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jajagappa

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Everything posted by jajagappa

  1. Obviously, find a sucker (i.e. adventurer). Make it worth their while to make the trade for the enlo - they are Hoomanz, what do they know! An Issaries merchant is also possible, but they might be a bit brighter than your average adventurer.
  2. Yes. That's why if you happen to roll the same as your POW, you die and are transported to your god's home in the afterlife.
  3. We have no idea what the Cradle encountered after it left Corflu other than Argrath kept Harrek from plundering it, and joined Harrek instead. Perhaps a Dormal initiate was picked up in Corflu, or Argrath convinced a Wolf Pirate Dormal initiate to aid the ship, or Pinchining was able to invoke magic to pass through the sea, or giant magic countered the effect, or being destined already for Magasta's Pool and the Underworld the Cradle was pulled directly there by the forces of the Closing and the Doom Currents. Lots of possibilities, but we simply don't know what happened next.
  4. The Guide p.344 notes: "Bolthor Brighteyes, the king of the Talastari, asks Hahlgrim to lead an army into Dorastor to confront the Chaos Horrors led by Ralzakark." And p.700 "While a guest of King Bolthor of Talastar, the warrior-priest Hahlgrim (and his companion, his young cousin Paulis Longvale) was betrayed by his liege. The king and his thanes burst into the royal apartment where Hahlgrim was staying. Bolthor demanded the return of Ironbreaker, an ancient magical sword that had been part of the royal regalia but had been given to Hahlgrim by the king in exchange for fealty." Talastar is the kingdom west of Sylila north of Aggar and south of the Yolp Mountains. The King of Talastar is effectively the "overlord" over the various tribes such as the Bilini and presumably receives tribute from all the Talastar tribes (and gives some tribute to the Lunar Empire in turn). See the Guide p.341, "In 7/19 (1590), Talastar was listed among the lands that follow the Lunar religion and the Lakrene Council was recognized by the Red Emperor as the rightful King of Talastar. The Bilini, a particularly fierce tribe on the border with Dorastor, rebelled, shattering the short-lived kingdom. After a three-way war between the Bilini, Lakrene, and the Satrapy of Sylila, Lakrene is now under the protection of the Satrapy of Sylila, and the Bilini hold their traditional lands and maintain their Orlanthi ways. Several families claim the title of king, but are simply glorified clan chiefs. Seven tribes are dispersed along the major river valleys: Tenlings, Vosdalings, Lingstings, Arkablings, Bilinings, Ulredings, and Skanthings." Bolthor is one of the Lunar "Appeasers", and I think is king of not only Talastar but also the Bilinings tribe and rules from the fortress called the Hold. Also noted on p.341: "The king of the Bilini wears Ironbreaker, a dwarf-wrought sword made for one of the lieutenants of Arkat the Destroyer." The Lingstings are centered at a Sun Dome temple and are traditional foes of the Bilinings.
  5. Guaranteed to break the ice at parties, though!
  6. A lot is going to depend on the scenario. If it's combat heavy, with few opportunities for spirit interaction, than Vishi Dunn will seem like a poor choice.
  7. That's because HQG already adds points to the highest two runes (that accounts for 12), occupational keyword, and distinguishing characteristic.
  8. But should there ever have been? This is still one god. That your clan followed the Thunderous aspects, and another clan followed the Adventurous tradition, means that you see the impact of Orlanth differently. But those heroes who seek the ways of Orlanth learn that these are all just aspects of him - and why they are heroes. The heroes shape Orlanth as they shape themselves. Depending on the timeframe looked at, HQ also went way overboard on fragmenting the gods into micro-gods (particularly the HW/HQ1 period).
  9. Definitely a few ways to play it. Looking back at some of my prior results, the heroes do get the victory in the contest, but generally have some element of failure: Beorht nearly gets tangled up with Harrik's wild swings of his staff. But the attack is unexpected, and the beast's flank is sufficiently exposed for Beorht to get an opening and gouge the beast's hide. Garnath trips on one last rock at the last minute, his striking blow goes astray, but still catches the beast by surprise in the flank. Garnath hits another rock as he falls, and though painful, he rises again. Harelmal realizes that those flashes of fire are not from the demon battling Aren and Last Tear, but are two more demons flying in from up the valley. He guesses they have but moments before those arrive. Ingwald staggers under the blow but stays firm and pushes back up causing the demon to stumble over the rocks. Though Breya does not get a clean blow against Heavy Earth, she hits a weak spot in the earth spirit's leg and suddenly Heavy Earth crumbles about her!
  10. It pretty much maps to the effects noted in the Missing Lands p.101 which was published in 1998, but likely written a decade earlier, so don't think there's any retcon there.
  11. Yes. No. In the former case you succeeded to some degree in achieving the result of your contest. In the latter case, you failed to achieve the contest, but brought no harm to yourself. And no. The Fail vs. Fumble is an interesting case. How I try to play that is that the hero did not succeed in achieving what they sought to do, but some other opportunity or approach presents itself. @Oracle can likely comment on whether I succeed with that or not though! 🙂
  12. The good news is that the guard was sleeping, and didn't wake up when you bumped into the stool, but unfortunately the door is locked and the guard has no key. You'll have to find another way.
  13. That is one of the nice things with HeroQuest!
  14. I have both (as well as the earlier HW/HQ1). I've been running HQG close to 5 years now and don't think I've ever referenced the HQ2 Core in the entire time, though I know there are a few things which are described/written somewhat clearer in the Core book.
  15. The bonus may well need fiddling with, but this type of augment (or shift) to a Rune (or Passion) is definitely something I want in my Glorantha (though likely will have some counter/deleterious effect, or be easy to 'break').
  16. Obviously they use "OY!" Light before Truth. Or perhaps the more correct format: "O Y !" Light over Truth. 😉
  17. Sir Narib brought his regiment over to Nochet in the wake of the Lunar invasion of Heortland and has his own barracks/home outside the city in Meldektown.
  18. I'd also give the Hawthorn Bough a connection to the Fertility rune - i.e. always adds +20% when the bearer invokes that Rune (e.g. Inspiration or casting Rune spell), or +30% when in the Underworld or during Darkseason. However, if the bearer attempts to use the Death rune or invokes a Hatred, then the bough withers/shatters.
  19. The one time fee to learn the spell from whatever temple or shaman that can teach it to you.
  20. The art itself is less important - the important thing about this work was the article in which Greg laid out the Mostali/dwarfs as part of the World Machine with the specific castes, etc.
  21. Don't think I ever saw that one. DW 24 was the first real breakout of Glorantha dwarfs, and they were clearly in the World Machine by then (though still looking very 'human'). http://www.diffworlds.com/dw_13-24.htm
  22. As a subcult, keep it simple. Ulanin is a horse rider, so the subcult might provide an additional skill for training (i.e. Ride or Animal Lore) and either one spirit magic (e.g. Vigor) or Rune spell (probably Beast or Movement related). Could be something like a variant of the Rune spell Draw Beast, but specific to horses. Or something like True Ride that doubles the Ride skill.
  23. There's lots of options for modifications: skill of leaders, field position, average skill level with weapons, freshness or exhaustion of units, etc. Generally the GM will set the +/- bonus to each side, though if PC's are influential, maybe a preliminary Battle or Lore roll or other factor adjusts this slightly. If you have PC's who are leaders, have them make their Battle roll with the initial modifier - their result then influences the PC's with them. For a larger battle, I like the idea of several 'scenes'. I had thought of breaking up the Battle of Queens further: opening forays, attack on Kallyr, Leika's rally, etc. but consolidated to two (or a third if the PC's had joined the pursuit/rout of the Lunars). But then having each PC's Battle roll reflect some event within that larger scene provides a bit more drama. I tried to sequence their rolls based on their role in the battle: missile users first, then cavalry or melee, healers next providing a morale boost, then messengers who need to communicate across the field. Magical support could go anywhere in the sequence depending on whether it is acting like ranged attack, within the melee, or more protective.
  24. The Closing is still in effect until the Boat Planet rises in 1624. That the Cradle sails beyond landfall may be due to any number of factors, the most likely of which is that the giants (or Pinchining) know the route to the Underworld via Magasta's Pool and enchanted the Cradle to get there.
  25. As with Hykim/Mikhy, I always thought the True Dragons were hermaphrodites.
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