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JRE

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Everything posted by JRE

  1. Although lacking the Air rune, I consider the Lightbringers as Air friends in Orlanthi lands, so ok for Ducks.
  2. I also find the timeline a bit limiting. It may be strange, but I find it easier to play in 1616 and change the official events than playing in 1626 and be stumped because I have no idea if a "minor" event will change a town or clan. It is a control issue. That said I am moving the game West to Safelster, as I expect to have several years with no timelines.
  3. JRE

    Monster Empire

    1626 ST Sartarites have a series of ideas about the world that probably are not helpful in the days of the Great Ice and the Smoke Storms, when the skies turn black and all children die. For them Uz are a lesser risk than the empire and common enemies against Chaos. In Inkarne's days they will become an existential threat that will devour everything if unchecked. That sounds familiar. If both Uz and Broo use the Blood Sun to get power, and sacrifice your people for their blood, you also would put them together in the same category. This is the end, and it is different from the other ends, even if Seven heroes and Five will avert it. The signs are that both Cragspider and Ralzakark use Blood Sun magics at the same time. That is why I propose, and the texts quoted by jajagappa above seem to support, they are classed by the 1700s Sartarites as part of the same threat. It is not obviously chaotic, for me, and I propose that Ralzakark is beyond Chaos, as Chaos is just a tool for him. He wants to become Wakboth, but Wakboth freed from his own needs and compulsions, becoming Emperor of the whole Universe, not destroying it but ruling it. I am not sure if he uses the predictability of Uz, or if they are in their own Godquest to bring Wonderhome and all their deities to Glorantha, as they cannot return, with Yelm once again in permanent residence in Hell. Although I still think there will be a compromise at the Moonfall, it will not be I fought we won. Only a part of the universe joins, and that is why so many things do not persist in the Fourth age. I will stop here, as this is clearly into Dumb theory territory.
  4. From the description, not during growth, but the grown plant surely will require more water than before application. Unless you have access to hundreds of points it still does not help the Harpoon projectile situation.
  5. Thinking on this, I find it interesting that the spell Aldrya gives to Yelmalions is Heal Body, while to Ernaldans (the other half of the County) is Accelerate Growth. So rather than making agreements with the Count and his boys, maybe the Elves are doing deals with the Green women. Anything useable in the Harpoon is to big to conceal, and I do not see Ernalda interested in getting more projectiles for the Count's oversized toy. So I would support more figs, dates and pinenuts, and less giant redwoods that will never grow to size anyway.
  6. JRE

    Monster Empire

    I cannot help but feel that the Monster Empire can be several different things lumped together by the Sartarites that are not really the same. So the Monster Empire refers to Ralzakark usurping both the mantle of Yelm and Moonson, receiving power from the Blood Sun and the Red Moon, but also with attached obligations. But it also refers to the Ice trolls breaking out from Valind's glacier and devouring the lowlands. And the Dagori Inkarth trolls trying to become once again the main power in the Darkness, which brings about the casting out of Cragspider by the Sartarites, and I suspect the eventual annihilation of most or all of the trolls, depending how you wish to interpret the Fourth Age. The Blood Sun is, if I remember right, an Uz creation from the Kingdom of Ignorance, though at this point it may well be a useful power source when the sun is out, imported by Sheng Seleris and then coopted by Dragon Pass Uz and Ralzakark. The question for me then is whether this potential collaboration between Darkness and Chaos is real, or is it just human apophenia, seeing as causally linked events that are just synchronic? The end of the Monster Empire, if we extend the Greater Darkness analogy, should be a new compromise, one that brings back a Sun and a Moon, white this time, rather than the Red Moon destruction so beloved of the Argrathis. The seven hints at another LBQ, while the five could correspond to the help from the five directions that bring the Moonfall.
  7. Turning an active spell into a passive is a typical player request that I usually do not allow, except at a serious intensity penalty (double the points for effect), unless limited in some other way (Animate Undead turned into Animate Uncle Grimdark, so it only works on his corpse). But the discussions usually are fun. Usually adding also an extra rune, though that depends on the spell. Back from five months of extremely busy work, but still with some time for playing. The split seems interesting, as I was considering dedicating Free INT to concentration as some secret sect technique to stack active spells.
  8. A few small nitpicks. I am not sure Yelm's cloak, or the cloak of Dusk is linked to Arkat the Savior, as originally proposed, as it seems more of a rulership symbol, both by colouring and the association with Yelm. The seven aspects of Arkat in the Guide has the Savior with a small shield and a small bronze axe. Though if the idea is to focus more on Rulership (Great Arkat) that would probably suit Foyalfin's ambition. The Saviour is more concerned on discerning Truth from Lies, and I interpret that as fighting the plague monks and the Vampire kings. I link Arkat's imagery in the first image more with Humakt than a demon, as Humakt's son, but that does not change anything. Check the image of Humakt in the RQG. As Arkat has already too many weapons, I would consider a magic shield, a mirrored one that reflects the enemies' lies on themselves, and lets other see in its reflection what is and not what seems, so truth rune. Arkat used it in Seshnela and Tanisor, so I would consider it maybe was left behind when Gerlant cast him out, though as a Truth rune object I would have him keep it as a Humakti relic, so develop a quest in Ralios about finding a mirror. The beginning would be similar, but the main step would be fighting an invincible foe till you get the mirror that shows its weakness, hidden in crystalline water, or delivered by a friendly water spirit. The quest fits naturally with Lake Ralios, and you could even have a step of earning the friendhip of a water dragon...
  9. Those that do not dry up fast are usually reconnected with the main river a few times a year, whenever there is a flood. So a clear example of a child of the river, still connected with the source, but of less importance than tributary rivers. Oxbow lakes (we have quite a few different names in Spanish, and many only local) are fertile areas, though prone to flooding and refuges for aquatic birds, but also for mosquitos and plenty of other insects. That would make them attractive for hunters but not for inhabitation. I suppose that is reflected also in the spirits that represent them. As there will be few humans around, except hunters and river cane gatherers, I expect most interactions will be more appeasement than direct worship, though cane gatherers may have a regular thing. I would have them adopt bird form, as that is the mobile element of the domain most people will see. So a Stork or Heron, as those are usually seen as positive by humans. It would make a great setting for Durulz, and they could well worship the spirit. In that case I would expect the spirit tends to adopt durulz shape, though as most water spirits they could adopt other shapes.
  10. Old Hrestolism, as far as the term goes, is kept alive in the Castle Coast, though it is not clear how close to first age Hrestolism it is, after the GLs trashed the West. It is considered to be an important part also of the nominally Rokari Pithdarians and Navigationalists, and why they were more flexible than orthodox Rokarism, and the excuse used to crush Pasos and Nolos.
  11. I would say that Gods can get their (functionally) infinite magic from any rune they control. Infinity is traditionally reserved for True Dragons and Superheroes, those that control all magic around themselves without losing their free will (which functionally means being a quasi-deity that can act in Time). Without free will deities are just a series of conditioned responses based on their own myths and runic control. Of course, you can travel back in time to a point when the deity still has agency, and that is the point of creative heroquesting, acting differently because before the compromise, or when the compromise is compromised (hah!), deities suddenly may have agency, allowing the reenactors to deviate from the record. My own definition of deity is any being that sustains and is sustained by the Compromise (even if they do not believe on it). Alternately, any powerful being both kept alive and immobile within Time that can be contacted in the past through myth. In my own heroic taxonomy, a remnant of my monomyth days, Mortals become Heroes by exchanging freedom of action for power. There are four main paths for the hero: - Destruction or capture by enemies that keep the remnants captive. An intermediate stage, not an end state, but it can last for a long time. - Assimilation by a deity, once they have no more freedom. They lose their self and personality, becoming a face in a larger Godtime construct. The fate of most heroes, now individually forgotten. - Incorporation into a deity, but keeping their self. Hero cults, demi-gods of the cult, companions that are kept separate. It requires independent worship of the hero. If all worship and records of the hero are lost, it is possible it will become assimilation, as it is the mortal's worship what keeps the self grounded. - Apotheosis as a new deity. The safe path is to relinquish all free will and support the compromise, though probably the Hero never knows if they will end up as servant of a deity or a deity in their own terms. Alternately the new deity may reject the Compromise and try to keep acting within Time. The Compromise has tools to force deities to toe the line, but depending on the power and free will available, the deity can stay in the mortal world for a long time. Sartar joined the Compromise, so he is protected by it. Belintar did not, and was vulnerable to the right approach. Most deities within time are demigods, though a few have lain claim to higher titles. - Superherodom. Those that acquire the power of a deity but refuse to become one. The only way to hold on to your independence and power is through mastery of the Infinite rune. Once achieved it can be kept stable unless someone stronger* than you comes along, or you choose another option out of boredom. *Stronger is a relative term. Having the right tool or technique (ask Belintar) will be critical.
  12. According to our Durulz player, that is why they gravitate to Humakt and the Death rune. Because they hate everybody else, and the cult teaches them how to find inner peace and release from that hate and personal satisfaction at the same time when you disembowel the bloody idiots.
  13. The holders of wisdom have spoken, and if it is in the Cults book it must be so. But this is a case where I will stake my own Glorantha. I agree the initiation described is what happens when elves dominate the cult of Aldrya. But I am sure there are other ways. In Esrolia humans dominate the cult, and the cult is somewhat tamed, focused more on orchards and human managed woods than elves, as there are not many. I play that the dryads have reached an accomodation with the Ernaldans, so nothing of all that mutilation needs to happen. I am sure elves complain of traitors and will not be very welcoming of those "initiates", but for me they are getting magic from Aldrya, and sharing it with the other Earth deities. In other areas with few or no elves, just becoming a dryad's lover (and dryads can love almost anything humanoid) may qualify you to join her worship ceremonies and even initiate. Probably some plant material will start rooting in you, and I still play you exchange your Beast (if Human) with Plant, but without all the violence described earlier. The Esrolia case is an extreme case of collaboration between Earth cults and a loose confederation of dryads. I would not discount that the dryads implant some plant material into the prospective initiates also in Esrolia, but it does not require surgery and it can be much more pleasant. In some societies it will be an unspeakable crime , I am sure, while others will consider it good neighborhood practices, or standard horticultural practice...
  14. I have always played the forests as a constant stressed system between the elves and the dryads on the local objectives and the general aims. They need each other, but one is fixed in place and the others are mobile, and willing to change forests if needed. This is reflected in the interaction between Aldrya and High King Elf, between Life and Death. So the dryads surely do not want to start a war and would prefer to get humans onboard or at least quiescent. But the elves are preparing for war, and if all goes well, genocide. Because they "know" that the other side is plotting the same, because that is what they are, a weapon and the last defence of the forest. This is all generalizations. There are peaceful elves and bloodthirsty dryads, but the general tendency, or the runic affinities, make change difficult in Glorantha, even more so for the Elder races as their Runic ties are much stronger than aimless humans.
  15. Of course the puches are mythically important. But I believe it does not connect them with other pouched beasts, if there any others in Glorantha. You can have a drop bear, or a thylacine analogue, or a Warner Bros. style Tasmanian Devil without relating any of them with oppossums.
  16. That is in essence what the Reforesting is. We know* it will mostly fail, but in many areas it will be an exciting period. I suspect elves do not realize the destructive capacity of organized humans, or how hard it is to prevent forest fires when the pyromaniacs can control weather and have fireblades... *According to dubious glimpses from the Future, but here the elves fail for being the first to try, just when most humans are gearing for war. Most gains will be lost in the Flood...
  17. I expect most people do not know opossums are related to kangaroos or koalas, or that they are marsupials. In Glorantha they probably are relatives of shrews and hedgehogs that started climbing trees and carrying their young with them. I do not see marsupial as a meaningful category within Gloranthan taxonomy, specially as snakes and pigs may be closer taxonomically than pigs and horses.
  18. In a new game with new players, I would prefer to go a bit overboard, just to show how magic in Glorantha is almost everywhere and the divine is only a small distance away. Both Path Watch or a Market / Ward effect are limited yet show off the benefits of magic not directly useable in combat, which is good, and it is all perishable, unlike a spirit spell or a skill bonus, which makes it also good as a one off reward. It fits with rune magic coming from deities, and it makes sense from a system point of view (last POW from a forgotten wyter / cult spirit). I would allow the player that earned the deed know that they have received a boon, and let them read the spell description. No need for recordkeeping. It ends when you think it is appropiate, though it is true that the real benefits would require someone with hostile intent approach them, though that is almost a given in a RQ adventure.
  19. Hrelar Amali and the humans of Western Ralios would beg to differ. Plants are the source of life, and maybe it is easier to see for former Hsunchen horselords than in Dragon Pass where even elves seem to become carnivorous... Flamal is more distant but less demanding than jealous Aldrya, and he was one of the first to return to life after being killed.
  20. There is a progression in territory as raptors get larger. Royal eagles will keep pther raptors out in a territory around 10 km around their nest and hunt usually up to 30-50 km away. Animals like griffins that are a hundred times larger and are not solitary as the eagles will need a much larger hunting range. However I would expect that the practical range is not much larger than 100 km as otherwise they would spend too long traveling. That does not mean that in lean times they may not range much further, but locals know when you are getting too close to the mountain. The guide says ponies, and that would fit with the terrain and the proximity to Pent. Unless in a war expedition or ridden for too long, you do not really need grain to keep ponies well fed, which was one of the reasons of the logistical success of the Mongol armies. I confess I am vexed by the Eastern Seredae breed being larger than the Galana horses, but I just play that the size we have in the rulebook is typical in settled lands like Peloria, but the size among nomads without access to concentrated fodder is 1d6 less, and those are the horses, except for a few expensive Lunar imports, that you will find in Balazar. Griffin are moderately smart, so I also played that even hungry they tend to avoid the three citadels. Except when needed for plot reasons, of course. After a couple of game years in the Zola Fel valley, our small party is exploring Balazar, but they intend just to winter there and return back to Pavis, as their writer has a finished book to deliver to Nochet's LM temple. They have already lost a mule and downed a griffin, and are not keen into going out into the wilderness again.
  21. That is a very good idea. An alternative, if you plan on attacking them during the night would be a Market / warding effect on the shrine till they leave the place. And of course if anyone is an Issaries initiate a passion increase check would be appropiate.
  22. Honestly, I would not change anything on a finished scenario just because there was a comment in Facebook. If it is in the supposedly almost ready for years Elfpack, then I would think about it. It is likely that you exchange the Human-Beast dichotomy for a Human-Plant pair, so increasing your Plant decreases your Human affinity. But I am sure they are still not stranger than an Uroxi with 90% Beast affinity.
  23. Almost all remaining deities died and met in hell to craft the Compromise. So there must be myths of that, even if it is just "killed itself because there did not remain anything left to kill". I agree with Eff that most well established heroquests are not a zero sum game, so both sides can win. Take a classical Hill of Gold. An orlanthi gets some item enchanted or access to Shield, a ZZ reaffirms his mastery of fire, possibly getting access to a one use Sunspear, and a Yelmalion gets that his community will need half the normal food to weather the Dark season, losing some easily replaced armour and reaffirming his inability to use fire. If all goes well, the Yelmalion is probably the big winner, but the others win too. The problem is with creative heroquesting, as in that case you are usually wishing to hamper or weaken someone, and any heroquester drawn into it may not really know what is the myth represented. I play that not always is your opposition heroquesters from opposing pantheons, though that happens from time to time. In many cases, specially when following a well trod myth the opposition is a figment of the Hero Plane, some cult spirit of the right characterization. I play hero plane creatures as dull and inflexible, while living questers are creative and often introduce small or big changes. Creative heroquesting will almost always bring some conscious opposition. After all, that is one of the main roles of rune levels, do ceremonies in your temple that reaffirm the myths as you know them. So if you heroquest to weaken Orlanth by making his father someone other than Umath (usually by making sure Umath does not meet Kero Fin, meanwhile having someone representing the storm godling of your choice seduce the mountain) you may well face thousands of questers from temples all over Genertela. While if you just want to make the Lismelder's bulls shoot blanks for the coming year (possibly spiritually castrating them, or stealing their seed, depending how you plan on doing it), only the Lismelder may oppose it, and if they are focusing on something else this Holy Time, it is likely the opposition will be Hero plane simulacrums (typically Lismelder spirits and ancestors, but less flexible than living ones).
  24. I have had players covered in a deity's blood during a heroquest find a powered crystal when they return to Time.
  25. The precedent is there, but it is a twisted one, as a millennium of Uz heroquesting has not really achieved anything. The minor successes (Cragspider's) probably was to a much earlier Godtime, mating Uz with darkness spirits, and I suspect the change from single births to litters was more linked to strengthening Korasting than any actions within the mythical part of the battle. I think you may visit the mythical parts of the broken compromise, but being within time, they are very hard / impossible to change.
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