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Shiningbrow

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Everything posted by Shiningbrow

  1. While what the others wrote is correct, there are the more obvious considerations. Firstly, to learn any sorcery, you need to have the INT to get the Techniques & Runes. That automatically brings down the number of potential LM candidates. Next, they need to have already been able to read and write to an effective level in order to cast at an effective level. That, once again, reduces the number of places where they're likely to be. According to the book, the training should start from a young age, and that means the R/W must be developed from a young age. Not many people in a rural area are going to have that option. Realistically, either the child of a noble or a scribe - both of which are in relatively short supply except in the larger cities, and a few towns. Then, of course, there has to be a teacher who knows any sorcery... and who is willing to take time out to teach it. Given most LM scribes are going to be focussed on knowledge acquisition, that's not likely to be common. (except for the rare LM scholar who is on their own doing their own thing, and wants a dogsbody to do things). Of the above, I think the R/W is actually the most important factor when looking at concentrations.
  2. Ummm... most people? Just looking at the list of Ernalda only spells (not including Associate cult ones), there's about 5 I'd expect most initiates to go for before BP. Restore Health, Reproduce, Bless Crops, etc Once you hit 3RPs, then Heal Body becomes fairly obvious. And, these are all spells that allow you to get the RPs back quickly. I see Bless Pregnancy to be a more specialised spell, one that is given to someone who has a certain role in the community. Of course, this is just my vision of Glorantha...
  3. Apologies for the excessive nitpicking, but.... Heal Body is 3 RPs.... 😄 Except... Those RPs used in a Bless Pregnancy can't be regained until the child is born. (note the special duration). However, what might be a better idea is to feed the local Wyter the POW to do the Bless Pregnancies (at least a basic 1 point... not sure if you'd get the x5 targets for each stacked point into the characteristics). As above, and... the 'basic' Ernalda initiate doesn't have 3 RPs - they have 1. Special Ernalda initiates have 3 RPs, and so they're less common. So, back to the maths (as above), they would spend that 1 RP on one Bless Pregnancy for about 3 seasons, and then... ok, then there's options for more. Heal Wound they could do every week... Bless a Crop every week (depending on season). As @General Confusion mentioned above, there won't be too many basic initiates who have the time to just drop tools and go worship for a full day every week. just to get their RPs back. Special initiates - those looking to head into the priesthood - sure. But that's not the vast majority of the farm workers.
  4. That would suggest to me that they'd use a LOT more specific Runes in their sorcery - if following an Earthsea version. And, each Control type spell would only work on one very specific entity (if keeping the Naming as an essential feature). This would certainly make their sorcery unique!
  5. While that sounds good in theory, in practice it sort of lacks sense for the black/Iron smithing. Certainly, for the first few years of a Humakti's life, they should learn and develop their redsmithing skills, but I doubt that they' also pick up the iron-smithing skills around the same time - that's really only likely to start after they become a Sword - and at a very rough guess, from around 25-27 years old (unless exceptional). And that's a rather old Humakti (given how often they're in combat). So, starting iron-smithing from becoming a Sword isn't likely to make one very competent. And therefore, it makes more sense to have a dedicated ironsmith for the local cult, rather than expect everyone to do their own.
  6. You are such a Lunar apologist. The Bat was happily stuffed away in some Hell not harming anyone at all, and not interfering with anything - until she brought it up and onto the the material world. It has since killed tens of thousands of people (of various ilk) - or more - and consumed their souls.. souls and lives that would (sort of) still be around now if not for her highness bringing it up. And for some reason, you consider this a better place??? A constructive use??? This is why the Orlanthi and Praxians hate the Lunars. To make an analogy to the RL, it's like using chemical warfare to win a war... everyone knows it's evil, and the justification to the winning side in no way alleviates that war crime. Tricking the broo into this situation - fine. Actually paying them - heresy! (but, I'm mainly arguing that this situation isn't something sanctioned by 99.99% of Praxians and Khans... and any deals must be done very much in secret. If word got out that Khan X did such deals, then I'd expect their tribe to rise up against him (certainly the Stormbullies would have him quickly removed)
  7. What? Other than the Cult Compatibility chart in Cults of Terror that has Waha and Eiritha considering all Chaos as enemies??? Or, p24 of Cults of Prax, where it says (quote) "Waha hates Chaos and will muster to fight it quickly when it is found. He remembers friends who aid him against the evil, and is their friend afterwards... " Or Eiritha on p 28, "The worshippers of this goddess hate all things of chaos..." Sure, one could say that Praxians =/= Waha or Eiritha... but who in the Praxian tribes would have the right to speak on behalf of the tribe, other than a Waha Khan? One might make the suggestion that a Daka Fal shaman might go to a Thed shaman and make a deal, but I doubt the Waha initiates (or Eiritha) would be too happy about it)
  8. I wouldn't take this route, largely because the distinction between Active and Passive spells hasn't been made that way. No other spell has a Rune for this aspect of a spell.
  9. Ummm... yeah, that's about it.... Truth, Command, (?Fire?) I haven't figured out how many Intensity per split... probably just 3, maybe 4. It's Active, so the first split is used up just maintaining that, however it now allows for normal movement and other activity without the need for a roll (unless injured). Concentration rolls only required if one gets injured, and even then it's per split mind (if the first roll for the Split Mind spell holds). I'd also allow some enchantments or even rare crystals to do the same (sort of like an Active Spell Storing crystal... 1D4? 1D6??).
  10. I just created a spell which I think I'll call Split Mind (sort of similar to Solace of Logical Mind), in which X points of Intensity splits your concentration (puts a bit on maintaining X spells) while the main part of your concentration is focussed on other things (eg, movement, casting other spells, etc). Each split allows for 1 spell requiring concentration.
  11. A Chalana Arroy fumbles while trying to pull the Stormbully out of Berserk?
  12. Ummm... why anything? Sensuality and sexuality should not be seen as the same thing. Sure, there may be a sexual component on the side of the player, but there's no reason the Voria Priestess has to see it that way. Kissing is an act of sensuality, and that's something that falls right into the lap of Voria. So, if you want her to change, she can. If you're happy with her staying as Voria, then she can keep that innocence (and, dare I say, it's probably something she would do regularly anyway - for the same reasons).
  13. I think... (and parts of this have been suggested/hinted at above)... It all depends on what the Heroquest is for, and what you're expecting as an end goal. If it's exploratory, then anything goes, and you can take who you like. However, if you're doing something tried and true, I see two issues with it. Firstly, as stated above - there's no way that any clan or priesthood is going to take on along enemy except to act in the role of an enemy (and, personally, I can't see too many enemy cultists being willing to enter such a Heroquest... I suppose you could somehow convince a ZZ to go along on a Hill of Gold to beat up a Yelmalion* ... but I'm not sure just how likely that would ever be). Secondly, if you're re-enacting myths, then by definition you need to have a good idea of what that myth is in order to do so - and that's what Cult Lore is all about - the inner workings and mysteries of the cult. Therefore, logically, if they're not an initiate of the god, (or one with a similar story - eg LBQ, which is shared across the various participants in the pantheon), and if they don't have the right magicks (both Rune Spells & Rune Affinity), then they're not going to know what to do when push comes to shove... and then you're in exploration mode! Sure, I could see Thanatari taking heads and learning various Cult Lores and do this. I can also see sorcerers dominating initiates and getting them to teach them the same. And, of course, if you're Illuminated, you can just sneak your way in. So, for me, it's less about who you are, and much more about what you know and can do. (* just a thought - should this be pronounced as 'Yel-MAY-lion', or like the Merlion in Singapore 'Yelm-a-LEEon"?? 'YELM-a-LION'??)
  14. Would anyone suggest that the Fireblade would neutralise the poison? Would it have any effect on the disease? (is the disease a spirit?)
  15. Or, more likely, turn on you, knowing you have money! Or even more likely, hire themselves out to everyone on the battlefield, and then pick a side... (or, like the hirer, wait until both sides have fought, then rampage through the remaining lot)
  16. If they don't try to twist the wording, then they can't become an initiate 😜 + I would suggest that each clan have their own, individual, clearly demarked Trickster, as they would be necessary for the Lightbringer rituals (as well as someone to mock the clan council).
  17. I actually made the mistake of thinking D was a V... I was corrected. There's a few threads related to the subject.
  18. He's not supposed to be an actual vampire - just a powerful sorcerer who is 'immortal', and a Vivamort hero (-priest). "Delecti the Necromancer: Delecti was a powerful sorcerer of the Empire of the Wyrms Friends who broke the barriers between life and death. By his arts, Delecti has achieved a gruesome sort of immortality: he can transfer his spirit into a freshly slain corpse and live through it until the rotting flesh can no longer sustain him, at which time he seeks out another corpse." (GtG p 170) However, just to complicate things: " he “lives” there still, an immortal and powerful vampire." is on p. 190...
  19. I think.... I would be very wary of allowing a player to be an Eurmali, because it's difficult to get right, and involves a very heavy amount of roleplay. (And that's not even talking about the very generic 'get kicked out of town' aspects) Most Eurmali would be unlikely to need or want some of the OP spells (Lie being an obvious one), as that would mean having to take on a particular aspect of the god. I would make the player have to earn the spell, and that would mean having to use it as well (reasonably regularly*) in order to further the cult's ambitions. That would mean, if one wants to get the Murderer aspect spells, then surely the Eurmali must commit murder. If you're taking the Lie spell, then you need to be telling some whoppers that gets people (the more the merrier) really riled up (later). This is the "Yelm won't be rising tomorrow - he's going to spend a few days in the Underworld to woo the Goddess of the Dark" type thing. (Monrogh was obviously an Eurmali, and his Lie has continued on for a while!!!) *The 'reasonably regularly' is important, and is an important aspect of the Trickster personality - they are not the most reliable, and plans tend to go awry when they are involved, because they simply don't care about your plans, and what's important is getting that 'joke' in now - not waiting til later when someone else thinks using that spell could be useful. They have very little self-control, and the future is... meh! So, I would expect most Eurmalis to be constantly running out of RPs. If it wasn't for their lack of self-control (and thus, 'wastage' of RPs), then the Eurmali cult could be very influential in the world... "I was on my way to tell Leika that Sartar himself had returned, but I thought it would be funny to see the local barman throw out all his 'poisoned' beer... heeheeheehe." One other thing, though... the book says "Eurmal has countless subcults. Each shrine is associated with a Eurmal and provides additional special magic. Some common subcults include:" And then lists the various spells. Has anyone added to this list and created new spells??
  20. Oh, I would never suggest supply wagons aren't critical for armies, nor appropriate for a mercenary band. I just think that the group of skills it's linked it - combat skills - may suggest that the chariot is the more more likely intended usage. Of course, there's no reason it couldn't be for both. (although, I also suppose it depends on how you view your soldier/mercenary... how many chariot companies are there around??) In many armies, it's the hangers-on that drive a lot of the wagons, not the soldiers (yes, I know that many do as well!!)
  21. Oh yes! And it amuses me... because, while apparently YGMV is a huge positive aspect of the game and culture, it's not allowed to apply to Mongoose. Ie, they weren't allowed to have their own vision or variation on the world and do something different with it. Besides which... hate the publisher, not the author's and their work! (especially for MRQ2) However, this is OT... True! But... if you're an Orlanthi Cityfolk, you can get +10%, and then Mercenary/soldier +10%, plus categories, plus Free Skill Points. +10% is a very typical skill addition throughout all of character creation. And... look a the skills in RQ2...or 3.... or even RQG.... No, I'm not. However, that same logic could apply to so many other occupations as well, and so I'm not convinced that "driving supply wagons" would really feature that highly in a mercenar/soldiery (especially when you look at the other skills on that list: 1H Axe +10%, 1H Flail +10%, 1H Hammer +10%, 1H Sword +10%, 2H Axe +10%, 2H Flail +10%, 2H Hammer +10%, 2H Sword +10%, Athletics +10%, Bow +10%, Crossbow +10%, Dagger +10%, Driving +10% (**Supply Wagon), Polearm +10%, Riding +10%, Shield +10%, Sling +10%, Spear +10%. Pick the odd one out.... Crafters don't get it. Neither do Merchants. And I would have thought those two would be more likely to drive wagons that the warrior types. (NB farmers do at +5% as an automatic) Slightly related to this, why would Cityfolk Orlanthi have drive, but not the other Orlanthi two (especially Nomadic)?
  22. Not sure if you're aware, but animating dead isn't necessarily Chaotic anyway. (one of the premier Chaos fighting cults loves to create undead to help them get rid of Chaos! (and probably also just to piss off their rival cult :p)) * Neither are the Tap spells. Evil =/= Chaos. (NB - Bestiary does say that vampires have Chaos rune at 60%... so, there is that!) Of course, you're free to have it this way for your game... ("That is not what I meant when I said "go raise the fyrd"!!!")
  23. Interesting that your example is actually of Lay Members going to church (granted, this is using a 'real world' use of the term, and I'm not quite sure how we'd equate Initiate status here... I'm guessing the lower 'acolytes' who are training to be priests? Or the altar boys??) (Since women couldn't become priests back then, I think it's safe to assume that they can't qualify for the RQ equivalent of acolyte/Godtalker, and definitely not priest... initiate??? hmmmmm... I personally wouldn't say yes (definitively)). Although, I think that's only part of your reasoning. The other part is time. Those who are at 'church' (ie, not a shrine at or near home) are clearly not on the farm doing the hard yards! You're most likely referencing those who lived in "urban" areas (however that's being defined - does a village count? Shouldn't, but I'm not sure with the churches). Also, you're describing a very patriarchal society (especially in urban areas) - the men do the work, the women do the house stuff. So, they have more time. So, might be descriptive of a solar pantheon, but certainly not Sartar, Prax or Esrolia. And other cultures on an individual level which I won't go into. The "once a week for..." - well, Ernalda and Orlanth have weekly minor holy days, so I suppose that's possible. But, will depend on where the nearest temple is (not that it's relevant, given an initiate only needs to attend the more important ones). " although we're arguing about a three versions back take on initiates so...." Yearrrhhhh...... And, as the forums here show, even only a couple of years ago, the meaning of the word was in dispute because of the different ways it was used. And, there's the occasional mix-up still. (and, it's still not certain that every culture will have 'adult initiation' to also be the 'cult initiation' at the very same time. Yelm seems to have this distinction - but we don't know when one is allowed to join it - maybe as a child?? But then, why the reference to tithing income? Ok - maybe kids earn money in Yelmic societies...(NB: I'm only referencing the RQG core book - and not looking at older versions)) Oh, you're also so right in that I completely forgot to look at Mongoose RQ!!! Just quickly checking a couple of books, and it doesn't help us a lot, as they basically mirror all previous versions. No hints at all that the majority of adults are initiates (but, as I said, it was a quick look!)
  24. Apologies - I was wrong! I'll correct myself - not in the the Core Rule Book under the Rune Cults section for the descriptions of levels didn't have them! (ie, pp 54-59). They are, however, listed in various cults' descriptions. Yes, I was wrong, both with my checking and my memory. Apologies - I'll correct myself again... the Core Rule Book under Rune Cults ranks didn't have them (except as above) ! (I didn't check CoP as I was writing)
  25. Except.... In the past, Sartar had been stated (by "official" sources) to have somewhat higher rates of initiates than in most other places on the lozenge, due to the Lunar invasion and subsequent resistance. Those numbers, IIRC, were around the 50-65% mark. So, if that's for Sartar, then obviously for the rest of the lozenge, initiation rates would have been... what, 20-30%?? (taking "somewhat higher" as meaning something, and not lip service to mean only a small discrepancy... although, if Sartar was at 65%, then 40% becomes a valid amount as well). Add to that the fact that in RQ1/2, it wasn't easy to become an initiate (although, the term 'Lay Member' wasn't even used), and it was something that players had to work their characters towards. And then, the benefits of being a mere initiate weren't as great as in RQG. Therefore, it makes sense that there would be a lower rate of initiation happening in earlier iterations of the game, and higher 'Lay Membership'. (although, that also presumes that the rules for players is the same for NPCs - which is something that usually isn't the case, however it's usually easier for PCs, not harder!) RQ3 finally introduced the idea that if the PC's parents were Initiates, then the PC could automatically join. But, it also says for Initiates, "the commitment usually involves substantial investment of time, effort, Power, money , and emotion". Taken at face value, that too would indicate low levels of initiation into any cults, and again because of the lack of obvious benefits - compared to the tithes and time - for the majority of the population - sure, you can DI, and you get a few skills, and you can get One-use Divine spells... but I don't think that the majority of adults in a culture would do that... Here's one link discussing it - There were others I found as well, but not finding now. Unfortunately, the links to old WoD or other official sources are now dead, so those posts are... well, somewhere, and I'm not going to go looking for them. The thing about this is (from my perspective), why would an Initiate who has already sacrificed 1 point of POW not continue to build up their RPs? Especially since they will, on average, increase their POW by 1 point per year (average of 11x5% at two times of the year... x1D3-1), and they shouldn't be all expected to drop POW to the local Wyter (given the likely hundreds of initiates around to do that). So, I would expect a build-up of RPs of around 1 point every 3 years... and with that, a new special Rune Spell (unless we're changing the rules for PCs and NPCs for this as well - and if we are, then all bets are off, because anything we write here will be completely meaningless). If you're expected to show up at the big ceremonies, and you're expected to help defend the steads/villages/towns etc., and you're expected to be able to look after yourself and your land, and you're expected to emulate your deity, then I would expect that you'd also make yourself more capable of doing that. It would be slacking off your duty to the community and your family not to (especially given the minimal time and effort required for it).
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