Jump to content

jajagappa

Member
  • Posts

    7,175
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by jajagappa

  1. Comet, Cupid, Donder, Blitzen... 😉
  2. The Little Drummer Boy or Frosty the Snowman?
  3. Sounds like it worked well and was good fun! As for insignificant effects, here's a few ideas: If they Discorporate in future, they may tend to be drawn by the "streams" within the Spirit Plane to places they already went to. Except, their prior presence has attracted their "spiritual enemies" to the place, too. They now occasionally hear "whispers" from the Spirit World, particularly from places they passed through (even the "non-descript" ones!). Some "piece" of the character's spirit got "left behind" or stuck in the Spirit World. Maybe it was their spiritual "left ear" or their "tongue" or their "little finger". Perhaps that means that body part fades in and out of view. Or that occasional "gibberish" words slip out when speaking. Or that something in the Spirit World found that spirit part and as a consequence their body part changes to reflect it's "new owner". Or perhaps some "piece" of the Spirit World came back with them. Neil Gaiman's Ocean at the End of the Lane has a great example of a nasty little spirit that hitched a "ride" back into the mundane world and begins a life of its own there. Perhaps an Imp spirit that plagues the character with an occasional Hotfoot or Sours their Wine. Or perhaps a spirit drawn from one of their Passions such as a Hate spirit that manifests as a rabid dog.
  4. Some of these will depend upon the Alynx' characteristics (e.g. eye color, fur color, typical sounds, etc.) Longfang, Brighteye, Stormfur, Dragonclaw, Lightning, Sleek Fur, Darkwalk, Shadowblessed, Screech, Windwalker, Icetooth, Stormstreak, Firetail, Snowspot, Snowfoot, Cloud, Blackring, Starpoint, Stormchild, Galerunner, Blueboots, Moonchaser, Patch, Ghost, Windspirit, Greymane
  5. I'll add that this largely comes from the Esrolia book p.25: First, "The poem says: Twenty to chaos, gone forever; Twenty to Death, the eternal Griefs; Ten to Darkness, gone below; Three to Evil, best left gone. Eighteen sleeping, resting, hiding. Survivors: thrice nine families for the Dawn." Second, "At the end of the Silver Age some of the Grandmothers of Grief returned. People thought they were dead, destroyed or disappeared but they turned out to have only been sleeping.... Urvana found Gelstarn, the Beloved; and Demarath found Serumtha, the Lover. The pair had been sleeping, but once awakened these Grandmothers brought the two together again. They returned to their people, and they taught to them the rites of Awakening. When they performed these ceremonies the Eighteen Awakened Powers returned to the people. “The Great Grandmother took us to her womb,” they said, “in the warmth and comfort of safety. We saw Imarja there, and now we remember what we had lost. We slept and have come home now to bring to you the blessings of old.” They brought seed and stock for food and goods, and their contributions were the main reason that Esrolia was relatively healthy when the sun rose once again."
  6. That they went to sleep through the Great Darkness (i.e. they stayed at Nochet, and did not flee to the Shadow Plateau, but were in a magically protected state). A Seed for the future, if you will.
  7. I'm way back around episode 8! Guess I'll have to try to catch up - too bad there aren't transcripts.
  8. It certainly does, and would! And I'm sure that the Harreksaga depicts Harrek doing everything. And Lunar chronicles depict Jar-eel doing everything. It's up to us to fill in the Many Truths!
  9. I agree, a framework helps most GM's as they can see how events may develop and unfold (and allows them to draw further on works like King of Sartar) - otherwise, they are just as likely to be intimidated by the setting and the unknown future. And if your characters want to play in the high-level politics (Glorantha: Game of Thrones), you can put them right into the midst of it. It also means that you can start a campaign later in the Hero Wars. Want to see what happens in Saird in the 1630's? Start then. Battle against Sheng Seleris? What tools do you need to do so? Try to stop the Great Flood? You can build up a whole background around it. Etc. And if you really want to go it alone, play the post-Apocalypse, Twilight of the Gods era. And it wouldn't surprise me if we get Argrath sitting back letting his thanes and allies do all the heavy lifting and bold questing. That seems to be the approach I've heard for Argrath in Pavis.
  10. Don't forget DH Erissa (aka "White Lady"), who is likely connected/related to Asharthcha, “North-Overseer-White.” My personal theory is that Chalana was originally an Altinae goddess.
  11. The Sendereven (Guide p.500) are those folk who can do this. "The Sendereven are a race of boatmen whose feats are so remarkable that they are thought to be demigods. They sail around on Sramak’s River – the outskirts of the known world – on big dualhull ships which have been carved from stone. Where they sail there are winds of a hundred miles per hour that strive to push their boats underwater. The Sendereven just laugh at these winds. They can sail to the Sky World or to Hell, if they wish, and back."
  12. If I recall, the general idea was that Griffin Island would be somewhat north/northwest of Slon, otherwise it gets too close to Jrustela. And since Luathela is a somewhat mythic place, partially into the Hero Plane/Outer World, that works ok.
  13. Luathela, and the edge of the world. From Argan Argar Atlas: And from Petersen Games, the Gods War:
  14. And could make for some humorous situations as the PC's spirit suddenly visibly pops up in various places across Sartar or Prax (Argrath's tent, Cragspider's den, a Uleria temple, the Jonstown Library, etc.).
  15. He could use it, but there's no guarantee that where he appears as anywhere near where his body is (the Spirit World is not necessarily a strict overlay). I think what I'd have the character do in that case is make a Homeland Lore. If successful, they recognize where they are "physically". Then have them augment their Spirit Travel with their Track or Scan skill to move in the right direction towards their body. But it may only work while the Visibility spell lasts.
  16. 1) yes - this would be in line with the Maximum Game Fun principle. (One of my players has a PC in a similar situation right now - got dominantly possessed by a mad ghost, and they are having to keep his body alive until they can find a shaman to exorcise the spirit.) 2) I'd do it every hour - consistent with the potential HP loss. On a success, they get back ok. On a failure, they remain in the same Spirit World region, but I'd make it interesting - perhaps they've entered the Great Spirit Herd, or Tarndisi's Grove, or the Assembly of Small Spirits. Give them the opportunity in this case to interact with an important or interesting spirit. If they can Bargain successfully, give them a +20% bonus for their next Spirit Travel roll (but they must take a Taboo or Geas or aid the spirit in some other manner). 3) I'd require them to make a Spirit Travel roll to "find" and "track" their spirit trail. On a failure, they find the trail of a hostile spirit, or enter some other Spirit World region. On a success, they find the spirit, but must convince them who they are. 4) See item 2 above - give them the chance for significant encounters.
  17. Maybe you'll get to hear him read from Volume I, Sir Ethilrist’s genealogy, going back some fourteen generations and including over 40,000 named individuals.
  18. And ritually devoured and reborn as a scorpionman, while still remembering (perhaps) something of your prior life.
  19. I think this is the Mirin's Cross punishment designation. The Sylilan network, I'm sure points west - there's the "Talastar job", and for the really unlucky there's the "Dorastor job". 😉
  20. Nightstalkers appear in the RQ3 Bestiary. They live in the jungles of Pamaltela and appear like tall, giant humanoids. (They had STR 12D6, SIZ 6D6) "Nightstalkers are incredibly thin and tall. All four limbs end in human-like hands. Despite their gangling appearance, nightstalkers are extremely strong, and wiry muscles lie like bundles beneath their skin. Their heads, ugly and mask-like, dangle on long wrinkled necks. Their skin is pasty grey, and a shock of shaggy black hair adorns their skulls. A mane-like band of this hair runs up the back of the neck and down their spines. Nightstalkers kill by picking up their prey and slamming it against nearby rocks or ground."
  21. Best references to it are in the Guide as Peter noted. It is a cult that believes that silence will create bliss and peace (and allow for proper meditation upon such). Some sects strove to destroy all forms of communication (including removal of relevant body parts) in order to help ensure and maintain silence.
  22. The Gods World, of course! i.e. Castle Blue is outside of Time. The Hidden Greens of Prax, which fade in and out in the Wastes. Unlike what Joerg notes, I do think these actually are pieces of the Gods World, too. (You can find some reference to such in Borderlands, episode 7 as they are enroute to Gonn Orta's Castle.)
  23. So, then depending on who the Apple Lane thane is, there could be Ernaldori who might support Raveena's case (i.e. want the land back in their hands). And then Raveena's mother can be from whichever clan creates the most conflict. Yes, that was my point. She will appeal to whichever clans she has relatives from (and who want some of the wealth from the place flowing to them). If PC's made Varmandi unhappy, then Raveena's mom was a Varmandi, and the Varmandi now support her. Otherwise, give her Hiording relatives. Yes, either of those could work too, and particularly create more tensions with the Varmandi.
  24. Given Apple Lane's placement at the juncture of a trade route and the boundaries of Hiording and Varmandi land (and not that far from Orlmarth lands), I think she'd appeal to whichever clan dislikes the new thane. Dronlan could have come from any number of clans (but was likely a supporter of King Kallai before 1613), but it wouldn't be surprising if his wife was from either the Hiording or Varmandi. So Javeena likely has cousins, uncles, and aunts in the area. This is a case where I think each GM likely needs to work out what relationships make for the most interesting conflicts in their game.
×
×
  • Create New...