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jajagappa

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Everything posted by jajagappa

  1. You can have a look at what I did when initially starting my HQG game here: https://rpggeek.com/thread/1192660/ooc-heroquest-glorantha-colymar-campaign-2-orlmart/page/1 It's the out-of-character thread where I introduced HQG as well as Glorantha. It was all clan based, so included some basics about the clan, community, the gods, the culture. I included some of the Flashbacks from the SKoH book as immediate background. For the initial scenario, they started at a Harvest Festival and you can see the overview here: https://rpggeek.com/thread/1204787/ic-heroquest-glorantha-colymar-campaign-2-orlmarth-part1 (This was a modification of an old RQ3 scenario, the Harvest Bride, transposed to Sartar with slight modifications. The Lunars tried to disrupt the event as they wanted to have the Harvest Queen marry a Lunar champion. And amidst that there was a murder mystery.) It didn't need an excessive info dump - just positioning them in the world, who their friends and foes are, and giving them a chance to get into a story.
  2. I've never used such or seen the need for such a rule in my HQG games, and would not want to see that limited. It's really no different than adding fatigue in for combat - another factor that tends to get in the way of the story.
  3. I think you'd need to lead others from the cult on a Heroquest. Start on a holy day at a temple. Successful Worship. Enter the Godtime quest and reenact the myth with others aiding you. If successful, others now know and remember this quest, but it is specific to the temple.
  4. Yes, you can certainly go to a more complex level and one-use vs. reusable is an option. Or, maybe, with a success you have to spend x points POW, with a special it is x Rune points, and a critical is x Rune points but you've now got the reusable spell. RBoM has some discussion about devising new rune spells. It suggests that a 1RP spell is about 4x more powerful than a 1 point spirit magic (or perhaps that is equal to a point spirit magic, but longer duration). A 3RP reusable spell is generally the epitome of a primary deity's power (e.g. Humakt Sever Spirit, Yelm Sunspear, Chalana Arroy Resurrection) - and only those principle deities get that reusable at that level. What you don't want to do is make it too easy to suddenly gain all sorts of powerful Rune spells. Generally, I'd say find a somewhat similar spell to the desired effect and model on that # of Rune points.
  5. Who was Lightfore/Yelmalio before the death of Yelm? The heart (and justice) of Yelm. So in that sense, their "youth" is coequal - what Yelm did as the Young God is what Yelmalio did as the Young God.
  6. Yes, they can. And my players used them to create standard breakouts (effectively like Rune spells, but often a bit more freeform, less specifically defined), used them as augments to other abilities (pretty much the RQG Runic inspiration), used for personality tests/opposed rolls (as you can do in RQG), and sometimes used to try to get new effects (which often after the end of a session became a new breakout ability). If you think about a Rune augment (e.g. adding +x% to a skill or skill category), you are basically doing the same thing as say casting Bladesharp or similar spell. And I like to think that this has a magical aspect to it (e.g. winds swirl around your feet or lightning dances around your weapon, etc.). I like this idea and think it makes sense. What I'd probably do is require a roll that is under your Rune and your Cult Lore (or possibly Spirit Lore or Meditation) combined with a Rune point spend. I'd add in Cult Lore as it allows you to frame the story or deed that you are trying to invoke, along with the Rune that is relevant to the deed, but just have one roll that is below both - the more you understand the lore of your god, the more likely you can frame the story to your needs. You'd also need to align the Rune point spend with the effect desired. On a regular success, the effect succeeds, and you lose the Rune point(s). If it is a special or critical success, I'd say you've learned/added a new, unique Rune spell to your list and you only need to cast it normally after that.
  7. Valind's reach extends well beyond the Glacier, so yes there are mortal human followers of Valind. You'll certainly find them in the hills of Talastar, Brolia, and likely Charg. (I believe his cult will appear in the Gods book.) Now, if you mean human mortals on the Glacier, that's likely different. There it would be mostly: Ice trolls, Hollri (the ice creatures of Himile), and hrimthur (aka frost giants). Given the great expanse of the Glacier, I'd expect demigods and other children of Valind as well.
  8. As the Guide p.569 notes: "Mondoro. Within it lie Barueli, Fanjosi, and Jokotu." And see map p.570 where it is at the base of Zarygue Mountain: or the map on p.567:
  9. Generally no. You need the other enchanted Rune metals (e.g. silver, iron) to do the damage.
  10. For me, no. I've been successfully running RQG games for 3+ years now starting with the QuickStart (currently GMing two and also playing in several run by others). I've not had issues answering questions from players or finding myself confused about what is presented. (And while I did run RQ3 for years, I don't find myself going back to that for anything in my games.) I follow the same basics that @soltakss outlined. I need to refer to the combat special/critical results regularly as well as the attack/parry & attack/dodge matrices, but that's not a clarity issue. If I'm dealing with spirits, sometimes I need to crosscheck between the RQG core book and the Bestiary, but that's also not a clarity issue. I like having RBoM now as a quick reference for all the spells. I'm sure I'll say the same once the Gods book is out.
  11. That misses the most important aspect of Yelm though. In Hell, he becomes active. He conquers Hell. He meditates in Hell and comes to an understanding of the Other. He summons his enemies to him, and proves his Justice, accepting that he cannot be All and must acknowledge the Others. And, finally, he resurrects himself, gathering his parts to him and rising intact as the Sun. Without the last, there is no Dawn, no Time, no escape for Life from Hell. That's cool! I would tend to say the Rathori Sun is Yelm, but that he is weak in Fronela (as he was never able to conquer the Glacier of Valind). Yelmalio was very much present, though, in the Darkness, certainly aiding the elves, possibly aiding the Rathori at times, too. There's an interesting parallel though of the Rathori sleeping through the winter/Great Darkness and Yelm being in Hell through the Great Darkness. Is there a story there? Did Yelm send a spark to wake Rathor? Did Rathor rouse in Hell to aid the Lightbringers in reaching Yelm and aiding in the Dawning? ZZ was both burned by Fire (left scorched and raging) and also stole Fire from Yelmalio (and likely hid it away in Hell). Does Yelm send Rathor to regain it - to find the Ember that lights the Resurrection Fire? Or perhaps the Trickster is required to steal it from ZZ (and Rathor knows how/where to find Trickster)?
  12. Seems reasonable. Mythically, Yelm is always greater than Yelmalio/Antirius. Yelm is the Sun, after all, while Yelmalio/Antirius is the Protector during the Night (aka the Lightfore planet). Yelmalio guards and keeps the Divine Justice and the Light while Yelm is gone, but submits when his father Yelm returns each day. They would likely protect their autonomy through tribute. They would recognize him as a brethren, but likely the rites and rituals, perhaps even some of the magics will differ.
  13. Definitely the best source. When Yelm and/or his son Murharzarm are killed, Yelm shatters into his six parts. "The dominant essence of Yelm was, at first, a blindingly bright glare of magnificence which radiated from Yelm like light from the sun. It drew itself aside, where it took the form of a new god. “I am Antirius,” said the god, “the pure and unsullied vehicle for Divine Justice.” And "Antirius was a son of Yelm. He is pure, not born. He sprang from the everlasting bright glow of Yelm’s immortal inner self, emanating from his heart."
  14. e.g. King Kangharl and all his attendants.
  15. As long as you've conducted a Worship service successfully on sanctified ground, I think your god can gain the MP.
  16. Yes! You'll find them (each entry appears to have a guard) in Arcane Lore p.91: "Suddenly, a hunchback in a leather cap leaps at you, pointing a bony finger. "Begone!" he creaks, "this feast is for noble blood!" If you forget yourself and lose your temper, berating this useful servant of the master of the house, you are kicked out. (Forcing your way in is suicide vs. this household of heroquesters). If you succeed in keeping your cool, a king calls off the hunchback and invites you in, unless you've been so rude as not to wear your finest clothes and armor. After entering, you can carouse for a while and talk to the warriors. When you wish to proceed, a servant directs you to a gigantic door carved of solid gold, heavily bejeweled and decorated with battle scenes." "When you open this back door, before you sprawls a longhouse bigger than any you've ever seen before. It must be a half-mile long. Ranks of crowned men and women served by Wind Lords and Storm Priests line the longest table you've ever imagined, drinking liquor atop which flames dance, and feasting on flamingo tongues, sky bull wing, and similar delicacies. You are entering by a small postern. A three-eyed fellow carrying the biggest, gnarliest cudgel you've ever seen scrabbles over to you, glaring menacingly. He leads a pair of spike-collared dogs as big as calves. He snarls, "Begone." You must now prove you are brave and honorable enough to have a right to be here." Whether these figures have names, I don't recall.
  17. Much of this plays out as initiation rites - basically, prove you are worthy of godhood. Each "pit" or path is a test of these young gods against the oldest powers and whether they can find a path through. In some ways, you can liken the trial of Ragnaglar as similar to that of Darth Sidious' test of Anakin Skywalker. Does Ragnaglar succumb to the Dark Side of these powers (e.g. Violence is Always an Option to get anything)? Or from a Jungian perspective, this is a confrontation with the Shadow of your soul - one that encourages you to attack or destroy your Muse/Anima because it is keeping you from getting the "treasure" (whatever that happens to be) or it is a secret "threat" (i.e. the Phantom Menace). It's a path that tries to get you to embrace hatred, selfishness, narcissism, indulgence, etc. but leading you to always want more, and more of whatever, or to suspect and fear more and more of something until you no longer see reason. (I'd note as well that the Coming Storm has a section that touches on the Ragnaglar initiation myth as it reflects the clan's susceptibility to Ogres.)
  18. In his "initiation" by the Elder Gods, he was tossed into the Sex Pit. He emerged warped, angry, violent... As opposed to just being a pit, one could interpret this as a path to Addiction, etc. and what steps/events leads one past the point of no return.
  19. Or perhaps their Beast rune?
  20. The arrival of the bride would likely include a ride in a cart decorated with the bounty of the season (flowers, fruit, evergreen boughs, etc.) Before the wedding I'd expect a great exchange of gifts to symbolize the crafts and skills of the groom and the bride. The division of three groups at the wedding is pretty much what I followed when I ran the marriage of the Harvest Bride. That was a special "in"-clan event so I had the friends of the Barley King on one side, the friends of the Harvest Queen on the other, and then those who stood guard (and had to fight off those who sought to disrupt the marriage). In my ceremony, Orane was the goddess overseeing the event. There should be a great feast, probably after the marriage, where the receiving clan/bloodline hosts the rest of the attendees.
  21. Maybe they take on the roll of Ragnaglar but before he went mad. But if so, they may naturally be pulled towards the events that led Ragnaglar to become mad...
  22. SKoH p.195 notes: When heroes leave Karulinoran by one of the Nine Doors, they find themselves outside Orlanth’s Hall in the appropriate age. They can re-enter the Hall, whose appearance changes based on the door they use. The doors correspond to: Umath's Age, Storm Tribe Age, Early Vingkotling Age, Late Vingkotling Age, Early Chaos Age, Late Chaos Age, Orlanth's Ring (which is either the Sky Bear in the Heavens, or in Hell), and the secret door to Orlanth's Inner Sanctum. Of course, there should also be the entry/exit to the Hall that allows them to return to the mortal world. When they are done with their quest, they walk out the way they entered. Perhaps they are in the clouds, perhaps flying through the air, and assuming part of a worship service, they will spiral down back into their temple grounds.
  23. I usually base it on "when" characters visit. Normally it is a feasting place as Jeff notes, but if it's during the Great Darkness, then it is an abandoned and broken place within the Underworld where the Bad Dogs lie about eating the bones of the gods. If it's during a normal feast, any of the other Storm Gods, or members of the Storm Tribe, might be there. Eurmal is bound to be there too, hopefully bound by Orlanth, but you never know. Perhaps Storm Bull is wrestling all comers to see who can win the Horn of Mead. Perhaps Humakt is testing all in their sword skills. Vadrus or Valind want to recruit folks for a raid against the Sea folk, or others. Or are boasting of their deeds and challenge the characters to prove their worth.
  24. Given King Kangharl's affiliation with the Lunars, I would guess no. (Kangharl might be trying to get them to swear oaths to him though) More likely, they are simply willing to hire out to those who meet their price (probably not hiring out to the Lunars?). That might mean folk like Queen Ivartha of the Cinsina hire some of them to fight Telmori, or the Dinacoli might hire some to fight Brangbane and his ghouls, or maybe there are rich merchants who hire them to move goods through the Lunar siege around Whitewall?
  25. jajagappa

    Thorn Top

    As I'm not seeing it on any of the maps that Jeff has shared to date for the Sartar book, I think you can take advantage of it (and position it around Tarndisi's Grove) as you wish.
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