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Soccercalle

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Everything posted by Soccercalle

  1. I use 10 as a base for most cultures but 7 for the Lunars. 10 explains both the coinage and the Humakti military.
  2. As always good points @Jeff. I think that is the way the official publications should handle the main players. It dont that contradicts the ability of players and GMs to choose their own destiny. A side point. It would be very interesting to learn more about Androgeus at some point.
  3. I am toying with the idea of using the text in "King of Sartar" as a prophecy and run a "mini-campaign" in the far future. I can use my players characters and make a large time-jump. In some way both the PCs and Jar-Eel learns about the prophecy and decides that they must stop 1) the Monster Empire and 2) Argraths lunacies (Sheng Seleris, Wakboth etc). Jar-Eel would make an interesting ally.
  4. I let the players use their seasonal experience checks in skills that normally only can be increased by study, example a Lore. That is just a small variant on the rules on p416. I think that it is realistic that they may learn something from their cult or other teachers. I also let them check for experience (off-season) for two Passions and or Runes that they have less than 80 in. Two Passions rolls can be translated to a new Passion (if they can give a good explanation).
  5. I prefer Pol Roger Churchill 😉
  6. Can a human have a Dragonewt Rune?
  7. If you start before 1625 it is quite easy to work with different Argraths. Not the "different Argraths" that Chaosium toyed with in the HQ/HW era but different possibilities. My PCs (and other orlanthi) has heard a lot of rumors of a "coming Argrath" (liberator) that will be some kind of reborn Arkat that will do to the Lunar empire what Arkat did against Nysalor. They are also hearing speculation about "possible Argrahts". One rumor is Kallyr, another is Broyan of Whitehall, another is Harrek and another is a strange fellow in the east that is also calling himself "the White Bull". I think one or two of my players knows more than they should about the meta plot but it hasn't ruined anything yet. We started the campaign in early 1619 and are now in late 1620. I think that the PCs should influence history and I also think that "Argrath" is a role that can be taken by a PC. But it can also be taken by Kallyr, Leika or an NPC that I create as a GM. Someone will lead the "storm side" in the wars against the Red Moon. And I think that the "Great Argrath Campaign" (whenever it is published) will be flexible enough to allow all of the above alternatives. If Argraht dies before 1626. Let Kallyr survice the Battle of Queens. If Argrath f---s up after the Battle of Queens. Let Leika (or a PC) take command. I can also see great roleplaying opportunities in a sartarite civil war. And a lot of other questions. Will for example the Praxians follow a non-Argrath sartarite? Can a PC take control of the White Bull Society? Can the PCs summon Jaldon and help Leika (or another leader) make him an ally?
  8. In my campaign I plan to let Kallyr warn the PCs about Argrath right before the Battle of Queens. She will hint that he may destroy the world if that is what it takes to bring down the Empire. I will later have them play Black Spear and use that scenario to give them more hints about what Argrath may become. I may change this strategy. I am still in Storm Season 1620 and they are yet - in their next episode - to meet Garrath in Pavis.
  9. I have read that you must be a priest or lord of a Lunar cult, and an illuminate, to become an initiate of the Red Goddess. I wonder if Yelm (and other solar cults that are worshipped in the Lunar empire) is considered Lunar Cults when it comes to this rule. I know that the Red Emperor is considered a sort of "heir to Yelm" as being the emperor of Dara Happa. Or is it necessary to be a priest or lord to the Seven Mothers and other more "pure" Lunar cults. I totally get that the Yelm worshippers in Pent or the Grazelands can't be initiates to the Red Goddess. But I am thinking about the aspect of Yelm that is linked to the Dara Happan aristocracy.
  10. Me to. But I usually run 2-3 scenarios each season. And sometimes I use their need to recovee RPs to get them to a place.
  11. Any news on a possible publishing date? I try to order a couple of books at the same time to save money on shipping.
  12. I would prefer a "first" oceanic supplement to focus on the areas closest to the main Hero Wars action. That means the seafaring parts of the Holy Country. Including the city of Nochet if that is not first part of an "Esrolian supplement". I would also expect it to have more information about the Wolf Pirates.
  13. I think it's great to split up. I like the Sandheart books for the information about the Sun County setting. But I have no need for scenarios for militia groups as my PCs are Orlanth traveling thru the area. By splitting it up I can buy the setting without having to buy the scenarios.
  14. Thanks for this "book" @Rick Meints. This is truly a great read for me who has been reading about Glorantha and playing Runequest since the early 80s. (With a long break from actual playing between the late 90s and the early 20s). I wonder if there is any hope of recovering (maybe for JC releases) material that "never was". I am thinking about "Hortugarth: Free City of Imther", Pat Elwars Dorastor scenarios and stuff like that.
  15. The Guide states on page 42 that "Most Pelorians never initiate to any deity, but maintain an active religious life by attending the thirty imperial holy days, the holy days of their city or region, and whatever casual worship might benefit them in their day to day life.". I guess that most of them are lay members to deities like Yelm, Seven Mothers and Lodril.
  16. I hope that none of my players wants their PCs to learn sorcery until there is more printed information about sorcery and/or the Invisible God. I can "make up" a strong NPC sorcerer for a scenario but in reality we still only have two magic schools in RQG. Jeff has written somewhere that there will be such a production in the future. Including the Arkat cult. (Arkat will not be described in the upcoming Cults book as it needs Invisible God).
  17. This actually seems to be a good way of giving Odayla initiates bow magic. If they make a "Kudran heroquest" they can get a Rune Spell. It can be one of the actual ones (probably not arrow trance as that is a war and not a hunting spell) but also a new one increasing the range. Maybe a spell where you use a ritual that for the price of 1 RP can make a quiver of arrows with 10x the range. It can be stacked for more quivers. (But remember that RP can't be restored as long as the spell is active).
  18. 50 generations in mythical time can probably be everything from 10 to 1000 generations
  19. I know that Vingkot is a son of Orlanth. But I wonder if Heort had any blood relationship with Vingkot. (I know that he lived much later, but was Vingkot an ancestor)?
  20. Young men? Now I need to try to not think about associations between lonely young men and sheep...
  21. You should to that. It would be unwise to add too many powerful things without taking away some. I would probably limit it to gifts and maybe ONE rune spell + multi missile & speedart
  22. Good arguments. The issue of apostates haven't came up in my campaign. But I would probably use the sword curse. With the add on that becoming an initiate of YT would break the curse for curved blades. I totally agree that Humakt and YT are enemies. But I can - at the same time - see that the ockupation could lead some "sword orlanthi" to convert from Humakt to YT.
  23. Does the sword curse applies to Humakti that converts to Yanafal Tarnils and starts using scimitars (a type of sword)? Isn't Humakt converting to YT quite "common" in the canons. I have nothing against the sword curse but would probably only have it affect "straight" swords. (That can further explain why YT uses scimitars).
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