Jump to content

jajagappa

Member
  • Posts

    7,219
  • Joined

  • Last visited

  • Days Won

    204

Everything posted by jajagappa

  1. Yes, it could and depending on the cult, I'd likely describe its distinct effect.
  2. Yes, could, but overall strikes me as boring. The variety of spells, differences and nuances between different elements, powers, and magic systems etc. are part of what I enjoy. And where it is the same spell, e.g. Shield, it's one spell.
  3. We do know the base price per point for the variable spells. The main question is whether the pricing is multiplicative or cumulative. RBoM adds two points beyond what is noted in RQG. From p.108: Spells of 250 L or less are considered common spells and can be easily taught by a shaman. Spells with a cost greater than that are uncommon and are typically secrets of a specific cult. To teach an uncommon spell, a shaman must first undergo a quest in the Spirit World to find that spirit. And from p.107: As the specialists in communicating with the Spirit World, shamans can teach any nonvariable spells costing 250 L or less, or variable spells up to 6 points. And from p.105: Rune cults can teach any spirit magic spell known to their Rune Masters.... Rune cults teach spirit magic to any lay member or initiate who pays the temple. Rune cults typically offer cult spirit magic to their initiates at a discount (usually at half the price demanded of mere lay members) and may even teach certain spells for free. None of those answer the question of variable spell pricing calculation, though that was addressed in the RQ Q&A and posted to Well of Daliath. Personally, I'm inclined to handle it this way: 1) If you're getting a new spell, you use the multiplier assuming someone knows it or can get it from a spirit. Up to 6 points is common enough to do that. You want Bladesharp 4? It's base is 200L. 2) If you're going from one level of a variable spell to another, it's cumulative. You're not paying by increments, you're paying for the new spell which is effectively a distinct spell. You have Bladesharp 4 and want Bladesharp 5? That's 250L. You have Heal 4 and want Heal 6? That's 300L. I think that fits well with the RAW text, addresses what happens when you want to go up incrementally, and keeps the pricing for anything of 6 points or less at a potentially affordable level for adventurers gaining some treasures and rewards.
  4. I think as Joerg notes, as long as they follow some prescribed "rules", they can probably do so. At the same time, I'd expect them to make some effort to propitiate the White Lady.
  5. I think more likely they would try to argue, bribe, offer gifts, or find other "encouragement" for the CA to go along. Speak to her of their desperation, of the dread diseases that haunt them, etc.
  6. One of the things to keep in mind is what it means to make Chalana Arroy angry (i.e. you've kidnapped one of her priestesses)? You've committed an act of Disorder (selfishly wanting healing all to yourselves), something opposite of Chalana Arroy's generosity and harmony. So, what does she do? She withdraws her blessings and protections from you. That is, there's no one to protect and guard you from the Spirits of Disease that constantly lurk around. Disease WILL strike you. Even the healer you've kidnapped will only say that this is beyond her as you've offended her goddess. Children get sick and die. Adults are struck with ugly illnesses. Maybe even the well water is contaminated. So, no, I don't think the Eiritha and Waha cults will tolerate this. They know what it means to displease the White Lady.
  7. The tooth of a giant, a silken thread from Cragspider, a flower from the Earth Mother picked from her Garden, and the tears of the Sun. Piece of cake! 🙂
  8. No, that limit existed in RQ2, but has been gone since then. That, and the expense to learn. Remember that each point has a cumulative cost to learn (i.e. effort of shamans or priests to teach/obtain). A Bladesharp 6 is: 50+100+150+200+250+300 = 1050L. Bladesharp 7 = 1400L. Bladesharp 8 = 1800L. Bladesharp 9 = 2250L. Bladesharp 10 = 2750L. Just becomes prohibitive for most folk.
  9. One of my favorite campaigns was taking my PC's on the hex crawl all the way through Balazar and the Elder Wilds to Gonn Orta's Castle.
  10. Remember that this is noted in KoS too p.13: "Argrath was the son of Maniski Two‑sight5 a weaponthane (6) of the Karandoli (7) Clan of the Colymar Tribe.(8) Maniski was killed when Argrath was three. Argrath’s mother was called the Triceratops Queen (9)" And p.129 (and repeated p.148, and noted in the genealogy p.149): Argrath revealed his ancestry. “My father was Maniski, as honorable and brave a warrior as has ever walked among the Sartari. My mother was Yanioth Two‑sight, the huntress who ran down the red deer in the Dog‑rat valley. Everyone knows her mother, for she was the daughter of Arene Thunderqueen, who commanded the triceratops to destroy Janastan. Arene Thunderqueen’s mother was famous, for she was Minara, the good one of the three sisters who staunched the wounds of Kostajor Wolf-Champion. Everyone knows the three sisters were daughters of Onelisin Cat‑Witch. “Princess Onelisin was the daughter of Prince Saronil Sartarsson, the First Prince of the land. Onelisin was the sister of kings: Jarolar was her elder brother, and he was famous for fighting the Lunars. And King Tarkalor was her younger brother, who is the most famous king of Sartar.” And p.154 notes: "Argrath Liberator, son of Maniski, son of Orlgard, of the Karandoli Clan" However, as another odd fragment there is p.200 written by a scribe of Pennel Source and recorded as "My brother’s letter, from Pavis": "I am Arnbord, Son of Venharl, of the Karandoli Clan and the Colymar Tribe. I am a poet, and I am a man of the chief of this camp." Assuming the last is a contemporary document from Pavis, then who is the "chief of this camp" other than Argrath. So, maybe the jealous poet Arnbord presented the tale to Leika but wrote his own genealogy into it? I would say the latter. However, this lineage was part of the origin of the "Many Argraths" approach of the HW/HQ period.
  11. Well, that's an interesting find! Don't think I ever noticed that one in all the years using my well-used Griffin Mountain book. My guess is that it was on someone's map and ended up just off the maps when they were formally drafted. Since I suspect the Treetop Mountains have been totally overlooked ever since, I think you can safely keeping winging it. Two potential locations for them are: 1) the Err'oring Wilds, either hidden within or just to the east along the edge of the Rockwoods; 2) the Sky King Mountains to the north. But other locations are certainly possible, and I think it makes a great idea for the Appleseed quest.
  12. If you are not dead, why did you walk the Road of Silence to the Court of Judgment? That's where you meet Daka Fal. Even most of the gods died. About the only ones you could say did not are those of the Sky Dome (Dayzatar, Ourania, Polaris) or those of the Underworld (Subere, etc.) or the True Dragons. Grandfather Mortal was the first MAN, and the ancestor of all those who bear the Man Rune. Yes, he was also the first to die, but remember that Death was stolen, and many others died including gods. He is not the ancestor of all those who died (i.e. mortals).
  13. Daka Fal is not just Grandfather Mortal, he is also the Judge of the Dead - that is, the Judge of ALL the Dead. Everyone who dies comes to his Court and their lives are weighed and measured. If one of the gods speaks for you, and you are found worthy, you are released to that deity's afterlife. Those whom no one speaks for are most likely gathered into Ty Kora Tek's Court of Silence, as she tends the unmourned dead. Those who are deemed unworthy are cast into one of the Hells of the world for eternity. So, no, Daka Fal will not send them back to the mundane world as they are still dead.
  14. I think that's a workable idea. For any community-set games, adding this type of local background/context helps.
  15. I like the idea of "ritual cleansing" or purification of those who have taken on other roles in the ceremonies. For some roles, perhaps the Wicked Uncles, this is not difficult - it is simply meditating on "how it was" and their own initiations to see the flaws of the "Old World" and why Orlanth had to change things. For others, it may be a day of fasting, or standing out upon a nearby hill until the Winds and Rains of Orlanth have washed away the impurities.
  16. Clearly Ethilrist is an example of a hero who has achieved some level of agelessness. Not necessarily the same as immortality, but that is likely an heroic ability. Harrek, Jar-eel, and Androgeus seem to be another level as they have gained the Infinity Rune and thus seem to be "anchored" into the Godtime's "timeless" world. Immortality in that sense is like Argrath's ultimate quest - as it states in King of Sartar, that story is "how one man became a god". Part of this would seem to tie in with the Hero Soul - having part of your soul in the Godtime. Perhaps once you have more power stored in the Godtime than in the mortal world you have reached this level? (I don't think it has anything to do with the level of your Runes though, except perhaps for gaining the Infinity Rune.)
  17. Works ok in my Firefox browser, so not sure it's that. But sounds like you were able to find a browser that did work. I really love the realism in this picture - really has a strong, gritty old-school RQ vibe to it. The range of art we're getting is quite impressive.
  18. No worries! PbF's are a different breed of game on their own, let alone working with a new system like HQG, which is decidedly different than RQG. While my RQG heroquests are influenced in ways by my HQG experiences (perhaps most in the flow from station-to-station and a greater use of Opposed Rolls for non-combat tests), they are still RQG in design and process.
  19. And that's equally an argument for the Sartar book to understand the community in which the worship ceremonies are held, and the Cults book as how can you play out a ceremony and quest if you do not know what the myths are? As much as I'd like to see the Heroquest book out, I think the order of the books makes sense from the standpoint of helping both new GM's and new players (both of which are key to the ongoing development of RQG) become familiar with Glorantha as a setting.
  20. In one of the gambling houses there is a magical game board, a horizontal wheel, called the Eye of Polaris. It's circular and seems to show a large circular ocean fringed with lands. Small heavy lead figures - ships - each marked by a number rest upon the game board. The Master of the Eye, who stands in the center of the wheel (the place called the Maelstrom) takes the bets. You can either bet upon which ship will run aground (be spun onto the land), or not. Or bet that your chosen ship can "circumnavigate" the Eye without running aground. When all bets have been made, he sets the wheel spinning. You win or lose depending on whether your chosen ship matched your bet or not. Big winners for those who bet their ship can circumnavigate the wheel.
  21. It's a good question. I'd hate to see it shrunk so much that you lose the details. Assuming a slipcase set, you could do a poster insert. But potentially folded panels could be a better option.
  22. Yes, I definitely fumbled my Gods War Lore roll there!
  23. In the Gods War game, these are all the War Gods and, yes, Wachaza is the Sea's War God. (And for the Moon, it is Natha.) For the most part, these are the gods who participated at Kargan Tor's Court of Conflict. Each is a bearer of destruction is some aspect (sometimes marked by the Disorder Rune, sometimes the Death Rune, sometimes both). They all have important myths of breaking some part of the world. And as you comment, they each embody the terrifying aspects of their element. Of course Storm as an element of disorder and violence actually has a few gods that fit this model, not just Storm Bull. There is also Vadrus and his particularly unruly son Gagarth. The fact that Storm Bull has the Storm Rune mitigates the need for the Disorder Rune on top of it. But what is notable about this set of gods is that on the whole they bring back some beneficial power to their communities from their destructive acts. And, unlike Trickster, they are considered "acceptable" within their communities to some degree, even if they are dangerous and often unruly parts of it (which Trickster never is).
  24. That's Tork you're thinking of! Totally different place. No chaos apples in Imther, if you please. Good Orlanthi, upright Yelmalions, and insightful Lunars all working together towards a more perfect union... And, yes, both gold and red apples to be found, as well as luscious pears - all the bounty of the Earth goddesses (unlike poor, blighted Balazar which turned away from civilization and its bounty so, so long ago). 😉
×
×
  • Create New...