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jajagappa

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Everything posted by jajagappa

  1. This was an important concept in my Imther work - the hearth spirit is the center of a successful marriage & family (and also of course attended/enjoyed by the family cat). I would say it weakens as there is less magic going to it. Wyters, as spirits, likely have particular conditions. Some expect regular offerings - if the offerings are insufficient then they leave. A family or crew probably makes up for a loss in numbers by having to each sacrifice more. At some point, the situation is critical, they can't make the offerings/sacrifice, and the spirit leaves (much like if the Crimson Bat isn't fed enough).
  2. She's a hunting goddess - particularly hunting in the Wilds/Forest or the sky.
  3. But the Red Goddess/Moon Goddess did exist in the Godtime with several incarnations (Gerra, Natha, Orogeria/Ulurda, Verithusa, Lesilla). The problem with her is that she was left in a limbo state when the Great Compromise was agreed to.
  4. That's clearly the Scarf of Mist. And the central rune of the shield is an Earth Rune, which would make it the Shield of Arran. The helmet has ram's horns. Maybe he took the greaves from Yelmalio - they are rather shiny.
  5. Sea Eagle (or Swimming Eagle) comes from the shamanic myths of how the world was created. It's one of the First Four Companions. There's not a lot to the myth, but this is the short tale from HQ Voices: Earthmaker swam across the endless ocean, seeking a place to rest. For ages she swam, sometimes meeting creatures who told her of their own wanderings. At last she realized that there was no land, and she decided to make it. She called together her companions, and set to work. Her first four companions were Turtle, from the South, whose wide shell was the platform they worked upon; Loon, from the North, who dived to the bottom and brought up mud; Otter, whose paws shaped the mud, and who slid through it to form the rivers; and Swimming Eagle, who brought magic flints to make the land hard. When Earthmaker created the world these creatures, or others in other local variant legends, aided him. In reward, they are the overseers of the four directions, just as there are Kings of Above and Below. All show their watery origin, but have other connections as well: Turtle (south) is the source of earth elementals; Loon (north) is the source of air elementals; Otter (west) is the source of water elementals; and Sea Eagle (east) is the source of fire elementals.
  6. Yes, correct, but what god likes a stingy mortal who doesn't offer them sacrifices and offerings??? Of course your energy (POW) is important to them and helps keep that channel open between you and the deity, but the deities are "hungry", so-to-speak. That's why such things as votive offerings increase your chance of success, etc. (Of course, you can play it very mechanistically - sacrifice POW, get Rune points/spell knowledge - but there's obviously more to the story including the priests teaching you how to effectively invoke the power of the god/understand the story behind it and truly cast the Rune spell.)
  7. With sorcery, I believe the more exact you are in your naming, the greater the likelihood that you will get what you want. For instance, you want to summon a predatory spirit to attack your foe in Spirit Combat. Summon Child of Fralar should work fine as long as you can direct it accordingly. But if you want to open up a spirit tunnel to get somewhere, then you'd want to Summon Badger (or Mole) spirit. Btw, with sorcery, you wouldn't expect to summon a spirit to "get a spell". You might summon and dominate one to have it cast its magic on your foe. And likely you'll want a more specific spirit as they will have the type of spell you want them to use. Summon animal spirit could get you almost anything. If you've summoned something specific, then the dominate will control it best while the more general spell would be less effective (probably in line with how far it is descended from the one you've used). If you've summoned something with a generic spell, a specific dominate for something else should be very difficult or impossible to apply.
  8. Obviously Engizi/Lorion climbed into the Sky in the first place. Perhaps this part of the quest needs Blue Dragon magic?
  9. Yes, that feels much better to me. The doubling of DEX fits (or perhaps double their Agility bonus?). They are quite adept - they climb trees (not to mention going up 20-30 feet of my house once to then walk across the roof and eventually go back down), but also swim. Mask and Clever Hands both work. With Clever Hands you should include Devise.
  10. For this one, I'd suggest some sort of Mask rather than Catseye. For the Limbs spell, consider how good Raccoons are at opening things rather than Strike (they aren't like carnivores in that way). They are quite efficient with bird feeders, garbage cans, fishing, etc. and very opportunistic.
  11. Expanding on this idea: We know Enjossi was able to bring salmon back to the Stream and that his magic works there. To go up the Skyfall with Enjossi's magic, though, you need the bring the salmon there. If the salmon can't reach Skyfall Lake, they cannot make the final leap. And that means this is a multi-part quest. 1) Meet Salmon Man at the divide between the River and the Stream and convince him to aid the Sky River. 2) Get through Delecti's Marsh. This is a big reason you don't find salmon in the Creek or the River anymore. Maybe you can convince the Ducks to help? 3) Pass the Dragonewt Wilds. Some cataracts here below Dendelle Lake. Will the dragonewts aid or oppose Salmon Man? And there may be Tarshite bandits or Bearwalkers to fight off. 4) Go through Snakepipe Hollow and up Highwater Falls. Before you can get to the Skyfall, you need to pass the Giant's Table and Highwater Falls. I'm sure some giant(s) will be attracted to the magic of the quest. (Not to mention vile chaos - walktapus perhaps?) 5) Into Skyfall Lake. Last step before the great leap up. There are troll fishers here. They may be worried that this quest will plug the Sky hole and stop their fishing industry. You probably have to offer them the Leaping Falls magic too - promises of great riches from the Sky, etc. 6) The Great Leap. You're leaping into the Gods War here. It's not just getting up and through the hole. Korang the Slayer is here with his spear. You have to avoid that. If not, Salmon Man might be killed altogether (or even sent to the Void!). Very, very dangerous step - hope you got good dodging magic before you started the whole quest! Otherwise, you're climbing the Rain Ladder which alone would be a challenge. 7) Into the Sky River. If you succeed, Salmon Man can leap from every river headwaters into the Sky and rejoin the Sky River! Note: if you want an easier way into the Sky River, there are two alternatives: 1) Ride a River Horse. That will take you to the river's headwaters, e.g. Skyfall Lake. You still need to climb/leap into the Sky, but if you haven't brought Salmon Man this far, then Enjossi's magic will not work here (salmon cannot climb up the rain). 2) Follow the Boat Planet. Only after 1624, but you might bring Salmon Man to the port of Princess Starry-eyes and release him to climb the Sky River. Whole different quest though (and I'd still expect the savage Star Bears to try to catch any salmon making the attempt).
  12. I'd make it so as part of your game assuming you don't have an Orlanthi/Vingan. Come up with the story for it. Of course, there should be some catch as this will clearly not be as powerful as Orlanth's binding (which could still fail, too). No, but sounds like a good idea for a quest. They should land somewhere in the Sky River. And watch out for the savage Star Bears! Yes, they should be able to survive. And yes that sounds reasonable. Don't recall the timeframe of your game, but the bat landed in 1602, or likely Storm Bulls have scoured much of the area. I'd suggest that those surviving found new hosts - perhaps quakebeasts in the vicinity. It does - if you check out the map in the Guide p.252 you'll find a series of cataracts north of the Building Wall. Conveniently, there are quakebeasts that travel through this area!
  13. It depends on what you want in your game. If you want simplicity and quick access to a spell - then yes. If you want your players to work at something, then the shaman is likely to charge them a task rather than coin - e.g. "bring me a shrubbery!"
  14. While I found that RuneQuest really resonated with me, it was definitely Cults of Prax that sold me on the world of Glorantha! The travels of Biturian Varosh really helped flesh out the relation of the gods and cults to society and provided a great view into the world. Cults of Prax and Griffin Mountain were my go-to works for years (and were fully used all through the days of RQ3 as well) and their covers and pages by far show the most wear-and-tear.
  15. 19 pages of indices. Starts on pg.70, runs through pg.88. includes references for: Illustrations Map Listing Listing (of entries) Alternate Place Names Geographic Features (further subdivided into: Hills & Mountains; Bodies of Water; Forests, Woods, Groves, & Sacred Trees; Valleys, Vales, ...; Other Areas & Landmarks) Socio-Political Features (subdivided into: Political Regions; Settlements; Roads, Trails, & Passages; and Ruins) Myths & Heroquests (subdivided into: Conflicts & Contests [including Dragonslayings & Giantslayings]; Geographical; Heroquest Paths; and Other Myths) Mytho-Religious Features (subdivided into: Essence Places; God/Theist Places; Spirit Places; Other Places) Artifacts Divinities, Heroes, & Monsters (subdivided into: Ancestors & Heroes; Essences; Gods, Daimones; Spirits; and Other Entities including Chaos entities, quakebeasts, dragons, giants, and other entities) A lot of extensive cross-referencing.
  16. Certainly true for my campaigns, present or past. At least one if not two sages. Always a merchant. Often an entertainer. Usually some type of priest. But I've never had anyone play Storm Bull, and only maybe one or two Humakti in the past and briefly one in current campaign. (I did though have a pair of Carmanian sorcerers in my old campaign. Have to see if the old character sheets are still around somewhere - I remember a lot of time spent coming up with possible spells for them.)
  17. jajagappa

    Taunts!

    Or perhaps "blowing out your @#$!"
  18. Read here: https://basicroleplaying.org/topic/10233-is-mythic-iceland-still-part-of-the-plan/
  19. jajagappa

    Taunts!

    For most Dragon Pass Orlanthi. It's not a universal thing. That said, Lunars in these lands might well reference the locals as: "goat lovers", "broo-spawn", etc.
  20. I think she connects with JedaBenben (p.7) who is the Hearth goddess, and she both makes and keeps the fire burning there. Note similarity of name. Also the footnote: JedaBenben. When asked, said to mean "She is the goddess who dances with bells. She delights in the chimes of metal, but comes to the sounds of the clay bells." Fire appears correct. Except she seems to connect more with the "Wild" than necessarily Darkness. The daughters of Alk included AronBaka, our beloved Tree Mother, and also of EstBratha. "AronBaka. Even without asking, I knew this to be the equivalent of our own ErenBaya [Gods Wall #III-22]" "EstBratha. She was said to be "Our enfolding Mother, who shields us from harm." [Other important daughters include Orogeria and Esus.]" Basically the mother of Wilderness/Forests and Hunting. As for Karanda, her connection seems to be with the animal mothers. Perhaps Mikyh, the dragon mother of many of the beast folk.
  21. Yes, YarGan is associated with the Sweet Sea and Castle Blue. He can be found in the Guide, p.317 "Kendesos (large city): This city on the upper Oronin River was once ruled by the cruel YarGan the Blue King and his Blue People. His sorcery prevented the High Gods from helping their people, until he was finally killed and the Blue People driven beneath the waters by Jernotius, Daxdarius, and Bisos." And in the Glorantha Sourcebook, p.159 "From 0/25 (1245) to 0/26 (1246), a fierce, magical war raged about Castle Blue in which combatants either gained immortality or their names were lost forever. The Goddess mustered a wide array of powers led by her Scarlet Warlord (also known as Doskalos the Sword in the Eye) to confront the Old Gods, including the Crimson Bat and her daughter Deneskerva. Many other gods became active and engaged. Orlanth claimed the Goddess was evil, the Warlord of Charg said it was his duty to fight Chaos, and even the blue men worshipping YarGan came up from underneath the Sweet Sea to fight. The fighting was fierce, terrible, and glorious. The gods and goddesses had great difficulty keeping their people out of foreign hells and the fabric of the world changed in the fighting."
  22. And rather hidden references even there! They are shown only on the map and referred to in the Index in association with Heda Brad. The index of myths in the back notes: "Vingkot slays Heda Brad", but the index for Heda Brad only links back to p.18, i.e. the Cinsina map, not to any actual text. Feels like it must have come from someone's campaign, but not finding any further references.
  23. Ha! That works for me. 🙂 (and could have some interesting connection for Willandring the giant) Alternately, they could have a connection with Bergilmer and prove to be of use in the Red Cow quest.
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