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jeffjerwin

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Everything posted by jeffjerwin

  1. Is it just me or does the name "Porscriptor" sound un-Theyalan? He sounds foreign. Thus the by-name might indeed reference an unacceptable custom he had to abandon? Maybe they ate their dead out of reverence, like trolls (and certain human cultures in our world).
  2. Fire makes smoke, which is a kind of hot darkness (like, I dare say, ZZ). ZZ is what trolls fear. Argan Argar is literally surface darkness - shade - cool and welcoming, the opposite/counterpart/twin to ZZ.
  3. I've argued this before (relative to Zolan Zubar), but Shargash ~ *Zar-k-az = definitely a Hell divinity, who is associated with fire and necromancy. Edit: *zre-, 'light' The parallels in names, portfolio, and outré fearfulness/the "Other" in the pantheon seems awfully similar. Also, the site where Orlanth and Shargash struggled as Orlanth went towards Ralios on the LB Quest is close to the Hill of Gold.
  4. Certainly it was the intention for the writers of the HeroWars and HeroQuest material (Sartar:KoH, p.153) that Elmal = Antirius, as an aspect of his is in fact called Anatyr the Chieftain there. That's obviously the same name. Though for all we know, Antirius/Anatyr is a description too, like "Little Yelm"/Yelmalio. Edit: indeed, it's plausible that it means chieftain.
  5. We can see some misattributions and misnaming in the Gods Wall in the Guide... What if the god now called Yelmalio (which pretty likely means 'Little Yelm') is not the same god as the original? Certainly Yelm had more than one son, and the function of being the 'Little Yelm' (i.e., the Sun's vicegerent) could have shifted.
  6. And in fact, it was by dipping Achilles in the Styx, with the exception of the heel his mother was holding, that he became nigh invulnerable... The Styx is definitely lawful in Greek myth. The Gloranthan Styx is more elemental darkness/water than law.
  7. I think that every concept/thing/object/entity in Glorantha can be usefully posited to have a spirit; the spirit of Hazia is a Plant-Spirit/Otherworld-Euphoria type spirit. Though if this is, for example, how living things gain nourishment (i.e., trolls can eat rock spirits but most other creatures cannot - except plant and worm spirits/entities...) it might explain a lot. Thus addiction might be a side-effect of particularly potent spirit ingestion.
  8. A tula = 1 hex. Surrounding hexes belong to other clans [or other groups, including nonhumans], with most, but perhaps not all, being part of the same tribe. It's probably more interesting to make the tula border a neighbouring neutral or hostile tribe for generating some adventures...
  9. There is: Blood Tide: here: https://www.chaosium.com/blood-tide/ You can take what you need from it. There's also RQ Pirates from Mongoose. Current, IP-less edition: http://www.mongoosepublishing.com/rpgs/legend/legend/pirates-of-legend.html
  10. You may want to get the Sartar Companion for HeroQuest. It has a bunch of adventures as well as pages upon pages of random encounters.
  11. These seem like they should be different skills. Aiming and throwing a javelin is substantially different from handling a spear in close combat.
  12. This. Effective birth control is a secret Earth power, just not spoken of to men...
  13. Fralar the predator does not seem to have been a strongly paternal figure; he mostly just wanders around fathering meat-eating beast ancestors. I think Yinkin really never knew him - and Umath was either absent or dead in Orlanth's childhood as well. They were raised more or less by Kerofin as a single parent.
  14. Yinkin is the lineal ancestor of several Sartarite and Hendriki clans. In fact, Hendrik himself was a descendant of Gavren, son of Yinkin. But he's generally worshipped theistically, like Ivarne, Heort, Hendrik, and Sartar, along with all the other ancestors a clan might have.
  15. Omitting all the unchanged bits: Runic Affinities: Elements Power/Form Preadolescents: 7-11 30/30/10; two at 55/45 Adolescents: 12-15 35/35/15; two at 60/40 New Adults*: 16-17 60/40/20; two at 75/25 *New adults have undergone the rite of passage into adulthood (note this takes place a little earlier for girls, depending on diet, since it’s based on menstration). My Rationale: Initiation is awareness of the rune affinity, but these begin to shape a child before awareness of the mysteries: look to the childhood of Orlanth… No bonus from Runes to Characteristics until Initiation. Generating Characteristics: Preadolescents: 7-11 Adolescents: 12-15 New Adults: 16-17 STR 2d3+1d6 2d4+1d6 2d5+1d6 SIZ 2d3+3 2d4+4 2d5+5 CON 2d3+1d6 2d4+1d6 2d5+1d6 DEX 3d6 3d6 3d6 INT 2d6+6 2d6+6 2d6+6 POW 3d6 3d6 3d6 CHA 2d3+1d6 2d4+1d6 2d5+1d6 The only other change is that "new adults" - lay tribes folk - get 2 points of spirit magic but no rune magic (as yet).
  16. This is a great article. One caveat: the Nandans are overlooked. I know they aren't as exciting as Vingans, but they deserve a presence.
  17. I think it useful to have "New Adults" (as I'll rename them) detailed out so one could start a campaign with the run-up cultic initiation, like in Apple Lane... The adolescent category is also useful if you want to actually run someone's adulthood rites. These might be used as 'prequels' to the main campaign if, as in Argrath's experience, these events presage later events in the story.
  18. I assume you mean adult initiation here. There is a need here for two different terminologies... Initiation in an anthropological sense = adult initiation = 'rite of passage' 'entry into adulthood'. I'll use 'rite of adulthood' for this in revisions. Cultic initiation = roughly corresponds the chrismation/confirmation among Christians. 'mysterion'. Because of longstanding usage, I'll use 'initiation'.
  19. This works for me, on reflection. It also makes running a newly 'initiated' adult much easier... I'll post revisions later tonight or tomorrow.
  20. Mostly my perception from working with teenagers.
  21. Oh! Hmm. That's new to me. Voria and Voriof are said in earlier books (3rd ed.) to be the lay cults of Heortling children. If this is true, what differentiates them from the cults which have adult non-initiates?
  22. Child Characters in RQ:G [Thanks to Joerg, Julian Lord, and Harald for revision suggestions] Rune Affinities: Elements Power/Form Preadolescents: 7-11 30/30/10; two at 55/45 Adolescents: 12-15 35/35/15 two at 65/35 New Initiates: 16-19 50/35/15 two at 70/30 My Rationale: Initiation is awareness of the rune affinity, but these begin to shape a child before awareness of the mysteries: look to the childhood of Orlanth… No bonus from Runes to Characteristics until Initiation. Generating Characteristics: Preadolescents: 7-11 Adolescents: 12-15 New Initiates: 16-19 STR 2d3+1d6 2d4+1d6 2d5+1d6 SIZ 2d3+3 2d4+4 2d5+5 CON 2d3+1d6 2d4+1d6 2d5+1d6 DEX 3d6 3d6 3d6 INT 2d6+2 2d6+4 2d6+6 POW 3d6 3d6 3d6 CHA 2d3+1d6 2d4+1d6 2d5+1d6 Why is INT not 2d6+6? Well, I used to teach children. INT includes decision-making, extrapolation, and critical thinking. These are learned skills. Generating Skills: Base Skill bonuses for children/youth: These base skills are as is for new initiates. If not noted, as adult: Agility: Dive Chariot (00) Swim (00); (10) for adolescents Communication: Bargain (00); (05) for adolescents Disguise (00); (05) for adolescents Intimidate (05); (10) for adolescents Intrigue (00) Orate (05) Language skills (see below) Knowledge: Battle (00) Celestial Lore (00) Customs (see below) Elder Race Lore (00) Evaluate (00) First Aid (05) Homeland Lore (15) Manage Household (05) Mineral Lore (05) Peaceful Cut (00) Survival (05) Treat Disease (00) Treat Poison (00) Magic: All (00) Manipulation: Craft (05) Perception: Insight (own species) (10) Track (00) Stealth: Hide (05) Weapon skills: reduce all by 10, excluding: Dagger (10) Pike (00) Shortsword (05) 1H Spear (05) Crossbow (00) Javelin (05) Rock (15) Self Bow (05) Sling (05) Cultural skills: Crude method: Cultural skills are gained at -10% for preadolescents, -5% for adolescents and as is for new initiates. Detailed method (Sartar only so far): Cultural skills: [7-11] [12-15] [16-19] Ride - - +5% Dance +5% +5% +5% Sing +5% +10% +10% Speak Own L (30) (40) (50) Speak Other - +5% +10% Customs +10% +15% +25% Farm +5% +15% +20% Herd +5% +10% +10% Spirit Comb. - - +15% Dagger - +10% +10% Battle Axe - - +10% 1H Spear - +10% +10% Broadsword - +5% +15% Comp. Bow - +5% +10% Sling +5% +10% +10% Javelin - +10% +10% Medium Sh - - +15% Large Sh - - +10% Pick parents’ occupation and assign one +10, and three +5s to your skills based on each parent. Most should be assigned to Lore or professional knowledge. A new initiate instead takes occupational skills as normal, but does not gain the normal personal skill bonuses. Instead they gain +10 to four skills and +5 to five more skills. An adolescent gets two +10s and three +5s. A preadolescent gets two +5s. Magic: If an adolescent or preadolescent rolls under their POWx5 they have an object [such as piece of jewelry, clothing, or toy containing up to one point [pre-adolescent] or up to two points [adolescent] of practical spirit magic. GMs may waive the roll if the campaign centers around children. New Initiates start with +10 to one cult starting skill +5 to one other. They gain Cult Lore at 5%, Worship at 5%, and no Meditate skill. They gain 2 points of spirit magic and 1 point of rune magic.
  23. For Uz boyz, at least: Love (mother) 60% Fear (mother) 60% Hate (chaos) 60% my two bolgs, anyway.
  24. These are some notes for the adventures I run for my daughter, whose character is an 8-year old lay worshipper of Voria and Vinga. Rune Affinities: Preadolescents: 8-12 30/10/-; two power/form runes at 60/40 Adolescents: 13-17 40/20/10; two power/form runes at 65/35 New Initiates: 18-21 50/30/15; two power/form runes at 70/30 No bonus from Runes to Characteristics until Initiation. Generating Characteristics Preadolescents: 8-12 Adolescents: 13-16 New Initiates: 17-21 STR 2d6 2d6+1d4 3d6 SIZ 2d3+3 2d6+2 [min. 5] 2d6+5 CON as STR DEX 3d6 3d6 3d6 INT 2d6+2 2d6+4 2d6+6 POW 3d6 3d6 3d6 CHA 3d6 3d6 3d6 Cultural skills are gained at -10% for preadolescents, -5% for adolescents and as is for new initiates. Pick parents’ occupation and assign one +10, and three +5s to your skills based on each parent. A new initiate instead takes occupational skills as normal, but does not gain the normal personal skill bonuses. Instead they gain +10 to four skills and +5 to five more skills. An adolescent gets two +10s and three +5s. A preadolescent gets two +5s. If an adolescent or preadolescent rolls under their POWx5 they can learn one point [pre-adolescent] or two points [adolescent] of practical spirit magic. New Initiates start with +10 to one cult starting skill +5 to one other. They gain Cult Lore at 5%, Worship at 5%, and no Meditate skill. They gain 2 points of spirit magic and 1 point of rune magic.
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