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Jeff

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Everything posted by Jeff

  1. Plenty of reasons why that won't work. As I said above, in my Glorantha, dragon magic can't get captured by Thanatar's methods. But it does interrupt the rebirth cycle of the dragonewts, which likely means that if a dragonewt does get captured this way, pretty soon the Thanatari are going to have a LOT of problems with dragonewts.
  2. The Dancers in Darkness are vampires.
  3. This is a decision for the GM - there are hopefully no Thanatari player characters, so this is a GM thing. You want your Thanatari villain to use dragonewt magic? Does that fit in your campaign, your view of how things fit together? Then do it. In my Glorantha, the cult of Thanatar doesn't have the power to bind the Dragon in that manner. But then again, I find Thanatar to be over-powered and over-organised for what is most definitely a very minor cult outside the Tunneled Hills.
  4. We quite deliberately did not cap spirit magic as in RQ2.
  5. As an aside, in most lands slave miners tend to worship their own personal patron deities (to the extent they still can) and rarely worship some Slave Worker cult. Fonrit, is an exception of course.
  6. The patron goddess of mining, at least among the Theyalan peoples, is Asrelia. Lodril is also worshiped by many miners. And it is always wise to appease Maran Gor!
  7. It is very easy. Magic Points are based on POW. They are used to power spirit magic spells, sorcery spells, and the occasional other magical activity. They replenish easily and quickly. Rune Points are based on permanently sacrificed POW. They are used to power Rune Spells. They replenish only through worship ceremonies.
  8. Jeff

    Pelorian Weather

    Yep. Pine forests and grasslands. With snow-covered mountains. Warm in summer, cold in winter.
  9. Jeff

    Pelorian Weather

    Elder Wilds are continental grasslands and pine forests. They are semi-arid. It is a lot easier to compare Glorantha to the United States than Northern Europe.
  10. Jeff

    Pelorian Weather

    Clearly it failed this year.
  11. Jeff

    Pelorian Weather

    Yep. Although the temperatures are quite different in those places! But basically the Pelorian Bowl is a big grassland with cold winters and hot summers. Glamour and Raibanth are particularly dry because of the rain shadow caused by the Crater. Precipitation tends to be in the warmer seasons. I personally find northern Peloria to be particularly miserable - cold winters, muggy summers. Its like Minnesota - and that's with the Kalikos Quest!
  12. I thought folk might be interested in some of the notes on Pelorian weather than underlay those climate charts in the RQG core rules. Note that I always put this stuff together in inches rather than cm. ------------------- Furthest is the wettest city of the Pelorian bowl, at 34 inches, although Talastar receives more rain. Mirin's Cross is 28 inches. Mirin's Cross gets most of its precipitation in Storm Season. Hot summers and cool to cold winters like Furthest. Something like Topeka Kansas, complete with thunderstorms and tornadoes. Alkoth is 24 inches (RW comparison - Kiev - the area of the Pripet Marshes). Alkoth is in a convergence zone that gets precipitation both in Fire Season and in Storm Season. Glamour is 16 inches (Spokane). The presence of the Crater moderates the Northerly winds, but also means Glamour is in a rain shadow. Raibanth is 14 inches. The presence of the Yelm cult definitely increases the number of cloudless days. Almost all of the precipitation falls in Fire Season, when the Pelorians worship Entekos the Rain Goddess and Dendara the Good Wife. Water is plentiful though thanks to the Oslir. Yuthuppa is 18 inches. Cold in winter, hot in summer, with that sort of mugginess that builds up into thunderstorms that explode into short rainstorms. Elz Ast is 22 inches. Elz Ast is on the White Sea. Elz Ast is an awful place - the Pelorian version of Quebec City. Warm and occasionally hot in summer, cold and miserable in winter even with the Kalikos Expedition. As a result, Elz Ast and Joranit have a distinctive architectural style, quite different from the rest of the Restore and Rebuild look that followed the resettlement of the New Grasslands. Further west in Talastar and Brolia, you get more rain (maybe as much as 40 inches in Hazard Fort and Dorastor), because of the Rockwoods. Further east it gets drier. The Arcos valley likely gets around 16 to 20 inches or so, and the Pentan grasslands get even less (probably around 12 to 14 inches). Yes, that means Pent is drier than Prax, but Prax gets its rain in huge useless downpours. And has the Desert Winds.
  13. Most of the Pelorian sources that have appeared describe Lodril from the perspective of the Yelm and Dayzatar cults. Lodril is very much the god of the Fire Beneath the Earth. He is not an Earth God, but he is associated with several Earth Goddesses (and in more significant ways than the Dara Happans tend to assume).
  14. None at this point. Wakboth cannot grant his worshipers the ability to wield part of himself in Time. As long as his parts remain trapped and inaccessible. That isn't to say there aren't Chaotic would-be-heroes who are trying hard to free him or recreate his birth.
  15. Lodril's not a fertility deity in that sense (although he certainly was fecund). His best farmer's aid spells are Earthwarm, Control Flood, and Stabilize Earth (for irrigation). Bless Crops comes from Dendara or Oria or whatever other Grain Goddess is locally worshiped. The average farmer calls on Lodril to protect fields and orchards against frost (which is still an issue in Peloria despite the Kalikos Expedition), to cremate the dead, and so on. And the fact that Lodril is loved by the Earth Goddesses means that by worshiping Lodril, you keep them happy.
  16. Jeff

    Training time

    I thought the explanation was pretty clear - in a normal season, you can get your "adventuring time" of up to about three weeks and can research ONE skill, and still do the things you need to do to survive as a member of the community. But now you are pretty much "fully booked up" - anything more and I'd say your Sacred Time rolls are going to be severely penalized. Or as the rules say, you can do that much and little else.
  17. Jeff

    Training time

    I will defer to individual GMs how to handle that in their campaigns. In my campaigns, the idea of "training full time" just isn't plausible. All characters have cult responsibilities, occupational roles, community obligations, etc. Even if you were living in a Humakt temple as some kind of devoted initiate, you need to eat, sleep, worship the god, pray and meditate more than persuade a Sword Lord to train you. In a Knowledge Temple, you are going to be copying scrolls, writing down records, and working as a scribe. And so on. Once upon a time, Greg and I played around with breaking down the percentage of time a character can devote to any type of activity - working, cult responsibilities, family obligations, praying and meditation, dreaming, sex, whatever. It was an interesting exercise but waaaaaaay too much book-keeping for a game system. What is in RQG gets you to more or less the same result without the bookkeeping.
  18. Jeff

    Training time

    It seem I wrote that less carefully than it should have been. It means you can do little else in addition to whatever normal stuff you are doing for your occupation, community, etc. So only one skill can be trained at a time, and you can't take on any tasks above your allotted "adventuring time" per season. So if you train a skill, that's your "extra activity" you can do that season above and beyond your "adventuring time".
  19. Kargzant and Elmal are described in Yelmalio. Tolat is described in Shargash. YU-Kargzant is described in Yelm. Veskarthan is described in Lodril. And probably plenty of others I have forgotten.
  20. The version of Yelm presented in Gods and Goddesses is the Dara Happan version. With notes about Pent and elsewhere.
  21. Every widespread cult has local variations. Yelm has Yelm of Dara Happa v. Yelm of the Pure Horse People. Orlanth has Adventurous, Thunderous, and Rex. Ernalda and the Grain Goddesses have zillions of local variations. Lodril has many local variations. Shargash is a local variant of Tolat that is so important that it has overwhelmed the more broadly known cult.
  22. Probably not. I keep adding a few whenever I realise I need to understand that myth cycle. These are Cults of Prax style write-ups, not RQ3 GoG.
  23. I currently have full writeups of: Kyger Litor Annilla Argan Argar Gorakiki Xiola Umbar Zorak Zoran Magasta Dormal Engizi Oslira Choralinthor Ernalda Aldrya Asrelia Babeester Gor Donandar Eiritha Flamal Grain Goddesses Hykim & Mikyh Maran Gor Mostal Ty Kora Tek Uleria Yelm Dayzatar Dendara Gorgorma Lodril Lokarnos Lowfires Polaris Shargash Yelmalio Orlanth Chalana Arroy Eurmal Issaries Lhankor Mhy Daka Fal Foundchild Heler Humakt Mastakos Odayla Storm Bull Valind Waha Yinkin Seven Mothers Danfive Xaron Deezola Irrippi Ontor Jakaleel the Witch Yanafal Tarnils Etyries Hon-eel Nysalor Red Goddess Primal Chaos Bagog Cacodemon Crimson Bat Krarsht Mallia Thanatar Thed Vivamort Not all of these will appear in the book (in fact I am certain the Chaos Gods will appear in a separate GM-facing book), but they all exist in complete form. What is missing is: The Invisible God (needs a separate treatment, as it also requires the full sorcery treatment) Pamalt (needs a separate treatment) Lesser troll gods (will appear in Trollpak) Pavis, Flintnail, Lanbril, Yelorna, Zola Fel (will appear in Big Rubble)
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