Jump to content

French Desperate WindChild

Member
  • Posts

    2,362
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by French Desperate WindChild

  1. as I have so few (and for some, really not) knowledge about your irl example, I m focusing on the glorantha Invisible God πŸ™‚ Do the malkioni consider "their" invisible god as a smart, sentient, willing being / entity (what is the appropriate word) or is it something less "aware", something like worshipping the world/universe not as a being but more as where we are. Is the invisible god a "Who" or a "What" ? what can you expect when your worship the invisible god ? are you strengthening the world or the "master" of the world ?
  2. in addition I would add another 10 cha penalty (-20 in total) - 10 because male -10 because not human / aldryami
  3. depends on the wyter, and the wyter form. Probably a "wyter in beast form" will know everything the beasts (at least her specie) will know. Same for a tree. But probably nothing for a sword, spear, wheel. Note that I consider the form as solid-a true sword- or not -like the not solid shaman's fetch for example - so is your wyter a deer (with CON, can be "killed" by weapon) or a kind of "deer ghost" (with no CON) is not important for the knowledge, in my opinion of course, except very rare and weak wyter (corrupted ? cursed ? ) I don't consider any senses in middle world issue. An allied spirit in a tool knows what happens, same for the "solid" wyter and "non solid" wyter not only but in addition to the previous options it depends on the wyter character : - it may do what it is set to, nothing more - it may do what it is set to AND what it is ordered to (maybe some "coward" or "dumb" wyter would stay in option "nothing more" because they can't do more) - it may be a free spirit, doing what it can, what it wants, what it doesn't hate / fear, what it enjoys only (imagine a wyter of donandar troop) same as anything else, it depends on the wyter character.maybe it doesn't care about this guy, maybe it needs this guy. Maybe it is able to help the group to stay bound (the wyter in my opinion is the result of the group binding, not the cause), maybe it is not able and will just complains, seeing the end of the group and it own end
  4. yes that is my opinion but i would consider I-gm-as-the-initiate's-god (other than Odayla and those who generate a test by themselves, without priests to organize it) that maybe this initiate is now able enough, holly enough, devoted enough to be rune level, even if no priest wants to organize the "test" of course for that, the player-as-the-initiate should have done a lot of things without any transaction, sacrificing pow AND time AND cow AND maybe a part of their body for "no personal gain" but to save a community OR to the god's glory , etc. Of course it adds new "requirements" devotion 90+, maybe masterize some god's runes at 90+
  5. with the rule : the pc may "train" a lore each season if i m not wrong but i may be wrong as I don't follow the rule, i m not sure there πŸ™‚ with my house rule : for the 4 xp check (if adventuring is no more than half a season), a pc may choose any skills (no lore restriction) between : cult (if the cult is present), occupation (if appropriate, if you are a smith and you don't have any forge, a part of your skills cannot improve, like a merchant alone all the season cannot improve bargain, well they could be no they wont img). of course (?) the pc may choose an appropriate occupation for the season so maybe our smith is then a light warrior, or a bandit, or a hunter for this season in the wild (the question is what do you do there ?) land cultural skill : (where they are during the season) if they have relationships with the natives
  6. In non reusable rune spell for initiate (before rqg) eurmali are enough (too ?) powerful without common divine spell compared with other initiate pcs If you add a second cult … remember that is not only a question of rules, why a second cult will accept an eurmali (I mean roleplay issue) ? why a second cult will teach secret ? Open the door of the inner temple ?with the risk to see everything disturbed or even destroyed or even cursed ?
  7. bravo πŸ™‚ As @mfbrandi said, Odayla needs the great hunt and the great hunt victory to gain the rune level status for the other cults i don't know any reference. So, for me, and that's just my opinion, based on nothing else than my ideas : Who decides ? a) a chief priest may promote a priest or a rune lord (if the status exists). b) A rune lord (or a chief rune lord, in a structured organization, i imagine Humakt not Orlanth for example) may promote a rune lord but not a priest When ? a) when a position is open (the old one retired or died) b) when a new position is created (for example, the conquest of new pavis, there are room in the big rubble and in the army to allow Argrath to create new positions) c) when the god says "you must" How ? a) your responsible requests you a big, heroic test, but it must be more than a test, it must be usefull for the community - conquer something (lead a company to the attack of this word honorably, when you will be back victoriously, I will see a new Sword - destroy something (enter the snike pipe nest, defeat the chaotic big monster / relic and you will be promote - get back with a holy piece from a heroquest, ... (could be a peaceful quest for non warrior cult ) - obtain something important from some hostile people (get an alliance with the elves, create a market in kralori, ...) b) after a big deed - you discovered something lost for a while, something very important ( wind sword for Orlanth ? the truth book tome 12 for LM ? ...) - you obtained something important from some hostile people (same than a) but, this time, that was done by your own decision, without any request) - you have served with great fervor devotion loyalty the temple / the community leader for a while and (you ask or the leader propose you) the new position ( that was the option for the wind lord in the white bull campaign) - you conquer by yourself a new territory, now ask the priest to promote you in the cult - you created a shrine, and know you have enough followers to have a little temple, find a chief priest somewhere, swear loyalty and obedience, you will be promoted just few exemples
  8. It seems to me that there is no canon answer that's part of things I would like to know too *, but it seems it will not be cover... yet as a great trend modelizer I would say that : rqg answered definitely about the question of the multi or one Argrath in 2033 rqg2 will answer the colymar issue of Kolmhy and Kangharl controversy. Are they one or are they two king in the same time ? in 2056 rq3 will answer the real cause of the dragonrise. It would be fun that the last word I will hear, dying on my bed, is my grand son whispering "It is Arghhhhhhhhhhhhhhhh...." * in fact, I would like to know the "truth" on everything and what the gloranthan may believe (maybe no gloranthan will ever know the truth, but they have an idea of course. And I discovered on this forum that what I consider as an issue is for other not a problem at all. That's interesting to see the difference between people
  9. Not exactly we know that there is poisonous / corrupted / chaotic air I think a easier way to ask Β« why this phenomenom Β» than Β« does what I know irl exist in glorantha Β» Months ago I asked Β« why do things fall Β» and the answer was earth attracts everything asking Β« does gravity exist Β» was for me a non sense as we are not in a spheric world/universe i m pretty sure that a earth Bronze Age person would have less issue with glorantha world than with our more or less uptodate universe knowledge
  10. Agreed it even could be an ability obtained by any woman during the adulthood rite (like orlanthi able to predict the weather)
  11. yep sorry for that, I wanted to avoid the bias of Argrath, of divination, etc... Argrath fits a)b)c), etc... but Argrath fits the full Orlanth way (as Jeff answered about the myth with the strange gods, etc...) The point is to "play" a priest who knows nothing else than what I described
  12. lol you are right, as any lunar infiltrator πŸ˜› more seriously , related to other posts ( normality, good orlanthi, etc..) my point is to compare two people with the same background , but one with some strange activity (I think /hope that my 3 proposals are not part of an average sartarite, if not, I can only conclude I have understood nothing about dragon pass) Will this strange guy have more difficulties in the cult than the other one just because his strangeness. Is the cult less tolerant than the god ? I think yes but, as I am sceptical, I prefer to have other views
  13. let's say You, as the GM, are an Orlanth priest in Sartar then You-the priest welcomes in your community Tom and Jerry who are two inititates of Orlanth. They can be farmer, fisher, crafter, herder... what you want They are outsiders and don't know each other They are skilled and usefull for the clan You-the GM know that Tom and Jerry will never do any heroic deed, just do their job more or less like any other people But after two years, you-the priest discover that Tom has some ... weirdness and Jerry is just like the other members of the community What do you-the priest think and do about Tom if : a) Tom smokes a lot of hazia, some say he is able to discorporate, and speak sometimes in auld wyrmish... No one understand what he does, or what he says. OR b) Tom has a friend who is clearly a lunar sorcerer. His friend has never done anything against your clan, he even gave one time some food to a poor hungry clanmate OR c) Tom like to speak, walk, drink, with these few praxian barbarian who, sometimes disturb the community OR d)a combination of (a,b,c) I would say that I, as a GM-priest : if I play a very very generous priest (so never in all cases) I will tell to my clan that Orlanth had a lot of strange friends (the strange gods episod, blablabla) If I play a very very bad priest (sometimes but not a lot) I will tell to my clan that Tom is a dangerous blasphemer or traitor or what you want, this is just a question of time before Orlanth send his spirits of reprisals so we, as good Orlanthi, we have to act, protect our clan, our wives our children. We must take our responsabilities as Orlanth did. So kill him (or ban him if I feel the people would disagree) If I play an average priest I will tell that Tom did nothing against our clan, but we must be aware and suspicious (a,b), and ask him to not pursuit in this way (a,b sometimes c) or leave the clan
  14. yes that was exactly what I said in the original post. for me there is nothing to say about Argrath, of course he is a good Orlanthi hero, as he did as Orlanth (strange gods) AND he was successful here the good = fit with Orlanth cult, not the opposite of the one who does bad thing. same for Hero, hero in the sense of the one who does things that average people will never do, try or even imagine. Do I like/love him or do I hate him if I were gloranthan ? well ... what kind of gloranthan I would be ? In all cases he did very dangerous and impacting things, and it is said he changed the world
  15. what is "normal", normal, as a person who is not fanatic ? or normal as an initiate who acts like their deity ? in my opinion we have two hero types : hero 1 is the "avatar of their god" hero 2 is those who choose to follow other ways, those who lost something and gain something else Argrath is not a good Orlanthi for a sartarite priest in my opinion : he is able to work with lunars, even illuminates. That doesn't mean is not apreciated by Orlanth who were able to work with other tribes, but, clearly, I don't see any Orlanth Priest in Sartar who would accept his opinion, before he proved that he is so powerful that he can do what he wants.
  16. that is for me acceptable. To be different, yes I m worshipping XXX, but I m not able (or don't want) to follow everything XXX do the character doesn't fit with "all" the expectations, the character must not obtain "all" the benefit. the only issue is, for me as GM or player, if the player of this character complain because (s)he cannot obtain all the benefits so yes this Humakti is honorable but not too much (60-65).. no problem, he follows the code but with breach. I, as the GM cult leader, know his weakness. I will not give him the opportunity to advance in the cult if there is another humakti more.... trustable. so yes this Bab's sister prefer to understand than to destroy. Maybe she may be usefull for some job the "standard" cannot, some diplomatic way, investigation, etc... but of course she will be mocked (gently or not) by her sisteres. maybe she will have the opportunity to prove that her way is a babs good way too, by sacrifice, courage, and.... success and success is the key word : It is easy to be respected as a "good" cultist, even if you fail. If you want to be respected as a "about" cultist, you must succeed and you must succeed better than other for the same result (cult reputation, divinity acceptation, etc...) now, as a player, if I want to play a weird cultist, that is because it opens opportunity to join other cults * / knowing weird secrets and powers... etc. But in that case of course I expect that I will not be so favored than another player by the GM-as-high-priest however, I expect too that the GM-as-campaign-designer will offer me the opportunity to obtain these weird stuff * that's why the "only associed cult" restriction is for me too hard, as player or GM , and I will never follow it (official rules or not)
  17. thought of the morning : one "new" rune spell or one "new" heroic power with that, no more need of a shield, a staff, etc... you're safe from coconuts * ! and for those who can't use the spell, well... you have to pay for the life(s) you took, after all. seems to me consistent with the myths. * about the coconuts, I just discovered that their is no irl stats about the danger of coconuts (the 150 we may have in mind is based on nothing) . But when I saw, decades ago, our mauritian guide ridiculously (in fact not at all) used his two arms to protect his head when he heard the coconut release's noise in the forest we were visiting, I understood that a shield may be usefull even when there is no ennemy
  18. That could be fine or not (I mean the gm plays opponents applying dumb strategy to Β« save Β» the pc) i always adapt stat to pcs but if I play opponents who see that this guy even not fighting is able to Β« reboot Β» an incapacited warrior, some of them, the smartest, will try to attack him or to capture him. In the other hand if weak dumb people see the opportunity to kill someone before fleeing and the only weak target is the healer, of course focus him ! there is the ca taboo of course but for those who don’t care, the healer may be a good target. Hoping the pc will adapt their tactics to protect the weird guy who refuse to parry any wound. Next time you will hire an ernaldan healer, who may have too some lovely other benefits (if you are lucky)
  19. an idea: maybe the taboo is not to train but to use you must not "touch" a shield, a spear, etc... because it is taboo : it is weapon (so of course, in this case, you cannot train, gain experience, etc...) but as I said, I m not fond of it, maybe because I don't see how to play it (but I may change... After all I did not imagine that playing a Ty Kora Tek initiate may be usefull in a standard campain)
  20. well i have definitly another game than you but your request is very interesting even for anti murder hobo side πŸ™‚ day after day, I imagine CA cultists as some monks/nuns in closed monastry (=temple) inside city or not so yes here you don't need to protect yourself by any way: your walls protect you from the "natural dangers" ( sharks, and even more dangerous : coconuts), and city or clan guards against "sentient dangers" (broos, or anyone who doesn't have the taboo protecting CA) in that case, I see only those who have some temptation to become a martyr (or those who have enough guards and servants to avoid any danger) to go outside the temple so yes it would be interesting to see / read some play with CA PC as I am unable to see how it can work (of course if GM protects the CA pc it is less interesting) Or does it mean that one player must decide to be the "shield" of the CA devotee, a huge constraint for a player, isn't it? Of course CA cultist can do more than just heal (if your campaign is not only about battle), but this taboo to not be able to protect herself (just protect) seems to me so hard ! Note that I don't challenge the canon (and for me the canon is rqg cult description now, even if I have not yet the book πŸ˜› ) just I don't see how it can work in a long campaign
  21. and rocks, coconuts and other dangers a shield may block πŸ™‚
  22. you decided to use a weapon, a weapon that some of your fundamentalist peers forbid, and even if you didn't hope the result, you harmed someone. manage it now however I would not say that a successful crit or special should add dammage when you are trying to avoid it, in my opinion a special / crit provides a better result than what you expect. If your intent is not to harm, your crit will not harm. Same with a fumble, your intent is not to harm, your crit may harm
  23. Another reason to have one skill for both Parry & Attack πŸ˜› However I agree about your point, I would allow a chalana cultist to parry or disarm (so to be trained). I would just add some more "fundamentalist" school/sect/subcult inside the cult, forbidding it, "offer the other cheek " is better than "block the attack"
  24. don't know too maybe it is related to alchemical stuff, but I think the best way is to free your leg from a trap (or from any complex or little mechanism) without too much wounds or is it just to use "devise flesh" as some kind of surgery ^^ note that in the starter set i found a healer with 55% (Herin Mercy) however there are a lot of people with device (humakti, issaries, lankhoring, etc...) in Jonstown so probably a lot of "civilized" people have a minimum experience with mechanics
×
×
  • Create New...