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RHW

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  1. 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."
  2. 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.
  3. 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!"
  4. 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.
  5. Any interest in more of these? I have dozens. Same thread or new thread for each?
  6. 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?)
  7. 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.
  8. 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.
  9. 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).
  10. No one knows why, every Earth Season, gargoyles from all over Fronela flock to Loskalm and roost on that land's many Temples to the Invisible God. Usually, they're quite peaceful and the authorities leave them be, to sit motionless on the high roofs and towers until they make their mysterious departure at the start of Storm Season. But this year, it's different. This year they've been attacking townspeople in all the major cities, going into frenzies of death and destruction seemingly at random. Could it have something to do with the hunchback seen gamboling about the rooftops of Northpoint's Temple of Reason?
  11. Absolutely. This is probably a major source of the Pentians conflict with the Lunar Empire, since the Good Winter Lands of the Pentians are basically Jarst and the Redlands. In recent times, the Pentians have had to migrate to less ideal winter grazings such as the shores of Hot Lake or the Praxian-infested lands south of the Snow Line (see: Hillside Bison Secret Grassland). But recently Always Wakes Twice has been prophesying a return to the Good Winter Lands, led by the King of the Winds.
  12. Yes, the annual Great Wasteland Tumbleweed Migration is one of the most important migrations in all of Glorantha!* *Which is especially remarkable since I totally just made it up.
  13. Praxian migrations, IMO, aren't seasonal. They're more political/strategic. "We need to move on from this oasis/grazing because we've exhausted it, but the Rhino Riders are at the closest good grazing. Do we fight them, negotiate with them, or try another spot?" I feel like figuring this stuff out is one of the major responsibilities of the tribal Khans and Queens. That said, the annual tumbleweed migration of Prax and the Wastlands is a sight to behold. Countless tumbleweeds (accompanied/herded by Runners and Pixies) roll north every Storm Season to their northern pastures near Pent, where they remain through Dark and Sea Season. Then they roll south again when Fire Season comes. Various Praxian clans and tribes, especially the Bison Riders, Zebra Riders, and Morokanth, follow the migration to pick off strays, sometimes coming into conflict with each other and the Runners. It's rumored that the tumbleweed herds carry the seeds of the Wastelands' lost forests with them, and that someday the White Elves will reappear and the weeds will put down roots and the forests will return. "All this land will be ours, ours," the pixies sing as they fly above the migration. "All this land will be flowers."
  14. Hence why in my Glorantha butterflies migrate to Chalana Arroy temples and swallows winter at Sun Dome Temples. Why don't salmon swim up the Oslir anymore? It's a mystery that greatly concerns the traditional bear cults of the Upper Oslir. Could it be that the Moon Bear priesthood doesn't do the rites properly? Why don't salmon swim up the Zola Fel? The catfish claim to have worked great spells to keep them out. The salmon were afraid to migrate back to Sartar after the Dragonkill, until Enjossi convinced them to return.
  15. 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?
  16. Awesome news. Very exciting.
  17. Speaking of whom: Elusu is Elusive. And also... Loskalm has lost its calm since the Thaw.
  18. Not sure if this qualifies, but Humakt could be an onomatopoeia for the sound a sword makes. Huuuu as it swishes through air. MAKT when it hits. See previous Sword Sound joke here:
  19. I totally buy the the Red Moon is a semi-successful attempt to reproduce Yelm in God Time and thus it might always be a bit warmer inside the Glowline. I also feel like as long as there's a Dara Happan Emperor (Moonson qualifies) in Peloria, it's also a bit warmer.
  20. Redalda = Horse Mother = Red (Horse) + Alda (Mother)
  21. You did amazing work. Some of my favorites: Dova = temple, Dovar = faithful. As you point out, same word basically Tar = High, Dar = King. Same word again I bet, or related. So Sartar is ? + King? Barntar = Plow King? I wonder about Yanafal Tarnils. I know it’s a stretch, but Yanafal King of Nothing? Shilkot = Axe Master and Orshil = First Axe, ergo Shil = Axe, Kot = Master (Hence Vingkot), Or = First You have -anth as “son.” Is Orlanth = “First Son?”
  22. Makes me wonder if Aldraya is a Theyalan names meaning “Mother Nature” or something like it. “Mother Tree?”
  23. I see I'm late to the party. Great thread.
  24. A few more: Lesilla and Anilla are both blue moon goddesses, so does -illa mean Blue? Or Moon? I'm betting "Moon" since it's possible the -enya in Sedenya is a related root, especially if -illa is pronounced -eeya. (Which, as a Californian, Greg may have done.) We know Gbaji is a title: "Liar" or "Deciever." So would "Eurmal the Liar" in Theyalan be "Eurmal Gbaji?" Some believe Gbaji was an incarnation of Eurmal. We know likewise that Shepelkirt mean "Poison Blood"
  25. Pretty sure some of Greg's writings call Yelmalio "The Little Sun."
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