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Found 7 results

  1. Something that’s come up a couple of times for me now when running The Grey Crane and also Crimson Petals is multiple adventurers engaging the same spirit in spirit combat at the same time. This led to what initially looked like quite tough opponents more or less vanishing with little effort or risk. Especially given that in a tie per RQG p368 both parties do spirit combat damage to the other, but if you have 5 adventurers all getting ties on the same spirit, that spirit's magic points will melt away like a sandcastle in the rain. Also, in the case of Crimson Petals, I awarded the P
  2. I'm going to start a long term campaing involving the "awakening" of Gbaji's pieces in Dragon Pass. Since our Shaman apprentice is going to become a Shaman as the prologue of the campaign, I would like to find a way to interlace his "awakening" ritual with Gbaji's fist piece awakening. In order to do this I'd like some insight on how Chaos interacts with spirits and the Spirit World: this will be my input to create "my glorantha" in this regards, functionally to the campaing i have in mind.
  3. So I saw there stats in the bestiary but was more confused on who had access to them? I personally feel that Lunars wouldn't have access to them due to it being a separate Moon/Goddess entirely but it still begs the question who know/uses these elemental? Note: I do know that these are from dead goddess who was killed.
  4. Yet another nephew (12yo) wants to play as the group's Rhino. To work this in with my very urban Pavis game I'm running a YGWV scenario in which he's the much reduced remnant of the clan wyter which can transfer between the rhino and a rhino horn knobkerrie (an idea which delights him). Has anyone got tips and tricks they've used for this sort of thing?
  5. The RQG combat system is crunchy enough to obviate much of the description of melee, but spirit combat’s opposed rolls are more abstract, so narrating what it looks/feels like is wide open to interpretation. I've been wondering how best to do this and would be interested to hear from anyone who's given this some thought or had some cool in-game spirit combats. The following could conceivably be true for two spirits fighting in the spirit world, or for the subjective experience of someone in the middle world being engaged by a discorporate spirit: Unreal – the two warring spirits clo
  6. So I've been fiddling a bit with the Summon Ancestor spell in our RQG game (and to a lesser extent with its adjacent spells) and it seems both powerful and fun to use, but also a bit incomplete. Thus I figured it might be interesting to see how others have used the spell, and if y'all feel similar holes exist in the description, and how they've been filled. One of the first things I've done is, at the start of play, let an adventurer who knows Summon Ancestor have D6 ancestors generated using the charts on p. 342-343 of the Core. To my mind this represents past use of the Summon Ancestor
  7. I´m playing a Kolati shaman in the eleven lights campaign in RQ Rolelaying in Glorantha (a Free Adaptation from my GM) and I want to take the Spirit Affinity to bargain better with the Air Elementals, so I don't know which is the correct category for that kind of spirits: Main category which gives me a 10% in command and -10% to others to control my spirit or the minor category, which gives 20% and -20%? Thanks for your answers.
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