Jump to content

jajagappa

Member
  • Posts

    7,182
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by jajagappa

  1. If I recall correctly, a small group of us (including a few from the Seattle Farmer's Collective) were working on a LARP concept set in/around Alkoth at the time of Jannisor's war, ca. 1995. LARP never fully fleshed out, but some of the background informed the development of Enclosure. I'm not sure "nuanced" is the right word. More like they get him "in the flesh", as it were, particularly when he is in the Underworld in his city (Alkoth of course being part of the Underworld, too). When you live with your demonic god, you know him all too well.
  2. More than just the Lyksos as the aqueducts bring additional water from three directions into the city. Nochet definitely has aqueducts, which feed the cisterns (and baths), and then waste water (plus additional flows from the Lyksos) flow out through sewers. Attached is a peek at my under-Nochet map (northwestern part of city). Water flow in this section is west-to-east with the flow of the aqueducts/river and slight downsloping of in-city aqueducts and sewers helping to ensure water doesn't back up. Surface nightsoil, of course, is collected (or perhaps disposed of is a better term) by trollkin and delivered to shrines of Black Esrola as subsequent fertilizer.
  3. RQ2 Blade Venom: "This is a special type of poison, made for use on a weapon. It is expensive and time consuming to learn to make. Like acid, it is rated in potency levels of 1 to 20. Damage from blade venom acts only against the hit location affected as with weapon damage. If the attack with blade venom, as shown below, does not work, the poison will have ½ effect.... Blade venom is a highly volatile liquid and will have lost its potency by the end of 3 full turns (15 minutes). In combat, blade venom will stay on the weapon for 3 strikes against armor, or for 1 penetration." So, just give it a POT, realize its damage only goes against one hit location, not total hit points, and it is of very limited duration. Otherwise, treat as Systemic poison (or alternately choose mineral poison) of same POT and apply against total hit points.
  4. RQ2 Blade Venom: "This is a special type of poison, made for use on a weapon. It is expensive and time consuming to learn to make. Like acid, it is rated in potency levels of 1 to 20. Damage from blade venom acts only against the hit location affected as with weapon damage. If the attack with blade venom, as shown below, does not work, the poison will have ½ effect.... Blade venom is a highly volatile liquid and will have lost its potency by the end of 3 full turns (15 minutes). In combat, blade venom will stay on the weapon for 3 strikes against armor, or for 1 penetration." So, just give it a POT, realize its damage only goes against one hit location, not total hit points, and it is of very limited duration. Otherwise, treat as Systemic poison (or alternately choose mineral poison) of same POT and apply against total hit points.
  5. Yanioth! She was critical in my run-through, particularly in dealing with Idrima and the sprul-pa and has very important healing magics. Otherwise, my group ran Harmast, Sorola, and Vasana. They worked fine. Harmast and Vasana were the best fighters used, Sorola had a good mix of useful magic and some combat skills.
  6. There's different levels of "severing" from society - I was just dealing with this with a new PC in my own campaign. It can range from the extreme where the person severs all former ties to kith, kin, and clan to "I sever myself from my former life and take up the Sword Death, and pledge my service to my chief or king", but effectively still in clan/tribe. They may (or may not) have given up Love(family). Loyalty might well be to the Chieftain/King rather than explicitly the clan/tribe, or might be dedicated/loyal to the clan/tribe. I do think there's enough room for Humakti to work. Gagarth, on the other hand,...
  7. As Peter noted, this is an in-world document, not a GM text. It's just like the references to "Argrath" helping to raise the dragon in King of Sartar. You can also see the similar in-world references to Broyan on KoS p.18 "Their valiant king, Broyan, was killed (67) defending his folk" where (67) "For a different account of his death, See CHDP." (i.e. Composite History of Dragon Pass). and KoS p.125 "In Kethaela, King Broyan marched north with a small volunteer army. Among the Kitori, a little bright light was snuffed out, and a demon which had many sharp mouths was let out of its skin. It sought vengeance, and fell upon the army of King Broyan while they slept. The king could not keep it away, because he had betrayed the City of Wonders, and he was killed there, with his army." Also see RQG p.43 for our official game chronicle in Year 1625: "At the same time, King Broyan was killed by Lunar sorcery." Jeff notes it in his Heortland writeup as 1625 as well: "The High King returned to Whitewall late the following year with a new army of adventurers, mercenaries, pirates, and devotees, preparing to invade Dragon Pass, but in 1625 the High King was assassinated by Lunar sorcery. " Best way to reconcile is to consider that someone has claimed Broyan's title and leads some Heortlanders north to aid Argrath in 1627/8.
  8. Don't forget Elasa, LM's light of inspiration! He did retrieve her from Hell, and in theory married her subsequently. She's also the source for the Elasa Script, the most magical of the 3 scripts.
  9. Not sure why you'd ignore: Entertainer (there are or can be skalds, particularly attending Broddi); Noble (king/queen, and all thanes and their offspring count as Noble); or Scribe (there's always someone around to compose letters, record events at the moot, deal with Lunar tribute, etc.). You could have Chariot Driver (consider the Culbrea foe is one), though certainly not common. Agree re: Philosopher (unless you want a Lunar one) and Thief. Why? I'd probably allow this - particularly mercenaries hired or gathered to aid against the Telmori. However, they'd likely have to go to Jonstown for holy day rites. Remember that Humakt mercenaries can be hired and still fit. Or... they were born to clan, 'severed' by rite of passage into Humakt, and now part of Broddi's/Ivartha's huscarls. As for Babeester Gor, as the Queen should be Ernalda priestess, and there will be other Ernaldans, this could work, though agree this one is harder fit given dedication to Earth temple. I'd add this as a Passion. The plus side is that it reflects some unusual prowess (maybe martial, or augmenting such skills), and then the "flaw" as noted. This might be reflected in reduced HP for each leg. Or set a MOV of 0 or 1 (walk), and 2 (crawl). I'd probably allow for a Maboder adopted into the Red Cow (they'd have been born just before the destruction of the Maboder), or refugees (e.g. from the Righteous Wind disaster in the Far Point and those who fled Harvar Ironfist). Overall, looks good!
  10. I just used an arbitrary stead right outside Clearwine Fort. And the distances don't quite fit, so I just adjusted down to what did make sense (which is about a day over very rough terrain).
  11. One of the few "complaints" I had with the scenario/pre-gens was that someone should have had a decent Herd skill. My group played as written and there were definitely issues trying to get a decent success at this - and it is needed at several points. Remember Augments! No guarantee, but they can bump you to 45-55% typically. My players variously used Air (Orlanth's leadership), Movement, and Harmony. Beast would be another. Despite one of the players getting a critical success on an augment (+50%), they still failed that roll. And another managed to Fumble, losing the bull that they had just rescued from the rock lizards. But eventually one got a critical on an augmented Herd roll to help get the cattle out of the Broken Tower (though failed the next Herd roll, losing track of some of them). Another approach that could work fairly readily is to bring along either an NPC herder (could even just be a boy/girl who is only good at Herd) or shadowcat (obeys commands to Herd the cattle, but doesn't like to fight). Put the skill at 50-60% and let one of the PC's roll for that NPC.
  12. A few in SKoH and Sartar Companion (though obviously set in 1618+). SKoH p.142 Yanioth Brandgorsdottir (Dunorl's sister): One of the members of the powerful and prestigious Ernaldoring family, Yanioth is one of the most respected women in Sartar. Queen of the Clearwine Earth Temple since Starbrow’s Rebellion failed, she is accorded great deference by all who respect the goddess Ernalda. An old woman now, Yanioth is proud and haughty, carrying herself with an aristocratic mien despite her years. Even King Kangharl treats her gingerly and with more than a little fear. NOTE: she'll be retired now as Asrelia priestess giving way to another as Clearwine Earth priestess. SKoH p.330 more on Dunorl Brandgorsson: Nearly seventy years old, Dunorl is the last of three powerful Ernaldor clansmen called the Brandgorssons. For nearly twenty years, Dunorl and his brothers dominated Colymar politics, and were dedicated supporters of the House of Sartar. After the Fall of Boldhome, Dunorl founded a secret oath-bound cult to struggle for the liberation of Sartar: Sartar’s Band. Dunorl gathered the royal regalia of Sartar and reformed the Iron Ring of Sartar. As the leader of Sartar’s Band and the Iron Ring, Dunorl was a counselor of Sartarite kings and heroes, but after Starbrow’s Rebellion failed he handed leadership of the Iron Ring and Sartar’s Band, along with the responsibility for liberating Sartar, to Kallyr Starbrow. Now an old man, Dunorl is still passionately dedicated to the cause of a free Sartar. He is known and respected by many important people in Dragon Pass; including kings, outlaws and heroes. and: An old man wearing a heavy cloak who carries himself proudly asks for the heroes’ hospitality, introducing himself as Dunorl Ring-Guarder of the Ernaldor Clan. The heroes likely know that Dunorl is the last of the Brandgorssons, a powerful trio of brothers; two of whom (his now-deceased older brothers Estavos and Dangmet) were kings of the Colymar Tribe. Queen Yanioth of Clearwine is his younger sister. Dunorl was a strong supporter of Queen Leika (see the Colymar Kinstrife section of the “Colymar Book” chapter) and is not welcome in the hall of King Kangharl. SKoH p.302 Farnan Ernaldor (maintains the Colymar hall in Boldhome) “Bald” Farnan Findurevsson is a gregarious tribal thane from the Ernaldor clan. His bloodline has managed the Black Spear Manor for “many generations” and they take a strong proprietary interest in the Manor and is assisted by a score of servants (brewer, cooks, grooms, laborers, scullery maids and serving wenches), and is protected by a handful of mercenary bodyguards. Farnan is an influential man in Boldhome and is a remarkable font of information, apparently knowing almost everyone and everything going on in the city. SC p.33 Kulbrast the Thane: The captain of the King’s Huscarls is a man of fierce honor and a skilled warrior. A devout Orlanthi, Kulbrast nonetheless holds his oath to the king to take priority over his cult (a sentiment shared by Orlanth). Kulbrast is well-respected in Clearwine, even by those who distrust and dislike his liege. However, he carries out his orders effectively, with an iron hand if he has too, even if he disagrees with them. Kulbrast dislikes intrigue and prefers everything honest and open. Kulbrast is from the Ernaldor clan and knows the ins and outs of Clearwine Fort and the surrounding lands. Kulbrast will know of any group entering Clearwine and interviews most strangers entering the fort. A strong, powerful man, Kulbrast is rightly famed for his prowess as a warrior and for his iron sword, named Dragontooth. He is very tall and has a long brown beard. Kulbrast wears a finely crafted suit of bronze scales. NOTE: unknown whether he attended King Kangharl at the Dragonrise. If so, probably died there. SC p.33 Baranthos Estavosson: A member of the Brandgorsson bloodline, Baranthos is the son and nephew of tribal kings. He is the chieftain of the Ernaldor clan and noted for his prudence and practicality. Well-liked by his clan, Baranthos is skilled at resolving disputes within the clan. He fears and distrusts King Kangarl; however, Baranthos is wise enough to maintain good relations with the tribal king. Now in his middle years, Baranthos is bald and has a noticeable paunch. He is a quiet, thoughtful man. Baranthos is the captain of the Clearwine fyrd, and a surprisingly skilled horseman. In war, Baranthos wears his father’s iron chainmail, made by the dwarves. Baranthos knows almost everything going on in Clearwine outside of the Royal Hall and most of what goes on in the Nymie Valley. His wife is Kendestra, sister of Chief Gordangar Woodpecker. NOTE: RQG has his wife as Zarah and son is Harmast. Perhaps Kendestra was a first wife who died? Or simply ignore. SC p.34 Hareva Weaver: Proprietor of the Ram’s Head Inn, Hareva Weaver is the sister of Beneva Chan, former queen of the Earth Temple, who was exiled by the Lunars along with her husband, Kallai Rockbuster. Hareva is married to Injarlkarth One-Arm, a thane who lost his arm fighting the Lunars during the Rebellion. She is deeply anti-Lunar and plots revenge for her sister’s exile. She and Injarlkarth now run one of the two lodging houses in Clearwine Fort, which provides her a network of anti-Lunar contacts and information about affairs throughout Sartar. Hareva is a cultist of Ernalda and Issaries. She is a plump, smiling woman and skilled at getting people to confide to her in conversation. Hareva’s gregarious charm makes a striking contrast to her husband’s grim dourness. However, she has a bronze will and bold temperament; even veteran warriors would rather face foes in battle than be the subject of her tongue-lashings. SC p.37 Darbrand Iron, the king’s blacksmith. Darbrand is a dangerous man who stole the secrets of iron from the dwarves; few humans know how to work iron, as the secret is jealously guarded by the dwarves. Also more on Erannina Chan on SC p.39.
  13. Have a look at the picture on GS p.42, the bas-relief of Kallyr's Short LBQ. Top line is the Westfaring. Second line left is Rausa and Gates of Dusk, center is confronting Maggot Liege/Yelm, then far right is the Proof (aka the Summons of Evil/Ritual of the Net). It is Day 11.
  14. Probably 3 days: 1 day to Quackford, 1 day up to the Greydog Inn (assuming your PC's are ok with staying in Greydog territory and don't get into trouble there), and part of a day to Indrodar's Necklace. There would also be rough herding trails leading from Old Man Village up and over the Starfire Ridges - though very tough hikes. Or you could go up the Nymie Vale and stop at either Asborn's Stead or Swan (if you got an early start), then to Runegate, and then down. Avoid the Greydogs that way. Indrodar's Necklace lies with the domains of the Good Sword clan.
  15. As @Quackatoa noted, it's Indrodar's Necklace.
  16. That's why we must pity him. If it was "go buy a 40 year old hard copy on eBay" absolutely. But since the pdf is fully available at Chaosium's site and provides the most complete cult writeups until GoG is available, it's a very reasonable answer.
  17. Except when you know it will be! Those cults in GoG aren't coming out of thin air. Oh, he would be. But pity the poor Trickster who does so and finds that CA is no longer protecting him from Mallia... And Mallia just loves seeking out Disorder...
  18. Except if you go back to Cults of Prax, with a full writeup of CA, you'll find on p.69 "No non-cult person can be taught this spell. Befuddle was once a special cult battle magic spell as well, but unwise teaching of it beyond the cult led to its use in attacks, perverting its merciful origin. That cult mistake will not be repeated." I believe this will be reaffirmed in the new Gods book.
  19. Exactly how I'd apply it. And the lack of food/water/sleep while in the trance could well turn your happy-go-lucky Humakti into an undead sword-wielding monster which the other Humakti have to hunt down. ☠️
  20. It's like what Fazzur had to do with Hofstaring - banish him to a Lunar Hell. Plenty of old forgotten places to put these powerful foes in the Otherworld where they can't readily get back from.
  21. Get them distracted first, then give them the 1-2 punch.
  22. And of course all the fun spirits of reprisal (for those that have them) have to be waiting around somewhere and see occasional use in protecting the temples. Impests to harass those invading Orlanth temples; spirits of heaviness to slow down those in Earth temples, or to cling like mud or stone to their feet; etc.
  23. Sleep! Don't forget activating the Snake Daughters for the Earth temples. Should be plenty of guardian spirits of various types to draw upon.
  24. It didn't particularly! The characters escaped by being swallowed by a Trickster and finding a secret door in his gut that led into the Otherworld. Likely if the Lunar camp had been one of the Heartland Corps' or Lunar College of Magic, it would have been more difficult. This was just the camp of Andrega Silverflame and her vexilla. It's an option I've thought of before, and there definitely is in my Glorantha (though I've not yet had occasion to determine what it is called). Good use of certain Passion spirits, e.g. Madness spirits, Pain spirits, Grief spirits, even Lethargy spirits. That also has a good feel to it.
×
×
  • Create New...