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Blessing of Issaries?


hemulaformis

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The PCs in my campaign made overnight shelter in an old, presumably abandoned shrine - except for the fact there were some chests and a small statuette of Issaries in the center. One chest was locked, which they did not try to break into, and the other was unlocked, containing some provisions and sleeping materials. The PCs availed themselves of some of the supplies and one had the thought to leave a few coins at the statuette as an offering. This is my first time GMing any system but I thought it was very clever/appropriate and want to reward the PCs for the act in a way that would be appropriate for Issaries.

Does anyone have any thoughts on what might be an appropriate blessing? I don't want it to be something major - I thought perhaps the next time one of the PCs tries to augment with Harmony or Movement they can have a bonus to the roll or it can be increased by one level of success.

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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.

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1 hour ago, hemulaformis said:

Does anyone have any thoughts on what might be an appropriate blessing?

Keep it simple, Issaries is the god of communication, roads, and trade.

  • A one off bonus (+5%) to any Issaries cult skills: Bargain, Cult Lore (Issaries), Customs (any), Evaluate, Orate, Speak Own/Other Language (any), Speak (Tradetalk), Worship (Issaries).
  • or increase one of the results of one of those skill rolls by one level.
  • or auto success the casting of Issaries cult Spirit Magic Countermagic, Detect Enemies, Farsee, Glamour, Glue, Mobility, Repair.

 

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10 hours ago, hemulaformis said:

Does anyone have any thoughts on what might be an appropriate blessing? I don't want it to be something major - I thought perhaps the next time one of the PCs tries to augment with Harmony or Movement they can have a bonus to the roll or it can be increased by one level of success.

One-use Rune Magic is a classic RQ reward. Choose an Issaries Rune spell and let them cast it once without spending any Rune points. Once they cast it, they lose access to it. So it's like a scroll or potion in another game, like D&D. If you want to stick with a spell-based reward, the PC might permanently learn one of Issaries' cult spirit spells.

If you're going to use a bonus to augmentation, I prefer increased levels of success. It's a more powerful and reliable effect. But it might be said that this is just a shrine and it's hard to channel a lot of Issaries' power through it. If that makes sense to you, a +25% boost to the next Harmony/Movement roll would be a nice reward.

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For a few coins in a run-down shrine - keep it small, almost negligible.

Or you risk having them try it regularly and expect greater rewards.

Besides which, if there was a greater reward, then everyone everywhere would be doing it. - and that's not how worship works.

To me the question is actually - do you make it clearly known to the players, or keep it a secret until something occurs? And, once you play the bonus, do you let them know what it was for - or maintain the mystery?

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Thank you all for the suggestions. The adventurers found the shrine rather than having known about it in advance - I have it being used as a secret meeting place for Sora Goodseller.

1 hour ago, Shiningbrow said:

To me the question is actually - do you make it clearly known to the players, or keep it a secret until something occurs? And, once you play the bonus, do you let them know what it was for - or maintain the mystery?

I was planning on keeping it a secret until something occurs, but I hadn't thought about the second question.

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If the pc is an Issaries initiate a little bonus when casting the next spell seems to me enough

Maybe a+5 in devotion Issaries too

 

if the pc is not initiate I would propose a reroll when the pc will fail one of the god’s skill « you don’t understand why or how but even if you know that you are failing the bargain you see a new opportunity, roll again »

probably a devotee of Issaries will approach the pc and propose her to join the cult 

but as @Shiningbrow said if it is a little offer, it should be a little gain

more pain more gain 

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4 hours ago, Shiningbrow said:

For a few coins in a run-down shrine - keep it small, almost negligible.

Or you risk having them try it regularly and expect greater rewards.

Besides which, if there was a greater reward, then everyone everywhere would be doing it. - and that's not how worship works.

To me the question is actually - do you make it clearly known to the players, or keep it a secret until something occurs? And, once you play the bonus, do you let them know what it was for - or maintain the mystery?

I agree with all of this. As a newcomer to RQ, keep my suggestions in mind for the future, but, in this context, permanently gaining a spirit magic spell's probably a little strong. One-use Rune Magic would be borderline, but OK if you're a more generous GM. (Nothing wrong with being a generous GM. Embrace it if that's your thing.) A one-time bonus to invoking one of Issaries' runes feels more and more like the right approach, probably +10-15%, which is lower than the +25% I recommended earlier. The message it sends is that Issaries appreciates the PC acting like Issaries and wants to make it easier for the PC to act like Issaries in the future. 😀

Edited by EpicureanDM
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On 12/19/2022 at 8:28 AM, hemulaformis said:

Does anyone have any thoughts on what might be an appropriate blessing? I don't want it to be something major - I thought perhaps the next time one of the PCs tries to augment with Harmony or Movement they can have a bonus to the roll or it can be increased by one level of success.

A one time criticalled augment for an Issaries cult skill (bargain comes to mind) or cult spell. That would be plus 50% to the skill. 

Edited by Bill the barbarian
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You have not said whether the Adventurer is a member of the Issaries cult, even a lay member.  That makes a difference, at least to me.  

But this was a genuine honest and pious act, and Issaries values honesty.

I would be inclined to give a dream from the god, either giving information or an opportunity , say that a merchant is hiring or another suitable game play opportunity. Or maybe a re-roll on Insight or another Issaries cult skill.

Consider the value of the coins vs. the example sacrifices on RQiG. . And you will probably see they are equivalent to an augment to Worship.  Throw in an attaboy fior honesty and spontaneity. But this will probably not sum to the value of magic.  That gives you a feeling for the scale of reward in a world in which after all religion is transactional.

 

Edited by Squaredeal Sten
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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.

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19 hours ago, hemulaformis said:

he adventurers found the shrine rather than having known about it in advance - I have it being used as a secret meeting place for Sora Goodseller.

by the way, i did not notice it when i answered the "bonus part"

but... did they take any supplies ? Is Sora the right owner ? because in that case... they just stole Issaries ... which is (in my dark glorantha where gods are not good guys ) something like an affront.

in that case, I would recommand to give malus, until their repentance (for example escort Sora for free, a new scenario then 😛 )

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How about.... next time they're (the players) shopping for something, have the player who made the 'sacrifice' happen upon just the right merchant for that one unique thing... or everyone has run out, except for....

Or a merchant just happens to remember some bauble that they've picked up and forgotten about until now...

Or, a lesser Pathwatch, in which the character has a strong feeling of 'get off the road'... once, and once only.

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