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Shiningbrow

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Everything posted by Shiningbrow

  1. I would think that only the first had the nice armour - all the others were in linen tunic and sandals, hoping to acquire the first lot... (hopefully, after all these years, the thing they were fighting has died of old age). Just a thought... why wouldn't the nice new Humakti Sword just DI (1D10 RPs) to get the big H (or D - Death) to transport the armour to them???
  2. I would have gone further to say that for both Humakt and Stormbull, the life expectancy for the average Rune Lord (or even initiate) isn't all that long... Besides which, Rune Lords of those cults truly epitomise what RLs are about - and their respective cults - Death. For Wind Lords, that's less obvious, and there's quite a few other important aspects to the god/cult - like singing, bragging, dancing (probably playing bagpipes... telling outrageous stories, stealing stuff, farming.... etc etc)
  3. While generically there's no restrictions on numbers in most cults, on p27 of Lightbringers is "There must be a need for a new Wind Lord". I don't see this for the others though (eg, Humakt, Stormbull, etc)
  4. It's obviously going to depend on which cult we're talking about. I imagine any Humakti who fulfils the requirements pretty much automatically gets made a Sword. Any Lhankor Mhy sage who fills the requirements gets made a priest. However, the books do say that Wind Lords only get the position when one is required (meaning, the last one died... or somehow you create an opening). Same with Axe Maidens. Obviously, different tables will have different numbers of Wind Lords (and Voices), and I'd expect some handwavium in that regard. Same with Ernaldan priestesses. part of this comes down to logistics - Rune Lords and Priests an priestesses are expensive to maintain! ("Thank you for your interest in this position. We'll keep your application on file should a place become available") But, what about a Sun Lord? Or Storm Khan? I'd think any candidate would have already proven themselves in such a way before they get the promotion... and, then get told to go and do yet another heroic quest (with their new-found powers).
  5. Yeah, well... it was his second fight ever in RQ, so I was lenient. I might change it afterwards... (You have pointed out one aspect that's relevant though... "a few extra RPs".. by this time, he had only 1 left... So, that's going to be a thing! Never using up that last RP in case they need to use it later... could make things interesting!)
  6. Except, they don't get to understand just how powerful and useful it really is in-game later. (sort of like a reverse 'you never know what you've got til you've lost it' type of thing) Imagine a 14 year old having to limp home bleeding down the leg to mummy & daddy because a dog bit them... and they haven't learnt any heal spells yet... "This, Little Johnny, is why you don't want to always be the class clown and disown society... Now, be more respectful of your teachers in the future."
  7. I allow a PC to get off a Rune Spell at the moment of death, as they have a sufficient connection to the god for that to happen, and the god's energies swiftly (instantly) move in to keep the soul there, and to heal the body. Of course, they still need to make the Rune roll for that connection to be invoked. Remembering that Rune Magic normally takes place on SR 1 - meaning, as soon as it's thought of, and thus, can be called upon and used at any time (such as as a reaction)... although, SoI still rules, as I wouldn't allow popping a Shield just because damage is too much... (or would I??? hmmmmmm)) I recall something sort of similar in the thread about Humakti and healing/resurrection (which they can't get, but can heal in that instant between life and death). Effectively, they haven't crossed the line just yet... (which is good for my Befuddled Humakti player who copped a nice hit to the head! From a tusk-rider on a charging tusker.... about 20 pts of damage :p)
  8. AS for the first bit - being considered worthy, I'd figure that a Divination would normally be cast (certainly for a Rune Lord - unless that's the only Rune level), because they're acting as the emissary of the god - and so the god's approval would be needed. (In that vein, I'd also suggest that the 'requirements' would only be 'typical', not binding. If the god wants your player to be their voice in the area, what priest is going to deny it?) For the Priest (and GodTalker) levels, there should be some personal connection to the temple - because it's much more of a community welfare position than merely a new rank (for powergamers). Becoming a Priest or Godtalker to a complete stranger - even if of the same cult - should be a very rare thing, as the PC hasn't actually done much for said local temple. And, yes, it should be a BIG DEAL when PCs get the rank... even as a GT. I wouldn't just handwavium it... (same with doing what it takes to achieve that rank). Sorry - not answering the question... The ceremony should be pretty grandiose (less so for Godtalker), and needs to be done in a very important space related to the main element of the cult - mountain tops, under the earth, at sea, on the edge of a volcano. Lots of people should be around to witness it (well, at least part of it). The god should make themselves felt. A minor Heroquest should be involved. And, just for fun, the newly ranked PC should have to go on some sort of quest shortly after!
  9. Would a dwarf soul go to the underworld and meet up with Daka Fal? If not, I don't see how there could be anything identical to Resurrection. (especially if, as asked above, dwarfs don't have souls (as humans consider them). Why?? Dwarfs practice a type of sorcery, and there's no real good reason (actually, there is**... :p) for them not to be able to repair it using Maker Magic. (**however, there's the issue of 'growing' a new arm, which should be frowned upon, as going against makers... but, I suggest, there'd be similar magics that could attach an arm - but won't need to be from a fresh corpse - they could just make/shape one out of other substances - clay?? In Bestiary, it says that Jolanti get repaired the same way that weapons and armour are, so it wouldn't surprise me if the same is true for the dwarfs - ie, some sort of Repair spell... (which makes me wonder, since dwarfs don't use spirit magic, would a Repair spell work on them? Can they heal naturally??)
  10. Oh, I had a thought to ask... What's the (normal, non-YGMV) situation with the children of Grazer & Vendref? Do they follow the father's line? The mother's? Do they have the freedom to choose? (does it matter, except for certain clans?)
  11. Well, yes.. however, I need details on what they can get from those cults - and we don't really have much (so, need to houserule). Personally, I had thought of a Bless Foaling spell - combined Bless Horse with Bless Pregnancy (so, one can drop RPs into increasing horse stats). Would a male be likely to join Arandayla?? (well, yes, ok - a few.. .but I would imagine not a very high percentage... no doubt single figure (as Initiates - most would be Lay Members). Same with La-Ungariant (although, as I asked above, is there any differences given the FHQ - I presume she's worshipped directly, and would have different spells/skills. An Ernalda the Queen aspect (one part of the RQG write-ups that I and others are disappointed about - less emphasis on sub-cults... I'll look more at HQ/HW for those). Cool on the HQ Voices... Do you have any thoughts on what skills/spells each would give? As I mentioned above, I think I'll allow Shooting Stars (probably as an Associate spell from Pole Star) - although, that would normally mean it's rather pointless for a cult to give away its best spell... Also, does Kargzant (Yelmalio) have the same restriction on fire spells?
  12. I presume those spirits are coming via Golden Sun shamans.... or, perhaps, Kolati or Earthwitch for the Vendref, not the actual YK worshipping horse riders.
  13. Ok. Firstly, I don't have Mythology (yet?) Secondly, I presumed that the Yelm worshipping Grazelanders (the actual PHP) wouldn't steep to worship of those other walker Storm/Earth cults, as those would be the ones followed by the Vendref. (He is, naturally, light cavalry). I'm looking to offering him Shooting Stars as a Rune spell... (probably through Association)... and I'd also suggest that Daylight Sunbright makes a lot of sense (moreso than probably any other god). Is Yelmalio going to have a full write-up of the different versions? So that, Kargzant will include different skills/spells? is there any difference with an FHQ version of Ernalda worship? (and - do the Kargzant worshippers normally cross-initiate into her cult? Or just leave that to a 'women's thing', like Waha/Eiritha?) (slightly off-topic - but are Grazelanders supposed to be using the Horse bow (1D6/60m), from W&E? Because I noticed somewhere that training is given for a normal Composite bow (1D8+1/100m) instead... which I thought might be slightly too unwieldy from horseback, compared to the smaller horse bow.) (And, just for sh*ts and giggles, I gave him a tortoise-shell cuirass!)
  14. Apologies if this is answered clearly already, but I'm not finding it... (noting that a number of threads on the topic are a number of years old) One of my players is a Grazelander, and he's looking to join another cult. A) What cults could he reasonably join? (I'm sticking with Solar at the moment...). B) what benefits would that give him? (so, basically, I'm asking about what's going to come out in the Solar cults book) Since Kargzant is like Yelmalio, but different - what are the differences for Grazelander worshippers? (I've read they get Kuschile Archery, but that seems pointless!) What about Polaris? Antirius? Any Star Captains? (I've also read that the Associated cults for Y-K are different for Yelm from the book... maybe.... so, who would they actually be? (or, if faster, who isn't?))
  15. I think you forget - curious! Using the same analogy, many adventurous spirits (people) were able to get into the courts of the elite because they were different, interesting, etc,. and even often came to prominence in such courts. For me, I think shamans most certainly could interact with the gods, and bargain for certain abilities in much the same way as any priest or initiate - usually trading POW for something (Rune spell??) Especially if the god is trying to maintain a foothold in the world - being able to expand their presence into an area (or way) not previously done may well be an attractive bargaining point (and, yes, I would require Bargain rolls to make it happen, along with reasonable gifts and exchanges). And, like a spirit cult, I don't see why the shaman couldn't be a 1-person cult to said god... I think it's less about R&D, and more Marketing.
  16. I just tried to comment on your Trickster animism post, and contrary to "Log in or provide your name and email to leave a comment", it didn't let me leave a comment without logging in 😞 BTW - your post on bonus stacking doesn't take into consideration Rune magic over-riding spirit magic bonuses... What if the spells were Glamour and Charisma? (Is there a relevantly significant difference involved?) Personally, I think the distinction between Category and Experience is artificial, and purely a game construct.
  17. Just a strange thought.... I presume there's nothing really stopping a dwarf from becoming a shaman (at least, for the dwarf... any cult or teacher might have a problem with them, and maybe their sorcery). But, given how dwarfs are apparently made (not simply born), do they have ancestors? And, thus, could they Summon them?
  18. Well, true. But the kids.... surely would have Leika really considering her political position (obviously, after Kallyr has gone). And Argrath's position should also come more into question (granted, we're not looking simply at Sartar's line now). But... the direct Great-Grandchild of Orlanth and Ernalda themselves... not a small thing to be taking into account!
  19. I"m not sure who you're thinking of... I"m referring to Orgovale Summer - the daughter of Vingkot and Tada (and who married Ulanin, and founded the Orgorvaltes tribe). Since Ulanin was considered a king (and, I presume an heir, although obviously, given there were at least 8 others in line before him, it's hard to see if that would have followed) and Hero (does that have a capital?), I'd think it works... certainly, as I suggest, any of their kids would be somewhere in the line. (Is there a full listing of the genealogy for Vingkotlings and heirs??) Not merely a King's List.
  20. I put this question in the Glorantha section, but I'll throw it here as well. Given she's the daughter of Vingkot (as well as Tada), and her hubby was Ulanin - if one were to marry her, wouldn't they then become the heir to Vingkot? Certainly, I would think your kids would be... (and, far more direct than Broyan - which is what spurred the thought).
  21. You have just reminded me - I wanted to post a few photos. I was in Chiang Mai (Thailand) last week, and obviously I went wandering around through wat wat wat (temple temple temple). Here's a couple of pics ... You may recognise a certain image in the second pic - right in the middle of the mosaic. (FTR, that's the Silver Temple, and women aren't allowed in!)
  22. Query - sort of back on specific aspect of topic... If one happens to awaken a certain demi-goddess from a certain published scenario, and marries that demi-goddess (even if it's only a year marriage), would that not make them an Heir of Vingkot? Certainly their child would be... no??
  23. Maybe it was a combination? Who says one lot didn't ally with another (or 3 or 5) to bring this about??
  24. Maybe they're haunted because they ran in terror? (although, with a Fear, maybe there wasn't much choice - but they don't need to know that).
  25. For the priestly path, yes. (Although, if the GodTalker isn't doing GodTalker-y things, then I don't think the priests would continue to want that person to be a GodTalker). But what about for a shaman's path? Or the Rune Lord's? I'm pretty sure a lot of players would love to have a 1D10 DI option, along with the free enchanted iron gear (and almost guaranteed Aliied Spirit). TBH, the Allied Spirit should be fairly irrelevant... one can cast Summon and Command Cult Spirit, and thus get themselves a nice spirit with cult spells (sure, doesn't have some of the other other advantages (continual mind-to-mind, exchange of spells, MPs & RPs, and view through the other's senses).
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