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RHW

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  1. In my house campaign, Um was a devotee of Vanganth. He was unbeatable in aerial combat and also helped the party get around, appearing without warning all over Dragon Pass. Um was cursed on a failed heroquest with a "Forgettable," a feature which he embraced as an expert guerrilla warrior. Unfortunately, that also means no one can remember his real name or his deeds. Here is his stanza in "Keener's Saga": "We know Um. As much as anyone ever could. And maybe he was Argarth, too. But if he was, no one can remember. And that’s how he liked it."
  2. Continuing my adaptations of HQ subcult feats into Rune Magic: VANGANTH THE FLYER (God of Flying and Father of Wind Children) Vanganth Rune Levels are Priests called Flyers. They must have 18+ POW, 90%+ in Mythology of Orlanth and a 50%+ in Aerobatics. In addition to being worshiped by a small number of Orlanthi bloodlines, Vanganth the Flyer is one of the main gods of Windchildren, who can use his spells to augment their natural flight ability. CULT PERSONALITY SKILLS: Daredevil CULT SKILLS: Wind Lore, Aerobatics (aka Flying Combat), Exotic Weapon (Throw Sword) Exotic Weapon (Throw Sword) (Ranged Combat Skill) Allows swords to be used as ranged weapons. Effective Range on Throw Sword is 5m, Max Range is 10m. Aerobatics (Agility Skill) Allows for maneuvering and fighting while flying. If a flier wishes to make a tight turn of intricate maneuver, he must makes a successful Aerobatics check. Melee attacks while flying are limited by the user’s Aerobatics score. Vanganth is the source of this skill, but teaches it to all Orlanthi who can fly. Also known as Flying Combat. MOVEMENT RUNE SPELLS AERIEL MANEUVERS (Rune Magic, Self, Stackable, 1 pt) This spells allows for extremely intricate maneuvers while flying. Each point adds +20% to the caster’s Aerobatics skill. DODGE LIGHTNING (Rune Magic, Self, 3 pts) This spells makes it almost impossible to target the Flyer with spells while he is flying. Spells that would normally automatically hit (such as Lightning, Befuddle, Demoralize, etc) fail unless the caster succeeds in a Ranged Attack vs the Flyer’s Dodge or Aerobatics skill, whichever is higher. FLIGHT (Rune Magic, Stackable, Ranged, 1 pt) Each pt allows for 10 SIZ pts to fly at normal walking speed for that character (or at 4 if moving an object). Additional pts can be used to double the SIZ affected, add 1x to the speed. EXAMPLE: Um casts Flight 8. He is SIZ 16. He uses 2 pts to affect up to SIZ 20, and 6 pts to make his flight speed 7x his normal move. Alternatively, he could use 4 pts to affect up to 10x2x2x2 = 80 SIZ pts and also fly four or five friends, then use 4 to make the speed 5x normal movement. If he wanted to stay with the group, their speed would be limited to the move speed of his slowest friend. Fliers must stay within 100 m of the caster or lose the Flight spell and plummet to the ground. If the caster dies the spell is also cancelled. Flying is a move action. Flying up costs 2x movement, flying down yields 2x movement. NOTE: Orlanthi fliers cannot hover. Flying Orlanthi must move at least 1x per round. FLY FAST (Rune Magic, Touch, Stackable, 1 pt) This spell allows a single normal-sized target with gear to fly at 30 km per hour when not in combat. Default duration for this spell is 1 hour. Each additional point adds another 30kph or doubles the number of people who can benefit from the spell. Those affected by the spell cannot attack or cast offensive spells while flying. Doing so ends the spell effect for the applicable target. FLY HIGH (Rune Magic, Touch, Stackable, 1 pt) This spell eliminates any penalties for flying at high altitude, where Orlanth’s air gets thin and weak. Using this spell, a Flyer could theoretically reach the Sky Realm. Each additional pt doubles number of targets. FLY IN BAD WEATHER (Rune Magic, Touch, Stackable, 1 pt) While under the influence of this spell, the caster’s fly speed and aerobatics skill suffer no negative modifiers for bad winds, poor visibility, rain, snow, glare or any other detrimental weather conditions. Each additional pt doubles number of targets. FLYING DODGE (Rune Magic, Self, 2 pts) This spell boosts the Flyer’s Dodge by his Aerobatics Skill/5. Against missile weapons, this effect is doubled. FLYING SWORD (Rune Magic, Touch, Stackable, 1 pt) While under the influence of this spell, the user’s sword automatically returns to his hand when dropped or thrown. In addition, the throw range for the sword is doubled (to 10m/20). Each additional point of Flying Sword adds 1x to Thrown Sword range. (2pts = 15m/30m, 3pts = 20m/40m etc) KNOCK DOWN FLYER (Rune Magic, Self, 3 pts) If the caster hits another flying person or creature in melee while under the influence of this spell and succeeds in a POW vs POW roll, the target is forced all the way to the ground and loses the ability to fly. VANGANTH’S SECRET SEVEN WINDS FLIGHT (Rune Magic, Self, 3 pts) While under the influence of this spell, the caster’s skills while flying are no longer limited by his Aerobatics skill. Maneuverability is perfect and the caster can fly in any direction, including up, without speed penalty or skill check. The Flyer can even hover. Additionally, all Melee Combat skills and Parries are boosted by the user’s Aerobatics/5 and melee damage is increased by Aerobatics/10.
  3. Nice work! Fun seeing which feats you made skills, spirit magic, and divine vs how I assigned those same feats. Also interesting to see how we both interpreted the same spell similarly but with different approaches. Your version and my version of LAST GASP RECOVERY both cost 3 POW, both can save the Wind Lord from death, for example, but yours is much more powerful, but one-use.
  4. As noted above, the "Stackable" tag may be wrong for some spells. In our house rules, there was no Multispell or Extension, so stacking a spell could add targets or extend duration (or extend Range).
  5. Fair point. I'm not wedded to the runes. You could assign all the "Illusion" magic to Storm (all sound is a disturbance in the air, after all) when Drogarsi is an Orlanth subcult and to Illusion when it's a Donadar subcult. Or let either rune work. Lots of Rune Magic in RQG has multiple runic associations. Remember that if it's an Orlanth subcult, the devotee already has Storm and Movement. If it's a Donadar subcult, the devotee already has Illusion and Harmony. Most of his Movement magic could also work with Harmony.
  6. Yep. It's pretty clear in the Glorantha Sourcebook that Annstad is Fazzur's son. I thought I read something at some point that put Annstad's parents in doubt. but I may be misremembering. Since Fazzur's father is a Blacktooth, I think he's also descended from the Tarshite Illaro Dynasty, so in addition to being his brother-in-law, Moirades is also his distant cousin. Not all that unusual in royal families. KoDP Tarkolar and FHQ Verala Tor ("Mother of Lands") are full cousins, both are grandchildren of KoDP Sartar and FHQ Eneera Tor ("Reaches Furthest'). If we believe Argrath's geneology*, he and Inkarne are also distant cousins (as are he and Kallyr). *I personally believe very little of what Argrath's Saga says about him beyond him being a stickpicker outlaw from Pavis who hooked up with Wolf Pirates.
  7. Hopefully people are enjoying these. Here's a subcult for a more support style devotee. Drogarsi the Skald:
  8. Another subcult conversion from Thunder Rebels to RQ. DROGARSI THE SKALD This subcult is available to Orlanth Adventurous, Orlanth Thunderous, Orlanth Allfather, and Donandar worshippers. As a subcult of Donandar, women may be worshippers. Rune Levels of Drogarsi are Priests called Skalds. They must have an 18+ Pow, 50%+ in Mythology (Donandar) or Mythology (Orlanth), and 90% in two of the following: Dance, Sing, Play (Instrument), or Play (Another Instrument). Their Chr must be either 8 or less or 13 or higher. They must meet all other requirements for Priesthood. CULT SKILLS: Sing, Dance, Play (Instrument) NOTE: Skald magic is mostly musical in nature. Under normal circumstances (but see Multisong below) Skalds can only sing a single Song Spell at a time. Song Spells require either Sing or Play Instrument. If the Skald both sings and plays an instrument, the lower skill augments the higher one for purposes of determining effect (but only one Song Magic can be used at a time, regardless). Song Effects are morale effects, so they stack with weapon buffs, but not with other morale effects such as Berserk, Morale, Fanaticism, or Demoralize. While maintaining a Song, all of a Skald’s other skills are limited to the skill he’s using (Sing or Play). While playing an instrument, the Skald may not attack. A Skald may target himself with his songs. Song Spells have a range of hearing distance, usually 50m, depending on instrument played and environment. Bagpipes have a much longer range. (@500m) Bagpipes are illegal by the laws of the Lunar Occupation. Bagpipes are considered weapons of war, like siege engines. Possessing a set of Bagpipes is punishable by crucifixion. Note also that Skalds may not sing while playing Bagpipes. ILLUSION RUNE MAGIC RIDICULING SONG (Rune Magic, Range = per Instrument, Stackable, 1 pt) This song inspires shame or fear in the target, placing a penalty of the Skald’s Sing Skill/5 or Play Instrument/5 on all opposed attack and skill rolls attempted if the Skald overcomes the targets POW. For the Resistance Check, the Skald uses his POW or his Sing Skill/5 or Play Skill/5, whichever is highest. (NOTE: Defensive skills are not penalized.) This effect continues as long as the Skald sings and the target remains in range. Each additional point doubles the number of targets. (All targets must be in hearing range of the song, Usually 50m, farther with bagpipes.) SORROWFUL BALLAD (Rune Magic, Range = per Instrument, 3 pts) This song makes everyone who hears it, friend and foe, deeply saddened. Overcome with grief, the listeners can take no action if the Skald overcomes their MPs. For the Resistance Check, the Skald uses his POW or his Sing Skill/5 or Play Skill/5, whichever is highest. This effect continues as long as the Skald sings or plays his instrument and the target remains in range. This effect ends for all targets if any target is attacked or harmed in any way. (All targets must be in hearing range of the song, Usually 50m, farther with bagpipes). UPLIFTING ANTHEM (Rune Magic, Range = per Instrument, Stackable, 1 pt) This song inspires allies, giving a bonus of the Skald’s Sing/5 or Play (Instrument) Skill/5 to a single target for all Attack rolls. This effect continues as long as the Skald sings or plays and the target remains in range. Each additional point doubles the number of targets (all targets must be in hearing range of the song). VENGEFUL DIRGE (Rune Magic, Range = per Instrument, Stackable, 1 pt) This song gives a bonus +1d6 Damage Bonus per 25% of the Skald's Sing or Play Instrument to a single target’s damage bonus when fighting against enemies that deserve vengeance (either in the mind of the target or in the mind of the Skald). This effect continues as long as the Skald sings or plays and the target remains in range. Each additional point doubles the number of targets (all targets must be in hearing range of the song). MOVEMENT RUNE MAGIC EFFORTLESS SONG (Rune Magic, Self, 2 pts) This spell allows the Skald to continue singing or playing a tune even when conditions might prevent it. The Skald can sing or play an instrument while running, fighting, badly injured, or exhausted. (NOTE: If the Skald is playing an instrument, his hands are still occupied, so he can’t use a weapon or shield, even with this spell up. Likewise, a singing Skald can’t Orate or Bluff even with this spell active.) MULTISONG (Rune Magic, Self, 3 pts.) Allows the Skald to maintain 2 songs at a time. The Skald must sing one song and play the other. (NOTE: A Skald under the effect of this spell needs 2 castings of Effortless Song to make both songs effortless.) Skalds with Multisong generally play the Lyre, Harp, or Drums so they can Play and Sing at the same time. WEAVING DANCE (Rune Magic, Self, 1 pts) This spell adds the Skald’s Dance Skill/5 to all defensive skills as a free action. STORM RUNE MAGIC WING CARRIES SONG (Rune Magic, Self, Stackable, 1 pt) This spell allows the Skald’s music to carry upon the wind. Clans often use bagpipes affected by this spell to coordinate battles or communicate over long distances. With bagpipes, 1 pt allows a Skald’s song to be heard 1 km away. Each additional pt doubles that radius (yes, with 12 pts of WCS, a piping Skald can be heard 1000 km away. “Make em hear it in Glamour boys!”) For singing and other instruments, this spell doubles the effective radius. 1 pt = 100m, 2 pts = 200m, 3 pts = 400m, 4 = 800m, 5 = 1.6 km, 7 = 3.2 km, 8 = 6.4 km, 9 = 12.8 km. Skalds may cast this spell simultaneously with Song Magic to effect targets at long range. Targets must still be in line of sight when the Skald initiates the spell. DROGARSI’S SECRET (STORM RUNE MAGIC) BATTLE PAEAN (Rune Magic, 3 pts) This spell allows the Skald’s Ridiculing Song, Uplifting Anthem, or Vengeful Dirge to affect all applicable targets within hearing range of the song. It has no effect on its own, but must be stacked with another Skald song.
  9. In my Glorantha, there was only a single devotee of Desembroth in all of Dragon Pass, a slick sneak thief who occasionally helped the rebellion. Sartarite, early 30s, super mysterious. No one ever knew his real name and he always wore a mask, Dread Pirate Roberts style. People just called him the Sandal of Darkness. "Sandal" for short.
  10. Trying to figure out who's related by blood to whom among the important folks in Dragon Pass in the 1620s. There's a fair amount of intermarriage between the royal houses of the Grazelands, Sartar, and Tarsh. So of the prominent folks we know, who's related to whom? KALLYR: Daughter of Loricon Rastoronsson and Erenin Ironeyes. Great-great-great-granddaughter of Sartar and Enera Tor. She's 1/32nd? Grazelander so she's distantly related to Feathered Horse Queens Riches Without Tears, and also related to Single Matron Woman, who helped crush her first rebellion. Inkarne is a (very) distant cousin as is Temertain. INKARNE: Daughter of King Moirades of Tarsh and FHQ Virkala Tor a.k.a. Riches Without Tears. Distant cousin of Kallyr and Temertain. Half sister to King Pharandros of Tarsh and Phargentes the Younger, future Moonson. Estal Donge is said to be Moirades' daughter as well, so could be a sister or half sister. With Bitter Heart and Single Matron Woman are her aunts. The Luminous Stallion King Jarsandron Tenherds might be her cousin, son of With Bitter Heart... but maybe not. The math doesn't work. More likely her uncle. WITH BITTER HEART: FHQ, Aunt of Inkarne. Sister of FHQ Single Matron Woman. Daughter of FHQ Riches With Tears. Mother of LSK Jarsandron? The math doesn't work unless she had him at 13 or so. Possible but unlikely. So who is her son that she sent against her enemies? Is her son the worm that ate her womb? I think this is metaphorical and she's the "mother" of the Dragonrise so the Brown Dragon is her "son" and Jarsadron is probably her brother. FAZZUR: Brother-in-law of Moirades. Uncle of Pharandros. Father of Onjur the Poet. Father of Annstad of Dunstop? ESTAL DONGE: Lover of Temertain. Sister of Pharandros? Half or full? If she's Virkala Tor's daughter, that would make her Inkarne's sister and 1/2 Grazelander. Is Harsta Blacktooth her mother? Then she's Fazzur's niece and pure Tarshite. ARGRATH: Honestly, I don't think he's related to anyone. I think his claim of descent from Sartar is every bit as much B.S. as his claim to Colymar. He's a tribeless stickpicker through and through. PHARGENTES: Future Moonson. Son of Jar-eel and Moirades. Half brother of Inkarne, Pharandros, and maybe Estal. I'm sure I'm missing some connections. Anyone?
  11. Oh, I agree. I was trying to be nice.
  12. The subcult of Destor the Adventurer can be found here. Destor is the default subcult for all followers of Orlanth Adventurous.
  13. Continuing my Thunder Rebels/Storm Tribe to Rune Quest conversions. Here's Destor the Adventurer, the default subcult for Orlanth Adventurous. DESTOR THE ADVENTURER The generic Orlanth Adventurous worshipper. Almost all (75%) of Orlanth Adventurous worshippers follow the Destor subcult. When Sartarites say someone follows Orlanth Adventurous, they’re talking about followers of this subcult. This is the cult that most Sartarites turn to when things go wrong, when bad guys need smacking, when there’s adventure to be had or fighting to be done. Cult Personality Skills: Curious, Wanderlust Destor Rune Levels are Rune Lords and are known as Wind Lords. They must have a POW of 15+ and 90%+ in 1h Sword and 4 cult skills at 90%+. Skills can be chosen from Any Other Attack, Any Parry, Dodge, Mythology of Orlanth, Predict Weather, Climb, Hide, Orate, Scan, Sneak, Brew Woad, Active, Curious, or Responsible. Wind Lords roll 1d10 for DI. STORM RUNE SPELLS CLOUD CALL, COMMAND AIR ELEMENTAL, CONTROL WIND (aka WIND WARP), SUMMON AIR ELEMENTAL, WIND WORDS MOVEMENT RUNE SPELLS FLIGHT (aka TELEKINESIS) FIND A WAY (Rune Magic, Self, Instant, 1 pt) This spell improves the success level of caster’s next non-combat DEX based (Agility, Manipulation or Stealth) skill check by 1 catagory. Fumbles become Misses, Misses become Successes, Successes become Special Successes, and Specials become Critical Successes. NOTE: A 00 is still a Fumble. DESTOR’S SECRET LAST GASP RECOVERY (Rune Magic, Self, Instant, 3 pts) This spell can be cast even when the Wind Lord is unconscious or dead, so long as it’s cast the very next round after incapacitation or death. The spell allows for a single additional action that takes place in the strike rank as casting the spell. The Wind Lord (and only the Wind Lord, not his friends or his spirit allies) may attack, move, fire a weapon, or even cast an additional spell. Severed limbs are not useable, but broken or maimed locations will function. A Wind Lord with a severed head may still act, though his head remains separated from his body. If the Wind Lord heals himself sufficiently, he can become alive or conscious again. If not, he returns to death or unconsciousness after his action.
  14. I think you’re right. That was a stretch.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Ulanin the Rider can be found in this thread:
  20. Subcult of Mastakos Mover:
  21. Here's the subcult for Orlanth Desembroth aka Desembroth the Thief:
  22. Continuing my posting of my conversions of Feats from Storm Tribe/Thunder Rebels to RQ 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/HW into 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 her normal movement. If the target stops or stands still, she loses the benefit of this spell.
  23. Clump it all under Mobility except Darkwalk, which is Darkness.
  24. 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.
  25. Another one, level of intent unknown... Waha may be a reference to the Cleveland Indians (arguably racist) mascot Chief Wahoo. Or maybe not. https://en.m.wikipedia.org/wiki/Chief_Wahoo
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