Manu
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Posts posted by Manu
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11 minutes ago, PhilHibbs said:
The problem is that there are several possible options for a lot of spells. Palsy could be Dispel Movement, Tap Movement, Summon Stasis, Combine Stasis Man, etc.
Another thing to think about from a game balance perspective is, what runes are more or less useful than others - until a rune has enough of a variety of spells for it to make it a worthwhile choice, it's dead end for a player to choose.
Has anyone made a spreadsheet of sorcery spell rune usage?
I did.
And this is exactly why I did it. I don't want my player to select sorcery, select his rune from his background or from the way he sees his character, and then come to me frustrated as there is nearly no spell he could use (knowing that Sorcery is very long and mp consuming).
They know it is a a difficult path, to be a sorcerer. But it must be fun also.
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It make sense...
For Sedalpist, one really missing is Palsy. It can easily be converted from RQ3 to RQG.
Command and Man
Same description.
Meanwhile, I'll try to create the needed sorcery spell while I wait for more from Chaosium
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Some of my player may want to play a sorcerer (In Umathela, there is plenty)
Well, the I looked at the existing spell (in RPG)
I thought that some sects could focus more on some runes. The very classic 'fire mage'. But for instance, a sect of sorcerer more focus on Truth (like Lankor Mhy) or illusion, or any other rune
When I do the math, the most described spells runes are Truth and fire (10 and 11 occurences). From the elemental runes point of view, I have 8 water, 5 air, 4 darkness and 3 for moon and earth (with the common spells)
On the other runes, I have 7 for illusion Runes, all the rest are 4 or less
I know that we can easily create spells ourselves. But why are those spells focused on Truth and fire (and water) and not the other runes?
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I started to do a family history for characters in Umathela. Just the Grand-parent at the moment. But I'd like to have feed back from you before I go on.
1561 Grand-Parents were born
1585 Vadeli invasion
1-10 : Not present (nothing)
11-20 : PresentSailor, Noble, priest, warrior : +5
1-10 : survived
11-15 : Killed. Hate (Vadeli)
16-20 : Killed with great glory. +1d3% reputation, Honor passion, Loyaulty (country)1591 Umathela ruled by Vadeli
Slave : -5; noble, priest, .. +5
1-5 : Sacrificed to the Vadeli: Gain hate (Vadeli)
6-15 : normal year
16 : died of natural cause
17-20 : Made good business with Vadeli : Gain 1d6*100 L1594 Battle of Oenriko Rocks
Komarkan, Sulauz, Humaz, Komarkan, Kallima : -5
1-10 : Not present (nothing)
11-20 : PresentSailor, Noble, priest : +5
1-10 : survived. if Cerngoth -> Expell Vadeli
11-15 : Killed. Hate (Kareeshtu)
16-20 : Killed with great glory. +1d3% reputation, +5% Orate, Loyaulty (Country)1594 if Cerngoth Nikosdros : expel the vadeli garnison
1-18 : Survived. Withness Patriach gain power (Loyaulty (Patriarch))
19 : Died in battle
20 : Died with great glory. Honor, +1d3% reputation1598
1-10 Normal year
11-15 Feud : You participated to a succesfful feud with one adversary (Other mechand, other clan/tribe, other gang, other guild,...) You gain 1d6*100 L
16-20 Feud : You were victime of a feud from one adversary (Other mechand, other clan/tribe, other gang, other guild,...). Hate (adversary)1601
All except Sulayz : +5
1-5 : Fight Mostali with Aldryami
6-15 : normal year
16-20 : participate to a Ceremony with Aldryami. Gain Devotion (Earth cult) if deity is Earth.Fight against Mostali
1-10 : Survived
11-15 : Killed. Hate Mostali
16-20 : Killed with glory. Honor, +1d3% reputation -
Where do you get the information on Skovari/a and Drogarsi?
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18 hours ago, jeffjerwin said:
Here's my attempt:
Thanks for the reading. It is a good start for my player (until the official version comes up).
But one more question : Donandar is Illusion. Skald are Truth. What is the Skald God in the Orlanthi Pantheon?
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Hopefully this cult will be in the Cult book, but any idea of the cult skills, passions, Spirit and rune magic?
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In the bestiary, there is a description of an Agimori. But the description is the Agimori of Prax.
Are the Doraddi as an Agimori (from the bestiary)? Do they also have 100% Sky Rune?
And what about the Fonritians or any other 'crossbreed'? Which stats should I use?
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I think the 2 skills are independent. Peacefull cul is a magical ceremony (not in the technical way, but in the spiritual way).
Butcher is just cutting meat
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About the fishermen : The farmers have Barntar as God, what do the fishermen have? Is there a God of the fishermen in the Orlanthi Pantheon?
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Back with my Umathela questions...
In the GoG, in Umathela, they say that the main Gods are the Invisible God and Orlanthi pantheon. But there is a lot of people living by the sea. And I'm always puzzled not to see more Sea God worshiped, as a lot of people are living thanks to the sea (fishing, sailing, ...). I would have imagined that the seamen would worship heavily sea Gods.
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Then, if I try to summarize....
There are at least 3 Storm gods (Worlath (close to Orlanth), Baraku (may be more like Storm bull) and Coalot (And Tyloque?))
We have a equivalent to Humact (Humct)
We have a equivalent to yelmalio/Helmal (Ehilm)Nothing (yet) of the equivalent of Issaries, Lhankor Mhy, Eurmal, Chalana Arroy, Odayla,...
Ernalda is present but mainly the Aldryami side (like Babeester Gor)
Most probably myths are very different here.
No Lightbringer Quest I imagine
Life is not easy if I want to start a game in Umathela (Except taking Dragon Pass cults and putting them there...)
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I like you both... So passionate in your discussions!!! But I'm afraid that I can't always follow you guys....
But thanks for all the info
If I only take the Guide (I don't have the other sources you have) :
In Nikosdros, there are temples to Orlanth (not Worlath), Lankor Mhy and Issaries (And Dormal... Meaning that many sailors are worshipping Dormal and not the Invisible God)
Tortrica has a ruling dynasty of Orlanthist (and Issaries)
Janamal (Kallima) : Temples of Babeester Gor, Ernalda and Issaries
Ordruvela : largest temple of Ernalda
The Guide also said : The revolt of nature against the God Learners brought ruin. The start of their downfall is marked by the False Gods Revolt of 901, when priests of Worlath, Ehilm, and even Jogrampur (an imaginary deity invented in a God Learner experiment) displayed effective magic and destroyed the University of Yoranday.
I imagine that there were a cult to a sum god at that time
It seems that in the Guide, Orlanth is Present in Umathela. Worlath is just described as a 'false god' (even though it 'gains' power at the revolt.)
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8 hours ago, GianniVacca said:
According to the Guide (p621) Orlanthi worship in Umathela is no different to Genertela. Then by closely reading the gazetteer you can spot a few minor differences (e.g., worship of Tyloque, p637).
Tyloque is only mentionned once, as the son of Orlanth. Pretty weak reference to make it a cult in Umathela. But why not.
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Worlath and Baraku could be the same 'god' ? Worlath more as the standard Orlanth cult, Baraku more 'Orlanth Adventurous' mixt with Eurmal?
I kind of like the idea...
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In Umathela, 50% are Malkionists (Sedalpists for most), 50% are Orlanthists
Except Orlanth and Ernalda, what are the other 'common' cults?
Humakt seems appropriate.
As I would see that most of the big business is in the hands of the city merchand princes (Malkionists most probably), I would say that Issaries is quite small and only in the villages.
Chalana Arroy should be present
Lankhor Mhy? Again, big university are in cities, hence mostly in the hand of the Malkion Wizards
Maran Gor? Babeester Gor? To protect the Earth temples
Eurmal? In the villages (or every where as they are always every where... )
Storm bull? Not so much Chaos in this part of the world...
Yelmalio for those closer to the elves.
Odayla for the hunter
Some worshiping Aldrya?
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I imagined (but my ideas change) that he would be from a noble house of merchand, with a great fleet of vessels, lots of slaves and employees.
He could have a wizard tutor (hence knowing some sorcery) but destined to be the next 'Man of the House' (or woman of the house...), therefore he needs to be from the noble class (or can they be both?)
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On 7/27/2018 at 1:31 PM, Crel said:
Rules-wise, I figure you'll have to expand on the RQG Sorcery as written. IMHO it feels pretty incomplete (but I'm used to a massively houseruled & overcomplex version of Petersen's rules, so grain of salt). Mechanically, it makes sense that movement toward enlightenment could be represented through increased growth toward the Man rune, and maybe the Stasis rune as well. If there's a Law rune, perhaps acquiring % toward that would make sense, representing complete mechanistic understanding of the world, sans the control of it implied in Mastery (which also has all sorts of theistic implications, I think).
Forbidding some runes should do the thing. No death rune, no movement rune,... And prefered runes : Man, Statis, Law, maybe fertility...
As I looked at the already existing spells (from RQG), is Castback accepted by the Sedalpist? What about Dominate spells?
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On 7/27/2018 at 12:05 AM, metcalph said:
Now the character will generally follow a ritual (the Seven Steps of the Goddess being the best described example) and will use sympathetic magic (p338) in order to aid his chance of success.
P338 of which book?
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Whouaw, thanks guys for all the answers and ideas (even if I'm not sure to understand all posts...)
On 7/27/2018 at 1:43 PM, David Scott said:Are you meaning that one of your players will choose to be a philosopher and join what according to the Guide, is another school of Malkionism? Rather than one of the other occupations?
I think it would be more like a merchand's son, someone important in the city. He wants to follow the ways of his father (Sedalpist) but need to go to the outside world (adventures) in order to understand the world and create new business (with some friends/ hired mercenaries / slaves)
Also, I really don't see why Sedalpists could have deadly magic against other non-humans. It seems that most regions of Umathela have good relationship with Aldryami and Uz are quite far and doesn't seem to be a big problem to them (Fonritan are the biggest enemy for them). Hence I won't take Sandy's version of this sect.
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I'll start very soon a campaign in Umathela, where the Sedalpist are numerous. And most probably one of my player will play one.
It is said (in the Guide) that :
Sedalpists have incorporated many of the meditative techniques of the Cult of Silence, and seek to attain a state of Perfect Reason through meditation
How could I translate this into game play? There is no 'mysticism' in RQG that could fit.
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In the Guide, at the Umathela chapter, the list of population list the different kingdom/region/tribes. All are listed except the Ediruss Kingdom, East of Cerngoth. But the Kingdom is well int he maps (Page 624) with a population of 230k (not a small region)
Is there a reason? Or is it just a error of the Guide?
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And Prax is missing too.
As a rule of a thumb, what is right? The participating homeland or the modifiers?
Some data on sorcey spells
in RuneQuest
Posted
How can I see the 'version' of the pdf I have?