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Richard S.

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Posts posted by Richard S.

  1. 35 minutes ago, David Scott said:

    I've never been a figures person, when needed I've always preferred 15mm. I've a Bison Herd and all the pigs for the Balazaring citadels! However licensed Lego Glorantha would be a thing of great joy. I can see full size Balazaring citadels, The votanki hearth  expansion, The Pavis and sun dome temples, and minifigs of great gloranthan heroes (like Julia's excellent creations). Plus lunar, sundome, Praxian and sartarite minifig packs.

    As a Lego enthusiast, this, though probably impossible, would be incredible for Glorantha.

  2. 3 hours ago, styopa said:

    This is one place where a little one-true-world Gloranthan whip cracking might be in order...would it be possible to maybe reconcile the lists of runes between the two games?  So "Glorantha" has one primary set of runes?

    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.

  3. 22 minutes ago, olskool said:

    I'm not familiar with HW/HQ1 or their Runes.  If they are anything like RQ2's, I'd use them gladly.

    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

  4. 14 hours ago, David Scott said:

    it's actually called the Trade rune in HeroQuest Glorantha and in RQG it's represented by Harmony and Change (Issaries' runes)

    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)))?

    • Like 1
  5. 57 minutes ago, olskool said:

    One race is not represented by the existing Form Runes... The Mostali.  I would add a Dwarf Rune because they do not cleanly just using the Earth Rune.  I think I'm going to take the Earth Rune and put a Triangle inside it (for the Spire of Law/Great Mountain from GodTime) to represent the Form of the Mostali.

    I would suggest using the Mineral rune from HW/HQ1. I actually liked that rune set.

  6. 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.

    • Like 1
  7. 8 minutes ago, Raleel said:

    As I understand it, Runequest is specifically Glorantha (though glorantha is not specifically Runequest, as there are other systems that use that world). As I am almost certain I have read, there is no "generic Runequest". Mythic Iceland is a BRP product, and while similar to Runequest, not exactly the same 

    if you want something like that, I would suggest checking out Mythras, which is a direct descendant of Mongoose Legend and Runequest II, and also written by the authors of Land of the Samurai and Runequest Vikings. I have the latter and Mythic Iceland and they are quite compatible (though with the normal BRP family tweaks) with Mythras. 

    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.

    • Like 1
  8. 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.

    • Like 1
  9. 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.

    • Like 1
  10. 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. 

    • Like 4
  11. 14 minutes ago, Joerg said:

     

    RQ2 had rules for creating potions? All I found are prices, not eveis production times or additional requirements (workshop, tools).

    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.

  12. Each point of Bladesharp adds +5% and +1 damage to attacks, at least in RQ2, I can't speak for 3. For the SR example you've presented, it looks like our hero attacks at SR 3 (1+0+3), so that means that by splitting attacks they can attack 4 times in 12 SRs (3, 6, 9, & 12), but their skill with each attack would be only 75% (300/4). I don't recall if this would have any effects on their parry or not. They are incapable of doing 6 attacks in a round, as that would require SR 2.

  13. 57 minutes ago, Jason Durall said:

    You can certainly join an associated cult, and that cult's Rune magic will become available to you, but your Rune points are tracked separately. If a Rune spell is offered by multiple cults, you can pick which Rune point pool you're using when you cast the spell. 

    So each cult has a separate pool? That's interesting. Also, are associate cults available for joining by anyone, or only Rune Priests like in RQ2.

  14. 2 hours ago, JonL said:

    Did you ever hear how the idea of the rune tokens came about? It's so out of left field like, "The game is called 'RuneQuest,' so let's make it so people go on quests to get runes!" Yet clearly somebody thought there was something of value to it or it wouldn't have been there. What was the perceived benefit to the game from that in the mind of its originators?

    It was probably a way to actually make runes a part of Gameplay, and they were probably designed without Glorantha at the forefront (do keep in mind that MQ was a generic system). I think that the increased difficulty of getting magic was also so they could make spells a bit more powerful and make up for the lack of divine magic in the core rulebook. Personally, I like the integrated runes idea, though the balance between what spells can be cast through which runes is a bit off to me. All-in-all, it was an interesting concept that unfortunately did not fit with Glorantha.

    Another theory was that they took RQ2's "focus" idea and ran a bit to far with it.

  15. 2 hours ago, lawrence.whitaker said:

    My second book for Mongoose was the Dragonewt book, and so I went to the two authorities on Gloranthan lore that I knew well; Greg and Jeff.

    Does this mean that the book is at least mostly canon? :) I gotta say that it's probably one of my favourite of the mongoose books (mainly because I hate explanations like: "It's just too weird for you to play, 'nuff said," and appreciated the effort that went into explaining how you could theoretically play a Dragonewt).

    As a whole, I think the mongoose books were a bit rushed and maybe not the highest quality, but they did introduce a lot of people to Glorantha and, despite veering from canon quite a bit, made it easier for newbies like me to digest. Also, even if it is quite uncanonical, YGMV. In fact, YG Will V, a lot.

  16. It sounds Gloranthan, but HQ already has charms, which are only useful for augments by most people unless they temporarily release the spirit (AKA they make the charm unusable for the rest of the session), in which case they can describe it as having supernatural effects. Charms are usable by anyone, and most people have picked up one or two in their lifetime. Dedicated spirit-worshippers are the only ones capable of making new charms, as they must convince a generally weak spirit to inhabit the charm.

  17. How would Belintar's cult before his death (I assume he has one) work in game? From various conversations I've picked up that there's a "Book of Belintar", which I guess is probably a grimoire with spells relating to the Holy Country and would be the main source of magic for his worshippers (like with Pavis), but I also know that Belintar is called the Master of Luck and Death, which to me says that he has rune affinities with luck and death. I'm confused as to how those affinities would work and what powers worshippers would have, as I don't see how they are related to any of his pre-apotheosis actions (maybe granting "good luck" and "bad luck"?).

    Overall, I think that his cult would probably be very much like Pavis', just on a larger scale.

    • Like 2
  18. He could rework his runes and take Truth, then become a wild sage like davecake said, or he could take Full Moon for his element and initiate to Irripi Ontor, who also uses sorcery, but is a bit more active of a cult. A final option is that he could be from a sorcery school from Heortland or God Forgot, in which case the rules for them aren't explained in HQ:G but are in the HQ2 core book. Basically it's like a cult but your status is based off of your rating in the school's central grimoire rather than a rune affinity. Also, for pure sorcery schools, it's more common for grimoires to be either stand-alone abilities or breakouts from a relationship like "Apprentice/Adept/Mage of [school]." Advancement for sorcery schools goes Apprentice -> Adept -> Mage, which is functionally similar to Lay Worshipper -> Initiate -> Devotee, except apprentices spend all their time studying their school's central grimoire and have no time for adventuring unless accompanying their master.

  19. 7 minutes ago, kalidor said:

    Is strange because there are darkness, water, fire and earth plants in myths but not air plants. Maybe they were gregged ;)

    Well the green age was when there was an abundance of such unusual plants because all the gods were getting in on this idea of a "plant" form. The air was probably born later, after the plant rune was "out of fashion."

    • Like 1
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