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Manu

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Posts posted by Manu

  1. 29 minutes ago, lordabdul said:

    There's also a neat "language tree" in the RuneQuest rulebook, showing the various main languages and how they relate to each other in one fancy (possibly too fancy) drawing. It's limited to the RuneQuest starting homelands though so there's no mention of languages outside of Central Genertela.

    The problem with language tree of the rule book (like alas maybe the whole RQG presently), it is totally centered on Dragon Pass. And if you play somewhere else, there is few things (or needing a lot of digging). That is the reason why I ask if someone did already the job.

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  2. I'm not sure if it should be here or in the Glorantha section...

    Has anyone make a list of all Gloranthan languages, where to find them and which languages are related? Because the language information is spread all over the book. And for a traveler, it could be interesting to see that they can understand what others say, even though they are foreigners.

  3. I always have a problem when my scribe has to check if he has some knowledge on historical/mythical information. I'm playing in Umathela and they disscover ancien Artmali ruins and other ruins from the past.

    Homeland lore seems too 'present' and Cult lore too 'cult related'.

  4. Ok for a Myth point of view. But for a game point of view, 1 rune point for 2m diameter, it is crap. As it reduce the visibility to 1 m.Therefore, you are visible. Or you need to spend 2-3 rune points (or even more) to make it useful. Shield 3 is far more useful then.

     

    I understand that spell should be backed up by myth, but the area of effect (or the power) is more related to game (and fun). This spell is not fun. Neither is he useful.

  5. On 3/13/2020 at 12:19 AM, Ultor said:

    I’ve played it as spirit combat, working out the skills and damage as normal (double POW to substitute for CHA). I give disadvantages of 20% according to the rune wheel.

    It is a glaring omission for higher level play, when combatants are going to be hurling elementals at each other.

    I like this idea. Can you explain how you use the rune wheel?

  6. I'll send soon my player to Jrustela. And it seems that there is a lot of Vadeli there (brown and red). Any idea of the stats for these races? I imagine that the brown are very similar to humans (maybe more intelligent). But the red?

  7. Sorry but I still can't see how to handle it. Isn't it a generic rule on how it happens? What is Darkness against fire? What is air against earth? What if any one of them against any one of them? Because the combat description is totally referring to humanoid life.

     

    They don't have spirit combat skills and spirit combat damage. They don't have 'generic' damage'

  8. I have a player with a fire elemental. They will meet soon an enemy with a water elemental.

    If one send his elemental against the other, how do we play this. Fire elemental cannot be drowned. Water elemental cannot be burned.

    For a general point of view, if 2 differents (or the same) elementals fight, how to play it?

  9. it is said somewhere in the Guide that Waertagi used Giant crabs to raid coastal regions. Where they 'allies' (meaning with some intelligence) and just war pets (like we use elephants, horses and more during war)

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  10. 10 minutes ago, Sir_Godspeed said:

    This is unfortunately a long-ish way for me to say "I'm not quite sure, really, he sorta just came out of the blue for most".

    Thanks ;). I was hoping of some myth to send my player on a heroquest and reconnect to Tanian and that could help them fighting the malasps. But I'll come up with my own myth then (And no I don't have the eleven lights)

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  11. On 2/26/2020 at 6:36 AM, davecake said:

    It definitely implies that Tanian has received no active worship from the end of the Second Age until then at least. And that there are probably other methods of reviving dead religions (including Tanian)

    Lets say some heroes want to find a way to worship Tanian in order to fight merfolk. How to worship him? Which pantheon should He be part of? What kind of magic could he provide? Any myth?

  12. While thinking of my next campaign, I was wondering...

    There is a lot of land-dweller in Glorantha. Most of the races are walking

    There is also many sea creatures.

    But nearly no flying creature. Which is weird as the most powerful gods of all are the gods of middle air. But noone is living there (ok, some but very few). Why?

  13. 3 minutes ago, Jeff said:

    This is a very good point - and the reason that the Watergate dominated the seas for the First Ages. Now what the God Learners did was summon Tanian - the god of Celestial Water - and lit the waters on fire. The Waertagi and their mermen allies were defeated - the Waertagi forced to retreat to the furthest waters of the world, and the merfolk largely avoided the Middle Sea Empire. Until the Closing of course, when the merfolk had their vengeance.

    Is it still possible to summon Tanian (or worship him and gain some power to kight the merfolk)?

     

    Is there some myth of orlanth (or other land dwelling race gods) that people can reenact in order to gain some powers to fight the merfoks (here I talking about Heros)?

    6 minutes ago, Jeff said:

    The Holy Country are allied with the ludoch, but have trouble with the malasps and related merfolk. The usual human approach has been to ally with friendly merfolk or to pay tribute to unfriendly merfolk. But no seagoing nation operates in total defiance of the merfolk.

    What kind of tribute malasp would ask?

  14. I wonder how humans can fight against merfolk (at sea)?

     

    It is easy for the merfolk to sink a ship, then to slaughter the sailmen (as many of then barely can swin anyway). But I imagine that with the time, human sailors have put in place some tactics in order to have a chance against them.

     

    On the other hand, if the merfolk want to keep the boat afloat (to have some prisoners or to loot the ship with probably loosing some of the ship content), how would they do?

  15. I need some comments on these sorcery spells

    Slow (Summon, Stasis)

    This spell double de SR (Melee SR or Dex SR) of any action of the target (if POW vs POW fails). The target could not act at all if the Melee SR + weapon SR is more than 12.

     

    Solid water (Combine Water, Stasis)

    This spell makes a surface of water totally motionless for 3 cubic meter +1 cubic meter/strength of the spell. It become solid enough to block a passage (str = 3/strength of the spell) or to walk onto it.

     

    Create wall of water

    As the wall of flame but with water (no possibility to light anything, but everything is wet afterwards)

     

    Please comment if you like

  16. I had an idea... Why do disease spirits attack humans? Why not doing a covert possession (or even full possession) on animals (like horses, donkey or even chicken, sheep, ...). it is a lot easier (they should have very low spirit combat) and as they are close to humans, it is easy to contaminate. And every animal infected that dies (it can be quick) creates a new disease spirit.

  17. 3 minutes ago, g33k said:

    How much of it will cover Esrolia outside of Nochet, does anyone know?

    Or has this info been decided yet?

    I didn't talk about this with him. But I'll see him in Switzerland in May (the Hydriade convention) and I'll try to have more information ;)

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