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About Harrek

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    Pavis & Prax, Rq3
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  1. Harrek

    Wyter of Pavis?

    Thanks for your ideas. I'll adopt King of Pavis concept in my campaign, I haven't thought it like that before.
  2. Harrek

    Wyter of Pavis?

    The answer to this question seemed obvious first, but suddenly I wasn't so sure anymore...
  3. Harrek

    Wyter of Pavis?

    I have a stupid question after 30 years of Glorantha-hobby: what or who is the wyter of Pavis city itself? There are of course dozens of wyters in Pavis (temples, New Pavis, Old Pavis families, trolls & aldryami In Rubble, other organizations like guilds etc). Pavis is the city god. Does the city itself have a wyter? Is Pavis that wyter? What is the importance of Real City in this context? Glorantha wiki says: "He apotheosized as the city god of Pavis, retired to his own temple in 860 ST." -->meaning Real City temple Did establishing of New Pavis change this somehow? If Pavis is the wyter, what kind of powers he has as a wyter (not as a city god or cult)? I mean you could still benefit from the wyter without beeing a lay member in the Pavis cult?
  4. The trickster in our previous campaign used a Hallucinate spell to escape from a hellhound on a Lightbringers' Quest. He created a flying carpet and was farting more speed for it. The funny thing was that only he could see the illusions he created. The hellhound looked a bit confused...
  5. In my gaming group you get an automatic +D6% to any skills successfully used during the quest. You also get +5D6% to be used between the main abilities used during the quest. In the Hill of Gold - quest you could choose to take the full 5D6% increase to your melee combat for example. Or you could divide it between a communication skill (for example +3D6%) and melee combat (+2D6%), which both are in an important role during the quest. This +5D6% is cumulative with the +D6% you get anyway... Also as a reward, you always get +1 to character's POW and maximum POW is increased by one per quest (21->22 for humans for example). A hero usually gets a hero ability related to the quest also. This system has been in use for 10+years and has worked for us at least...
  6. We use the system where the one with higher minus from their actual skill wins: Player: ability 120%, rolls 80 Opponent: ability 80%, rolls 41 --> both succeed, but the player wins because he succeeds with - 40% (against opponent's - 39%) And of course special wins normal succes etc.
  7. Better later than never☺️ He has visited the place of course, but he spends more time in Pavis. He has a small temple and a group of followers in the Nine Good Giant Mountains, where he goes to worship Valind. The campaign is still going on.
  8. I would buy the Sky Spears explation. My GoogleFu showed me the way to glorantha.com entry of Lodril: "[LOE-dril]Solar pantheon and Doraddi pantheon — father of peasants and volcanoes, a Doraddi Old God This god is brother to Dayzatar and Yelm, and father of the three Lowfires. Where Dayzatar sought mysticism, and Yelm suffered to prove his worth, Lodril always sought pleasure in common life. At his worst Lodril personifies carnal gratification, totally unhindered by civilized mores. At best he is the personification of the common man. When Lodril came to earth he became Volcano God. During the Gods War, the Sky Spear pierced the earth trying to impale a slimy thing of chaos. Rather than holding firm, the Spear snapped and broke freeing Lodril, the god who lived inside the weapon. He is sometimes thought of as the source of heat without light. In Kethaela there exists an immense volcano called Lodril’s First Home. Lodril is usually depicted as a crude but powerful peasant among the solar worshipers, sometimes even portrayed as a slovenly, overweight sot. Among the Pamaltelans he is shown on baskets as a warrior carrying both a long and a short spear." That would explain the volcanic activity in the area also. Maybe the chaos was too strong for Lodril, so that he had to escape/hide somewhere. Before that, Tunneled Hills were covered with lava...
  9. Thanks a lot, that's a great source! I've actually read it few years ago but I have totally forgotten it...
  10. I've been reading GtG and ToRM #15 about Tunneled Hills and Plateau of Statues. I'll send my players there and I'd appreciate some help. Both GtG and ToRM #15 give an overall picture of the place. However, I'm interested if someone has made more precise maps, descriptions of places, session notes etc. about either Tunneled Hills or Plateau of Statues. I also have few questions: - What/who exactly is the demon child mentioned in the GtG (whose father is Cacodemon and mother a deceased broo)? He sound to be a prominent chaos leader... - Tunneled Hills was a God Time city, what city exactly? Krajlki Bog is where Genert's garden (I quess center of it) used to be, Genert's dead body lies there. Is what is now Tunneled Hills the former Genert's city? - Whose place was Plateau of Statues? In ToRM #15 there is a description (p.59) about party going in to Plateau of Statues. It's good but what else is there? Any more info would be nice. - Weeping Valley seems to be the worst place of Tunneled Hills, what is there and why it is like that? - Has someone thought more about Than Ulbar or Only Safe? Maps, description, people of note etc.? In our campaign the demon child is The Big Enemy #1, who's going to awake Wakboth again. There is going to be a huge Hero Wars clash between chaos and Pavis/Prax. I have some ideas to my own questions but I'm looking after another perspective and ideas which I could use in the campaign. Thank you.
  11. I read through the "Balazar in 1625?" -topic where Joerg wrote about the Uz movement from various Uz strongholds towards Dagori Inkarth in 1622 (It's in the GtG also). GtG also says that the Great Mother is pregnant again and very, very hungry. What actually are the plans for the Uz of Dagori Inkarth after the big movement in 1622? And as a side question, what are the plans of Pavis trolls during the Hero Wars? Our campaign is set in Pavis. There's some already established contacts to Dagori Inkarth and regular contacts/co-operation with Pavis trolls. It would be nice to hear some ideas to flesh out the ongoing Hero Wars in the campaign. Trolls have been present in the campaign from the very beginning, but they have not made any big operations so far...
  12. That's right, my mistake. That's true but who would split attacks if you have better chance to win with just hitting once? High level combats are actually quite simple-minded usually, because players become more cautious also. This usually diminishes tactics used to hit once + dodge/parry (maybe your allied spirit cancels some magic from the enemy etc.). I hope to increase tactical options for the players in the future. That's why I try to make this rule to work with really high percentages. None that I've heard so far, does so.
  13. I've been reading through the fantastic RQG-book (like everyone else). The rules say: If both combatants have combat skills of greater than 100%, the combat skills of each is reduced by the amount the highest skill is above 100%. Thus, if a Sword Lord of Humakt with a 150% broadsword skill fights a Wind Lord with a 130% medium shield skill, the Sword Lord attacks at 100% and the Wind Lord parries at 80%. In our group there's a player character, Monro, whose raw % with mace is around 220%. The rules seem to break a little bit if he'd fight against the same Wind Lord mentioned in the example. Monro would have a mace A% of 100, while the Wind Lords chance is 05. Right? This seems a little bit wrong to me. Another example: if we have a troll with a maximum damage around 50 point and mace A% of 90. In the old rule versions this would have been a dangerous fight for Monro, even though he has much better A%. Now this would end in a situation where Monro has a skill of 100% and the troll's A% is 05. Monro would win really easily. I like the new rule, just can't figure how to put it into practice. The basic idea is good because it fastens the high level fight (more success vs failure, less success vs success) and makes them more interesting. Any suggestions how to handle this are appreciated.
  14. Thanks for your excellent ideas. Let's see how all this transfers to our campaing. The main idea seems to be that it really is up to GM how a particular battle goes. I think we'll apply some kind of fixed casualty rates depending on the battle (who is fighting against who, purpose of the battle - - > skirmish vs kill them all etc. ) and modifying that with possible special circumtances (heroes etc) .
  15. I know. What I was after is that some secondary units might not even get to actual battle, because they see their comrades butchered in the first wave few dozen meters ahead and they flee from the battle scene unharmed.
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