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jajagappa

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Everything posted by jajagappa

  1. As Dave noted, it's not dropped, but named the Essential World. However, what the Guide specifically shows is that the Spirit World, Essential World, and Gods World are NOT three distinct and separate places but different ways of viewing and approaching the Otherworld. That said, I also think there are places in the Otherworld that are easily reached with one approach and and not another. For instance, Joseph Greenbeak the duck shaman can readily enter the spirit world around the Colymar Wilds. He knows how to find TaWaKak in the Silver Woods and how to pass beyond the Rabbit Hole to reach the Guardian Woods. From there he might travel deeper into the Spirit Plane where powerful spirits such as Kolat travel. The Aeolian sorcerer Aeolrin though could not readily find the Silver Woods or the Rabbit Hole. However, he could send his mind into a dream or trance that places him in the Highest Storm. With concentration, he could then define the forms of the Storm and reveal the Spirit of the Storm and force the Spirit to give up its name as one of the Kolati. Both Joseph and Aeolrin end up in the same place in the Otherworld, but following very different paths and have completely different views and interpretations of how they got there.
  2. While I transplanted the Garhound Contest to the Orlmarth and made some slight modifications, I did run these using HQG though somewhat abstracted as only one of my players had a character competing (vs. a lot of NPCs). Generally I used an approach of a character's ability + augment vs. a set difficulty. The level of victory or defeat was then used to rank the contestants and where more fine-grained result needed I looked at the difference in die rolls. For the wrestling match, instead of a set difficulty I used a determined ability level for those that mattered. Let me know if you have questions about how I approached it. I ran the contests over a 2 day period, specifically: The Contests for the hand of the Harvest Queen There are 7 contests in all over the 2 days leading up to the sacred marriage and the Harvest ceremonies. They are: DAY ONE The Foot Race In the Godtime, many young gods set off to explore the world beyond the Great Mountain. Some fell, some got lost, but a dozen gods succeeded and discovered Ernalda. These gods vied to become her husband and protector. Only the first 12 men to reach the finish can continue in the competition. The Javelin Throw In the Godtime, Ernalda’s spouses and suitors often fought amongst themselves to prove who was the greatest warrior. Orlanth challenged all to prove their skill with the javelin, a weapon of the Fire Tribe, but thrown through the air. The Wrestling Contest In the Godtime, though Ernalda’s suitors each fiercely contested with one another to win her favor, they also were vigorous, spirited young men who enjoyed oneanother’s fellowship, and they sought as much to impress each other as they did to win Ernalda’s charms. This is a chance to exercise the gifts that the gods have granted to strong, healthy young men. The Escaped Pig In the Godtime, Ernalda’s prized pig escaped from the garden. Her spouses and suitors set off in pursuit to be the one to capture and return the pig to her. DAY TWO The Slingstones, or the Hail of Pain In the Greater Darkness, when chaos swept the world, Ernalda’s husbands had to fight their way through biting chaos and screaming winds to reach her side and defend her. You must endure the stinging hail and bitter blows to strike down evil Gagarth and win through to the Harvest Queen. The Apples of the Hidden Isle In the Godtime, Ernalda’s suitors vied with each other to bring her gifts. When they heard a tale from the storyteller Skovari of a beautiful and unique magical fruit that grew in a distant land, they raced on steeds to acquire one. The path was long and twisting, and a nearly impassable river had to be crossed to get to the fruit tree. You must find and ride a steed to the Great Apple Tree and pluck an apple, then return. At the end of the race, the winner must present his fruit to the Harvest Queen. Only someone with a healthy fruit can win. Wit and Charm Ernalda’s suitors sought to impress each other with their intellects, and would often hold great contests using poems, riddles, songs, and/or boasts of deeds. Those who impressed Ernalda won her praise. In each contest, the best three candidates receive feathers from the Harvest Queen: in most cases, 3 for the victor, 2 for 2nd, and 1 for 3rd; in the apple race it is 5 for the victor, 3 for 2nd, 2 for 3rd, and 1 for 4th. The Harvest Queen's favorite has already received one feather. When the contests are done, each candidate steps forward and presents the Harvest Queen with his feathers. The candidate with the most feathers is the victor and is crowned the Barley King. Since I run a play-by-forum campaign, you can find these starting here: Harvest Games in Orlmarth campaign (Due to some unfortunate circumstances, you won't find all the original posts by the player involved, though can find his actions quoted in responses).
  3. A spell that Taps others. Not completely silent. Clearly Gerlant had his Flamesword. And we know that Fronela in its campaign against war increasingly becomes like the Kingdom of War. So perhaps they move from magics that use the elements to enhance their weapons to magics that create great damage (earth blasts, fire storms, feasting darkness) and then to weapons that even have the power to tap their foes (ala Elrics famed sword).
  4. I'm completely the opposite and love them and my players enjoy the drama they create, whether individual or group extended contests. That said, I also don't overdo them. They represent critical points in the storyline - occasionally an opening scene, the central climax, the final resolution, but otherwise I keep them minimized. Sometimes a key failure or action by a player will lead to one where their actions suggest that the storyline is shifting and it's important to see whether the prior failure triggers a significant dramatic change.
  5. I don't see any specific link between Lunars and Dream World, at least no more than any other approach to magic. If the Dream World has a natural affinity, it is to parts of the Underworld. At least in my game, the dream world is one point of access to the Essence Plane. Why? Because at least some dreams have an inherent symbolism in them that are naturally akin to the Essence Plane/Source of Logic. (Plenty of examples in Jung's work of the relationship between dreams and alchemical works which provide great sources to mine in exploring this aspect.) Now, dreams could provide a more bizarre, "psychedelic" aspect which could lead to the spirit plane. For a sorcerer, they would need to force their will over such contrary forces following tried-and-true sorcerous techniques that will naturally lead them back to the 'Essence Plane'. To realize that these 'planes' are simply different ways to look at the Otherside and that they connect together.
  6. Having lived through the 1982-1992 drought, I'd certainly assert it. And I suspect that was the point being made. Of the titles above, only Gods of Glorantha, Glorantha: CotHW, and Elder Secrets has a reasonable level of Glorantha content, AND NO SCENARIOS. Troll Pak, Into the Troll Realms, Haunted Ruins -- all reprints. Griffin Island - an annoying pseudo-reprint which lost its Glorantha context.
  7. It is launched, live, and already funded. On to stretch goals.
  8. Expected about noon EDT today.
  9. Assuming the Esrolia book is canon, then they have a broader range. p.6 "Commoners in Esrolia walk. To ride upon a horse is a sign of wealth and prestige. Ownership of these is not restricted, and anyone can ride. Some other beasts are used as steeds, but very rare so that the appearance of the bird-riding Augner clan [Riding upon their large, bipedal augners] or the Inep clan [Riding their unique Long-legged Cows] always creates a sensation." Granted that the Guide suggests that they are 'resurrected' and exist in Birdland on the Red Moon, but probably need Jeff to add a definitive comment.
  10. Since I seem to like triads, here's a third piece related to Vanch. To: Iridascius, Aide to Quinscion, His Most Excellent General of Procurement and Disbursement, Mirin’s Cross Fr: Galacrustus, Geographer, Sage of Irripi Ontor, Temple of Knowledge, New Lolon Dated: Crescent-Come, Disorder, Sea, 7/47 I received your letter but two days ago, undoubtedly crossing with my own last dispatch. Apparently it was delayed by weather and the sacred time events, though I suspect it may have been intercepted in transit. I gather from King Wearomon that there are many who seek out such correspondence, though I dare say there is little in ours to benefit such intrigue. While I had hoped to rejoin my brethren in Mirin's Cross, I understand the needs of his most excellent general and shall depart for Bikhy shortly to begin my survey of the lands of Vanch, though King Wearomon counsels me to be cautious around King Gormoral. In advance of my new journey, King Wearomon kindly allowed me to read some of the Annals of the Kings of Vanch, part of the famed New Lolon Gospel, though these annals clearly reflect a view from northern Vanch. Yours, Galacrustus The Vendorsvalings 1544-1547 Vingoryal Farseer, son of Torgaval and grandson of Vendorsval 1547-1568 Hastormal, son of Vingoryal and Zarissa the Golden-eyed Lioness 1568-1572 Angtiryal, son of Hastormal and Cynixa Red Woman 1572-1585 Tantaral, son of Hastormal and the Cynixa Red Woman 1585-1592 Ismaril, son of Tantaral 1592-1602 Pelramal, brother of Ismaril 1602- Gormoral, son of Pelramal Comment: The current dynasty of Vanch, the Vendorsvalings, called the Redwings or the Lunars by many in New Lolon, came to power when Vingoryal the Red seized the throne of Vanch in 1544 after the turbulent years of the Little Suns. As with many nobles of Vanch, the Vendorsvalings claim descent from the Red Emperor and the old royal family of Vanch, as well as from Hwarin and Ingakotum through Brenakotum of Terarir, and had much support from Sylila. A number of nobles, including King Wearomon, are related to the Kings through Vingoryal's brother Tundarkal Stormcleaver and his son Brentaral Starcrown.... Vingoryal Farseer, wielder of the Blackspear, was ever vigilant and ever wise. With the aid of his brother Tundarkal, the loyalty of the Red-winged Eagles, and guided by the wisdom of the Sun and the Moon, Vingoryal reunited the mighty Kingdom of Vanch, drove back the wild mountain men of Imther, and secured the border against the onslaught of chaos. Comment: Though Vingoryal carried the Blackspear and wore the famed Wire Cloak, it was his father King Torgaval of the Fenarth tribe who slew the Elder Horror of Tork, found the treasures of the Three-feather Nest, and married the Green Woman, Asdrestya, of New Lolon. Vingorval lived long enough to stabilize the kingdom by marrying Zarissa the Golden-eyed Lioness and fathering a strong son, and by favoring the Crow's Bane in the Pond Land. Unfortunately, he was assassinated before he achieved any great deeds. Hastormal the Walker brought peace throughout Vanch, never resting in his efforts to repair the land from the ravages and drought of the Little Suns. Hastormal married wisely, uniting Vanch with the strengths and magics of the ever-glorious Red Moon, and aided both Tarsh and Sylila against evil usurpers. Comment: Hastormal became King of Vanch after his father's assassination. With the aid of his uncle, Tundarkal, he purged the Three Traitorous Tribes and raised the Blood Man and Shargrin tribes to power in the Ash Land. Hastormal was famed for his many Tours through the land, staying as often amongst the many clans of Vanch as he did in Bikhy, and wore the Mask of the Forager. Hastormal married Cynixa Red Woman, called the Voracious for her love of food and jewels. He gave his support to Philigos in reclaiming Tarsh and later aided Phargentes and Algaratum Errio against the heirs of Hwarin in Jillaro.... Pelramal, Master of War, studied the many arts of battle and strategy and learned from the greatest generals and the warriors of the Sky. His knowledge was legendary and he easily defeated all foes. Comment: It is said that Pelramal was the greatest scholar of war of his day, and could readily quote from the works of Murharzarm, Urvairinus, Mahzanelm, Elmexdros the Conqueror, and even Kastok the Rider. When his brother was killed he took the Mask of the Dutiful and mustered the northern tribes to avenge Isramil's death. Pelramal followed the ancient rituals and strategies exactly in the manner of the greatest generals. Surprisingly, he broke the Confederation of the Bull and gave rule to the Bright Eyes. But uprisings and rebellions continued when Pelramal returned to his library. The Provincial Administration was forced to act against the Governor of Thernan and lands were given to the Satrap of Sylila and the Queen of Holay to rule. Gormoral, blessed son of Pelramal, has chosen the path of the Gatherer. To him have come the wisest of the realm, and he has been granted great knowledge and prodigious skill. Comment: Gormoral the Gatherer has proved a stronger ruler than his father, and has taken advantage of the civil war in Imther for his own benefit. His favorites, men such as Elmenides Longbeard, Kestindoros Goldentongue, Urbayan Redcoin, and Laram Cooncloak, have all had their plans and schemes, but perhaps have not proved quite so wise as suggested.
  11. To: Iridascius, Aide to Quinscion, His Most Excellent General of Procurement and Disbursement, Mirin’s Cross Fr: Galacrustus, Geographer, Sage of Irripi Ontor, the Grey Court Inn, Bikhy Dated: Dark, Stasis, Sea, 7/47 Once the rains let up in Harmonyweek, I readily found an Alakarma merchant, one Liritana who hails from the Laramite tribe, preparing to head north from New Lolon to Bikhy and who was willing to allow me to accompany her mule train. Unfortunately, we took Tunoral's Trail instead of the Main Vanch Road. The journey to Waterdog Crossing was uneventful, but the Aryael ran high and fast and no ferry, even with chains and winch, could make the passage. For four days we sat waiting for the river to slow enough to allow the ferries to resume. The locals regaled us with tales of thieving Tunoral, the great raider Gavaral, the blessed Green Woman, the fickle Aryael also known as Aryela, and the playful water dogs. There were plenty of tales of the treacherous Saylyr tribe as well and how we best watch our wares, particularly when passing through the Traitor's Woods. Liritana laughed them off, apparently well versed in both the customs of the Vanchites and the prejudices of the Afotharings.... Tunoral's Trail rises up from the Aryael Valley to wind its way through the Last Rest Hills. It's unknown whose "Last Rest" it was, but at the Ridgeline sits the Saylyr village simply called Farewell. At first glance, it seemed no different than any stead or village of Imther with a typical ditch around a wooden palisade to protect it and gates at both the east and west ends where Tunoral's Trail passes through. But the main stead of the clan chief here was of stone caked with mud and straw, reminiscent of a Penkrathos villa though still retaining the form of a long house. The doorway of this great hall was decorated with many raccoon tails as well as an old stone mask of a grinning and antlered man with shells for eyes. The locals named this figure Ralvan the Scavenger. Other steads proved to be equally odd mixtures of stone, wood, and thatch, some decorated with furs, others with feathers, one with some great crab shell of unknown origin. Despite this mishmash of construction, the village was carefully aligned along three straight east-west paths and three straight north-south paths. The villagers said these were the Spears of Elmharth, a great warlord of the past. The Saylyrings are exemplary Vanchites. Their tattooed eye masks of black, red, and gold dots are said to acknowledge their rich heritage and their many skills though I found it very unnerving to look at their faces after awhile. The men kept their beards oiled and braided in an old Dara Happan style but their hair long and wild as if they were Orlanthi. Short red togas were worn over rough spun tunics and woollen pants and belted with short ropes. When it rained, as it was prone to do during my brief stay, they added cloaks of beaver or otter skin. The women wore single, long and intricate braids, bound with green ribbons to gain the favor of the Green Woman. Short dresses, of varied hues of green, were worn over leggings. They said this was the style favored of Velhara, the Lady of the Wild. Many wore scarves of varied colors (blue and red seemed to be preferred), most simply tied at the front, though the wives of thanes favored copper pins and clasps adorned with the face of their favorite goddess.... The Saylyr King was far more hospitable. King Gavlyral was an older man in his 50's with greying hair and a long full mustache, but no beard. A scar on his left cheek gave his smile it's distinctive look. The king was boisterous, calling for good ale to welcome our arrival in the village. Liritana was well-known to many, including young children, and Gavlyral asked her which dances she would favor them with this visit. She indicated she had learned a new dance, the Passage of the Little Sun, that she could perform for them later along with other old favorites.... My gift of a bronze cup decorated with Jannisor wearing his coonskin cap and triumphant at Einar's Farm was well received. Apparently, there is a tale among the locals that Jannisor was raised here as a boy and gained a raccoon as a friend, which is how he became such a wily hunter.
  12. Prompted by Christopher Moody's note in the G+ forum Related to my updated postings on Imther, here's some of my content on Vanch and the Vanchites/Tunoralings. Tunoraling Charms The folk of Vanch have a wealth of odd and diverse charms, fetishes, runes, and talismans. They learned from Tunoral and Negalla the Green Woman how to take the odd bits and pieces of broken magics and spells they found left behind, whether by Dara Happan, Horselord, Orlanthi, Lunar, or other, and bind, transform, and weave them together into something similar but new. The Yaztyr have their little talismans to the Golden Rider. Queen Jannisia wears the Little Clouds of Molanni the Calm. The Rugadyr have the 18 Rings, each fashioned from a different material whether gold or stone, wood or bone, and each with a different though minor magic. And the Seeker of Farewell had his Fetish of Red and Brown Feathers that allowed him to see through the eyes of sparrows. Though these insignificant charms are hardly equal to the powerful magics and rituals of the gods, or even the wild shamans of the nomads, somehow they seem to have aided the survival of the Vanchites. How Tunoral Found Food When the land went dead, the people found that they could not get food as they had before. Where before fruits hung from the trees, now only dead branches waved in the winds. Where before bowls filled with food, now only dust gathered in the bowls. The people felt hunger for the first time and were frightened. The people asked Tunoral to find them food and he agreed. Tunoral came to the Seat of Judgment where Heliakal sat. He spoke before Heliakal and said that the people did not have food and that they felt hunger. Some even died. Heliakal judged this and found that this was not right. So Heliakal said to Tunoral to go and search out other peoples and see what they did for food now that the land was dead. Tunoral went first to the north, for this was where the Sun had gone before it fell. He looked upon the Zarks and saw how the lions stalked and then killed the goats of that land. When the lions slept after their feast, Tunoral went among them and took from them the Stalking Feet. When Tunoral came back to the people, he gave them this gift. And this is why men hunt but amongst the lions only the females can still stalk. Tunoral went next to the west, for this was where the Serpent came from before it divided. He looked upon the Nogs and saw how they called the fish together and then gathered them in with a hook before killing them. When the Nogs slept, Tunoral went amongst them and took from them the Darting Hand. When Tunoral came back to the people, he gave them this gift. And this is why men can catch fish with their hands, but the Nogs must use nets to gather fish. Tunoral went next to the east, for this was the home of the Green Lady’s before she slept. He looked upon the Blood Queen’s Folk and saw how they gathered the dead seeds and fruits and brought them to life. When the Blood Queen’s Folk slept, Tunoral went among them and took from them the Blackblood Berries and the Nightflower Scent. When Tunoral came back to the people, he gave them these gifts. And this is why women can gather these berries, but the Blood Queen’s Folk cannot find this food. Tunoral went last to the south, for this was where the Dogs stood guard over the Last Path. He looked upon the Jadam and saw how they hunted as a pack and stood guard while all ate of the kill. Tunoral waited for the Jadam to sleep, but they did not. At last Tunoral tired of waiting, so he used the Stalking Feet to follow the Longeared Squirrel, then he used the Darting Hand to catch the Longeared Squirrel, and then he used the Nightflower Scent to lure the Jadam. When the Jadam came, Tunoral released the Longeared Squirrel. The Jadam chased the Longeared Squirrel, even to the Crossways. And while the Jadam were away, Tunoral picked over their kill and took the Face Mask and the Death Wish. And this is why the Vanchites can both gain the secrets of others and curse those who rob from them, while the Jadam can only be the dogs they are. [The Vanchites refer to the Jajalarings as Jadam, roughly meaning 'dog servant'.]
  13. I think at least the Galanini horses of Ralios and the breed from Jillaro (don't have the name reference at hand) remain canon. I don't know about the others, but don't see why not.
  14. That's why I noted that it was important in the initial example to understand who the PC's are and how they intend to fit into the overall picture. Are they the attackers or defenders? Are they a mixed group facing mixed targets or is one or the other side of a specific type? And what is the GM's intent with the opposing force? The goal is to ensure that the PC's are the key actors, not figures on the sidelines, even if they are part of a larger group.
  15. I think Martin's numbers are good for regular Lunar army units. The Diavizzi Guards were 200 (80 spearmen, 120 archers) plus another 175 for the rest of the Scorching Swords. That's paper numbers and seems typical of the private vexilla (the Silverflames are another example at ~350). Barbarian Adventures lists Arrowstone Cavalry at 500, Beryl Phalanx at 150 lines of 8 men (1200, which I'd say is high - I think Marble Phalanx elsewhere is at 1000), Lasadag Lions at 1000. Barbarian Adventures also notes Tarshite warbands at ~70 men. This may be typical of the Sartarite and Heortling warbands joining Broyan.
  16. HQG p.88 notes the units. Lunar includes seven Lunar regiments Vanguard: Arrowstone Cavalry, the Lasadag Lions, and the Raibanth Line Command Group: General Urtherion's bodyguards, priests, and three units from the Lunar Field School of Magic (composed of two Minor Classes and one Major Class). At least the Major Class unit is protected by the University Guards. Beryl Phalanx - one of the major units of the Lunar army Tarsh Native Corps: mercenaries and auxiliaries included the Sun Dome Templars, the Furthest Foot and the Talfort Foot noted in Orlanth is Dead: Diavizzi Guards from the Scorching Swords under Vatheria Scorchsword, probably in the vanguard Heortling Command Group: King Broyan and his magician priests, his bodyguards, the Stormwalker magicians from Old Wind Temple, and several groups of adventurers and powerful volunteers Hendriki militia: militia skirmishers, although several kings command large numbers of heavy cavalry Sartarite volunteers: volunteers (i.e. rebels) following Kallyr Starbrow and other rebel leaders; Culbrea tribe follows/joins
  17. That's generally the case for me as well, but that's usually because there are only 1 or 2 heroes not engaged in the primary melee action. If you flip it over such that the majority are missile fighters that's when I'd take the different approach - otherwise augmenting/assisting NPC's is rather dull.
  18. These would probably work well in the Right Arm Islands or other island/coastal areas around Choralinthor's Bay.
  19. Here's a couple of the index references from the Nochet Guide that are pertinent. I believe Sir Narib has largely hired Heortlanders and Esrolians to protect his sorcerers. M22.Sir Narib’s Company’s Barracks. Current residence of Sir Narib’s mercenary company when not out in the field in service. Narib paid the Caprati family handsomely to take over this building. M23.Sir Narib’s Hall. An adventurer from Pithdaros, Narib was once a sorcerer in the service of King Rikard of Malkonwal. When his king fled from the Lunar Empire in 1620, Narib formed a “company” with the surviving sorcerers; Sir Narib’s company found its way to Esrolia where he has variously hired out his followers to those willing to pay. Narib is indifferent to the local Malkioni and does not acknowledge the leadership of any local Talar, though he has found several recruits from amongst the local Esvulari including Tathorine, daughter of the Speaker of Aeol! M27.House of the Stag. The warrior society of the Stag meets here to learn and practice its skills. They are known for their speed and maneuverability and serve the Caprati family. Horali of the Stag regiment never sport beards or mustaches and keep their hair cropped. M28.House of the Boar. The warrior society of the Boar is housed here. Known for their tenacious and ferocious attacks, as well as their thick and bristly mustaches, they are sworn to the du Tumerine family.
  20. There is a southern Jumper, but simply not visible since it rises and sets while the Sun is in the sky. The DH name it Erindamus, the loyal dog who joins his master the Sun (since noted in GRoY, I think it remains canonical). And while recognized in Saird as well, the name really covers at least the Oslir valley/DH. Now we know the Orlanthi hate dogs, so they are unlikely to call it that (if they even look for it). But I don't see the Orlanthi referencing by star or pillar. Their references would be to the winds, and if I remember correctly, the wind associations (Pentan reference from old Genertela book but likely applicable to Kolati) are: North: War Wind (Humakt) West: King Wind (Orlanth) South: Rage Wind (Storm Bull) East: Sting Wind (Gagarth)
  21. Probably too many monsters in the Elf Sea to support it unless above the Monsterstop lines.
  22. So, the first question to ask is which group contains the heroes, and how many heroes are there? Why? 1) because everything else can be abstracted as an external event (i.e. GM choice whether any die rolls are needed to even determine what else is happening). 2) because you then need to determine who the heroes are actually interacting with and what else is going on around them. Let's say you have 4 Yelmalion heroes: 2 with pikes, 2 with bows. Have them determine what tactics they take (e.g. let's assume pikemen surrounding/guarding archers). Now assume that the Sable Riders will attack with archers first, save lancers for when foes are whittled down. You need to roughly determine the ratio of attackers to defenders and use that to determine # of foes per hero. Let's say the Sable Riders try to take out Yelmalion archers first, while pinning down pikemen. Make it 1 on 1 for Yelmalion archer heroes, and same for pikemen. Make it a Hard/High Difficulty (e.g. 20 at the base level). First round: Yelmalion archers each try to take out 2 Sable Rider archers. The goal is clear, whittle down the Sable Rider archers, which will drive them off. If the Yelmalions fail, they get hurt, which weakens the archer unit. First attack for each will be 1W vs. 20. Second attack for each is penalized (-3) so 18 vs. 20. Yelmalion pikemen try to protect the archers. Goal is different here: absorb the arrows in the shields. If these heroes fail, then an NPC archer is hurt or killed (say that minor defeat = 1 archer hurt; major defeat = 1 archer impaired; complete defeat = 1 archer killed). As archers are impaired or killed, the number of attacks against the pikemen increase in the next turn. The attack here is also 1W vs. 20. Or, optionally, you could have two lines of pikemen with outer pikemen guarding against lancers and the inner group having a choice to deflect arrows (as above) or offering Assists to reduce points against your Yelmalion archers. If both your archers fall, then say that the Yelmalion archer unit as a whole fails (e.g. runs out of arrows, etc.), and now up to the pikemen. Or, if the pikemen fall but the archers going strong, the Sables bring their lancers to bear to try to ride through the archers. Lots of various permutations possible here. The important thing, though, is this: do not play this as 30 vs. 30. Play it as the heroes vs. X number of foes with their results determining what happens to the rest of the battle. Or alternately, let the players roll for the remaining groups of Yelmalion pikemen and archers as a collective vs. some collective group of Sable Riders where the results either add a one-time situational bonus or penalty for the heroes for the next round. Others may run differently, but that's generally the approach I would take.
  23. Yes, Sir Narib exists and, yes, his company still exists. It was missed in the original army list and Jeff has a writeup for it.
  24. And now you realize that the uz want to eat you, the humans want to steal what you know, and the mostali are coming for you for you are broken and must be repaired or recycled. And worst of all, the chaos of growth is everywhere around you. There is chaos in every single part of the World Machine! And you are very, very alone.
  25. Marriage alliances are a good way to make these connections (i.e. who was your hero's mother? or who is your hero's spouse?). In my Orlmarth campaign, one of the players added an ability to his hero: Retainers: The Twin Blue-Clad Healing Women 17 Working with Ian's material, I expanded on this: Kerene and Penene, known by many as the blue-clad healing women. Blue-clad reflects as much the slight blue tinge to their skin as their typical garments. In the sunlight, the twins' hair sparkles silver, common amongst Helerings. The twins are distant kin, great-granddaughters of Ondurvale, sister of Old Starkorval, who married into the Red Cow clan of the Cinsina tribe (a distant but friendly clan). The twins fled the clan when their home was burned in the Righteous Wind insurrection, coming to live in Oranesstead. While this has not yet led to any specific interactions with the Red Cow clan, the heroes are on their way to Jonstown, and such a connection may come into play there.
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