemesis of hers waiting to take revenge.
  4. Optically, yes. The illustrations of Wolf Pirates have inexplicably copied Medinet Habu uniforms without offering any Gloranthan region where people in that dress would be at home, rather different from Medinet Habu or the treatment of neighboring traditional dress on the Gods Wall. Possibly in a desperate attempt to make things (Mediterranean) Bronze Age when everything on the seas but the main metal cries Roman Iron age. In practice, the Closing was doing that catasstrophic interruption of international trade, and following the Opening, the Waertagi are going interrupt open sea traffic, aiming to re-instate their pre-God Learner monopoly and suppression of sea exploration.
  5. Joerg

    RAMONA...

    There is a practical solution: rename whatever you think sounds stupid. The name occurs exactly once, you can use corflu and nobody would have noticed it, at least notyet nochet. Others may have had their problems with mangled latin, like the evil midwife of the devil who is named something like "apple girl" rather than "bad one".
  6. There is also Ludovic Chabant's scenario Bog Struggles on the Jonstown Compendium.
  7. While I agree about this statement, the various opposing interest groups tend to create some balance of influence which can only be tipped by well-aimed darts.
  8. And the Orlanthi are of course (in)famous for being a hybrid culture with acculturation of foreign influences, like adopting an entire Water Tribe (the Helerings) into the Vingkotling kingdom, and more to the point the sun marriage with the descendants of Yamsur and Hyalor. Saird is an ancient Earth culture with Solar and Storm husband protectors and various beast totems, including lions, dogs, bears, raccoons, goats and rams, not to mention the continuum of water bird ancestor worship. Urban Saird follows the Dara Happan model, not some God Learner model that only indirectly was acculturated via the Bright Empire. Riverine Saird follows the weeder ways, including cultivation or at least harvest of various forms of rice. Lowland Saird and Tarsh has "dry farming" aided by irrigation as rainfall north of the Rockwoods is rather limited. While the Taming of Sshorg(a) River may be explained by the Dragonspine falling across its course, there is also an interpretation of irrigation doing the trick, and Orlanth might merely take the credit from the Imperial imposition of irrigation of the Oslir (and its tributaries). Also: Aren't Orlanthi living under a Dara Happan style urban system or the Sun Dome Temple theocacies the very definition of hegemony you are demanding? "The Holy Roman Empire of German Nation" marks the end of Germanic independence from Roman imperial hegemony, bringing Germania Magna into the fold of Roman style legislation and jurisdiction (rather than the quaint continuation of Old Germanic tribal laws in Iceland and Anglo-Saxon territories). Same thing in Saird.
  9. She is not dead, she is sleeping. Probably snoring gently, but at least she stopped nagging him. Not Orlanth. He is just full of hot air. Maybe under pressure - we all know how gas cools down when leaving through a nozzel - but cold is not really a feature of Orlanth. His sister Inora got all of that.
  10. Guardian and guarded object may have been just masks of the same entity.
  11. The idea of Empire with benevolent (?) Yelmic overseers has been exported from Dara Happa through the Bright Empire. In the Bright Empire, Hrelar Amali was the seat of Holy Estorex, a Dara Happan missionary who greatly influenced the cult of Ehilm and its role in subsequent Malkionized nobility (e.g. Gerlant's lineage through Nralar) and which may have provided the role model for Safelstran city states. There are Dara Happan-style overseers in all of Old Carmania and along the Janube. Urban and riverine Saird has Dara Happan culture blended with the Ernaldan/Orlanthi society. Yelmic culture, bureaucracy and literacy are as wide-spread. Malkioni talar administration might have been a counter-culture, but at least Seshnela and thereby the God Learner empire was infected by Yelmic notions of administration. Pelorian worship bows to the administration of Yelmic (or Idovanic) administration, too. If you visit a Lodrili or Weeder rite, there will be imperial priesthood overseeing the rites. The Yelmalio cult north of Kero Fin probably has them, too. I am (still) in the process of transcribing episode 29 of the God Learners podcast, and we had a lively discussion about the prevalence of imperial education in the Provinces. Out soon.
  12. The Mostali homeland used to be Magnetic Mountain and/or the Spike. With Jrustela resettled and Slon about to be put back into its place just south of the ruins of Magnetic Mountain (aka Curustus), the dwarfs are working at repairing their homeland. The Somelz initiative is the next step towards that goal. Ultimately, I guess they will want to regrow the Spike, channeling a lot of Chaos through the Chaosium. But basically, both the Decamonies are as much exile communities as are the bigger heretic ones (Greatway, Diamond Mountain, Mari).
  13. Kargan Tor deserting his post on the Spike and Eurmal and Vivamort taking Death from Subere's Vault might be the same thing, framed differently.
  14. Corn is the major crop in the Eel-ariash lands (Oronin, formerly Doblian, Oraya, Tarsh), more so than rice (another Blue Moon adjacent crop, at least in Melib), and presumably more so than wheat and barley. As Hon-Eel is the grain goddess of Maize, this change literally makes Hon-Eel greater. So we have a motive. The red goddess incarnate displaces the mysterious schemes of her blue former self. One of such complexities are the schemes of the highest Lunar theological conspiracies made. Or perhaps the blue moon has voluntarily withdrawn one of her gifts from Peloria now that it is no longer needed, and her sister has cooperated to allow it to happen. Does this have implications on the relationship between the Eel-ariash (and their side lines like the Lunar Tarshite royals) and the Blue Moon? I don't think that any attempt to make the Lunar Empire a monolithical entity with one true doctrine and everybody happily following suit is going to work. Hon-eel is not one of the Mothers, who were based on Blue Moon Plateau-adjacent Rindliddi. How much influence could her cult or the political machinations of her descendents have exerted on the Seven Mothers cult? What is the Carmanian stance on this (with Yolanela playing a key role in the local Teelo Norri cult)? And did the Eel-ariash provide any of the masks between Takenegi reborn and Argenteus, or is Phargentes the Younger their one big bid?
  15. Funghi and molds often consume their host organisms, whether those hosts are alive or already dead. There are a few specimen who form a symbiotic relationship with their host organisms instead, like mycorhyzomes providing the root network of trees with water in exchange for sugary sap, but those are in the minority. There are parasitic plants (mistletoes) or murderus plants (ficus) that prey on or kill their host organisms, too. In addition, there is a chemical warfare going on in forest soils, as well as the race for the most sunlight or ground water, resulting in plants genociding other plants. The Plant Kingdom is anything but peaceful. Funghi are plants of Darkness, which means that consuming others or other stuff is part of their nature. My intention remains to use the (funghal disease) potato blight (which depopulated Ireland during the great famine when coupled to genocidal decisions by the government) as the excuse why so few people successfully grow these tubers, with only moonglow (of either color) counteracting this fungal infection. As a result, we get sacred shrine gardens with assorted moonrock applications protecting the Lunar Tuber from that blight, providing the Goddess's body for Communion with the congregation in the shape of potato bread, doled out by the Teelo Norri cult/7M-subcult. That addresses Jeff's objection against the presence of another "superfood" when the Hon-eel cult successfully re-introduced maize (with its blood rites) as a nutritional game changer. Yes, the sacred Teelo Norri potato bread is highly nutritious. It also requires a comparatively scarce resource and may provide illumination and/or madness.
  16. A keyword like that can be a useful shorthand, although I would still allow modifiers for specialist knowledge (e.g. rowing for that Viking), demerits for rare specialist skils (like composing skaldic verse) and off-brand abilities (e.g. lock-picking). If the character is anything more than a mook to mow down, they should have some distinction. Various levels of Viking proficiencies were what I pulled out of that "sample Vikings" leaflet in the RQ3 Vikings box, a list which served me well outside the immediate setting, too. As a GM I don't tend to over-prepare, so I ad-lib opposition more often than I provide well-prepared opponents. Providing some options for whimsy even with a mook tends to make encounters more memorable.
  17. I apply them when I deem them sensible, but the same or a similar statistical effect can be gained by having them to roll twice, giving them two chances to suffer damage on a fail, or even requiring help while stuck for another roll. You can incur some form of attrition by taking light damage on a success, worse damage on a failure - not necessarily hit points, maybe movement rate, strength, or some other trait temporarily or possibly long term inhibited or even lost. Retrospectively, I think the RQ2 option to train up skill category modifiers (as expensive broad skills) makes sense, although with technical or scientifical abilities a lot of cross-over knowledge would be available. I probably would reduce the number of skills to a much smaller set of broader skills (up to RQ3 skill categories) and then allow specialisations as well as un-specialisation - maybe someone's STEM skill gets better for chemistry but worse for botanics and electronics. Broad skills would be harder to raise, and may meet hardness ceilings which alter the cost and chance to overcome, while specializations (and possibly sub-specialisations) are easier to perfect. Automatic augments (and possibly automatic demerits) might be applied to a skill, too. What dice to roll is up to personal preference - I use 2 D20 for my percentile rolls as I distrust those non-Euklidean bodies abilities to roll. A single d10 roll for the tens would be sufficient half of the time, with the second D10 for the ones rolled afterwards only when it might make a difference. A single d20 roll followed by a D5, D10 or D20 for granularity when required works just as well.
  18. Joerg

    Moon Rock?

    Annilla and He-Who-Moves were the ancestors of the Elder Giants - the bigger they get, the stronger they are. This behavior is entirely mythically reasonable.
  19. You might be off to meet Eldest Kin on a diplomatic mission rather than invade. (If you have to, hire dragonewts...) Trolls and other Underworld demons may experience the transition differently from Surface World mortals. And there are places which are both within Time and in the Underworld, like e.g. Alkoth.
  20. Basically, these are Jaldon's games, the excuse behind the scenarios in the Nomad Gods board game.
  21. Kyger Litor dwells in the Underworld, outside of the realm of Time.
  22. No date is given. Derik led his counterstrike against Jaldon sometime in the 1420ies, around the Battle of Quintus Vale, His exodus would have started after it. Without the Pol Joni horsemen as a screening force I don't see any Quivini moving into a town in the eastern foothills of the Storm Mountains. It is possible that it took Sartar's intervention outside of Old Pavis (Thieves' Town, now Badside) to start Barbarian Town. Not sure whether the location was the same or different, but the situation was different in Harmast's time when the Verge was a plave out of sight of the unholy alliance between Palangio and Lokamayadon. Barbarian Town is a service center rather than a refuge. There was The Battle of the Verge which saw the death of Lokamayadon, but that may still have destroyed whatever infrastructure the refuge may have had. The original settlement by the Berennethtelli survivors may have been rather hidden (although how to deal with the necessary smoke is a question that may forbid hidden settlements, especially when Air magic is suppressed). Earthen ramparts, possibly with wooden facing, with palisades on top, drystone (or even Murus Gallicus). Wood for construction is relatively scarce east of the Storm Mountains and hard to transport away from rivers. My head count for residents would be in the 500 range rather than the 800 range. No Sartarite road leading there, not even secondary, as there is no resident population for upkeep on the way. (The Pavis Road doesn't really qualify as a road by Sartarite or board game standards, either.) Fewer people, way fewer resident cattle and horses, but cisterns for emergency situations. Sieges in Prax are hard. Hard to tell. This part of Prax was in the range of the flooded area east of Kethaela and Dragon Pass, so the water precedents may be difficult. Barbarian Town is not a Praxian Oasis with its own water spirit, but a border place of the hill country with minor run-off from the mountains and possibly minor underground aquifers. The Pol Joni are not known for strong skirmishing power, but given the lack of a skirmisher unit for the Dragon Pass Sun Domers, their lack in the Barbarian Horde of the board game doesn't tell us much. Slings are good for defending ramparts, too, as are javelins. Might as well be outside, the horse worshippers are nomadic after all.
  23. Not sure about mangrove monocultures in the marshes - not really compatible with bloodbirds and guardian cranes. While I personally am utterly unfamiliar with the landscape, Chesapeake Bay offers a good parallel for the types of terrain from what I read.
  24. Joerg

    Moon Rock?

    I wonder whether moon rocks from the top or bottom pole would be at half strength all the time, or whether moving them takes them into tune with the roving searchlight effect.
  25. Also Garrrath Sharpsword winning the Garhound Contest a few years before Melisande's Hand.
×
×
  • Create New...