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Manu

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Posts posted by Manu

  1. I played in Sartar for years. It was quite easy to imagine chat could be opponents in adventures in Sartar and Prax : Broos, scorpionmen, Tusk rider, all other haos, prax tribe, Undead in the marsh, Lunar, bandits, ...

     

    But I have more difficulties finding this in Umathela : Lascerdans are dead, Vadelis are defeated, no chaos, ...

    Then except a skirmish from Orlanthi tribes, what can give challenges to the PC (on the combat side I mean)? What are the big threats, monsters, dangers?

    • Like 1
  2. I don't understand why he has no access to the common rune spell Heal Wounds'? He has the Harmony rune and heal/cure spell have this rune.

    Traveling is dangerous, There could be stage accidents, ...

    Why not all common rune magic like all cults (except Yinkin)?

    And I can easily see Chalana Arroy give Donandar 'Harmony' spell to calm an angry crowd (after a bad performance? Or in order to have all the audiance attention?)

    • Like 1
  3. 1 minute ago, jeffjerwin said:

    Dryads (viz. Tarndisi among the Colymar) probably lead human worshippers for grove-based worship, but she is probably assisted by Ernaldans with a lay membership in Aldrya (Ernalda is Aldrya's mother, according to Heortlings). Aldrya's main focus among humans is for forage and for the cutting of dead wood: berry-pickers, charcoal burners and woodcutters... and learning the Elf Greeting so Aldyami don't attack.

    My player want to be a wood specialist in order to select the best wood for building boats. With all the respect to the Forest and Aldryami needed. Aldrya seems to be the perfect choice...

  4. 38 minutes ago, PhilHibbs said:

    Maybe the human worship relationship to Aldrya should go through another cult, like Argan Argar for human darkness worship.

    Is there any 'forest' cult for the humans? I thought that Aldrya with its strong connection to Earth would be human friendly

  5. 3 minutes ago, PhilHibbs said:

    There might be a prerequisite that involves cutting your tie to the Beast Rune and acquiring a relationship to Plant instead. Or in addition to, maybe a 3-way man/beast/plant split that all add up to 100. Gain 2 in one, lose 1 in the other two. You'd need a Plant Rune rating to cast most Aldrya magic, for a start. (that's going to be a challenge to my spreadsheet...)

    I like the idea of 'cutting the link with the Beast rune'

    But then, what could be the behaviour of the plant rune?

    Beast is : To be strong with the Beast Rune is to be bestial, savage, feral, wild, and untamed. Such adventurers are uncomfortable in cultivated lands, preferring the wilderness
    Plant  could be : Patient, emotionless, wild, unforgiving. And also quite unconfortable in underground area

     

    But I have no idea how to 'play' the cutting the link with a rune? Maybe as you suggested, opeing the trio Man-Beast-Plant, then increasing the plant and rune in order to put the beast to 0

  6. 15 hours ago, Thyrwyn said:

    According to page 175 of the book, the Alchemy skill is a cult secret of Chalana Arroy, Lhankor Mhy, and certain Lunar cults. YGMV

    OK, but in the same book, in the 'healer' occupation, you have alchemy +10 and possible cult : Eiritha. !!

    And I would easily see a alchemist selling herbal preparation and more for more than just curing. Potion of Fertility for Ernalda temple, powder to sharpen swords for Warriors, Potion to mimic animal odor for hunters, ...

  7. 1 minute ago, PhilHibbs said:

    I think that is "No, with a but". The headline is that only Aldryami can use Elf Bows, and if any non-Aldryami even touches one, it withers and dies. However, there are always exceptions, there are always ways to break the normal rules.

    Maybe he has to make a quest to find the seed (a HeroQuest???), plant de seed, take care of the plant, harvest the bow himself

  8. The more I read this post and think a bit, the more I like the idea of a shadow Caracal, Shadow Panther or something similar. There are plenty of cats all over Glorantha. Shadow cats are linked to Dragon pass. But I"m sure we can find a similar myth in Umathela with other type of cat

    But I like the idea of the mongoose. But more a 'pet' of the god of the house, protecting the house and children against dangerous animals.

    Or simply trained animal.

  9. I have no idea if a shadow cat exists on Real Earth. But if it is a fantasy animal created, the we could do the same with a mongoose? The House Mongoose? The thunder Mongoose? ;)

    And it could fulfill all the needed tasks, ans also the venimous animals hunting (to protect the home of the Orlanthi)

    Anyway, I like the idea... ;)

  10. It seems that many of us likes the idea the Yinkin should be replaced by Mongoose in Pamaltela (at least Umathela), I'm looking for stats of the animal.

    Can I find it anywhere in old publication?

  11. I like the mongoose too. And in Umathela, the Myth may vary, as Yinkin is the half-brother of Orlanth (from Kero Fin). As the moutain here is not Kero Fin, the Half-Brother could be Mongoose (and save the same purpose as Yinkin serves in Dragon Pass)

    • Like 2
  12. I spend some time thinking about all this.

    And I came up with an idea. But I'd like to have your point of view on this

    As on the coast, there is a lot of Malkionists, and few people worshiping Storm gods, I thought that some subcults of Orlanth /Worlath, Issaries, .. would emerge with some Sorcery in it. A little bit like Lankor Mhy has access to Sorcery.

    For instance, Orlanthi warriors on war galley would worship a subcult that can give them access to some Sorcery spells (I don't know yet if it would be Air/movement spells, or Water spell, as the rune chosen to master has no direct link to the Rune of the character)

  13. In RQG, the characters are supposed to come from Dragon Pass and around

    But if the characters are coming from an part of Glorantha where sea is very important. What should change?

    If I want to have a pirate, I thought of taking the bandit and modify it slightly. I would remove track and hide and add Shiphandling and boat. Change Lore(Plant) to Lore(Sea)

    Or take the fisher and modify it

     

    For Merchand and Noble, remove horse riding and add Ship-handling

    Any other skill you think should be added for these areas?

  14. On 10/17/2018 at 11:55 PM, Mark Mohrfield said:

    In addition to the other arguments, no pirates would make Umathela a less cool place to have rpg adventures.

    I totally agree... But where can they come from? Outside Umathela? Or just some small pirates living in small villages outside the control of the big city-states?

  15. The North of Pamaltela est a very long coast with lots of harbour et merchand ships

     

    In Umathela, the mermen are masters of the sea. Every boat has to pay a fee to use the sea.

    Does it mean that there is no pirates? Is saw nowhere any trace of piracy in this area (in the GoG).

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