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Richard S.

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Everything posted by Richard S.

  1. I asked about this before, and no, none of the core rulebooks for HW/HQ1 are available as pdfs (at least legally), and Chaosium has not shown interest in making them available for purchase.
  2. Skills like housekeeping and farming are probably not basic adventuring skills, and probably are more like optional skills (a la Mythras' professional skills), or they're taking a leaf from RQ2 and implementing the "if a skill isn't here, you can make it up" rule.
  3. "Initiate of [Deity]" is not an ability, you just write it down next to the rune which you've initiated to the god with, and use that rune as an "Initiate of [Deity]" type keyword when it's needed. Abilities and Breakouts cost 1 Hero Point each when bought. If a keyword seems to imply a certain characteristic then you can treat it like a breakout if you want. If the player thinks that sneaking around would be something that a hunter would do and that this is one of the things which their character did as a hunter than by all means use it as a breakout. In the core HQ2 rulebook (Not HQ:G), there are guidelines for how to adjust difficulty based on how many consecutive victories/defeats the PCs have had, I suggest you look into those if you haven't already.
  4. Players begin with one elemental rune of their choice. Orlanthi males will most often have the storm rune, and women earth, but it's not mandatory.
  5. I must ask: why a dragonewt cult? (sorry for killing the joke but I'm actually confusticated on this one).
  6. I'd do it, but I'm both out of town and ineligible for the Cult. Darn.
  7. Well these aren't quite warships, they're basically giant Altoids tins with a motor. They're probably used mainly by peasants who wouldn't have access to elemental-summoning magic, but would have access to plenty of wood to burn.
  8. They're both from the mongoose era. Left is communication, right is metal.
  9. As a Lego enthusiast, this, though probably impossible, would be incredible for Glorantha.
  10. It's a download link, but here's another: 15.runes.pdf
  11. I'm pretty sure the HQ:G list is the official "core" set, though it can and has been modified or added to by different cultures. Do keep in mind that the core set is a God Learner construction, and thus open to very broad interpretation, and some cultures may have an entirely different set of runes. In the end, the shapes don't matter, as they are merely the method through which we perceive the infinite principles that shape the world. The concepts behind the runes, the primal energies, are unchanging, despite the changes in the runes. So both the HW and modern systems may be equally valid, they simply are different ways of viewing and attempting to comprehend the infinite that we can never truly understand.
  12. Well they share very little in reality, so I would suggest just stealing some runes of you're missing some (a la mineral). Here y' go if you want to read about them, straight from the old Issaries site (thank you Wayback): 15.runes.pdf
  13. Thanks @David Scott, but I wonder how characters can use the mastery rune if it's not even on the character sheet.
  14. So does this mean that the conditions and forms other than man and beast will not be represented on the character sheet? If this is true, then I'm guessing that runes like the Eternal Battle rune will be represented by combinations of elements, powers, Man & Beast? If so, then does Eternal Battle translate to Beast+Death (though I think Disorder works better because of berserk powers), and Pain/Shargash to Death+Disorder? This also raises the question of what happens to gods with the Law rune, are they changed to stasis (a la RQ2 Lhankor Mhy)? And for those with Mastery, well, what the heck happens to Orlanth and Yelm? Do they get the Man rune instead (because of their power over mortals)? Two-rune format (which could lead to some confusing perceived power-level differences (you mean that Orlanth has less power than his wife? (not that it actually means a difference in raw power, but it could be confusing for newbies)))?
  15. I would suggest using the Mineral rune from HW/HQ1. I actually liked that rune set.
  16. The "core" runes are like the Guide. A view from a thousand feet away. Trying to understand a god simply by their core runes is like trying to understand someone by the fact that they're an American. You may get a general idea, but in the end there are parts you will never understand by that model and things which are not true. For instance, looking at Urox through his runes could lead to the conclusion that he is a god of rain and storms, yet if you then attempt to control him with that understanding, you will be trampled beneath the hooves of his desert sandstorms.
  17. Chaosium has said that they will be adapting the runequest rules (which I take to mean removing runes and gloranthan styled magic) to Mythic Iceland.
  18. Probably the only complete lunar books we have on the lunars are the ones made for HQ1, and available for 5 bucks a piece in pdf from chaosium.
  19. Light is simply a subrune of Sky/Fire, and so shares most of the same personality traits. Perhaps light is a bit more focused on purity, truth, and holiness. Moon has been described as being associated with balance, tolerance, and mystical awareness, albeit that is in its pure and undiluted form. The personalities of different phases are dictated by the runes which they represent and the strictures of their associated immortals. Other runes which I feel need personality are Man, Magic, and Plant. As Magic represents the connection between the middle world and the otherworld, characters with it would probably display a heightened awareness of magic and mystical phenomena. Man and Plant could mean that the character has an innate connection and/or are adept at dealing with creatures of the aforementioned runes.
  20. I found this: http://www.halberdgames.com/Cults_of_Glorantha/Files/Cult Rune List.pdf Personally, this is what I think (note that my glorantha-fu is quite lacking and I don't have access to as many sources as the rest of these people): Black Fang- In RQ2 he has Darkness, but Disorder (or Death?) probably suits him better. I would consider him a subcult of Lanbril. Dorasta- A land goddess like Esra or Ralia. Earth and Fertility. Quite possibly a subcult of Ernalda. Geo- Harmony or Communication. He was a worshipper of Issaries before founding his inns. I would say he's a subcult of Issaries, albeit a very distinct one. Gerak Kag- Definitely motion because of his jumping. I'm not sure if he's powerful enough to merit Darkness though, even if he's a troll. As just a hero cult, he's probably, again, just a subcult of another troll god/goddess. Lamsabi- A thief cult. Cue Lanbril. Illusion and Disorder. Selarn- Um, I think he's a thief god, so probably like Lanbril again? Illusion and Disorder. Hykim & Mikyh- Beast, because they/he/she/it is/are the progenitor(s) of the hsunchen and other animals. Possibly they/he/she/it is/are the original owner. Bolongo- Illusion and Disorder. He's a trickster. Everybody knows that there is only one trickster and his name is -censored-. Shargash- Fire, Death, and Disorder OR Fire and Pain/Shargash (which is basically the rune of brutal slaughter and combat, pain and torture (duh), and the Dara Happan underworld/hell). Third Eye Blue- Sorcerous metal smiths? That'll be Law and Motion.
  21. Considering what Jeff and others have said about compatibility, picking up griffin mountain or snakepipe hollow or the like probably wouldn't hurt, and you could play them while we're waiting for christmas season to roll around.
  22. http://web.archive.org/web/20030622204719/http://www.glorantha.com:80/products/future-plans.html This is what I want. All of it.
  23. Beginning of "Other Skill", under alchemists guild. It doesn't give Ingredient lists or other requirements so that GM's can tailor their games and/or worlds. Brewing Is 1 week/potency level.
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