Jump to content

Squaredeal Sten

Member
  • Posts

    1,406
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Squaredeal Sten

  1. Malin, I believe most people who have published a setting (a recent example of which is Harald Smith's Nochet, Queen of Cities), would be happy if someone started publishing adventures set there and referencing his book. He wrote it for people to play in. I'd say try not to kill off his named NPCs. Just don't lift blocks of text or maps from it without permission and giving credit. I know for sure that if you write an adventure starting from the inn described in Caravanserai, in either of the locations I suggested for GMs to use or a different one, I would be very happy if you published it. Just give credit up front in the vicinity of the Chaosium logo, as you see examples in existing JC publications. If you have specific non-hypothetical questions on Chaosium policy, relevant to something you are actually writing for publication, then message Nick Brooke, community ambassador. He does answer. He is helpful, and if it needs a permission from someone at Chaosium he will say who it is and possibly act as an intermediary. These people want you to succeed in publishing RQiG adventures.
  2. IMHO, Cities with a Chalana Arroy temple (and not every city has one) should be places where it is easy to get CA magic. Why? Ernalda is an associated cult, is next door, has minor holy days every Clayday, and is another source of healing. As pointed out above so is the Issaries group at the market. Whose Minor H.D. is Wildday. So there should ordinarily be plenty of rune spell healing available. CA should have the Rune points for their specialized magic. Unless there has just been a battle in the area.. Since it seems you want to make losing a limb a more serious event, how about introducing an epidemic to suck up CA rune points and increase waiting time? That can be an adventure of its own. But note that CA wiil normally have high POW, since every time they defeat a disease spirit they get a POW boost. What should give your adventurers pause is the cost, the expectation that they will give a large proportion of their assets in return for the healing. If they do not do that then they have a long wait. CA won't turn them away but every stickpicker will be taken care of first. While the cheap Adventurer sits In the hospital. Then of course read te spell. Regrowing a limb will not be instant if I recall correcty.
  3. It is. However it was written to be fun for others too. The two follow - on adventures reward having a Lhankor Mhy initiate, a Chalana Arroy, and some characters heavy in combat skills. Depending on which adventure you are playing.
  4. Caravanserai is up for sale now: https://www.drivethrurpg.com/product/447660/Caravanserai
  5. Richard S has it. But for reference, look at other, written up cults. You need at least one priest, who sacrifices POW at least once, you need lay members who sac MPs, you worship on a schedule the PCs set, you may improvise what an initiate gets, and the scenario explains what Stone woman can give. Which, frankly, isn't much. She is called an earth goddess but otherwise this looks to me like a spirit cult. For an example of that see the back of Griffin Mountain. It's a new cult according to the Broken Tower adventure, so the Adventurers are supposed to wing it. They are starting a new religion - if they have chosen that path - one hopes they don't end up inviting everyone to drink the kool-ade, if you want a modern reference,.
  6. Coming to Jonstown Compendium August 1st: Caravanserai Is it time for your RuneQuest in Glorantha adventurers to have real lives with more ties to Gloranthan society and economy? Are they rootless, and need a place of their own? Or have they outgrown the economic limits of their home clan? Is it time for the Issaries character to shine in doing bronze age business – or perchance to blunder at it? Caravanserai is intended for at least one experienced and prosperous Key Adventurer-with at least 2,500 Lunars, probably an Issaries initiate (and ideally his or her companions), to open and own a caravanserai, which is a highway inn with a walled compound of outbuildings and stables. And where’s the adventure in that, you say? Adventures beginning at an inn are such an old role playing game trope that I am sure you can think of some. But two follow on adventures are included. Plus a chapter on the Gloranthan lodging industry in accord with the canon information from RuneQuest Roleplaying in Glorantha (RQiG) and Weapons and Equipment (W&E), and an aid which will help you Gamemaster this business easily. The chapters of Caravanserai can easily be interwoven with other adventures in your campaign.
  7. Read COD, then! It appears you are going to GM it anyway. This will fill you in about what that particular soul fragment does, which changes when another is found. You will want time to research the indicated educational stories, which you should provide frequently. At least that will fill you in on Andrew L. Montgomery"s concepts, which seem very good to me. And more important, they are part of the plot. Much more useful than speculation on what dragons in general would talk about.
  8. I always thought that most of the 10,000 goddesses of Nochet were Genius Loci and house or guild wyters, most with a single street corner shrine. And never expected a list.
  9. Having run all three books- This starts as only part of the dragon's soul, and it begins without clear knowledge of its drsgon self. Having had the magical equivalent of a lobotomy. So it won't have or give all the answers to the universe. That adventure p.104 it says it comes and goes as it pleases. You will note that it does not intervene in the later fights through chapter ten. It does however do something significant pages 110-111, a big favor to the Haraborn. As written it really doesn't get more informative until Company of the Dragon. I would limit its unscripted conversation to telling its priest how to Worship it. And possibly repeating its desire to unite the fragments of its soul.
  10. I don't see that in the text, see below. It looks to me as if (unless you use a specific form of the spell) it's the god's or the GM's choice. I note that the more specific summoning spells have specific rune requirements. From RBOM p.89, This spell lets the caster ask their deity to send a cult spirit to their aid. The size of the spirit depends on the number of Rune points stacked for the spell. As a rule, greater deities have more sizes and types of cult spirits. The summoned entity arrives at the end of the round, on strike rank 12. This spell may be cast simultaneously with Command (cult spirit) (page 30). Summon Elemental is a specific example of this spell, but many other variants exist. Chalana Arroy cultists use this spell to summon a healing spirit, and Engizi cultists use this spell to summon a naiad of the Creekstream River. See the Glorantha Bestiary, pages 169–182, for examples of cult spirits. And that page range covers most spirits, not just cult spirits. i do wonder why Hollri and River Horses are left out (they are on pages 184-185) and i wouldn't allow genius loci myself unless someone was summoning one by name in its usual location. other thoughts: Unlike Summon Ancestor there isn't a helpful table for cult spirit size, spells, or friendliness. I suppose the GM could refer to the Creating A Spirit table on page 165 of the Bestiary for guidance if there is no particular spirit indicated in the planned scenario. If I am GMing I might deliver a specific spirit if the player could name it; however an Orlanthi who names a Thunder Brother would not get it for one measly rune point.
  11. Perfect consistency is what we see others lack, but we imagine we have it ourselves.
  12. Spirits. Auto spelling scrambler is active today.
  13. In my own imagination cult spirits would include the spirits of dead cult initiates, as well as spirits eligible to be allied spirits. So as I understand it, if you want to see a specific spirit that you can name, you can use summon cult spirit to do that. Or if you are promoting an initiate to priest and they get an opportunity to ally a cult spirit, that is how you get the spirit, but you don't invoke a name. On the other hand if you just want a generic spirit to deal with a problem, you can use the same spell. IMHO Waha's summon spirit of law and Chalana Arroy's summon healing spirit are just special cases of this, with a specfication added to the spell. That way the Waha cultist gets a spirit that will attack Chaos rather than the spirit of his grandpa who will say " boy you are in a jam now, I'll give you some advice. ". Cults with Elemental spirits might produce an Elemental. But the generic spirit summoning will get you a random spirit while the spell summoning an Elemental is sure to get you an Elemental. Many cults don't get elementals. .
  14. It would be hard in that GM-facing book, to conceal the Chaos rune. You can only do so much 'pro'. I imagine that most GMs and scenario writers would like to write scenarios that use Ompalam's cult as the enemy. For adventurers from outside Fonrit, they will want to avoid being enslaved. For adventurers originating in Fonrit - well I don't yet have a good enough vision of Fonrit to generate that.
  15. Actually Trollpack (RQ Classics edition) page 25 says that Dark Trolls can see red. This would explain their original production of cochineal for their own use, not just for export to humans. And I suspect that the lichen dyes do not look like a uniform gray to Uz, but instead show them different shades of gray and red from what they see in undyed cloth. But the Uz probably regard the human partiality to lichens yielding yellows, greens, and violets as very peculiar and almost inexplicable, much as humans regard Darksense or a hound dog's sense of smell: It is reproducible, so there must be something there. And humans pay for it.
  16. An additional Uz product, in accord with Nochet, Queen of Cities, https://www.drivethrurpg.com/product/446503/Nochet-Queen-of-Cities-RuneQuest Is "earthblood" from the Shadow Plateau: that is Petroleum. Which had ancient uses including as tar for waterproofing ships and boats. Of course its incendiary use will also occur to the munchkins among us, but note that crude oil doesn't make good Molotov Cocktails. For that you need a refinery.
  17. Detect everything should be a huge magic point sink, sorceror or not.. Even a combined detect weapons, armor, and asassins/ criminals/ enemies should be a huge magic point sink. Let it run for a while and you won't have the MPs left to deal with a serious threat. And similarly, a "sense" that duplicates that for free seems to me to be an exercise in munchkinry.
  18. Congratulations on going Copper Best Seller the first day!
  19. Pennell Ford and the siege of Nochet come up in so many character history rolls in the RQiG tables - it would be great to have one of those actually played out during character generation or very early history.
  20. @jajagappaWhat relationship does this book have to the Holy Ciuntry material that you have in Chaosium's publication queue? I uderstand that Nochet, Queen of Cities is a sandbox of msterial underlying your own campaign, and I have the impression that the forthcoming publication by Chaosium will overlap it but be less sandbox-y , will emphasize different details, and perhaps be wider in geographic scope. Are you at liberty to comnent on that?
  21. This implies thar for salt "regionally traded" includes, for example, Prax to Sartar or Balazar to Imther. And implies that Heortland to Sartar is also likely, as it is no more distant than Prax.
  22. ? I thought Orlanth's birthplace was Kero Fin. That's his mother, but she is also a mountain and mountains don't travel around.
  23. At this point I am just trying to get oriented on the continent enough to run some trading adventures to and in Pamaltela. I have a long way to go. Let me think about questions.
×
×
  • Create New...