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Richard S.

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Everything posted by Richard S.

  1. You can use any vtt without maps. The "table" space can still be useful for placing handouts or reference images or such.
  2. Jeff's mentioned a few times that dual initiates are pretty rare, possibly just a rounding error. https://wellofdaliath.chaosium.com/mythology-book-coming-october/
  3. Personally I just run heroquests as normal adventures. I'm considering using the "MP doesn't regenerate and spells are permanent" idea, but it hasn't been a huge issue. All that's different from a real-world adventure is the framing and the possible consequences, which aren't things that I need definite rules for.
  4. What's your source on this? I haven't seen anything about rune tongues being the only languages you can speak on a heroquest (though they're probably helpful to know). Basic ability with elemental languages is pretty common. Boatspeech, Dara Happan, Heortling, and Pure Horse Tongue all give 1/5 fluency with their elemental counterparts, which usually puts you at or close to "may get across simple requests and function living day-to-day" level.
  5. Those can still be important stories for Vingans to follow if you want to use them, but I'd say that pretty much every god has had just as much if not more of their myths left untold in published books. In any case, maybe someone wants to start a Vinga thread instead of hijacking this one more?
  6. I just noticed that Malkion and his parents got a spot on the big genealogy chart. I think this is the first image we've ever gotten of him.
  7. Lokarnos has Coin Wheel, maybe you're thinking of that?
  8. I assume so, otherwise there's not much point to the corrections threads
  9. Very nice book, as usual. I think I'm going to wait for the errata before getting my hardcover this time though. I really, really, really, really like the picture of Orlanthi riding dragons. EWF! I'm kinda mixed on it. On one hand I like the mix of gods and the variety in how they're portrayed - Argan Argar and Valid especially stick out to me. On the other hand I gotta agree with the "corporate pose" comment, mostly because of how Vinga's posed. Given that several of those god learners were beardies themselves, I think they had a point on that one at least.
  10. Regardless of whether or not you believe in gods in our world, other people freely give them multiple names while fully believing that the gods can exact judgement on offenders. That's evidence enough for me that Gloranthan gods don't care either, except for cases where you're trying to name them as an entirely different god (a la Ernalda and Dendara vs. the God Learners). But you can call Orlanth Worlanth, West King Wind, Humat, etc. and the god will still respond, as those are all proven to be names/titles for the same being.
  11. King of Sartar is the closest thing to a "canon" future Glorantha has, presented in the format of ancient documents collected by a scholar living in roughly 2200, with plenty of gaps, errors, and misinterpretations. There's a campaign book planned that will roughly follow the course of the Hero Wars as laid out in KoS, but we probably won't see it for a while. In short, I wouldn't worry too much about it. KoS is a good read, but don't take it as definitive gospel for what has to happen in your Glorantha.
  12. I like this method. Both since it lets GMs introduce new powers for different teachers or schools of illumination, and because it gives some feeling of progression to illumination beyond just "well you've got it".
  13. "Initiates are required to investigate any hints or rumors of Chaotic presence personally and to rouse all local lay members, if possible, to deal with the threat. They must also report it and, if they did not kill it, lead the next party to the site." CR:L132 (SB Initiate requirements) I think this could be interpreted as "destroy it if you're able, if not just be vigilant and help others to do so." And if the chaos presence is already widely known about, like Dorastor or Snake Pipe Hollow, it probably doesn't count as a rumor or hint to be investigated. "If they learn of or sense the presence of Chaos, they must leap up, shout for their god, grab their weapons, and set off to destroy it" CR:L133 (SB Rune Lord restrictions) I think the same thing goes for the rune lords - if they learn of any new chaos they are required to go deal with it, but established problem spots can be dealt with more rationally. Of course, the priests would probably like it if all the bulls decided to go storm Dorastor one day, but even they're smart enough to know that it probably wouldn't do much good. YGMV. In any case, Storm Bulls are definitely not munchkins or god learners.
  14. According to King of Sartar, the "lakes" are really just very clear, deep stretches of the River, or at least they were in the Second Age when that account was written. "Process Barracks of the Right to Left Hand" is the translation of Salor's draconic name, Kermalanaladeen, according to Stafford Library VIII: the Middle Sea Empire. It was where foreign merchants were sent after being processed at Orin Jistel. Maybe the name refers to it being a place where goods passed from the "right hand" (non-draconics) to the "left hand" (draconics).
  15. The Stormwalkers get an entry on page 39 of Cults of Runequest: the Lightbringers. They're a subcult of Orlanth Thunderous open to Storm Voices or intelligent Air spirits devoted to Orlanth, and they learn the spells of Discorporate, Flood, and Summon Large Air Elemental. Multiple members can also pool their Rune points together to cast Cloud Call, Flood, Rain, or Thunderbolt, allowing them to stack far more than your average priest. I don't remember the companion's descriptions of the breath powers, so it's your own judgement as to whether they match up to their Runequest powers.
  16. While there might not be many initiates she's probably got plenty of lay members. All you need to support a shrine is a god talker and a couple dozen worshipers.
  17. Can all Eiritha animals breed with each other, or are cattle and bison unique in that respect?
  18. Ehilm is the Sun Disk, which as far as I'm concerned is essentially the same as being part of Yelm. Him not being associated with Life and Death is probably because his cult didn't have the complete Yelm mythology that other solars did. In any case, I think the power runes for greater elemental gods are pretty flexible, given that HeenMaroun is explicitly a name for Yelm but has Fire/Stasis/Mastery.
  19. Probably either as a sign of wealth or because you're a solar cultist and prefer horses since they're solar creatures. Otherwise yeah, a Praxian beast is a lot easier to get since Prax is right there and the nomads regularly trade with people from Dragon Pass. For good horses you have to deal with the Grazelanders, which I imagine is a bit more difficult since horses are the single animal their whole society is built around.
  20. After some thought, I think I'll start with the following: Malkion - Daka Fal. Sometimes divided into Talar, Horali, and Dronar subcults. I'm not sure if there's no Zzabur because he's still alive, or if there is but the Zzaburi just don't want to use it. Seshna Likita - Ernalda. Heavily regulated, but also just difficult to access after the incident. Seshna - Grain Goddess. Gerlant, Talor, Xemela, Hrestol, etc. - separate hero cults (imo like spirit cults with priests instead of shamans) with limited common magic and a single special spell each. Hrestol has Joy instead of a spell. Aerlit - Orlanth Adventurous as an ancestor. Doesn't come with the four magic weapons by default, and with Malkion as the only accepted associate. Goldentongue - Issaries as an ancestor. Only the titular subcult, and again only Malkion is worshiped as an associate. Warrior Societies - mostly the appropriate Hsunchen cults. The main exceptions are the horse society, who worship Yelmalio, and the bulls, who have Urox. I don't think any of them will have transform self, and as per usual the associates will be a bit different though idk how yet. Tanier - the local river god, probably more like Oslira than Engizi imo. Dormal Foundchild - added as a Horali approved cult for player-related reasons. Worlanth, Ehilm, and Humct - Orlanth Thunderous, Yelm, and Humakt respectively. Being bad rebel Erasanchula, they aren't worshiped. Humct gets an occasional exception among the Horali, though always heavily restricted. Talars worship either Malkion or one of the god-ancestors primarily, and often initiate to a hero cult like Gerlant on the side. A few Talars worship Seshna Likita, serving as the priesthood for the regular Seshna cult. Horali have warrior societies, either Hsunchen or an approved martial god. Dronars worship Malkion and Seshna, with the occasional unapproved barbarian cult and spirit society. Everyone worships the Invisible God, so I didn't list it. Do the Rokari know what gods are behind the names they use? Sure, but they also know that their way of worshipping them is superior to the barbarian ways and keeps them from being enslaved to the gods. Also a good dose of "see/hear/speak no evil" helps. Do they have less rune magic than the barbarians? Yeah, but the wizards make up the difference. Sure, the god learners tried to have the best of both worlds, maybe even let the wizards play with rune spells, but any Rokari can tell you how well that turned out.
  21. Just because the dwarves refuse to worship the World Machine as a god doesn't mean there's not a way to get rune magic from Mostal. The reciprocal relationship is probably just dwarves having access to earthbone and fireblood.
  22. Probably not a major issue, but the description under each god's portrait has an invisible blurb about Magasta behind it.
  23. They've been changed quite a bit since RQ3. Nowadays only the Zzaburi use sorcery, while the other castes use spirit and rune magic appropriate to their tasks. Generally they prefer ancestor worship, mistrusting gods, but sometimes they can be useful, and nowadays there's several groups of Malkioni with long histories of god worship; Seshnelan kingship even derives from Seshna Likita, the local grain goddess. A lot of the time this will be justified by reducing the god to merely a powerful ancestor, like how the Trader Princes worship Issaries, or the horali warrior societies worship Hsunchen totems. I think the only Malkioni groups that completely eschew the worship of gods are the New Hrestoli and Brithini. If you go to the Well of Daliath and search "Malkioni" or "Malkionism" there's several posts that break it down better (mostly anything dated 2020+).
  24. I don't have a definite quotation to back me up, but I think that the main difference with old Hrestolism compared to Rokarism would be that you could initiate to a caste other than your parents', and under certain circumstances you could move to an entirely different caste later in life (both probably requiring approval from the local Talar and/or Zzaburi). Of course there'd be more doctrinal differences such as all the stuff Rokar purged from the Abiding Book, but we really don't know what that all was. I feel that that's essentially what the Castle Coast practices, the freedom to initiate to any caste, something that'd be rather difficult in places controlled by Rokari. The Cult of Hrestol itself I think existed more in parallel to Hrestolism rather than being an integral part. It might have been required in some way for someone to change castes, but initiates would be Men-of-All living in their monasteries or wandering around practicing Justice. The majority of Malkioni would respect them, but they wouldn't be a part of the cult themselves. There's probably a few initiates wandering around the Castle Coast still if I had to guess, but they'd not be very popular in Seshnela. These are just educated guesses so take them as you will. Edit: Considering Rokarism as a reaction to the Hrestolism of the God Learners, and the excesses it allowed, it's possible that Hrestoli doctrine is far more open on how much you're allowed to exploit the natural world, following with Hrestol's ideal of mortals making a world for themselves. The GLs freely exploited barbarian cults, ravaged the hero plane, and imo were pretty big "ends justify the means" people. Maybe beliefs like that are what Rikard was exiled for, thinking the Rokari were too conservative in trying to control the world. That and maybe trying to be a man-of-all.
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