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jajagappa

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Everything posted by jajagappa

  1. Goes to a Movement aspect - he's helping goods circulate through the world and there is still an exchange with whoever acquires them. Presumably there was also an exchange between whoever provided them to the Issaries merchant. The exchange does not necessarily need to be in something tangible - it could be a magical benefit such as a blessing or spell, or protection from harm, etc.
  2. @Runeblogger is correct, it is Iceland. It's the rift between the European and N. American plates. Fascinating how square and blocky some of the stones in the 'wall' were along the European side.
  3. Might be the site where the Brown Dragon rose, or more likely an older site in the Red Dragon Vale or Ormsland.
  4. The experience roll is +1d6 or take an automatic +3%. There is no minus. (p.415) Training has the 1d6-1 or take an automatic +2%. (p.416) I never minded that there was a chance you wouldn't learn from training. Research has the most downside at 1d6-2 or an automatic +1% (p.417). Again, I never minded this, but if I wanted to avoid a -1% option, would probably house rule to 1d4-1 as it just shouldn't be as advantageous as experience.
  5. We know the Emerald Sword clan doesn't stay within the laws of Orlanth! Their raids killed our folk, and when we demanded wergild they refused. They caused the Ferry Feud, and the Dark Friends' Feud, massacred our folk at Tormakt's Farm, and caused the Silk-breeches Feud. They still owe us for all that! And our Issaries merchant will make sure they pay their due and the Scales of Justice are balanced.
  6. He's got to be very careful. If the Issaries merchant starts to steal, or retain the spoils for himself, he/she is likely to be the victim of Issaries spirit of reprisal: Raw Greed.
  7. jajagappa

    Charisma

    So you've just spent 6 Rune Points to double your CHA for a year. Now you are down 6 rune points until they can be replenished - probably a seasonal holy day as that will give you 2d6 points back (typically 7) with a successful Worship. You can no longer hold all the extra Spirit Magic you've acquired. I think it follows along the lines of p.254 "An adventurer can voluntarily give up knowing a spirit magic spell to make room for different new spells." If you've lost the CHA to hold the Spirit Magic, then you must give up knowing X number of spirit magic spells. I don't believe you can overwrite the spell. You could dismiss it, then cast again, but that will initiate some hiatus. Your rune points are limited by CHA. If you increase naturally, that goes up, so should with an Extended Charisma spell too. If your CHA goes down then I'd say the rune points aren't lost until cast, but cannot be regained/restored. If you subsequently go up again, then you must spend POW to get additional rune points. You can get around this by having rune points with another cult (which are managed separately). Similar considerations on binding spirits (limited by CHA/3). As it notes on p.250 "After losing points of CHA, an adventurer must be very careful when dealing with their spirits. Trying to keep more spirits than the adventurer’s CHA characteristic allows gets the adventurer in trouble the first time they try to use one for anything. The spirit rebels unless the adventurer manages to roll CHA×5 or less on a D100."
  8. See the Guide p. 621 which shows the Sacred Mountains there. "In the God Time, the Storm Gods were very active in Umathela. Doraddi myths claim the cattle-herding horde of Desero invaded Pamaltela from here. The blue-skins of Fonrit believe Baraku, the Killer of Artmal, lives atop Umath’s Throne, while the storm-worshipers of Umathela know that Orlanth rules from that mountain peak and that his son Desero was born atop Mount Vedra. Near these mountains Air magic is particularly strong, something the Fonritians learned to their misfortune during the Season Wars."
  9. The Issaries rune represents the principle of "Equal Exchange" (and is somewhat associated with the Harmony rune). That is opposed to the idea of "Unequal Exchange", i.e. theft. That's not to say an Issaries merchant won't bargain and haggle for the "best" or "most equal" exchange, in her view, but it's not theft or robbery.
  10. It was a HeroQuest game, so didn't have to worry about that! For RQG, I'd probably create a multi-point special rune spell that can swallow one or more living beings up to SIZ 18 and lasts for some short temporal period. The difference being that the swallowed beings are neither killed nor destroyed, but retained in the Trickster's gut for say 1 hour after which they are, usually, vomited back up.
  11. Yes, that would work for random date too. However, I don't have a calendar which numbers each and every day so personally I find it easier to look and work with 3 smaller tables.
  12. Use the D&D Dice roller and enter in a custom value of D300 or D294. http://www.wizards.com/dnd/dice/dice.htm
  13. In my HQG game, the PC's used a Trickster's Swallow to escape a Lunar prison camp. Initially I figured the PC's would just wait in the gut until they were vomited back up safely outside the Lunar encampment, but they discovered a secret door above the Trickster's stomach which led onto the Hero Plane (into a location simply called the Boneyard). Most of them eventually found their way to the famous Crossroads of 100 Roads and then the path through the Fog of Ignorance to Lhankor Mhy's Ivory Tower (from whose book stacks they exited into the Jonstown Library).
  14. Very useful - I'm constantly scrolling to find the pages in RQG which is a real pain. Thanks! My three comments: moving the Attack/Parry results & Attack/Dodge results immediately after the Ability Success table since its common to have to regularly check the success level, then the attack results. the damage modifiers & results would be a useful addition (e.g. result of an impale, smash, …; and what happens when a hit location goes to 0, gets 2X damage, …) spell casting bonuses for sacrifices, location, date would be helpful
  15. For purely random, you could just do D10/2 for season, D8, and D8. I wanted something that could cover both pure random and weighted based on runes, hence spread each of them over a D100. Still just 3 rolls. If you're unsure what runes you want, you can let the random roll guide you and see what you get. If you know your runes, but find it odd that your birth date coincides exactly, then you can add in some randomness but still have good likelihood that it aligns.
  16. RQG p.81 outlines a basic method for determining the season, week, and day of week for your character's birth. As I often like a bit more randomness in my character's birthdates, I put together the following tables that allow a couple options for calculating each (including mix-and-match as you will). Hopefully of use to others who like randomized birthdays. 🙂 Option 3 in each case is intended to provide a weighted roll. For Seasons, the weighting gives 55% for runic season, 10% for each other season, and 5% for Sacred Time except for the Moon rune which has 20% for the Young Elemental seasons, 15% for Stormseason, and 5% for Sacred Time. For the Weeks, I set it so that you'd get 50% chance each for your best power or the opposite of your best power, or a spread across the weeks if your form rune was highest. For the Days, there is a marginal addition for Wildday and Godsday. On the weighted roll, it currently just spills over into the prior/subsequent day (though I'm still playing around with other optional spreads). Season: Option 1: choose season from highest elemental rune Option 2: roll 1D100 on the Season Table Option 3: roll 1D20 + modifier from your highest elemental rune on the Season Table Water rune +0 Fire rune +20 Earth rune +40 Darkness rune +60 Air rune +80 Moon rune x5 OR roll 1D100 Season Table: D100 Season 01-11 Seaseason 12 Sacred Time 13-14 Fireseason 15-16 Earthseason 17-18 Darkseason 19-20 Stormseason 21-31 Fireseason 32 Sacred Time 33-34 Earthseason 35-36 Darkseason 37-38 Stormseason 39-40 Seaseason 41-51 Earthseason 52 Sacred Time 53-54 Darkseason 55-56 Stormseason 57-58 Seaseason 59-60 Fireseason 61-71 Darkseason 72 Sacred Time 73-74 Stormseason 75-76 Seaseason 77-78 Fireseason 79-80 Earthseason 81-89 Stormseason 90 Sacred Time 91-92 Stormseason 93-94 Seaseason 95-96 Fireseason 97-98 Earthseason 99-00 Darkseason Week: Option 1: choose season from highest power rune Option 2: roll 1D100 Option 3: roll 1D20 + modifier from highest power/form rune Disorder/Harmony rune +0 Death/Fertility rune +20 Stasis/Movement rune +40 Illusion/Truth rune +60 Man/Beast rune +80 Week Table: D100 Week 01-10 Disorderweek 11-20 Harmonyweek 21-30 Deathweek 31-40 Fertilityweek 41-50 Stasisweek 51-60 Movementweek 61-70 Illusionweek 71-80 Truthweek 81-82 Disorderweek 83-84 Harmonyweek 85-86 Deathweek 87-88 Fertilityweek 89-90 Stasisweek 91-92 Movementweek 93-94 Illusionweek 95-96 Truthweek 97-00 Sacred Time Note: replace Season if rolled, or reroll, or select preferred week Day of Week: Option 1: choose weekday from highest elemental rune Option 2: roll 1D100 Option 3: roll 1D20 + modifier from highest of elemental or Man/Beast rune Darkness rune +0 Water rune +11 Earth rune +25 Air rune +39 Fire rune +53 Moon or Beast rune +67 Man rune +80 Day of Week Table: D100 Weekday 01-14 Freezeday 15-28 Waterday 29-42 Clayday 43-56 Windsday 57-70 Fireday 71-85 Wildday 86-00 Godsday Sacred Time Week: Option 1: Choose either Fateweek or Godweek Option 2: Roll 1D20: 01-10 = Fateweek; 11-20 = Godweek Day of Week: Use Day of Week Table as above.
  17. And very similar in appearance to what I saw first-hand in Iceland a week back - tall escarpments with low, flat coastal plains immediately around or between. I'll second that question. I see no barriers to the rains falling as the clouds climb up the Heortland plateau towards the Stormwalk Mountains. There's no rain shadow (unlike in Esrolia around Nochet) from southwesterly winds, which are what is noted in RQG as predominant from Seaseason through Earthseason.
  18. Mostly current incarnations of Pathfinder and 13th Age - never played the original before discovering RQ.
  19. As others have noted, pretty much as needed/desired. Mostly it's flavor for the day: it's hot and humid (i.e. you don't want to wear armor), it's raining (trails are muddy and will slow you down and make wagons useless), it's frigid with strong gales (better have cloaks and fur-lined outfits, otherwise penalize skills such as manipulation). Sometimes can be portents. Useful to know if it's clear or cloudy if Yelm or Orlanth want to cast certain spells.
  20. My view of Nochet is that the urban clans are 'guilds' where they've gained particular privileges over a craft (e.g. House Ternvok is one of four clans that have rights as carters/wheelwrights) or part of a larger fabric of society where they pursue particular functions that serve common neighborhood needs (e.g. participation in one of the larger Societies of the Cloth). This creates a certain nominal balance until factors such as success/failure of a prominent clan leader, luck/fate, or population pressures (e.g. Sartarite and Esrolian refugees from wars) through things out of balance. If you don't come with a large group at your back, you'd do well to bring your craft/skills and marry or be adopted into an existing clan with a need (e.g. a small clan who suddenly find they don't have any craftsmen to compete with someone else pushing into their 'guild' territory).
  21. Yes, should be some good farmland but you need crops that won't rot from the hot, humid, and rainy summer weather. Citrus groves may work here. And likely good for cattle grazing - less so for sheep.
  22. I thought he was referencing the areas highlighted in yellow here. What's noted in the Guide p.245 "There is a narrow coastal strip which quickly gives way to thousand foot high cliffs ending at the plateau. Five rivers have cut gorges from the plateau top to the sea and these form the only access from shore to the upland farms." The climate as a whole is noted on p.234: "The climate is generally warmer in the southwest, colder in the northeast. The western lowlands (Esrolia, Caladraland, and the Right Arm Islands) rarely get any snow, while snow is common in the Storm Mountains and the Heortland Plateau. The western lowlands get hot and humid in Fire Season, the eastern highlands are warm and dryer. Storm and Sea Seasons are wet throughout the Holy Country; each Sea Season brings the warm Heler rains from the Homeward Ocean." Assuming it is this coastal strip, then it will be heavily affected by the dominant southwesterly winds that prevail from Sacred Time to late Earth Season (RQG p.110). Unlike parts of Esrolia, there is no rain shadow here - it's going to get rain right and fogs off the Mirrorsea, and a lot of the rain will be dropped as the clouds climb the plateau (and leaving the highlands of Heortland drier). My guess is that it is closest in vegetation to that of central/north Portugal or around coastal central California or central Chile (e.g. the Chilean matorral: https://en.wikipedia.org/wiki/Chilean_Matorral). This part of Heortland should see wet, fertile, relatively warm with drier winters. Lot of soil washed down from Stormwalk Mountains so fertile and good for farming. Talls trees nestled in along cliff bases. Maybe palm trees in the flats. Choralinthor itself is fairly calm so there will be tidal flats and probably good dune systems.
  23. Agree, an Issaries initiate can gain/use the spell. The caveat though is this: The trade must be done in an Issaries Market. Also, the person they can trade with seems to be variable. While the opening text indicates it is done with another priest of any cult, the subsequent text says: other cults treat these transactions in various ways. All Lightbringers, for example, deal with their associate god of Issaries, but the Earth goddesses allow spell trades only if the High Priestess of the temple approves. The nomad gods (Storm Bull and Waha) require the High Priest to be present to negotiate. So I'd say most cults (except other Lightbringers) limit the ability of their initiates to engage in trading away special cult magic. Not that initiates couldn't do so, but likely they will face their Spirits of Reprisal if not blessed/approved by their priestess/priest. Of course, your Trickster initiate will be happy to trade for lots of rune spells, no approval required. 😉
  24. Yes, it is there. I'd likely play it that they are part of the Culbrea still, but have a long-standing feud with their neighbors, the Two-Pines since that is noted (e.g. the Lorthing Gold Tribute which they've refused to pay/honor since Starbrow's Rebellion). They hate the Telmori, so have tended to be friendly with and aid the Cinsina and likely have marriage relations with them. Otherwise, per the map in the Coming Storm, they are a very isolated clan stuck between Telmori to the north, the aggressive Two-Pine clan to the west, the Sazdorf trolls of Battle Valley to the south/east (and I'm sure regular raids by Praxian nomads as well).
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