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Wrestlepig

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  • semi ironic arkat apologist

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  • RPG Biography
    A lot of PBTA stuff, a distasteful fling with DnD and some enjoyable flings with Heroquest
  • Current games
    a lot of one-shots right now
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    Australia
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  1. If you wanted to do something with it, there's some solar ruins flanking it. Maybe the survivors went there.
  2. There's something very interesting about the idea of a Brithini Philosopher, since they're very much not fans of thinking outside one's station. Maybe they were all about arguing against other ideas as a form of cultural defense. E: you could probably contort her life into an arkat analogy if you really wanted to get posted at here or murdered in safelster.
  3. It's mentioned in the Wiki as coming from the book on the Middle Sea Empire and History of the Heortling Peoples, although the latter is from an Orlanthi perspective and doesn't mention what is going on aside from Sorcery, so it's probably in the former. I think the Moon Rune connection is very convincing speculation, although I haven't read the book myself. Obviously you should say it is so you can have a dungeon crawl in a ruined machine city to uncover moonbreaking secrets.
  4. https://www.youtube.com/watch?v=xh49HehENPE https://www.youtube.com/watch?v=QRg_8NNPTD8 Heilung are a neofolk band that get really into the norse/germanic tribe aesthetic. I'm like 40% sure it's a nazi thing but it fits a lot of glorantha aesthetically.
  5. Humakt isn't just about being a super powerful warrior. A big part of his deal is the responsible ownership and usage of Death. Their domain is death outside of the traditional and acceptable forms of murder for the orlanthi, so they have a mythic tie to stopping the misuse of death in dishonorable ways. Also it's a big truth rune thing: secret murder is dishonorable and they generally swear an oath to protect the chief. If you want to get into mechanics it's useful as well since it gives humakti PCs a useful trick in a more political campaign. Plus as much as I hate that gming style you can always say "hey Harmast Oathsword, can you gimme a roll for Sense Assassins? No reason" and get a good reaction.
  6. I think keeping it as CON-focused helps mechanically, so the duck doesn't get killed by a sword-swing. SIZ is also a stat that gets factored into a lot of things a bit as well, so you want to be careful about making it more prominent. I agree it's not realistic, or at least representative of the idea, but I think it's for the best mechanically.
  7. the Moon Wind is summoned by Eurmal when he bends over.
  8. I haven't read that magazine but if it's a Hsunchen animal/beast cult it should mostly be covered by Hykimh and Mykih.
  9. that's what happens when umath is interfering with Light from the sun, it gets weakened and you see the air instead. Perfectly obvious scientific explanation when you think about it.
  10. About a third of the runes can or would be defined as the free will rune, and the people of glorantha can and have chosen to war over which one it is.
  11. Humakti are always in it to the death, although you can stop being a humakti if you're willing to face the consequences listed above. There might be some weird exceptions for converting to a cult that will protect you from them or Illumination, although there's nothing set in rules and the orlanthi cults definitely won't like that. I wouldn't worry about those anyway, it's not thematically as interesting. The real question is: can your character really stop the way of the sword? Have a look at their Death and Truth Rune affinities? How much of their POW have they turned into rune points? What are their passions? Have you seen how good Sword Trance is? These aren't questions you can get an answer by just rolling them, but at the very least it's an internal conflict for your future. Also losing your cult is a huge mechanical loss to your character, so I wouldn't ditch it immediately.
  12. check over the chase rules, since the best way to handle the big monsters is running away from them and you want it to be memorable.
  13. The trollkin curse is a metaphysical wound on the Mother Goddess of Trolls, Kyter Ligor, by Nysalor/Gbaji, a mystical god of light/chaos (it's complicated) that means a lot of trolls get born as stunted weaklings. Aside from being tragic for the trolls, it also weakens them since them since there's less big tough guys that eat people around, so the trolls would really like it reversed. It's really difficult to fix the damage since the god who did it was really powerful and was also breaking a lot of the rules that prevent stuff like that from happening. You'd have to be either as powerful as a manifest God, or break a lot of the rules yourself with ill-advised God Learner Sorcery with a lot of magic to fuel it. There have been a few attempts to fix it that have kind of worked. Cragspider managed to have bigger, dumber trolls get born instead. Another attempt early on made it so litters of trollkin get born instead of one. A lot of the weirder breeds of troll that don't worship Kyter Ligor at all don't have trollkin, although they generally have some other issue. The only good theory I've seen about how to fully undo the curse, at least on a smaller scale, is for the mother troll to heroquest as Kyter Ligor in that battle and win. That's practically impossible, but if you could do it, you'd be hailed as an incredible hero and never birth trollkin yourself at the very least. Maybe it'd work alright if you get supported by a good deal of Arkat cult magic, but that's just speculation.
  14. Wrestlepig

    Red Robin ?

    Red Robin sounds like it's doing a robin hood thing. The closest thing I can think of is Lanbril the thief god who pops up a lot in Pavis stuff.
  15. It's more that this is just a workable choice, I'd be saying different things if it was Eirithia or Engizi.
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