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Having run The Broken Tower, I am planning to run a session dealing with its aftermath when the characters return to the tribe with the cattle. The characters are an Orlanthi Noble, an Ernalda Earth Priestess, an Eurmali Entertainer, a Humakti Warrior, and an Old Tarshite Herder. They returned with both cattle raiders captured, a good two thirds of the cattle surviving, and the Ernalda Priestess having sacrificed to the Stone Woman. I have specific NPCs interested in what some of the characters learned. So the chieftain’s wife will ask general questions and will primarily be interested in dealing with arranging ransom and repayment from the offending tribe. She will general questions and take advice, but will be primarily interested in what the Orlanthi Noble has to say. The Lankor Mhy priest will want to know more about the Broken Tower and want to get up there soon. He will ask everyone questions The Maran Gor priestess will demand to know more about the Stone Woman and want to go there immediately. She will have lots of questions for the Ernalda Earth Priestess. Which leaves the other three characters. I want to involve them, but am not sure how. Anyone have any suggestions?
I think that a chapter on practical use of magic in the game would be very helpful both to players and to GMs. I don't mean so much the use of individual spells; those are pretty obvious, and the cult write-ups provide an excellent framework for allocating spells. But when you start to incorporate all the systems of magic, companion spirits, enchantments of permanent or lengthy duration, and the acquisition/increase of magical power and ability over the long term, it seems as if the possibilities become complex and varied enough that I think it might be worth an in-depth discussion in the GM Book. Some questions that might be worth answering: How/when will a community donate magical power to a hero? What kind of enchantments will a hero bear? Will he store magical energy within himself or within items? Why? What kind and how many spirit guardians will accompany a hero? How will he utilize them to defend himself? I know that many or all of these questions can rightly be answered with "it depends", but for the novice GM new to Glorantha, I think providing a decent guide would be very helpful. Players have the advantage of learning how to use magic by experience as they gain experience with their characters, but GMs need to be able to replicate more tactically and magically advanced NPCs from the get-go.