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Richard S.

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Everything posted by Richard S.

  1. The RQ2 Lantern was apparently variable, with each point increasing the duration by 120 seconds. I think a full hour for one point might be a bit much, but extended duration definitely seems like a good change.
  2. AFAIK, from what designers have said on this board, the current Yelmalio list is: Common: All (Command Cult Spirit, Dismiss Magic, Divination, Extension, Find Enemy, Heal Wound, Multispell, Sanctify, Soul Sight, Spirit Block, Summon Cult Spirit, Warding). Special: Catseye, Cloud Clear, Command Hawk, Sunbright. Enchantments: Ban, Binding Enchantment, Enchant Gold, Enchant Iron, Magic Point Enchantment, Matrix Creation, Spirit Armor Enchantment. Associate: Arrow of Light (Polaris, to Kargzant), Bless Crops (Ernalda), Clear Sight (Sun Hawk), Command Horse (Hyalor), Heal Body (Aldrya), Shield (Yelm; Orlanth, to Elmal), Speak With Birds (Vrimak), Sunspear (Yelm, one-use, high priests only). None of his subcults gave Rune magic in the past, and I doubt they do now. Yelnora is an associate but doesn't give any Rune spells. Her initiates have some obligation to serve or protect the Sun Dome though. A few years ago Jeff was apparently debating whether Sandy was right to get rid of Yelmalio's fire elementals, and mentioned that they would probably be associated from Yelm. No further word on where the decision landed though. All-in-all, I don't think it's a bad-sized list, and there's definitely things in there that are useful to an adventurer. If his personal specials don't strike your fancy then that just means more RP saved to pump into more generally useful stuff like Heal Wound, Heal Body, Shield, etc. This is fully off topic now though.
  3. The remaining books after Lunar are Solar, Sea, Darkness, Spirit, Chaos, and Invisible God. I think Jeff mentioned wanting to get Solar out this year too, and at least one more near the end of the year. IG we know is last from other comments. I'm assuming they'll finish up the elements first, probably starting with Darkness given that its more important to Dragon Pass than the sea.
  4. Initiates can ask for Divine Intervention in the moment between the lethal blow hitting and them being killed. Example is on page 273. Rune Lords can ask for one favor immediately after they die, including self resurrection (unless they worship Humakt of course).
  5. The Ergeshi have been retconned away so the dragon pass Sun Dome no longer uses slaves.
  6. Bit bummed that it's still four whole months away, but still good to hear. I'm excited about the non-cult stuff, like Lunar sorcery and Red Moon adventures. It's good to see that the series has room for more than just the standard writeups.
  7. A few more random ones: 1. Brithini have no afterlife because they refused Malkion's final law: to die. 2. The priests of Yelmalio and Humakt can control what gifts and geases their followers receive. In times of trouble it isn't unknown for them to use precise gift and geas combinations on new generations of initiates to create immediate crack fighting units, or to set geases that will all but force promising members into the priesthood eventually. 3. There has been one man within time who won the Hill of Gold for Yelmalio. He kept Avivorus Spear and the Bright Shield from being stolen by Orlanth, drove off Zorak Zoran before Enverinus Fire could be ripped from him, and at the summit confronted the filth of Kazkurtum and overcame it. This is how Khordavu returned Yelm's worship to the world. I don't particularly like number 3, too much of a stretch and ignores the point of the HoG, but well it's a dumb theory.
  8. Got a wild one after reading HotHP: the conflict between Lokamayadon and the Heortlings was originally the first schism between Orlanth Adventurous and Orlanth Thunderous. Lokamayadon represented Adventurous, being supported by Voriof and being a master of Change. Tarumath (Tar-Umath?) was his name for Larnste, the power behind all change and creator of Umath.
  9. The dietary and celibacy requirements aren't restrictive enough to be actively detrimental, except for maybe total celibacy depending on your point of view. In total they make up 33% of the standard geas list. Several of the armor, shield, and weapon restrictions probably don't affect your average Yelmalian either, though that will vary based on the temple (I imagine Pentans would be pretty annoyed at being denied leather armor, while Vaantar hoplites would prefer to keep their metal).
  10. The Invisible God is going to have a book of its own at the end of the line. I'm guessing it will be mainly focused on caste restrictions and Rightness benefits for the various sects, though hopefully it'll also give some description of how proper western sorcery differs from what Lhankor Mhy uses. Personally I'm hoping that it'll also detail some Malkioni hero cults like Talor and Gerlant, since their special spells are in the RBoM.
  11. Dunno when this was added to the Q&A but I can't say I'm complaining. He also had a weekly Fireday celebration in his old CoP writeup. Yelm, funnily enough, still doesn't have a weekly day, though maybe that's a symptom of him being more distant.
  12. 1. It's a variable spell, so yes it's learned the same way as Bladesharp. You can only put as many MP into it as you have points learned. 2. I treat it as Farsee 1, but that might be a Q&A question. 3. They probably stack. The Farsee spell would apply its regular effect of halving the visual distance. It just so happens that it's applying to an already telescoped vision.
  13. You can kind of equate cults to classes, in terms of flavor at least. These might be good for your group if they're familiar with D&D: Orlanth - Fighter. Not just because he likes combat (which he does), but because his cult is kind of the measuring stick for everything else, and possible the most common. I'll note that really he's more of an "everyman" god, but Orlanthi in play will probably fill the fighter role easiest. Issaries - Bard. A bit of a looser comparison, since Issaries doesn't particularly care for music or entertainment (unless you're running it as a business maybe), but Issaries initiates are great "faces" and can talk their way into or out of just about anything. Lhankor Mhy - Wizard. Both because they're adventuring scholarly types, and because they practice the closest thing to proper wizard magic in the setting, sorcery. Also beards. Chalana Arroy - Cleric. They're a little tricky to play because of the whole nonviolence thing, but they're a great option for a party healer so long as the rest of the party can defend them and doesn't act needlessly cruel towards their enemies. Eurmal - Rogue. Chaotic neutral little shits, all of them. Ernalda - Druid. Also a good party healer, plus earthy nature powers. You need to be/become a woman to advance very far though. Humakt - Paladin. Oath-bound, honorable, undead-slaying warriors with terrifying but costly powers. Storm Bull - Barbarian. Unrestrained, brutal, chaos-slaying warriors who are just generally kinda scary. Some of this was based on this: https://wellofdaliath.chaosium.com/essential-cults-for-adventuring/
  14. They're still close enough to the core of Sartar that I don't think they're customs would be all too different, but maybe they have enough familiarity with Tarshite customs to get that skill at 1/2 value or something like that. Or maybe give them Customs (Alda Chur) which would include elements of both homelands' customs. Honestly I think that customs skills in general could be treated like languages, with related homelands with similar customs getting the other's at 1/2, 1/5, etc based on similarity.
  15. I think if you have a largely Lightbringer party that wants to get invested in their cult lore and heroquesting, then go for Lightbringers first. If you just want a broader range of cults and details to flesh out the world, go Earth Goddesses first.
  16. Lightbringers and Earth Goddesses are just long form cult writeups, yeah. In a campaign I'd say that Earth Goddesses is the most valuable of the two by just a smidge, since it has more useable stuff that's not in the core book, but both are very good. The Prosopaedia is basically an encyclopedia of nearly every god, hero, spirit, etc. - not any gameplay material, but it shows a lot of interesting connections for lore nerds. Mythology is a bit of a mishmash of stuff - it's got essays on what myth is and how it's important to Glorantha, writeups of several specific myths and the monomyth, lots of family trees of the gods, the new universal cult format, cult distribution charts for central Genertela, and tons of amazing art. I think it's more useful than the Prosopaedia but less useful than Lightbringers and Earth Goddesses, so if you're strapped for cash I'd say go Earth -> Light -> Myth -> Pros. All of them are quality books though.
  17. I'm guessing that Yestendos and Diros are both the same boat god, and he's technically a sea god. As for the big ones like Magasta, Triolina, and Wachaza, they're both far away and uninterested in the surface world, so I think it's less a matter of there not being an association and more that it's kind of impractical for humans. Maybe the local god of the Thunder Delta is worshiped as an associate, but that'd be pretty localized.
  18. Lodril doesn't have Stasis, so I don't think he can provide Support. I'd guess Earthwarm.
  19. More a rough analogy, but there are some interesting parallels. While the Fetch is a part of your soul residing in the spirit world, the Hero Soul lives in the hero plane, and both of them give you a constant presence in and awareness of that plane. Both of them are created and grown by sacrificing POW to them, but that POW still remains "attached" to you and counts towards magical attack and defense. And of course, it allows you to draw on its POW to fuel its respective type of magic. I wouldn't be surprised if heroic abilities are also "stored" in the hero soul like how fetches can capture and hold spirits. There are a few key dissimilarities though, such as that the hero soul doesn't appear as a separate being from the hero, and it doesn't have charisma. It's just raw POW. They're definitely not the same thing, or incompatible, but I think there might be some intentional connections between the two. https://wellofdaliath.chaosium.com/so-what-is-the-hero-soul/
  20. I started a new topic on Oslira since this is Shargash's thread.
  21. Pulling this out of Shargash's thread for clarity's sake. For skills, I'd give her the same set as Engizi: Boat, Cult Lore, River Lore, Speak Boatspeech, and Swim. She probably has God-talkers along with regular Rune Priests. Her Rune spells were given in another thread as Breathe Air/Water, Command Crocodile, Command Fish, Control Flood, Dismiss Water Elemental (any size), Flood, Summon Naiad, Summon Crocodile, Summon Water Elemental (any size), and Water Walk. As of the last cults draft that the Well documented, she's associated with Biselenslib, Everina, Jadarenasa, Lodril, Pelora, Orlanth Thunderous, River Horse, Shargash, Yelm, and Yestendos. No clue what each of them provide though.
  22. We haven't seen the full rules yet, but the rules we do have don't mention being able to use it to replenish your own POW. It does add to your magical attack/defense on the resistance table though, just by existing in the Hero Plane. Besides that, spending it as RP is the only mentioned benefit so I imagine that's largely the point of it, especially since we now know it can be recovered by worship. Also, you kind of have to spend it to use the heroic abilities we've seen. Based on David's answer the current ruling is that it recovers whenever you normally recover RP. I wouldn't be surprised if the HQ rules do eventually link it to worship of the adventurer though. I think the Hero Soul is basically the Rune Magic equivalent of a Fetch.
  23. I think the early Bisos cult might have existed without focusing on the chaos killing, but they've probably been exposed to those myths by now. There's probably not a lot of chaos that needs killing in the west reaches though, so they can afford to focus on other aspects (which the Lunars are all too happy to encourage). Maybe he has an association with Idovanus, but I don't think that provides any magic.
  24. I don't think AA would be too big on banditry, he's a god of harmony. If he's any sort of criminal, it's a mafia boss.
  25. Orlanth is definitely a bandit god. He may prefer you fight honorably but he's not completely bound by it like Humakt. Plenty of Sartarites turned bandit during the occupation, and the Old Tarshites have been doing it for even longer. You might even consider regular inter-clan raiding a form of banditry. For other gods, pretty much any air god fits the bill, all of them being big fans of violence and taking what you want by force. Gagarth is probably the most quintessential bandit god, being a god of full-time outlaws and murderers who can't exist in regular society. Of course, that also makes him the least common bandit god, since his initiates can't just go back to the farm or the city if things settle down - you don't just leave the wild hunt!
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