Jump to content

Shiningbrow

Member
  • Posts

    3,034
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Shiningbrow

  1. 4 hours ago, Ynneadwraith said:

    So yes, brave young initiate, you should go and try and retrieve some. Don't worry that the place was so dangerous it's killed multiple Rune Lords. I expect they died because they were weighed down by their heavy iron armour. You in your tunic and sandals should be plenty quick enough to escape any danger you find. Off you go! The world's counting on you!

    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???

    • Like 2
  2. 9 hours ago, svensson said:

    In many cults, including the two you mention, there aren't any Priests. Rune Lords provide the spiritual and magical support, as well as teaching skills, leading ceremonies, and acting as the political head of the cult. Smaller but widespread cults, the 'tier 2 cults' if you will, are always looking for a new Rune Lord. After all, there are VERY few clan chiefs who are Swords of Humakt or Master Hunters of Odayla. Such personalities rarely pose any political challenge to the clan and tribal leadership.

    A Wind Lord of Orlanth is another matter entirely. Such people have to be noteworthy and accomplished in most aspects of clan life, and if they're too popular they might be seen as an alternative to less popular leaders. People tend to gravitate to alternate leaders when they're unhappy with the current office-holders and sometimes that happens without any overt act or intention by the new Wind Lord himself.

    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)

    • Like 3
  3. On 4/14/2024 at 11:47 AM, Squaredeal Sten said:

    As i re-read the Rune cults chapter of RQG, I don't see any reason that there should be a fixed number of Rune Lord positions at any temple.  Not as a general requirement, though who can say what might be in yet-unpublished cults books?  If you play it that way, YGWV, but it would be too bad if any third -party reader were to take a Rune Lord office count limitation as canon.

    Why do i write this?

    The Rune Priest requirements on page 276 do include "Have a vacancy at the temple as determined by the gamemaster."

    But the Rune lord requirements on page 280 do not.

    Those requirements are

       - Initiate in good standing for 5 years.  (And note that priests do not have a matching time requirement.)

       - Rune affinity and Devotion (deity) or Loyalty (temple)  of 90%

       - CHA of 18+

       - Cult skills, details vary

    And that's it.  No vacant office required by the book.  Yes the book calls Rune Lord an "office" but I don't see a reference to a limit.

    And I can see Gloranthan reasons why that would be so:  Qualified candidates for Rune Lord are going to be pretty rare, much rarer than clan or tribal thanes.   And rune lords do die in combat, so we ought not to assume that many live to a non-combat retirement, unlike priests who can perform their official functions into old age.  If you have one more rune lord and one less initiate thane, your tribe or clan still has the same count of "nobles" to support, so it's not a big economic issue even though the lord may have perks..  And the rune lord is going to give you much more combat power than the average initiate thane: Cheap DI, maybe an allied spirit, probably higher skills.  finally, it's the Hero Wars now!  You want all the rune lords you can get.

    YGMV.

    -

    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?

     

    On 4/6/2024 at 1:00 AM, French Desperate WindChild said:

    the last step/station the candidate(s) is(are) expected to leave the community as initiate, and come back after days as a successful runelord once a heroic issue is solved :

    find a cult artefact, destroy a chaotic nest, save some community member trapped by a powerful monster/cult or community ennemy, etc..

    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. 1 hour ago, radmonger said:

    If you do that, then you presumably also have to allow it for unconsciousness or incapacitation. This leads to PCs who, once they have a few extra RP, essentially can never lose any reasonable fight, because they can always instantly heal any incoming damage. You end up just rolling to see how long their victory takes. If you counter this by allowing NPCs the same, then fights are long grinding affairs.

    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. On 4/5/2024 at 4:02 AM, Akhôrahil said:

    but this is probably worth expediting so that the PCs can get the magical goodies.

    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. 22 hours ago, svensson said:

    While Mostali casters might call a spell to bring a faulty unit back to life 'Refurbishment' or some such, it most likely is identical to Resurrection.

    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).

    21 hours ago, metcalph said:

    Instead of regrow limb, the mostali would be more likely to surgically attach a spare limb from a fresh dwarf corpse.  If loses were particularly heavy, the limbs might be noticeable mismatched so you might see a dwarf with two right hands. 

    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. 8 hours ago, Runeblogger said:

    RQG says their main gods aside from Yu-Kargzant are Arandayla Horse Mother, Hyalor the Rider, and La-Ungariant (the Grazelander Ernalda). I imagine Arandayla as a sort of Eiritha for horses, and Hyalor as providing lots of riding-enhancing magic.

    The old free-to-download HeroQuest Voices PDF document included a section about the Grazelanders and their gods/spirit traditions. Really nice to roleplay a Grazelander character. Aside from the gods already mentioned, it briefly describes Folorene, the Wanderlore Spirit, Tamar, Lord of Wild Beasts, Tara, Lady of the Wild, and some subcults of La-Ungariant. Interestingly, the 4 subcults of Yu-Kargzant vary a bit from the ones in RQG:  Dastal the Hunter is YG's youngest son (corresponds to Dostal in the videogame Six Ages), Jardan the Warrior is "the god of fathers, stallions, flutes and lancers", and he "rides across the sky every night", which might mean he is associated with Lightfore/Antirius/Yelmalio. Henird the leader is the patron of leaders, and Josad the Elder is YG's first son and the one who has accumulated the most knowledge through experience. In HeroQuest Voices, Golden Bow is a warrior society within the Jardan subcult.

    In Six Ages: Ride Like the Wind you play as a clan of Hyalorings, the common ancestors of the Grazelanders, Pentans, and others. They mainly worship Elmal, (Yelm's noblest son) an old version of Yelmalio who at the time still hadn't lost his fire powers, and also Hyalor (the cultural hero), Osara the Flame Sister (Elmal's sister who is a bit like Vinga), Inilla, the goddess of foraging, and Zarlen, the Bright-Tailed Wanderer, god of explorers, among others.

     

    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?

  11. 9 hours ago, Ironwall said:

    I also imagine a lot of cults in the grazelands are probably Spirit cults which can mean any number of fire spirits would allow your Yu-Kargazant membership.

    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.

  12. 6 hours ago, Jeff said:

    Ernalda and Yelm are the big ones, but there are also Maran Gor, Polaris, Babeester Gor, Foundchild, Humakt, and even Orlanth, Chalana Arroy, Issaries, Lhankor Mhy, 7 Mothers, etc. Just check out the chart at the end of the Mythology book. 

    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!)

     

     

  13. 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?))

  14. On 3/29/2024 at 6:53 PM, French Desperate WindChild said:

    So impossible is not french shamanic but imo, it would be hard and in all cases the god reactions will probably be between neutral and hostile

    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...

     

    On 3/29/2024 at 9:01 PM, mfbrandi said:

    its R&D department,

    I think it's less about R&D, and more Marketing.

    • Like 1
  15. On 3/23/2024 at 6:40 AM, Crel said:

    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.

  16. 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?

    • Helpful 1
  17. 6 minutes ago, Ynneadwraith said:

    My take is, that like a lot of real world instances of unclear succession, it become a fictional tautology.

    If someone successfully heroquests to receive the Sword and Helm of Vingkot, then clearly they must have been an heir all along. Regardless of whether it's actually true or not. Through heroquesting they become one (or just through convincing everyone else that they must have been one anyway).

    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!

  18. 2 hours ago, metcalph said:

    The demigoddess was a wife of Vingkot and a daughter of Tada.  This is not normally thought to make one an heir although William the Conqueror did try a similar argument.

     

    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.

    • Like 1
  19. 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).

  20. 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!)

    20240304_163134[1].jpg

    20240304_163215[1].jpg

    • Like 4
    • Helpful 1
  21. 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??

    • Like 1
  22. 5 hours ago, Aelex said:

    Looking forward to haunt the PC`s, being all bored and silly on guard duty, with some propper Helldemons and Darkness elementals. Or maybe they are not even there, being on patrol when they return to the camp after hearing screams and then have to face the minions of the Black Eater while the massacre unfolds.

    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).

    • Like 1
  23. 17 hours ago, mfbrandi said:

    But then won’t all the players pick the non-priest priest option

    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).

×
×
  • Create New...