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Akhôrahil

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Everything posted by Akhôrahil

  1. It’s an interesting question what - if anything - makes up DF Cult Spirits, though. It’s not obvious.
  2. Spirit cult of some CA-adjacent spirit?
  3. Go and find a spirit that knows the Rune spell?
  4. True, but it would mean that in most places, you would experience gravity at an angle compared to the flat ground (as though you always stood on a slope). We can tell that this isn’t the case in Glorantha in any number of ways.
  5. I would probably say that you can get up if you use an entire round for nothing but defensive actions (like when you make a Disengage). If you’re both Prone and Grappled, it will be worse.
  6. I would also consider it a difference if the healer is in the back, saving the lives and limbs of the wounded that get dragged there, or if she’s running around in the front, getting warriors up on their feet in the line (making a direct contribution to the ongoing fight). In HQ at least, there was the Bevara Combat Medic Ernaldan healer subcult, who packed a shield for that kind of frontline healing.
  7. This raises the question whether anyone is born left-handed, or if it’s acquired when you do dragon stuff.
  8. ”I will not cut for stone, even for the patients in whom the disease is manifest”. It probably includes gall stones. Although it’s fine to leave it to the experts; the notion seems to be that it’s just too difficult and dangerous to the general practitioner.
  9. I don’t know the details, but was that accomplished through DF magic, or did they merely Hero-worship an ancestor?
  10. I would not allow the Ancestor spells to handle (capital H) Heroes (let alone gods). They’re outside the scope of the spells, IMO - it’s what Hero cults are for.
  11. Now I can’t remember the name of the SF story I read long ago that was essentially this for a semi-human race.
  12. Troll family history would be amazing! I hope any RQG Trollpak will include it.
  13. I think I have an explanation for the weird Bladesharp text. The Bladesharp text appears almost verbatim in RQ3, but in RQ3, Dullblade merely subtracts damage, without reducing hit chance. Hence, it's a perfectly sensible comment in RQ3 - it clarifies that first Bladesharp adds both hit chance and damage, but then Dullblade merely removes damage rather than the other possible interpretation, that it negates the whole Bladesharp spell in its entirety. (RQ3 Magic Book pp 19-20.) When the Bladesharp text is applied unchanged to RQG while Dullblade has been (sensibly, in my mind - symmetry is good) changed to now reduce hit chance as well, it stops making sense.
  14. Is Loko Moko depicted as Chaotic and not merely as bad news?
  15. I believe the argument is that if they're castable with Summon Cult Spirit, you don't need to learn the individual Summon Elemental spells. (Apart from also being castable with a wider assortment of runes.)
  16. That is a good question. Something-something-Yelmalio? (Also, curious why the Brithini even allow elves on their home island, when they could just tap them instead.)
  17. All the theories, or all the ducks?
  18. It’s not clear what happens diegetically when Dullblade is cast (neither the dulling part nor the blade part needs be involved), but it seems it just generally ”baddens” the weapon. So the skill penalty is likely just that the weapon becomes clumsy or unwieldy.
  19. Bonus question: how strong is gravity on the surface of the Red Moon?
  20. Speaking of this, wouldn't it be neat if his character sheet came with a pre-statted Small Air Elemental (the one he's used to summoning)? Everything to help the beginning player.
  21. Thanks! I can follow that line of reasoning. So if you're an Orlanth initiate, you don't need to bother picking up any Summon Air Elemental spell, unless you intend to do something very particular with it like Spell Trading it or creating a matrix that includes it (as otherwise, you just use Summon Cult Spirit instead)? And similarly, when Orlanth Thunderous (but not Adventurous) subcultists can summon air elementals of any size with Summon Air Elemental, this should get interpreted as meaning that Large Air Elementals count as cult spirits for Thunderous but not Adventurous (because presumably Orlanth Adventurous subcultists can't summon Large Air Elementals using Summon Cult Spirit)?
  22. I'm not sure I follow. If Mago can summon the Small Air Elemental using Summon Cult Spirit, what does he (or anyone) even need the separate Summon Air Elemental (Small) spell for?
  23. I just realized something else re: raids and retaliations. Lakrene (the obvious raiding target) is vaguely, tenuously independent, but this surely means that they're highly reluctant to try to call in central Lunar support against raids, as there is every risk that these forces would undermine independence (after all, if you can't defend yourself...). So an amount of raiding and banditry from the Talastari is likely seen as a lesser problem than having some Lunar army stomp around. A Sun Dome temple plus local forces plus maybe mercenaries goes a long way to keep the raiding reasonable. Even provincial governors might be reluctant to look weak this way.
  24. RQG could easily support this through forced rolls against your Devotion (Eurmal) passion, any other passions that fit, or even the Disorder rune.
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