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RHW

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Everything posted by RHW

  1. My wine vs beer debate with @Jeff made me realize we have a fundamental disconnect about the weather in Peloria. While of course, YGMV, he describes Peloria as similar in climate and plant life as the Upper Mississippi/Missouri Valley, and I've always thought of it being more akin to Spain or Southern France. Both are about the same latitude, but obviously there's a pretty big difference in the weather, both in terms of temperature range and humidity. My Peloria is more temperate and drier, Jeff's (I believe) is wetter with a more extreme range of temperatures. Now based on geography, Jeff's view (and by extension the official Chaosium POV) makes a lot of sense. Peloria is the north central part of a continent roughly the size of the United States. There's a glacier sitting just off the map. The White Sea is ice-locked, etc. And Sartar is just to the west of a hot dry wasteland and could easily be a high desert, given the Rockwoods' significant rain shadow. But... but... I don't know. That doesn't feel right to me. Dara Happa doesn't feel like it should be a cold place, normally. Nor does Darjin or Pelanda. I see ziggurats and togas and flat-roofed adobe and sandals and formation dependent infantry and none of that makes much sense in places with long cold winters, ample forests, and tons of rain. Dara Happa feels like a classic river flood plain civilization, dependent on the reliable Oslir for their water, not even bothering to sacrifice to any sort of rain or cloud god. In Dara Happa (and I think much of Peloria) river water + earth + sun = food. Meanwhile Sartar is boots and cloaks and long pants and forests and rain and storm gods. For Sartarites storms + earth + a bit of sun = food. They propitiate a god of winter (Peloria doesn't), they have a goddess of spring (does Peloria?), they seem to experience the full range of seasons. In Dark Season, they make no war (unless they honor Valind and then it's raidin' time!) So my justification for my version of Glorantha is that the gods make the difference. In my Dragon Pass, Orlanth and Heler do not give two shits about a rain shadow. It rains a lot because they say it does. Valind doesn't care about latitude. Valind hides in the mountaintops most of the year, then claims his kingship in Dark Season because that's the deal Orlanth made with him. In my Peloria, Yelm shines bright. He sends more heat to his beloved Dara Happa and the surrounding lands than the rest of the world. He's always moderated the climate there, except when he was dead. He does so still. Now from time to time, perhaps once a decade or so, Valind would beat Yelm back in a reenactment of the Lesser Darkness and Peloria would have a snowy winter. But even that doesn't happen anymore, because Yelm has now has help. The Lunar Icebreaker cult, for the last 30 years, has made sure that Valind never wins. Even while snow covers Pent and Fronela and Ignorance, Winter never truly comes to Peloria. (Well except Talastar, and Yelm doesn't love them, so there.) The point is, in my Peloria, hoplites can march in sandals and togas make perfect sense and I get my Lunar wine and olives and posca. Because really it's all about the posca. So how's the weather in your Peloria?
  2. I think you’re right. That was a stretch.
  3. Been thinking a little about what root words we might be able to infer from proper names in Glorantha, especially Theyalan ones (since I think the Theyalan names are the ones that mostly appear in canon). So for example, Eurmal and Urox start with the same sound, Elmal and Eurmal have same ending, Humakt and Helemakt are know, Hu likely means "Sword" so... Eurmal = Wild Man = Ur (Wild, in the sense of dangerous and unpredictable) + Mal (man) Elmal = Sun Man = El/Yelm (Sun) + Mal (man) Humakt = Sword Warrior = Hu (Sword) + Makt (warrior) Helemakt = Cloud Warrior or Rain Warrior = Hele (Cloud or maybe Rain) + Makt (Warrior) Artmal = Blue Man? = Art (Blue? Something else? Annilla is the Blue Moon, so maybe not) + Mal (man) Yelmalio = Little Sun Man = El/Yelm (sun) + Mal (man) + io (diminutive suffix) Urox = Wild Bull = Ur (Wild) + Ox (Bull) (Or maybe Ur means cow/bull and Ur and Eur are different worlds. See Uralda) Ernalda = Earth Mother = Ern (Earth) + Alda (Mother) Uralda = Wild Mother or maybe Cow Mother = Ur (cow or possible wild animal) + Alda (mother) Dormal = Ship Man = Dor (ship) + Mal (man) Other possible root words (wild conjecture): Tar = Land (found in Sartar and Barntar) Arr = To heal (found in Chalana Arroy, Arroin, Arran, possibly also Argan Argar, given his harmony rune. Arkat and Argrath both mean Liberator, but that might be broken down into Freedom Healer or some such roots) Esra = Barley (as in Esrola) Gor = Blood? or "The Bloody?" Destructive Earth? Underworld? (found in Babeestor Gor, Gorgorma, Maran Gor, etc etc. Maybe also Gorakiki) Ara = Spider (Aranea and Arachne Solera) Ki or Ky = Darkness (Kitori, Kyger Litor, Gorakiki) Anyone else got pet theories of this nature?
  4. RHW

    Alcoholic Beverages of Glorantha

    While we're on the subject, balche and xtabentun seems like Caladraland drinks. From Wikipedia: Balché is a mildly intoxicating beverage that was commonly consumed by the ancient Maya in what is now Mexico and upper Central America. Today, it is still common among the Yucatec Maya. The drink is made from the bark of a leguminous tree, Lonchocarpus longistylus, which is soaked in honey and water, and fermented.[1] A closely related beverage, made from honey produced from the nectar of a species of morning glory (Turbina corymbosa), is called xtabentún.
  5. I once had a player who decided to play a Minlinster brewer, so I put a little work into the various types of booze commonly found in Central Genertela, especially Sartarite beverages (for the Brew skill) and Pelorian drinks (need something to despise for that Despise Foreign Drinks skill). Despise Foreign Drink (Personality Skill) Minlinster hates the Lunar drink djinn, which has no positive benefits and many evil side-effects. Lunar officers use djinn to make Martinets, their traditional drink. Lunar soldiers drink it straight or mix it with a bubbly magical potion intended to help fend off tropical diseases. Another military related import is wodaka, brought by Carmanian soldiers in the Lunar army. (Carmanians make their Martinets with wodaka.) In addition, rhum has started to appear in Sartar, imported by the Wolf Pirates from the southern continent of Pamaltela. All three (but especially djinn) are popular with the poor, hopeless, and destitute refugees from shattered clans who clutter the streets of Sartar’s cities. Touch not the Demon Rhum, the Villainous Wodaka or the Devil Djinn! So what are the common alcoholic beverages in your game? Here are mine: BEER/ALE - Brewed all over Glorantha, the main drink of the Sartarites. Made from grain, usually barley, and flavored with herbs, often hops. Varieties (which require Minlinster magic to make) include: COLD BEER: Beer which is always magically chilled and refreshing, no matter how warm the environment. Cold Beer never has any negative side effects for the drinker and never causes a hangover. It produces a sense of refreshment and well-being when drunk. GOOD ALE: A satisfying ale. Drinking Good Ale alleviates any feelings of fatigue and helps insure a good night’s sleep. If imbibed in excess, it will get the drinker drunk, though the hangover will be mild. STOUT BEER: An especially hearty and filling dark beer (also known as Strong Beer, Winter Beer, Darkseason Beer or simply “the Dark”). A pint of the Dark leaves the drinker as full as if they’d had an entire meal. Several kegs of Strong Beer can mean the difference between survival and starvation in harsh winters. Strong Beer has virtually no side effects (aside from a bit of burping and mild flatulence) and never causes a hangover. Traditionally Heortlings only drink the Dark in the winter, but recently it has become popular to drink it all the time, mostly because the Lunars find the stuff disgusting. MEAD - A mild alcohol made from honey. Favored by mountain or forest clans who have trouble growing grain. The Telmori make an excellent mead. There's one magical variation of mead: MINLINSTER’S MEAD: An exceptional mead. Drinking Minlinster’s Mead aids in social discourse. Anyone drinking a bottle gets a bonus to Sing, Orate, Dance, and Play (Instrument) equal to the Brewer’s Brew Skill/5. Mead will get the user drunk. All other skills get a negative modifier equal to the Brewer’s Brew Skill/10. Hangovers are mild. LIQUOR: Brandtwyn (when the base is grapes) or, more commonly, Uisce (when the base is malted barley) are the strong drinks of the Orlanthi. The Boldhome Thunderbolt is a traditional Sartarite drink made by dropping a shot of uisce into a pint of stout. Recently master-brewed uisces made from single malts have become extremely trendy in Glamour and other Lunar cities. Also recently the Lunars have placed a tax on uisce production, though brandtwyn, mostly made by the pro-Lunar Colymar, can still be produced tax free. The Lunars have been surprised at the vehemence of the opposition to this Uisce Tax. NOTE: Uisce and brandtwyn are both in high demand as exports and can be very expensive. ENCHANTED UISCE or BRANDTWYN: Drinking these potent beverages gives mortals an insight into the divine. While under the influence of these magical liquors, all Mythology checks are boosted by the Brewer’s Brew Skill/5, but only if the liquor has been aged for a number of years equal to the bonus. This bonus carries over to the next day if the liquor is drunk in preparation for a religious ceremony. All other skills are decreased by the same number (regardless of the Uisce’s age). Hangovers are mild if liquor is used in moderation, but can be severe if too much liquor is consumed. WINE: The Colymar Tribe grows grapes and makes a late-harvest wine wine, the famous Clearwine. When conditions are right, grapes are harvested after the first frost to make icewine. Wine may be further distilled into Brandtwyn. SONTI: The rice wine of the Lunar Empire. Made where ever rice is grown. The Darjinni make excellent sonti. LUNAR BEER: Terrible stuff, if you ask the Sartarites. Pelorian beer frequently contains rice or corn mash in addition to barley and wheat. Even most Lunars don't drink their own beers. Instead, they prefer... LUNAR WINE: Lunars love wine. They make countless varieties, using all sorts of grapes. The best Lunar wines are prized worldwide. Lunar soldiers receive a daily wine ration. When marching, they carry skins of wine vinegar called Posca, which they mix with the local water. Posca is blessed by their priests and mixing it into local water prevents the local river gods from cursing them with the Brown Water Flux. MOONSHINE: A Pelorian strong alcohol made from corn mash. Popular in Tarsh. RHUM: The demon rhum. Originally from Pamaltela but also brewed in Pithdaros. Rhum is a strong alcohol made from beet sugar or cane sugar. Since the opening, rhum is increasingly common in Genertela, especially in Maniria. Rhum can be brewed much stronger than traditional Sartarite drinks and locals who drink it can become drunker than they might expect with much worse hangovers. DJINN: The hard alcohol of Peloria, a clear spirit made from wheat or potato mash, then flavored with juniper berries. Like rhum, it's strong enough to catch Sartarites off-guard. The Martinet, favored drink of the Lunar officer corps, is made with djinn, a dash of sweet wine, and olives. Lunar officers also favor djinn mixed with "The Tonic," a potion made to help soldiers fight off disease. Many of the poor Sartarite refugees crowding Boldhome, Alda-chur and Nochet are addicted to djinn. WODAKA: A clear Carmania spirit made from potatoes. Carmanian Martinets are made with Wodaka.
  6. RHW

    Alcoholic Beverages of Glorantha

    As long as we're talking Mesoamerica, are there any Gloranthan cultures that consume alcohol via the... umm... Mayan variation?* I bet elves do this. I mean, one opening is pretty much like another opening, when you're a plant. Now I'm picture Humakti using this as a loophole around the "consume no alcohol" geas and I have to wash my brain. *AKA Butt-chugging.
  7. RHW

    Alcoholic Beverages of Glorantha

    Cocoa is a tropical tree, so I could see chocolate in Caladraland as a drink in the Mayan/Aztec style with hot peppers and honey as both a ritual and social beverage. Plus as a sauce for meats in the style of mole (excellent with man-corn!) Caladralanders could use cocoa beans as currency a la Mesoamericans. It could also be found in Esrolia and elsewhere as a luxury drink. Another place cocoa might grown and be consumed would be northern Pamaltela.
  8. RHW

    Diamond cutting in Glorantha

    I would think this is a Dwarf Thing and a Dwarf Thing only. Most gemstones in Glorantha are probably polished with some natural faceting, but not cut. If it's cut, it was probably cut by Mostali and either stolen or used as trade goods. If there are any cults that can cut diamonds other than Mostali, I'd put my money on Third Eye Blue. Volcano Gods like Vestakarthan, Lodril, Caladara&Aurelion and by extension Argan Argar (Volcano Slave, cut this for me!) might be able to shape diamonds by magic rather than tools. Sorcerers could create facets by using Form/Set Diamond.
  9. Continuing my posting of my conversions of Feats from Storm Tribe to Runequest Rune Magic. It occurred to me that in order to better understand the subcults, I should post the overall cult. Again, this is a conversion of HQ in RQ with house rules. YGMV. The way it worked in our house rules was that each character, upon initiation into their god, chose 1 subcult of their god to specialize in. Orlanth Adventurous Initiates could choose for example: Destor the Adventurer Vangarth the Flier Maskatos Mover Ulanin the Rider And many more. Further subcults could be added by doing something extraordinary, usually a heroquest. Associate Cult magic as per RQ. So here's the baseline Orlanth Adventurous: SKILL AND CHARACTERISTICS: Orlanth is a brave and heroic god who combines independence and individuality with honor, generosity and responsibility. Orlanth initiates are always men, though Vinga has many of the same subcults and abilities and is worshiped by women. Cult Personality Skills: Responsible, Active, Proud, Boastful Cult Specialty Skills: Woad Use (Manip), Mythology of Orlanth (Know), Mythology of the Thunder Brothers (Kn), Mythology of the Lightbringers (Kn), Predict Weather (Perc) Woad Use (Manipulation Skill) Using this skill, the character can both brew and apply woad, a semi-permanent blue dye. Woad has two effects, it prevents the character from bleeding from either bleed effects or from failing heroic rolls and if worn, Woad Use grants a free augment to Intimidate. When dealing with Theyalans (Storm Tribe Cultures), it also augments Orate, Rally Troops, Rule Kingdom, Demagogue, or other similar personality skills as a free action. Applied Woad acts as an automatic negative augment to Fast Talk and similar personality skills when dealing with Lunars, Dara Happans, or other cultures who fear or hate Theyalans. Woad lasts a number of days equal to the potency or until the character puts on armor or bathes. Normal woad is non magical, but see BLESS WOAD. Predict Weather (Perception Skill) This skill gives the Orlanthi the ability to predict the weather. With a success, the Orlanthi can predict the weather at Skill/5 hours in advance. Hitting the target number gives a general impression (“rainy”). A special success provides more accurate weather predictions for an entire day. (Heavy rain in the morning, light rain in the afternoon). A Crit provides extremely specific information for the next 2 days. ("Heavy rain around 6 am, tapering off about 9, light rain until noon, sporadic showers until 3") CULT BATTLE MAGIC: Bladesharp, Demoralize, Detect Enemies, Disruption, Heal, Mindspeach, Mobility, Strength. Orlanth Adventurous’s specialty spell is Mobility. Runic Metals allowed: Airmetal (magical “tin”), Deathmetal (magical “iron’), Star Metal (magical “silver”) COMMON RUNE MAGIC: All RUNES: Storm, Mobility, Death ORLANTH ADVENTUROUS’ COMMON SPELLS (these are available to all worshipers regardless of subcult) DEATH RUNE SPELLS: BLESS WOAD, SHIELD FLICKERING BLADE (Rune Magic, Touch, Stackable, 1 pt) Charges a blade with electrical energy. Each pt. gives a Blade weapon (only) +1d6 to damage. OVERBEAR FOE (Rune Magic, Stackable, adjacent foe only, 1 pt) Swirling winds blast an adjacent foe. If the caster succeeds in a POW vs Siz roll, target is knocked prone. For each 10% of success below the target number, the target is also knocked back 1 hex. Each additional pt adds an additional adjacent target or +5 to POW for the resistance check. WIND THROW (Rune Magic, Self, 1 pt) While under the effect of this spell, the caster’s thrown weapons have double normal range. Each additional pt adds another 1x. So 2 pts triples range, 3 pts = 4x, 4 pts = 5x MOVEMENT RUNE MAGIC TELEPORT, WORSHIP LIGHTBRINGERS, WORSHIP THUNDER BROTHERS GREAT LEAP (Rune Magic, Touch, Stackable, 1 pt) Per point, +10% jump skill per pt and +3m jump distance. RUN LIKE THE WIND (Rune Magic, Touch, Stackable, 1 pt) Doubles the target’s running speed. Additional pts raise speed by another 1x (ie 2 pts = 3x, 3pts = 4x, 4pts = 5x). RUN ON MUD (Rune Magic, Touch, 1 pt) The target can move on mud or boggy terrain at his normal move rate. RUN UP CLIFFS (Rune Magic, Touch, 1 pt) The target can move up any level of gradient (up to 90 degrees) at hernormal movement. If the target stops or stands still, she loses the benefit of this spell.
  10. RHW

    Orlanth Adventerous Rune Magic

    Ulanin the Rider can be found in this thread:
  11. RHW

    Orlanth Adventerous Rune Magic

    Subcult of Mastakos Mover:
  12. RHW

    Orlanth Adventerous Rune Magic

    Here's the subcult for Orlanth Desembroth aka Desembroth the Thief:
  13. RHW

    Desemborth the Thief Rune Magic

    Clump it all under Mobility except Darkwalk, which is Darkness.
  14. Years ago, I made Rune Magic for many of the subcults presented in Storm Tribe, converting the listed feats into spells or skills. Here's Desemborth, the Thief subcult of Orlanth. If people find this useful, I have many more. P.S. If there's a subcult you're interested in, let me know. If it appeals to adventurers, I probably did it. DESEMBORTH THE THIEF (God of Thieves) Orlanth was the first thief. Among other things, he stole the Sandals of Darkness from trolls, Lightning from the Fire Gods, and his wife, Ernalda, from Yelm. Desemborth worshippers will never steal from their own clan. Technically, stealing from strangers is not against the law, so Desemborth worshippers are not considered criminals. Cult Personality Skills: Loyal, Patient. Desemborth Rune Levels are Rune Lords known as Sandals of Darkness. They must have mastery in both Hide and Sneak. They must have 3 additional cult skills at 90%+. Skills can be chosen from Any Weapon Attack, Any Parry or Dodge, Mythology of Orlanth, Climb, Jump, Sleight, Conceal, Fast Talk, Listen, Search, Loyal, or Patient. Sandals roll 1d10 for DI. ILLUSION RUNE SPELLS AVOID TRAPS (Rune Magic, Self, Stackable, 1 pt) This spells gives the Sandal +25% to all applicable skill rolls to detect, avoid, or disarm traps. Each additional pt gives an additional +25%. INVISIBLE HAND (Rune Magic, Self, Stackable, 1 pt) This spell allows the Sandal to use his Manipulation skills at range. 1 pt gives a 10m range. Each additional pt adds +10m to the range. NO SCENT (Rune Magic, Self, Stackable, 1 pt) This spell makes it impossible to detect the Sandal by scent. DARKWALK (Rune Magic, Self, 2 pts) This spell makes the Sandal invisible and inaudible in darkness. Blend in is total. Attacking or casting an offensive spell gives away the Sandals position but does not end the spell. MOVEMENT RUNE SPELLS SQUEEZE THROUGH GAP (Rune Magic, Self, Stackable, 1 pt) On the casters next movement, he can pass through any gap in a barrier, no matter how small. The caster can pass through up to 1/2 meters of barrier in this way. Each additional pt doubles the thickness of a barrier that can be passed through. WALK WITHOUT FOOTPRINTS (Rune Magic, Self, Stackable, 1 pt) The caster leaves no footprints or fingerprints behind, not even in snow or mud. DESEMBORTH’S SECRET WITHOUT A TRACE (Rune Magic, Self, Instant, 3 pts) The caster vanishes without a trace on a gust of wind, escaping any pursuit, trap or prison. No one sees the escape. They simply find his cell empty or the noose dangling free or the track ending without explanation. “We only looked away for a second!” This is essentially a teleport spell which can be activated even when the Sandal of Darkness is unconscious or incapacitated. After his miraculous escape, the Sandal of Darkness reappears at a time and place of the GM’s choosing (generally the closest safe spot to the place where he escaped).
  15. RHW

    Puns we know and love

    When I played RQ with Chaosium playtesters like Al Dewey and Ken Kaufer way back when, I remember the group singing “Respect” every time we met an Eiritha priestess, so I think that one may be legit.
  16. RHW

    Puns we know and love

    Another one, level of intent unknown... Waha may be a reference to the Cleveland Indians (arguable racist) mascot Chief Wahoo. Or maybe not. https://en.m.wikipedia.org/wiki/Chief_Wahoo
  17. RHW

    Mastakos Rune Magic

    MASTAKOS MOVER Mastakos is Orlanth’s charioteer and the god of movement. He can be worshiped on his own, but is most commonly worshiped as a subcult of Orlanth Adventurous, which provides additional movement spells like Great Leap, Run Like the Wind, Run on Mud, Run up Cliffs, and Teleport. CULT PERSONALITY SKILLS: Loyal, Impatient, Wanderlust CULT SKILLS: Dance, Drive Chariot, Balance, Running Rune Levels of Mastakos are Priests called Charioteers with the usual benefits and qualifications. MOVEMENT RUNE SPELLS CARRY COMPANION (Rune Magic, Self, 1 pt). Allows the Charioteer to carry one person without any penalties to movement. The carried companion can be carried freely even when the Charioteer teleports or uses other enhancements to movement. The Charioteer cannot attack while carrying a companion but can defend. DIVINE BALANCE (Rune Magic, Self, 2 pts) While under the influence of this spell, the Charioteer cannot be knocked down. He has perfect balance and automatically succeeds in any Balance check. FOLLOW ME (Rune Magic, Touch, Stackable, 1 pt) This allows the target of the spell to travel at the same speed and with all the same magical benefits as the Charioteer so long as they follow directly behind him. Additional points double the number of targets. FOLLOW FOOTSTEPS (Rune Magic, Self, 1 pt) This spell allows the Charioteer to perfectly follow a set of tracks for the spells duration. Once the spell is cast on a set of tracks, further tracks are always visible to the Charioteer unless somehow magically obscured. MOVE THROUGH DANCE (Rune Magic, Self, 1 pt) While under the influence of this spell, the Charioteer adds his Dance/10 to his movement rate. NEVER STOP (Rune Magic, Self or Chariot, 2 pts) While under the influence of this spell, nothing can stop the Charioteer from moving. He cannot be tripped, snagged, or slowed. He is immune to movement affecting traps. He escapes all grapples. Spells which would stop the Charioteer from moving automatically fail. A befuddled Charioteer under the influence of this spell continues moving toward his original destination. The charioteer must use at least one action to move every round or this spell expires. This spell may also be cast on a chariot and its team, in which case they get all the same benefits. SOFT LANDING (Rune Magic, Self or Chariot, 1 pt) While under the influence of this spell, the Charioteer always lands on his feet and takes no damage from falling. This spell may also be cast on a chariot and its team, in which case they get all the same benefits. TRAVEL INTO THE WEST (Rune Magic, Ritual, 3 pts) This spell opens a gate into the hero plane for the Charioteer and his companions. This spell is essential for beginning many Orlanth hero quests, especially the Lightbringer quest. (Note that non-Mastakos subcultists may still get this spell one use.) WALK ON WATER (Rune Magic, Self or Chariot, 1 pt) Allows the Charioteer to move across water as if it were solid land. This spell may also be cast on a chariot and its team, in which case they get the same benefit. MASTAKOS’ SECRET RETURN HOME (Rune Magic, Touch, Stackable, 3pts) This spell instantly returns the Charioteer to his designated home. The Charioteer may only have one designated home at a time, established by a simple ritual. Each additional 3 pts allows the Charioteer to bring one person with him. (Note that the Charioteer can also bring one person with him with Carry Companion.) For purposes of this spell, a chariot and its team (but not additional passengers) count as a single target.
  18. RHW

    Mastakos Rune Magic

    Doubt it will have many similarities. Mastakos spells were heavily exploited by my players. Yves Quickfoot, one of the main PCs, was a Mastakos Charioteer who once outraced his own god, thus proving he was Mastakos, after a fashion. More than any other PC, he embodied his god in the material world. He ran so fast, he outran the Great Compromise. He and Mhorrhys the Explainer exploited the hell out of "Move Like the Wind" + "Move Through Dance" + Mobility + "Follow Me" and the Efrodar the General Spell "Orderly Maneuver" to make entire military units move in unison at insane speeds. They called their little trick "Lightning War." Imagine a hero band moving in combat at 50 MPH with an entire fyrd in tow. The Lunars were not pleased. Add in some "Run Up Cliffs" or "Run on Mud" or "Walk on Water" and they never saw it coming. The trade off was that Yves in combat hit like a wet noodle, but man was he fast. From Keener's Saga: "We know Yves Quickfoot, who could run across the world before breakfast. Yves wasn’t Argrath, couldn’t fight, couldn’t drink, and couldn’t wrestle. But he could run away like nobody’s business. Here is a list of things Yves ran from, around, out of, to, for or against: The Lunar Army. Some Yelmalio mercenaries. A hotfoot spell. Winter. A giant. An evil tree. A duck assassin. Harrek the Berserk. Bean-Pot. The Bat. Eurmal’s ass. Mastakos himself. Castle Blue. The Spike. Hell itself, more than once. And Death. And he was faster than them all, right up until the end when Death found him lying in his bed, an old, old man, rich, and with many children and grandchildren. And Yves said, “Hold on. Let me put on my shoes.” And Death killed him right then and there. Because Death knew if Yves got his shoes on, he’d still be running today."
  19. RHW

    Puns we know and love

    I don't know if that one was intentional, but it wouldn't surprise me in the least if it was. Also, another one I don't know how intentional it was (though I suspect intent): Show some respect for Eiritha. R. E. S. P. E. C. T.
  20. RHW

    Puns we know and love

    Mastakos, Orlanth's charioteer, is a hungry fellow from a distant land. No matter how much he's eaten, he's always asking for more tacos. "Mas tacos!"
  21. RHW

    Desemborth the Thief Rune Magic

    Any interest in more of these? I have dozens. Same thread or new thread for each?
  22. RHW

    Desemborth the Thief Rune Magic

    An artifact of Storm Tribes and no longer canon, but each subcult used to have their own unique Rune. I made Desemborth’s Ilusion, but it could be Darkness. And I’d say, no, no common Illusion magic allowed. Alternatively you could assign the Illusion magic to Storm (No Scent, Invisible Hand), or Movement ( Invisible Hand, Avoid Traps) or even Mastery (Darkwalk?)
  23. RHW

    Desemborth the Thief Rune Magic

    I see it more as a limited Guided Teleport given the GM determines the reappearance time and place. Again, house rules stuff here, but the Secret of a cult is roughly equivalent in power to Sever Spirit or Resurrection, it’s harder to get than common Rune Magic and generally requires a Hero Quest to get. YGMV. Another house rules thing, this is a subcult of Orlanth Adventurous, each character could choose only 1 subcult, so by following Desemborth, a PC is giving up most of the storm magic that a Destor devotee (Orlant Adventurous 1.0) gets.
  24. RHW

    Desemborth the Thief Rune Magic

    Sorry. That’s a house rules leftover. We got rid of Extension and Multispell, so each extra point of stack doubled duration or number of targets. Since this is a Self Only spell, stacking would double duration.
  25. I had tens of thousands of Painted Lady Butterflies fly over my house in the past 24 hours and it made me wonder about Gloranthan migrations. Do Gloranthan animals migrate? If so, which ones and where do they go? For example: Pelorian Geese fly south through Dragon Pass every Storm Season to their Dark Season nesting grounds in Kethaela around the Mirrorsea. They fly north again in Sea Season. They are distrusted by both Pelorians and Orlanthi, but beloved by River Gods worldwide. There's a myth where Lhankor Mhy listens to the geese every Dark Season for news of the world. Butterflies from all over Genertela winter at Chalana Arroy Temples, including the House of Peace in Jonstown, the Grand Hospital in Nochet, and the Temple of Peace in Solanthiland. Killing a butterfly is considered bad luck all over the world. Salmon head up the Creekstream River and Janube Rivers to spawn every Fire Season. They once also spawned in the Oslir River, but have not been seen since the Ascent of the Red Goddess. Swallows winter at Yelmalio Sun Domes, especially in Sun County in Prax. Humpback whales calf around Jrustela during Dark Season before heading north to toward Valind's Glacier and other Fire Season fishing grounds. Pamaltelan Wildebeasts migrate from Zamokil to Jolar and back every year, following the rains. Any others?
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