Jump to content

Ian_W

Member
  • Posts

    143
  • Joined

  • Last visited

Everything posted by Ian_W

  1. Hauling this back to Chalana Arroy, the fact that CA cultists don't have a 'except for Chaos' exemption on 'Do not kill' shows that she accepts chaos as part of the world (cf 'probably Illuminated by Rashoran in God Time'). Now, among fanatical anti-chaos cultures, CA gets a pass on that, IMO because they haven't thought it through properly, the Goddess' important role in things like the Lightbringer Quest, and the practical fact that her people are the difference between life and death in so many fanatically anti-chaos cultures. But - the Lunars don't. Not all Lunar cults are associated with Chaos, but all Lunar cults accept the existence of those Lunar cults who are. They've answered 'Us or the Other' with 'We are all us'. Note bad Orlanthi would go 'Oh, the chaotic parts of the Lunar Empire, yes they deserve to be attacked, and must be. But there arent any Chaos Worshippers at *our* Seven Mothers temple, or *our* Eytries trade post that brings us gin and other good things from the Heartlands. They are okay - they arent Bad Lunars'.
  2. Storm Bulls and good Orlanthi would reply 'Being a Lunar cultist' because the Red Moon involves accepting Chaos as a legitimate part of the world. Any answer more sophisticated than that *is* Illuminated at best.
  3. Storm Bull teaches Sense Chaos. Everyone else figures it out from context, and, yes, mistakes are made. Note other cultures see Chaos, Darkness and Storm as the same Bad Enemy of Right Order.
  4. Sartar was essentially a King who unified his kingdom with roads and trade, rather than with blood and fire. Therefore, this is what I'd expect of his successors. Being a partner in trade. The Commenda contract was a medieval staple - two partners, one of whom sits at home and provides the capital, and one of whom goes on the road and takes the risks. Profits are split 50/50. Note the Prince could do this directly, or via middlemen. Note banditry is traditionally utterly endemic in Orlanthi societies ('They were on Blue Fox land. That makes them Blue Fox merchants ! So we raided them !'), and if you as Prince are providing more security than Orlanthi trade oaths traditionally expect then it'll be more profitable than usual. Investing in Inns and so on. I would be amazed if the Prince of Sartar isn't a silent partner in Geo's, for example. Note if you buy the land (or rights to build on the land) before you build the road, then suddenly it's so much more valuable. Cattle loans on extortionate terms have been a staple of Orlanthi cheiftans since Heort was a boy. It's a short step from lending a cow and getting back the first and third calf every season to lending a loom and getting back three baskets of wool and cloth every season. I don't think enforcing monopolies on Orlanthi is going to go very well, what with their history of rebelling against bad, oppressive kings. Do that at the other end ie negotiate with Belintar that only Royal Caravans can buy silk. Then it's that bastard The Pharoah, not the Prince of Sartar 😉
  5. Note that 'Our Heroes on defense' also works for them being security/rapid response in a cyberpunk context. Also, if you are all familiar with the Gurps systems, there are absolutely no reasons you can't use that rules set for Glorantha.
  6. Also, talk to your players, and see if they have suggestions why these people with such different backgrounds would want to stick together.
  7. Regarding Heroquesting in general, you might want to have a look at this - the idea being each magic spell being learnt a lesser heroquest. http://www.soltakss.com/rune1.html Regarding Our Heroes being the enemies in a quest, I'd suggest something like this for Orlanthi. They each get a warning about what is happening, whether in dreams, from an appropriate animal (alynxes acting wierd for orlanthi, storm bull kicking your backside in your dreams and then glaring in the direction you need to go, whatever). They get a short time for preparation - this is where things like cultural support are important, as your uncle lends you a spear, your Significant Other puts a ribbon in your hair, your mother kisses your forehead and wishes you luck and so on (*cough* Arming of Orlanth *cough*). Note if you are the group actively questing, you can do a more thorough job of preparing ... Our Heroes then go through several stations, which has them going backwards from the Storm Age to the Fire Age to the Earth Age, which is where the Broo are, trying to nick Ernalda's Horn of Plenty. So, stage One is the entry to the Storm Age. Do what rapid preparation is needed, then it's time to climb to the peak of a mountian. Winds get higher. Sylphs cluster. Fog cuts off the Sun. Then there's a path down you havent seen before. Perhaps an opportunity to reject a trickster figure giving you a fancy sword (representing the option of rejecting helping your community to get Magic Power from the otherworld), or some similar temptation vs duty. Stage Two, the Fire Age. Sneaking down the foothills past patrols of Golden-Armed warriors on goldeneye horses with bows and spears and eagles circling them. Violence is an option here, and you could get Glory by fighting these other enemies ... but they are not the ones you should fight. Stage Three, the Earth Age. Step one could be the forest primaeval, perhaps with the opportunity to get lost forever as a tree spirit distracts. Or perhaps the opportunity to be tempted by the wealth of the Green Age, as you find flowers like gems and trees that bud the purest copper you have seen. And then there's the Broo, one per Our Hero, digging in the forest trying to find the Horn of Plenty. One per hero, perhaps twisted versions of your own heroes. IMO the key to winning should be the community support from the preparation phase, and fighting like your Gods and people do. However ... fighting Broo in the Otherworld gets you things like suppurating wounds that won't heal (aka permanent stat loss). If Our Heroes win, then Ernalda's Horn of Plenty remains hidden, which means come spring the crops sprout and the cattle and sheep increase. If Our Heroes lose, or refuse to play or get distracted by wealth, power or glory, then it's going to be a tough winter, and you can pretty much guarantee the local Broo are going to be multiplying and raiding. Does that help ?
  8. It'd also be possible that the salt changes color according to the seasons - reddish in fire season, blueish in sea season and so on.
  9. Nope. The mechanism reflected how we really fought in Westrealm in 1978, when Steve Perrin was a fighter in the West, and Paul had just started teaching the snap. We've moved on since then. The key is not being lost in the details.
  10. No. Sorcery is about Law. Spirit Magic is about Spirit. Dragon Magic is about Beast. There are several sorts of magic.
  11. Under RQG rules, you get to augment once per session, ie when it's important. Page 144.
  12. Air is for action. Death is for killing. Fire is for spotting stuff. Law is for sorcery. Spirit is for dealing with spirits. Earth of for surviving. Beast is for animals. And so on. If you're a herder, then you'll use Beast a lot more. If you're a Wizard, ensorcelling armor for the fighters that are sent out, then you'll use Law a lot more, because cows are those things that go moo in the markets, right ? Likewise, a Healer will use Harmony, and so on.
  13. You mean you wouldn't let a Shaman roll against their Spirit rune for assitance on a summoning, or a Wizard role against the Law rune for assistance in a spell ?
  14. Your Glorantha May Vary, but this is my best guesses. 1. Fatleaf is a duck name, so we're basically talking stew made from something with feathers. 2. There's a plant called Fatleaf that is a major source of plant fats (ie like avocado or olives in our world) and that is the core of a stew together with barley,. cabbages, carrots and onions.
  15. Note that's holding it more or less like it's a two handed sword ...
  16. Depends on technique. A quarterstaff is essentially a pole weapon without the war-head, and as such it can either thrust for longer distance or it can be swung at somewhat shorter distance. The rules system ignores this, along with using swords to thrust or cut, feints and a whole lot of other good stuff
  17. He has a regular circuit, and that means his trading partners know where he will be at what time of the year, which means they can be there to trade with him.
  18. Trav didnt do trade right until Gurps Traveller: Far Trader That product was the first one to actually try and answer the question "How much trade is there, from where and to where".
  19. The Mystery Cult skill would be on top of that, to allow a Left-Augment-Right, Right-Augment-Left, Right-Augment-Battle, and Left-Augment--2 Hand Secrets Its a little munchkin'y, but hey, thats our Arkat
  20. Trust me, you don't want to do this - for a start, 12 seconds is just about forever in combat, with a tempo allow acting/reacting being about 0.25 seconds for most people. (Ive been doing historical swordsmanship for about 15 years now, and Im decently good at it). Sword and shield is two weapons, and there isnt that much difference at parrying with a shield and parrying with a weapon - it's about controlling lines, the initiative or the geometry (depending if you're italian, german or spanish). A "successful parry" could just be about making the attack not happen, as the opponent recognises that going through with the shot they've prepared will just end up with their weapon controlled. You also dont want to go down the rabbit hole of true edge vs false edge parries, and the rest of it Regarding two weapon fighting, its mostly about using one weapon to open a hole for the other weapon to hit through, ideally with a body fake to put them into false distance or moving the wrong way - in RQQ terms using one of your Sword skills and your Battle skill as assists to push your other Sword skill well over 100% and thereby reduce their active defence The way Id do it is leave Rules As Written, but have a special cult skill for a Humakt/Jar Eel/Whoever subcult for Two Weapon Fighting to reflect how you can get the two weapons to help each other, including neat stuff like allowing them both to parry a given attack, parrying arrows and parrying without damaging your weapon. This way, you have Mystery Cults that deal with the secrets of hip flicks, back edge motion, control of the line, lying in the speaking window and all that other good stuff without going to deep into the simulationist weeds.
  21. https://wikisaga.hi.is/index.php?title=Egla,_10 Good old Egilsaga ... guy goes to collect tribute and trade and then loots some other merchants/raiders, and gets so much loot he needs to build a boat Chapter 10 Thorolf in Finmark In the winter Thorolf took his way up to the fells with a large force of not less than ninety men, whereas before it had been the wont of the king's stewards to have thirty men, and sometimes fewer. He took with him plenty of wares for trading. At once he appointed a meeting with the Finns, took of them the tribute, and held a fair with them. All was managed with goodwill and friendship, though not without fear on the Finns' side. Far and wide about Finmark did he travel; but when he reached the fells eastward, he heard that the Kylfings were come from the east, and were there for trading with the Finns, but in some places for plunder also. Thorolf set Finns to spy out the movements of the Kylfings, and he followed after to search for them, and came upon thirty men in one den, all of whom he slew, letting none escape. Afterwards he found together fifteen or twenty. In all they slew near upon a hundred, and took immense booty, and returned in the spring after doing this. Thorolf then went to his estates at Sandness, and remained there through the spring. He had a long-ship built, large, and with a dragon's head, fitted out in the best style; this he took with him from the north.
  22. Back of the envelope numbers here. Assume an isolated garrison of 100 troops, and a Moonboat can carry 1 ton. Therefore, thats 10 kilos per man. Assuming something high density, thats maybe a month worth of soup.
  23. Back when Trav was a thing, there was also a game called Runequest that had a supplement called Cults of Prax, that had fluff based around a guy going around buying and selling. A party could either be that guy, or be hired by that guy, or be trying to rob that guy.
  24. Absolutely. The grandmother of a certain family always liked black rye bread, and the black rye bread made locally just doesn't work for her. So you know a guy who wants four tons of Jonstown dark rye, delivered to Nochet, because his wife wants get in on her good side. Alternatively, it's for some specialty beer. And so on.
  25. Man plus plant equals elf. Man plus stasis equals dwarf. Man plus darkness equals troll. Man plus beast = beastman.
×
×
  • Create New...