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Akhôrahil

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Everything posted by Akhôrahil

  1. Agree - even completely arbitrary food rules (perhaps especially those) can serve to unify a people in common disgust of their neighbours.
  2. As we found out, this isn't actually in the rules. Can't say about non-rules canonical text.
  3. RQG, p. 275: "In many cults, initiates may not become shamans or sorcerers." I'm assuming that this also means that shamans and sorcerers aren't welcome as initiates. No cult actually forbids sorcerers in the cult description.
  4. But many cults still forbid sorcerers and shamans entry as per the rulebook text (even if it's incongruous no cult actually lists it)? Or will that change?
  5. So this would be an issue even for Illuminated Sorcerers? Sure, you don’t get hit with agents of reprisal, but if your mindset is all wrong...?
  6. Cool, so it’s not that other cults think you’re a bad person, it’s that you have messed up your own theistic senses by pursuing sorcery? Will this get rules coverage? Would it be a hindrance even for Illuminates, or do they overcome it?
  7. Check my post, I edited in the same surprise!
  8. Said in one campaign I played in: "Our goats aren't chaotic or unclean. Our headhunting is fine and proper as well."
  9. Rules-As-Written, being a Lhankor Mhy sorcerer would disqualify you from being an Initiate of Orlanth (although it would presumably be fine if you somehow didn't pick up the sorcery). It would be very unsurprising if the Cults book said that this was an okay exception though and that LM sorcery is fine - it's not their bad sorcery, that eats your soul. EDIT: Wait, the rule-book really doesn't restrict you from being a shaman or a sorcerer!? Huh, I wonder if that's just an oversight. In the absence of rules, go wild with the sorcery and/or shamanism! 🙂 It's weird that it says that many cults forbid it, and then in fact no cult is listed as actually doing that...
  10. The Quickstart, but not actually as the first scenario in the campaign.
  11. I'm loving the idea that Orlanthi sea travel would be effective but necessarily adversarial. You have to fight the seas all the way, but you're making good time!
  12. That's not the problem - Dormal has no issue with it. It's Orlanth who doesn't allow you to become a soul-less sorcerer. That said, I'm not sure we should be that incredibly strict - it's knowing one spell, not declaring for Arkat or the Invisible God.
  13. IRL, even parrying an onrushing cow with a dagger might not work that well!
  14. You know as much as anyone already.
  15. As long as you run scenarios where fighting is mostly optional, high lethality levels are fine - they know what they’re getting into when they decide on a violent solution. Or if they didn’t before taking a few deaths, they do now. The Rattling Wind is a bit nasty both because they have no idea what they’re getting into in the initial encounter, and because it’s hella dangerous. It might not be the best intro. I used Cattle Raid. (Cattle Raid had a neat spot where the players realized that even if they won, killing just a couple of the opponents meant more wergild than the total worth of the cows.)
  16. Blue Book of Zzabur Written by Zzabur himself in True Script, this book is a first-hand record of creation, inscribed upon the flayed, yet still-living skins of his ancient foes. The Blue Book requires great labor and study even to read; the intellect must be attuned through rigorous logical self-discipline (Solace) and other strictures so that it is not annihilated by the knowledge contained within the book. This book is the core source text for all zzaburi wizardry. No complete copy exists in the world today. https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/history-of-malkioni-thought-brithini-and-first-age/
  17. Perhaps we can get the Blue Book of Sorcery to complete things?
  18. The rule book is probably the least useful thing from HQ for Glorantha lore, but S:KoH, tCS, t11L as well as older books like the HW Glorantha book, Anaxial’s Roster, Thunder Rebels, and (especially!) Storm Tribe are very worthwhile. I refer to S:KoH and a Storm Tribe all the time. By far the best descriptions of Holy Days anywhere, for instance.
  19. That would explain so much!
  20. After the GM book and the Cult book(s), the game will have reached an initial stage of completeness, at least as far as central Genertela is concerned. We’ll have gotten the cults, Lunar magic, Illumination, heroquesting, and hero systems (at least, this is my understanding). Perhaps the biggest missing piece at this point will be a full Sorcery system.
  21. Well, spirits clearly aren't unchanging the way (in theory) the gods are. That 5% POW gain seems to indicate that they can improve, but also that it's very slow, as they're not active the the material world. I think it's cool to give them skill checks (perhaps also capped to 5% chance of success?) and that capped POW gain roll, but probably not occupational experience. I would imagine that most spirit cults are fairly old, just as an example. This means that at least in some regard, the spirit is old (it has been worshipped for that long, regardless of what its subjective time felt like). That Sword spirit, what if it used to be a Raven spirit instead (assuming it works that way)? Then it might have a bunch of fun and useless skills. 🙂
  22. "Love (Sausages)", to steal from one of the Duck posts.
  23. I'm pretty sure spirits don't usually get yearly occupational experience - most spirits are really old, and would have absurd skill values if it worked this way. On the other hand, an Allied Spirit is there temporarily, and it makes some kind of sense that it could pick up new skills. (I really like the idea that your allied spirit has done this thing before for an earlier rune master, but in a different object/animal, so that it would have an unusual and possibly useless set of skills.) On the third hand (thanks, Pocharngo!) maybe regular experience and perhaps training will handle this sufficiently.
  24. Disembodied spirits have a fixed POW gain roll of 5%. Allied Spirits aren't disembodied, and hence get regular POW gain. Further, since they're Initiates, this means that they can sacrifice for Rune Points and later regain the POW.
  25. Not sure what you mean here - an Alynx allied spirit is basically a person with body and agency. And a sword can be, say, bloodthirsty - just ask Túrin or Elric!
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