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jajagappa

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Everything posted by jajagappa

  1. Whatever the Orleving can get away with demanding (tempered by whether they think it impacts broader clan relations, if they care). @Ian Cooper already noted the "corporate" or societal aspect of this. The PC's are there because the Varmandi are effectively "short-staffed" and need to contract out to the tribe for aid. It is a Varmandi problem in the end. The Varmandi. There's a long-standing feud between them already. This will just reignite it. Whatever the victim thinks they can claim without losing face/Honor. Claiming compensation for a scratch may just get you laughed at as a weakling or coward.
  2. Lokarnos is the god of wagons and caravans (and wheels) and carries the trade goods across the continent. Issaries is the god of trade. They will likely work in concert in the Grazelands.
  3. jajagappa

    Truestone

    Yes, so you should then see pieces of that structure, i.e. Runes. But perhaps not in perfect alignment. I could see that. Perhaps by attuning/aligning it with the Runes you know, it allows you to manipulate the intensity better.
  4. jajagappa

    Truestone

    Because Law abhors entropy and emptiness. Law wants to be filled and ordered and consistent - the same law eternally enacted. Therefore when an empty Truestone is touched it absorbs what touches it to form its matrix. It's three points might be established by the 3 highest runes of the person touching it, and then it absorbs all Rune Points to fill it - taking known special rune magic first, then if there are still rune points, some set of common rune magic.
  5. Oh, of course they can! While I expect the GM book will provide a lot more detail and insight, I've already been running and creating material that ventures into the Otherworld. Use Worship during holy days to help facilitate the crossing (of course you need to get cooperation of temple priests). The myth will help guide the Crossing. If you're going into the Underworld you might need to fight Humakt (who will be a master of the sword with full use of Rune Magic) and either Humakt or the challenger must die to open the passage. (If a PC dies there, you have to determine if that means they are cut off from the Fertility Rune, or physically die - if the latter they can still journey along as a disembodied spirit.) And so on. Encounters are still encounters (even if high-powered ones). The landscape may shift from scene to scene, flowing with few transitions. Failure is likely needed at key places. Etc.
  6. Would you like there to be?! That's the real question. In the mundane world, both will manifest as magic crystals. If you HeroQuest, you could get the actual blood of either. The blood of a living god would likely be considered a holy relic that has value to your temple. I'd likely play it that if you drank the blood of the Living God, it would bring you closer to that god: might add Rune Points, or the ability to invoke a Rune magic without RP cost, or increase your Devotion or the Runes of that God. Maybe your appearance would become more like that god. I'm sure you could use the blood to Sanctify ground as well, probably an auto-success with that, and perhaps it aids in Summoning cult spirits associated with that god (a benefit which you could not get from a dead god). Of course! And if you try to use that blood to some nefarious purpose (as I'm sure certain sorcerers must) then that will taint you in some way that the cult will recognize.
  7. Go with the latter. There are some additional characters that appeared in the RQ3 Griffin Island, plus there's some text by Greg Stafford on how to run a campaign. Only thing that you won't get will be the full-scale maps of Balazar and the Elder Wilds. If you want those maps, then you'll need to go with the RQ2 reprint. Latter gives you the added Runemasters and Plunder. Also, the Plunder in the latter includes additional items that appeared elsewhere and are not in the original Plunder. More nostalgia reasons than anything else to get the original RQ2 releases.
  8. jajagappa

    Kero Fin

    Probably the Shaker Temple priestess.
  9. Just call him Vith and we'll be fine. Reminds me that at Massachusetts General Hospital the auditorium where the first demonstrated use of ether as an anesthetic occurred is known as the "Ether Dome".
  10. As @scott-martin said "go there and report back." I don't see this as being a focal area for Chaosium any time in the near or intermediate future. It will happen at whatever point some one decides that they want to plunge in and "make it so" and creates some scenarios to get the ball rolling.
  11. There's no argument. It is. I'm inclined to say not. Don't think I've ever seen anything that would connect them.
  12. And don't forget: ur- prefix meaning "original, earliest, primitive," I.e. Ur-ox as the original ox. (See similar usage of Ur-Argrath as in the original Argrath saga). I do not believe Ur- is related to Eur-
  13. Never had issues with it before, and we didn't have augments available. Sneaking is Move Quietly. If you fail that, what do you do, e.g. try to Hide. I'm fine with adding Hide as an augment for that roll if it fits. So far I've generally played that skill-based augments affect one roll, and they can use that skill-based augment once for the affected skill. If I was forcing a character through a sequence of multiple Move Quietly rolls, I'd need to consider why: 1) I feel they need the series of rolls; 2) they need to continue to apply augments. Since I play PbP, a "session" isn't relevant. Specific Rune and passion augments carry through the activity they are applied to or one day at the longest. And they can only be rolled once during that day. Skill-based augments to another specific skill apply once and only usable once during that day (but can be used/applied to another specific skill where applicable).
  14. I believe yes - markets, vendref communities, and the Pure Horse folk come and go.
  15. No changes there. You get Prax encounters (some familiar from Borderlands, some new IIRC), as well as Pavis encounters and special encounters (useful). The scenarios! Rough Business - a good introduction to some of the Pavis factions and political intrigues Purple Troll - stuck in the middle of a three-way feud including Griselda's gang and the Lunar Patroma's Celestial Engine - a whole new expedition down to the Temple at Feroda - this time with a unique artifact to recover. Red Moon Rising - the centerpiece, and worth it for this alone. Forced into a Lunar HeroQuest, and continued into the Salt Mines in the Big Rubble. Lots of usable material and ideas.
  16. More likely the issue was Belintar's battle with the Only Old One which cut the mouth of the Creek-Stream River off from its body/headwaters. Even after Belintar dug the New Canal, the salmon did not know how to return (or perhaps feared doing so, or had been lured by Esrolians to stay in their lands). Enjossi had to show them the new path home.
  17. While the 1593 date is noted in the Glorantha Sourcebook, RQG p. 128 has this note: "For over a century, the annual Lunar Kalikos Expedition has moderated the harsh winters."
  18. In the Broken Tower, Yanioth's ability to engage with the Earth goddess or to utilize Inviolable to counter Fear or Demoralize spells (including Idrima's Faceless Gaze) is really invaluable. She's also strong at countering attacking spirits.
  19. Except Gata largely predates the Air. It's only her joining with Aether that gives rise to Umath, and then she pretty much withdraws from the world letting Asrelia take her place.
  20. I'm going with the human/serpent look when they stand up from the earth (they are still connected to the soil), but then more like a coiling serpent/burrowing worm when going through it.
  21. Nothing like a good head preserved in an amphorae of olive oil! (and that reminds me of some story where people are placed in barrels of palm/date oil until they are so soft their heads can be plucked off - but can't place what story...)
  22. Per the Guide p.176, the 1621 populations are: Lunar Tarsh: 360k (41k urban, 319k rural; divided as 60k Lunar, 300k Orlanthi) Old Tarsh: 35k (4k urban, 31k rural; almost all Orlanthi)
  23. They are the Horns of Eiritha, and presumably the gateway into the mind of Eiritha. If you turn the map of Prax sideways, you'll see all the parts of Eiritha nicely laid out as a range of hills.
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