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Everything posted by jajagappa

  1. One step ahead of them? 😉 There's a one-page writeup on the Rising of the Culbrea in the HQ1 Orlanth is Dead book (p.52) which is useful for this case. You can get a pdf of that for $4.95 at DriveThruRPG here: https://www.drivethrurpg.com/product/12431/HeroQuest-Sartar-Rising--Orlanth-is-Dead If she's trying to recruit or gain aid from the Culbrea, most likely they can find her at the tribal center of Fox Hollow. This is where you'll find King Ranulf Turn-tail, who surrendered to the Lunars during Starbrow's Rebellion. The question is whether Kallyr actually believes she can get anything from the Culbrea, or whether she believes that he's simply a coward and Lunar sympathizer. Can Cinsina clan members succeed here? Probably not. Remember that Auroch Hills is King Broyan's battle much more than Kallyr's. Kallyr aids him, and brings Sartarites and rebels to join him, but he's the driving force. Also the battle is still two seasons away - right now they are looking to survive after the failure of the Sacred Time rites. Yes, they are likely in hiding - there are likely still Lunar patrols (perhaps seizing grain supplies from "enemy" and "rebel" clans), and there are trolls, ice demons, Telmori, etc. that might hunt her (in an effort to put out her starlight). Also Culbrea is not necessarily hostile to the Lunars - yet. But friendliness to the Lunars likely isn't doing much for the Culbrea during the Great Winter either. Probably not, but there are likely whispers and suggestions that this is what comes of aiding the Lunars - much grumbling amidst the clans. Raiding the reserves of other clans. Taking grain, cattle, pigs, sheep - anything still alive that's edible, or anything likely to aid in survival. The Culbrea are likely turning to the Two-Pine to help collect tribute, or goods, that help their whole tribe. If you play out the Colymar scenario, that nominally happens in 1618-1619. Whether or not the events and effort happen or not is up to you for your campaign. If the Colymar do not undertake it, perhaps Branduan of the Lismelder does. Whether anyone succeeds is a significant question as it requires a quest deep into Hell. An important aspect to have in mind though, is that the quest in all probability does not bring Hofstaring "back" in body. They have saved his spirit, and his spirit is strong enough to leap out of Hell and enter Orlanth's Storm Hall. He will in all likelihood be a hero/spirit cult that the Culbrea now worship if the quest occurred and succeeded. If someone did succeed in the quest, then whoever that is will have an "in" with the Culbrea tribe.
  2. As I've had a couple of duels in my games where there were agreed upon terms, it definitely happens in my Glorantha. May vary with others. My Yelmalions and Humakti are prone to highly ritualized (and defined) duels. Others, not so much. But it's also quite possible to have the duel you note, where they have agreed to forsake magic, the hero is down, and invokes Orlanth's Lightning to blast his opponent, and the hero wins. Did the hero fight Honorably? Not by the conditions of the duel - automatic bump down in Honor, and automatic bump up in Reputation. Did the foe get killed, the foe's clan demands weregild, and quite possibly a feud is begun.
  3. That is likely correct for something on a weekly basis. It's short(er) duration. You gather at the temple, the priest or god-talker invokes the gods and the sanctity of the ground, offerings are collected (e.g. votive statues are placed), and prayers to the deity are made (sacrificing MP's). Then the priest tells one of the sacred stories (rather than fully engaging it through re-enactment). Perhaps spirits of reprisal are called upon as reminders of duty to the gods. And services conclude. It's still feasible that something more eventful happens - someone is seized by a vision, a spirit ally appears and calls for help, etc. The major holy days will differ: longer duration (typically a day, which may or may not include the night before as that is part of the "day"), invocations that call forth the Godtime (and separate initiates from laity) within the sacred ground, re-enactment of ritual stories/myths, etc. All of this "connects" the temple and worship ceremony into the broader "web" of the Godtime. I think this misses the immanence of deity - that understanding that the deity is present (though constrained and separate from the mortal) in the mundane world as well as the divine. Orlanth's breath blows through, Ernalda's fertility is right beneath you, etc. Even regaining rune points is likely a feeling that the deity has entered you, personally, and that you are once again whole and one with your god.
  4. Good luck with that! My HW Narrator's Book is well broken at this point - that small book format did not lend itself to long-term use.
  5. I believe that Jason commented somewhere that both Armoring and Strengthening Enchantments were dropped as they were considered "broken" (or perhaps just made PC's too strong). Whichever, I don't believe there are any plans to bring back, but certainly can add back in for your own game.
  6. The Gods book will have more on Annilla/Blue Moon, and Tolat/Shargash. Some of the Annilla content was in the old RQ3 Troll Gods book. Most of the Missing Lands content should be in the Guide, so don't think you are missing anything there. Not that I recall. Blue Moon and Tolat/Shargash coming in the Gods book. Until then, only the old RQ3 Troll Gods book had anything on that. (And a couple Blue Moon troll assassins in the RQ2 Trollpak) See Herve Carteau's work in Rule One on the Loper people here: http://ruleonemagazine.com/Iss10/Zaranistangi.php
  7. RQ3 had already done so. It was one of the natural pieces to carry forward from that version.
  8. I do as well. In my game, once cast, you've lost those Rune Points permanently, and the spell is gone too.
  9. Here's some thoughts that blend together a few ideas: to survive the Great Darkness, the Inhuman King (a True Dragon) went to sleep (or one could just surmise that it was bored, sleepy, or any of another draconic states). it was the True Dragon that awoke and ate the curse directed at the dragonewts recognizing the kindred draconic spirit, the Inhuman King of Dragon Pass "surrendered" to Gbaji and let Palangio take dragonewt mercenaries to the west the dragonewts betrayed Palangio and aided Arkat as part of the effort to "liberated" their Inhuman King - they succeeded (and being liberated opened the path for the next Inhuman King to emerge) the next Inhuman King awoke/hatched within the new, restored nest of Ryzel - it was the one present when the God Learners came when the God Learners "switched" the goddesses, it was the Inhuman King that freed her so that she could roll over (and conveniently drown all the lands up to Ryzel) - whether this Inhuman King passed on at that point, or did so during the later Dragonkill (joining the dragons that descended upon Dragon Pass), is immaterial the Inhuman King that joined the Dragonkill passed on to free itself from its worldly entanglements - a new Inhuman King awoke/hatched around that time and has been there since (perhaps) and was the one encountered by Castelain.
  10. That's one reason I find the character background useful. It's an exercise in the players making some investment in the world.
  11. It depends on what the duelists agree to. In my campaign, there was a ritual duel with a Yelmalion Rune Lord. That duel explicitly forbade the use of magic. I'm sure other duels do not as in the Humakti example noted above. (And there would be cults like Zorak Zoran that would laugh at the idea of being bound to not use magic.) That will also depend on what is agreed to. I had one recently go to 'first fall'. I'd just make it appropriate to the situation/game.
  12. seems too "human". Of course, trade in general may be too "human" and creates entanglements for future dragonewts. Far more likely from the dragonewt perspective it has to do with ritual, individual progression, and the like. Castelain "just happened" to arrive at a point of a specific ritual when they were "casting out" the "blood" of the brood. He thought they were arranging a trade. He accepted the bargain without knowing what they wanted to aid their ritual. But the ritual evolves and changes, based on the thoughts of the Inhuman King, so the strange requirements are always different (perhaps nearly impossible to get in some years, and then perhaps the dragonewts go on a ritual hunt). No need for any of it to be logical, to have any humanly understood meaning, etc.
  13. Nothing to do with draconic magic in my mind. And not sacrifices to their way of thinking either. Maybe they serve as unusual foodstuffs - things that make their scales color in particular ways (after all, why do humans want colors from insect parts?) or enhance their draconic dreams. Maybe they think of them as "seeds" from which the left-handed path will grow. Maybe they capture the sounds and songs and cries of humans in special "jars" so they can blend and mix them in the future to accompany strange dances with the spirits of particular passions. With dragonewts you have to think weird, bizarre, and totally "in" or "un" human.
  14. I don't either. It's a human thing, and the Ryzel dragonewts are unlikely to be focused on something so mundane. GtG p.76: "Some theorize that there are secret dragonewt roads between it and the Dragon’s Eye." This may or may not be true, but given the minds of the two Inhuman Kings may naturally reach to each other (since they are True Dragons), such "roads" may reflect this state. Consider them "dream dragon" roads, that fade in and out of reality depending on whether either Inhuman King has a thought to reach the other for whatever draconic reason. That seems to likely be the case. Or,... as is said a True Dragon awoke and ate the curse, but hid that truth away from Gbaji. The dragonewts were offered as servants/slaves/mercenaries to aid Palangio. But there was a secret goal to refound Ryzel and restore the eggs there. Typical dragonewt "betrayal". Their agenda is completely different. They slaughter some part of Palangio's forces, allowing Arkat to enter or pass through Slontos. And then they disappear and go about the work they intended. Yes, as the Guide notes: "The city must annually pay an often extremely eccentric (or so the demands appear to humans) tribute" - a tribute which can be "humiliating". I'm sure it differs every year. One year it's the beards of the men of Jubal. The next it is the left pinkie finger of every eldest child. Or the sound of every citizen of Jubal howling for an entire Wildday night. Or ten thousand drops of dew collected only from blades of grass. As the Guide notes: "Kaxtorplose was famous for its resistance to the Bright Empire during the Gbaji Wars, holding onto its independence until the arrival of Arkat." I would guess that at some point Palangio would have set the dragonewts against Kaxtorplose. And if the dragonewts betrayed Palangio, and opened the path for Arkat, it would have occurred here. And there may well be secrets or records hidden there, or secret knowledge passed down from leader to leader about some ancient promise or curse made by the dragonewts. Quite possible. Or, the GL there, as you mentioned, experimented with anti-draconic magic there, and the dragonewts helped destroy and seal off those places.
  15. jajagappa

    What is canon?

    And that to which (official publication) writers work to.
  16. IIRC the Blue Moon is a strange one. It might climb up the "outside" of the Dome before plunging downward, but don't have my sources right at hand.
  17. jajagappa


    They can't act freely, but they can be what they are. Displeased Orlanth? That windstorm just blew the roof off your house. Displeased Ernalda because you've been brawling in her fair city? Oh, she's withdrawn her protection against Mallia from you and your kin. The gods still have some potency in the world, not just spirits of reprisal.
  18. Every initiate into adulthood (at least those following the rites of Heort) experiences this to some degree. And it is likely repeated in every community during Sacred Time.
  19. Cults of Terror p.17 "Against the trolls and dragonewts the cult was harsher. The god Nysalor’s armies carried war to the gates of the Castle of Lead, but instead of storming that impregnable fortress, the god cursed his foes, and the light of his curse shriveled their children. The descendants of Kyger Litor everywhere afterwards suffered the Trollkin Curse. The dragonewts were conquered and became mercenaries for the rulers in Dorastor." Trollpak p.18 "Gbaji then sent a great curse against the trolls and the dragonewts. A true dragon woke for a moment at the curse, and he devoured the energies, so his race was not troubled..."
  20. Which part of the Sky Dome?? There is the dome through which the stars appear. This is the "lower" dome and is what is blanketed by Xentha every night. The planets and Sun cross the sky below that. Above the "lower" dome is the Celestial Realm. This is the world of Sky beings and is always light (i.e. Night occurs below it, so no night here). There are forts around the star holes to guard against intruders. It includes the Celestial River, the Celestial City, etc. (i.e. the Constellations reflect the parts of the Sky World above). Then there is the "upper" dome which is where Dayzatar and Ourania dwell. Dayzatar guards this from the forces beyond which is the roiling Chaos.
  21. Yes, long-time RQ player and have been running RQG for 2+ years now. Love RQG. Really love the addition of Runes, Passions, augments onto the core game. Bad/Ugly? Some text in book unclear or confusing. Most of that has Errata, Fixes, or else extensive discussions in these forums. Nothing that has prevented me from playing or enjoying the game. Magic. Spirit magic is simplest. You learn the spell and you manipulate a small change in the world. POW x5% roll to cast. Expend Magic Points for the spell. And in some cases overcome target resistance by making POW vs POW resistance roll. Rune magic is more powerful and is channeling the power of the gods. You need to have sacrificed POW for Rune Points in advance. Rune % to cast. Expend # of Rune Points for the spell. In some cases overcome target resistance by making POW vs POW resistance roll. As others have noted, Sorcery is the most complex to work with. Some ignore or just don't have characters that would use. You need to learn specific Runes and Techniques (note these are not the same Runes as your character has, but ones you've learned to manipulate). Once you know those, then you can learn Sorcery spells associated with those Runes and Techniques. You get a starting % to cast the spell (to which your magic bonus may be added). You expend Magic Points to manipulate the intensity of the spell (strength, duration, range), and in this way it is the most flexible in use. If targeting a foe, you still must overcome their resistance by making a POW vs POW resistance roll.
  22. There's a couple aspects from the RQG Bestiary that can factor into the topic: 1) p.165: Some spirits also possess INT, which typically ranges from 2D6 to 4D6. These spirits are self-aware and sentient. If you have a spirit without INT, it means it is neither self-aware nor sentient, so can it really learn (even if it has the CHA to do so)? 2) p.167 under Spirit Powers: Spirit Magic - The spirit possesses its CHA worth of spirit magic. Clearly a spirit can have the power to possess its CHA worth of spirit magic. But if it doesn't when you gain it, perhaps without INT it can never do so? 3) p.167 under Animal Spirits: Animal spirits typically possess their CHA worth of spirit magic spells. So the type of spirit may be a factor. Of course, Animal spirits (and Plant and Landscape spirits) also have INT. I'd probably go with the approach that: 1) spirits with INT are sentient and can learn - they can gain new spirit magic 2) spirits without INT that are bound and already have spirit magic, are probably spell spirits, and therefore could potentially be raised to a higher level of the spirit magic. I'm not sure this is learning though. It might require something more like osmosis where it is brought into contact with another spell spirit of the same type that is stronger in the spell. 3) spirits without INT and do not have any spirit magic, can only gain spirit magic by acquiring the Spirit Magic Power. This might require bringing them to a particular place in the Spirit or mundane world (e.g. the Well of Power, the Door of Spiritual Transference, etc.). The spirit probably has to be drawn out of its binding and commanded to engage with the place of power (some POW vs POW test). If successful, the spirit gains the Spirit Magic Power and can absorb spirit magic (perhaps one-time at that point?).
  23. I assumed that Nick's references to either Runebreaker or Moonfall came out of that.
  24. I might have PC's use (XX) Lore or Customs (XX) to identify goods for trade (import/export to XX). That's probably good to gauge some basics of the markets. To determine success in a venture, rather than Bargain, I'd use Evaluate. That would represent the quality of goods to either buy or sell. Depending on the primary (high volume) goods in the trade, you could augment that with Animal/Mineral/Plant Lore for relevant items or Insight (humans/etc.) for slaves. I'd probably identify some chance of Random or Known Events affecting trade to some targeted region. The Regional Encounter tables in GtG could certainly be used for that (maybe 75% chance of Common; 20% Uncommon; 5% Rare). Or add in Weather events for a season (floods, unexpected storms, etc.) that could delay caravan. Then there are bandits and raiders - do you pay for more guards (reducing profit, but also reducing likelihood of being targeted)? or take the risk.
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