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Stats for NPCS: Starbrow, Fazzur, Argrath, etc


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On ‎5‎/‎9‎/‎2019 at 11:17 PM, RHW said:

I'm pretty sure Harrek and Gunda are platonic, but I always figured him as a club-em-over-the-head, throw-em-over-the-shoulder kind of guy. I mean... pirate? Bronze Age pirate/Demigod of Destruction? Not good. I don't want to think about his relationships with most women. I definitely don't think Harrek has any friends in the Babeestor Gor and Vinga cults. Probably explains why things went badly with Kallyr.

Harrek and Gunda are strictly in the friends zone,( read Gunda description from WB&RM)😜

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  • 3 weeks later...
On 5/8/2019 at 12:17 PM, RHW said:

By popular demand, I guess? Why the hell would you want this? Avert your eyes!

HARREK THE BERSERK                                                   

Dart Warrior, God Killer, Pirate                                           

Human Male, 54

Incarnation of Destruction

STR:    58        (106 w Bear Strength)                                 Spells known: 

CON:   49        (73 w Berserk)                                             Ironhand 20

SIZ:     20        (26 w Bear Skin)                                          Demoralize

INT:    16                                                                                Speeddart       

POW:  48                                                                                                                   

DEX:   30                                                                                           

CHR:   23                                                                               

 

HP:      96 (122 w/ Berserk & Bear Skin)

MP:     48+100

MP Storage and Spirits: 500

Move: 10 (20 w/ Mobility)

BASE SR: 1 (0 with Bear Skin)

 

WEAPON:                                          ATT    PARRY:          DAMAGE: +4d6        SR           

Unarmed (Kick):                                385%                           1d6+4d6                      5

Unarmed (Claw):                                405%                           3d6+4d6                      5/10

            w/ Ironhand 20:                      505%                           3d6+4d6+20                5/10

            w/ Ironhand & Berserk:          677%                           3d6+4d6+20                5/10

            w/ Bear Strength & IH:          580%                           3d6+7d6+20                5/10

            w/ All Spells:                          782%                           3d6+8d6+20                4/8           

Iron Bastard Sword:                           305%   200%               1d10+1+4d6                3

            w/ Bladesharp:                        355%                           1d10+11+4d6              3

            w/All Spells:                           662%                           1d10+11+8d6              2

Bear Charge:                                       380%   15m range       per weapon +1 dam/m moved

 

NOTES: Bear Strength adds +3d6 Damage +75% Attack, Parry, and Bear Charge

Bear Skin adds +6 AP, +6 Siz, +1d6 Damage, -5% to hit, -1 SR, +2 HP

 

RANGED:                                           ATTACK:                   DAMAGE: +2d6       SR           

Throwing Ax:                                     240%                           1d4+1+2d6                  1/6/11

            w/Spells                                  480%                         1d4+4+4d6                  1/6/11

 

HIT LOCATIONS: 

Missile            Melee              Location          Armor             HP (/w Spells)

01-03               01-04               R Leg              51                    32 (41)

04-06               05-08               L Leg              51                    32 (41)

07-10               09-11               Adm                51                    32 (41)

11-15               12                    Chest               58                    39 (49)

16-17               13-15               R Arm             43                    24 (31)

18-19               16-18               L Arm             43                    24 (31)

20                    19-20               Head                51                    32 (41)

Total Hits                                96 (122 w spells)

AP includes Protection 12 and Bear Skin

Harrek usually is protected by at least Countermagic 12. 

50% chance to hit Rathor's Hide on all locs.  Rathor's Hide has 100 AP and is immune to crits.           

RUNES: Beast: 175%, Death: 95%, Disorder: 95%, Mastery: 100%, Magic: 75%

PASSIONS: Destructive: 195%, Loyalty Gunda: 150%, Loyalty Wolf Pirates: 95%, Loyalty Argrath: 75%, Greedy: 150%, Hate Lunars: 95%, Vengeful: 185%

SKILLS:

AGILITY:  Balance: 140%, Boat: 190%, Climb: 140% (190% w Claws), Dodge 240%, Jump: 240%, Ride: 40%, Swim: 190%

NOTE: All spells cast, can’t Dodge, Agility Skills +70%

COMMUNICATION: Fast Talk: 70%, Orate: 190%, Leadership: 220%, Sing: 100%

STEALTH: Hide: 290%, Move Silently: 295%

MANIPULATION: Conceal: 145%, Craft (Butcher): 145%, Craft (Torture): 120%, Devise: 145%, Sleight: 45%

KNOWLEDGE: Animal Lore: 235%, Evalute: 130%, Human Lore: 80%, Nose For Bullshit: 200%, Lunar Politics: 50%, Mythology Rathor: 330%, Myth Seven Mothers: 65%. Myth Ygg: 100%, Profession Dart Warrior: 100%, Profession Raid Leader: 300%, R/W New Pelorian: 50%, Shiphandling: 180%, Sea Lore: 190%, Spirit Lore: 230%, Navigate: 95%, Naval Tactics: 185%, Battle: 300%, Infantry Tactics: 150%

PERCEPTION: Find Enemy: 245%, Listen: 295%, Scan: 345%, Scout (Any): 100%, Search: 145%, Track: 335%

MAGIC: Ceremony: 265%, Enchant: 385%, Summon: 215%

NOTES:  Harrack is immune to all fear and negative morale effects.  He is also immune to disease and poison. He is Illuminated. He is protected by his own personal wyter.  He leads an elite unit of 50 highly skilled Wolf Pirates (main skills at 125%, full iron chain) and has several Rune Levels who are always with him on quests or in combat, including two Rune Level healers. 

ALLIED SPIRIT:

Rathor (Bound into his own Hide)

INT 30, POW 100, CHR 60

Spirit Screen 20

Heal 20

Dispel Magic 20

RUNE MAGIC:         

Harrek can cast the following spells at will even when Berserk:

Bear’s Skin, Bear’s Strength, Berserk, Claws, Fear

He has permanent Second Sight and See Invisible

When not Berserk, he can also cast Heal Wound, Float, Morale, Dismiss Elemental (Any). He does not spend Rune Points to cast Rune Magic.

With his Magic Rune, Harrek can warp the nature of reality. Essentially this means with a successful roll, he can cast virtually any Rune Magic Spell that the GM feels is appropriate.

He has bound spirits that can cast Heal Wound w/ 10 MP 3x per round. Auto-triggered when wounded.

MAGIC ITEMS:

Iron Ring Mail, Iron Bastard Sword, 500 pts of Magic Point Storage and POW spirits, Carries 10 Iron Throwing Axes and has 20 more available. Assume he can cast any Spirit Magic Spell at 10 or have Rathor command a bound spirit to cast it on him when he’s Berserk.

I have another different RQ3 version that someone called nikk posted online years ago. If anything even nastier.

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3 hours ago, pachristian said:

I disagree. One set of rules for the game world: Players and NPC’s alike. Otherwise you’re just saying “My made up number is bigger than your made up number.”

This has long been my problem with the "Mock Contests" element of HQ2.  I almost called it a rule, but it's really more of a GM's tool.  I understand that the GM is supposed to be creating an atmosphere of chance and suspense.  As a rule, though, it skirts dishonesty and has to be handled carefully, and with player buy-in.  If an obstacle is clearly insurmountable, but the players still want to take a run at it, they need to know that they're rolling to see how small a dent they can make in it.*

!i!

(*It's almost worse when they realise that they're rolling just to see what kind of spread they're making on an automatic success.)

Edited by Ian Absentia
Wandering off the path?

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So does anyone have the stats for Fazzur, or any of the other stats from WF that weren’t reprinted? I found the reprinted ones surprisingly inspirational for fleshing out these major NPCs in play, even if actually fighting them is usually pretty foolish. 

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Its a fun idea for the players to kill one of the major npc characters, but if I was GM I would have some problems with it.

The "official" timeline for the gods war is already published and all of the major npcs have their story already laid out before them. All of the published materiel assumes they are around to carry out their assigned actions so killing them off creates a plot hole. The GM might be willing to re-write the entire gods war story line, and re-write any new published material that is going to come along, but that is going to be a monumental amount of work.

The major npcs are very powerful and have huge entourages of very powerful retainers and supporters. If, somehow, the players were able to kill one what is to stop those retainers from simply resurrecting them? If the players come up with a way of preventing resurrection from working why can't they heroquest to get them back? I would say that there is no way that the players can prevent the npc from being brought back, and once they are back they are going to be pissed.

"Time" in Glorantha is not like "time" for us. Its a construct imposed on reality by the will of the gods. Argrath orchestrates the destruction of the red moon. This hasn't happened yet, but it will happen. If Argrath is killed by the players today another Argrath will take his place (this has been mentioned before here). The story as written does not mention multiple successive "Argraths" so nobody will notice the replacement. If the players try to boast about killing Argrath they will be laughed at and ridiculed. If they persist the current Argrath will get pissed and send people to shut the annoying lying braggarts up.

If the players manage to kill a major npc they cannot take the place of the npc in the story line. Not and remain as player characters. From that point on they would be restricted to walking down a pre-ordained path and carrying out pre-ordained actions.

Borrowing a concept from Doctor Who, I would classify the major npcs and all of their actions that forward the pre ordained plot line as "fixed points in time". You can view them but you cannot alter them.

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Sorry for picking out your post, but it seems almost the exact opposite of the way that I play.

48 minutes ago, Imryn said:

Its a fun idea for the players to kill one of the major npc characters, but if I was GM I would have some problems with it.

A lot of GMs do.

 

29 minutes ago, Imryn said:

The "official" timeline for the gods war is already published and all of the major npcs have their story already laid out before them. All of the published materiel assumes they are around to carry out their assigned actions so killing them off creates a plot hole. The GM might be willing to re-write the entire gods war story line, and re-write any new published material that is going to come along, but that is going to be a monumental amount of work.

It isn't as bad as you'd think. Look at someone like Harrek, if you kill Harrek you don;t get the Wolf Pirates helping Argrath, unless someone else leads the Wolf Pirates. What you might do is to have the Wolf Pirates as enemies of the PCs who killed Harrek, which would be interesting. If they sided with Argrath then the Wolf Pirates would be against Argrath while the PCs were his allies. If they were neutral then the Wolf Pirates would hunt them down, perhaps. If they were against Argrath then the Wolf Pirates would support Argrath, so business as usual just without Harrek. If the PCs took over the Wolf Pirates, then they would do whatever the PCs wanted, but perhaps with resistance until they cracked enough heads.

You can do the same with all the major NPCs.

In two Gloranthan Campaigns that I have run, the PCs in the first campaign killed off both Argrath, as one PC saw him as a rival to becoming the head of the Orlanthi in Sartar, and harrek, because he was Argrath's mate and they thought he would come and get revenge. In the second campaign, the PCs disabled Jar Eel, killed the Crimson Bat and purged it of Chaos, then killed the Red Emperor, becoming the Golden Dragon Emperor. Each major event meant that I had to adjust what might happen in the future, but it was really no big deal.

In fact, many GMs do this on a regular basis, If a scenario assumes that an NPC has a role and the PCs kill the NPC off really early, the GM has to adjust the scenario to take into account the NPC's death. Killing off major NPCs is just the same, but easier as the general campaign-level plots don;t impact the PCs on a session by session basis.

36 minutes ago, Imryn said:

"Time" in Glorantha is not like "time" for us. Its a construct imposed on reality by the will of the gods. Argrath orchestrates the destruction of the red moon. This hasn't happened yet, but it will happen. If Argrath is killed by the players today another Argrath will take his place (this has been mentioned before here). The story as written does not mention multiple successive "Argraths" so nobody will notice the replacement. If the players try to boast about killing Argrath they will be laughed at and ridiculed. If they persist the current Argrath will get pissed and send people to shut the annoying lying braggarts up.

I don't agree with this at all.

In a Robin Hood campaign, if you kill the Sheriff of Nottingham or save King Richard from his crossbow bolt wound, does the campaign continue merrily following the official historical timeline? No, it changes. Same for Glorantha. The future Timeline is a guideline, nothing more. You are safe to use it as it is, use parts of it or totally ignore it. Now, some future scenarios might rely on some NPCs being around, but a GM can adjust them accordingly or just not run them.

39 minutes ago, Imryn said:

If the players manage to kill a major npc they cannot take the place of the npc in the story line. Not and remain as player characters. From that point on they would be restricted to walking down a pre-ordained path and carrying out pre-ordained actions.

Yes they can.

Yes they can.

Yes they can.

Treat the Timeline as one Alternate History that might have happened, it happens a lot on SciFi books/series/films and in historical fantasy works. Treat the future events as something that might happen and react accordingly. So, if Argrath is killed and a PC takes his place, what happens? Do they take control of the White Bull Brotherhood? Do they liberate Pavis? Does Kallyr support them or become Queen herself? 

In my last Gloranthan campaign, the PCs instigated the Cradle scenario, the Boat Rising, Dragonrise, the Liberation of Pavis, the White Bull/Stallion Society, uniting Prax and bringing back Pavis, Tada and Genert. Garrath Sharpsword, who becomes Argrath in the timeline, changed from being an important Pavic NPC to just another NPC to a flunky who turned to drink muttering "I could have been a contender if it wasn't for those blasted River Voices".

In someone's campaign,m you are the GM and Players. You can take the campaign to wherever it leads, without being constrained by the official Timelines.

You don't have to robotically follow the Timeline as written.

46 minutes ago, Imryn said:

Borrowing a concept from Doctor Who, I would classify the major npcs and all of their actions that forward the pre ordained plot line as "fixed points in time". You can view them but you cannot alter them.

I really couldn't disagree more.

One of the conversations I regularly have with my Players is "Is this a major NPC? Would it matter if we defeated or killed him?", to which I always say "It doesn't matter, as I can work around it".

 

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Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

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@soltakss Of course you can re write all the forthcoming material to reflect dead npcs, I said so at the start of my post. I also said it would be a monumental amount of work. I guess our personal definitions of "monumental" vary a bit.

Your example using Harrek kind of makes my point - Harrek dies and the Wolf pirates go their own way. Now the story must be re written to account for the absence of the Wolf pirates from every event they were scheduled to carry out, and also to incorporate the actions they are now carrying out without Harrek.

The players cannot take the place of an npc without slavishly following the pre ordained actions for that npc. If they kill Harrek and take over the Wolf pirates they would then have to follow every pre ordained action to "be" Harrek - any deviation and they are just a player with a pirate fleet.

I'm not saying you can't do this, i'm just saying that you can't do it and remain in the published story line.

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21 minutes ago, Imryn said:

I'm not saying you can't do this, i'm just saying that you can't do it and remain in the published story line.

So, just use the published story line as a rough guideline and everything is fine.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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23 minutes ago, Imryn said:

Your example using Harrek kind of makes my point - Harrek dies and the Wolf pirates go their own way. Now the story must be re written to account for the absence of the Wolf pirates from every event they were scheduled to carry out, and also to incorporate the actions they are now carrying out without Harrek.

Or more likely, they kill Harrek, only to find the next Sacred Time that Harrek has returned from Hell, and now has a new mission for the Wolf Pirates: hunt down the pcs.

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16 minutes ago, jajagappa said:

Or more likely, they kill Harrek, only to find the next Sacred Time that Harrek has returned from Hell, and now has a new mission for the Wolf Pirates: hunt down the pcs.

Ah, you have to do it properly. The PCs cut up Argrath into seven pieces, so he couldn't come back and did the same to Harrek, but bound him in a Lunar Hell, next to Sheng Seleris. 

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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18 minutes ago, Imryn said:

The major npcs are very powerful and have huge entourages of very powerful retainers and supporters. If, somehow, the players were able to kill one what is to stop those retainers from simply resurrecting them? If the players come up with a way of preventing resurrection from working why can't they heroquest to get them back? I would say that there is no way that the players can prevent the npc from being brought back, and once they are back they are going to be pissed.

Definitely true for Jar-eel (though she was killed by Harrek, and has to push aside quite the queue of people not amused by his actions), and true for heroquesters worth their salt. The "return from death" heroquest is one that should be written up, as it is a common trait of capital H Heroes and many of the more powerful heroquesters. There will be a range of variations, of course, but some may be within the reach of player characters. I do think that the quest should have some mandatory loss or a number of geases involved.

For the capital H Heroes, killing these means that you have a window of time to perform something significant without their interfering. (Do expect them to be returned in time for the showdown, though, and better have that backdoor from Death researched yourself.)

Preventing resurrection is comparatively easy - taking the head is a good method. It is not proof against heroquesting, but then even the special hells like the one for Sheng and Hofstaring aren't. As long as your choice of special Hell to stuff your enemy in is sufficiently original, your opposition will have a harder time returning their lost Hero.

18 minutes ago, Imryn said:

"Time" in Glorantha is not like "time" for us. Its a construct imposed on reality by the will of the gods. Argrath orchestrates the destruction of the red moon. This hasn't happened yet, but it will happen. If Argrath is killed by the players today another Argrath will take his place (this has been mentioned before here). The story as written does not mention multiple successive "Argraths" so nobody will notice the replacement. If the players try to boast about killing Argrath they will be laughed at and ridiculed. If they persist the current Argrath will get pissed and send people to shut the annoying lying braggarts up.

As the Hero Wars proceed, the major heroes become less and less human and more and more meme, to the point that they may return as avatars in different bodies already present at the moment. Argrath Sharpsword has already saddled himself with a meme - that of Arkat the Liberator. He does retain some humanity, yet, but there will definitely be moments when he is the puppet of destiny or the defier or bender of destiny and not really a mortal.

 

18 minutes ago, Imryn said:

If the players manage to kill a major npc they cannot take the place of the npc in the story line. Not and remain as player characters.

I wouldn't say that, but such a character would have to give up quite a bit of free will and yield to railroading and ever more dire "you have left your path" challenges. I wouldn't say it is impossible to enjoy playing such a limited character, although playing his sidekick might be the alternative when destiny calls.

18 minutes ago, Imryn said:

From that point on they would be restricted to walking down a pre-ordained path and carrying out pre-ordained actions.

Within limits. There are a few major quests in the Argrath Saga - LBQ, Kalikos Quest, and the Tear Down the Moon Utuma. Those can be played as major curses upon the character. The refusal of the quest is the next step after the Call to Action, and that can become an ironic theme in the personal saga of that player character.

 

18 minutes ago, Imryn said:

Borrowing a concept from Doctor Who, I would classify the major npcs and all of their actions that forward the pre ordained plot line as "fixed points in time". You can view them but you cannot alter them.

Fixed decision points: yes. Fixed in time and cast: only somewhat. There will be a bandwidth of variations, and a character may end up taking a role on the opposite side you would have him expected to perform.

Your characters might carry the Black Spear into Snake Pipe Hollow, and lose it in (or to) the Maggot. The consequences for the Colymar Tribe would be severe, and there is a great likelihood that it splits and that some of those splinters will be destroyed or absorbed by other tribes.

Telling how it is excessive verbis

 

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2 hours ago, Joerg said:

Definitely true for Jar-eel (though she was killed by Harrek, and has to push aside quite the queue of people not amused by his actions), and true for heroquesters worth their salt. The "return from death" heroquest is one that should be written up, as it is a common trait of capital H Heroes and many of the more powerful heroquesters.

I seem to recall the Red Goddess too got killed a few times on her way to the title. Teelo Norri, Teelo Estara, Teelo Imara, then finally Sedenya. Or as Life of Sedenya put it, "Her journey took many lifetimes." (The Red Goddess generally speaking had a long and difficult time of it and failed numerous Heroquests on the way to divinity.)

2 hours ago, Joerg said:

Your characters might carry the Black Spear into Snake Pipe Hollow, and lose it in (or to) the Maggot. The consequences for the Colymar Tribe would be severe, and there is a great likelihood that it splits and that some of those splinters will be destroyed or absorbed by other tribes.

I would view it a bit differently: a heroquest would presumably be needed to recover it or make a new one. If the heroquest is low powered, then the new spear is too. Do more heroquesting to recover. 

Regarding the Argrathsaga, much like the Great Pendragon Campaign, I would either treat it as background (along with all the myriad Hero Wars boxes we have seen in the texts) and/or just let the party loose on it. No predestination, no super special characters that can't be touched. But use it for inspiration. 

An idle favourite project would for instance be to use the outline in King of Sartar to play out Argrath's various epic quests but with a player party instead. Start with the Cradle, then go on piratical adventures with Harrek for some years to power up. That's probably enough to occupy anyone for a couple of years of play. 

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2 hours ago, Joerg said:

Definitely true for Jar-eel (though she was killed by Harrek, and has to push aside quite the queue of people not amused by his actions), and true for heroquesters worth their salt. The "return from death" heroquest is one that should be written up, as it is a common trait of capital H Heroes and many of the more powerful heroquesters. There will be a range of variations, of course, but some may be within the reach of player characters. I do think that the quest should have some mandatory loss or a number of geases involved.

 

To those who love Roger Zelazny, am I alone in seeing a whole Jack of Shadows vibe here... the world is broken, the dead keep walking back from where the dead go and return to their life, some petty some not so much. It's a long hard slog and the weak do not make it. The analogy does not go much further but this will do for now.

... remember, with a TARDIS, one is never late for breakfast!

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All this talk of Argrarths makes me wonder about that and Greg's ideas concerning the topic. As I understood, an Argrathsaga was in the cards at some point and it seemed more explicit at that stage that there may indeed be more Argraths than just the one. However, it seems there has been some backpedaling concerning that and certainly an Argrathsaga per se hasn't been talked about for a good long time. I wonder about what was Greg's thinking about this, and how it has changed over time and where are we now.

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1 hour ago, Grievous said:

All this talk of Argrarths makes me wonder about that and Greg's ideas concerning the topic.

King of Sartar (1st ed, at least) was full of ambiguities, multiple versions of events, and missing information regarding most everything, and was presented at what appeared to be a several hundred year remove. I first rolled my eyes at this mock-history conceit when I just wanted the facts. Later I instead took it as Greg's invitation to me to do whatever I liked with the material. It's not a final truth. 

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11 hours ago, Joerg said:

The "return from death" heroquest is one that should be written up, as it is a common trait of capital H Heroes and many of the more powerful heroquesters. There will be a range of variations, of course, but some may be within the reach of player characters. I do think that the quest should have some mandatory loss or a number of geases involved.

But bear in mind that, RAW, a near-starting character can get self-Rez almost for free (minimal problem)... Shamanic ability. Is a few points of POW your "mandatory loss"? Or something bigger? (Also, at that power level, stat losses become insignificant, due to the ease of getting them back).

Also, if someone's just gone through all the trials and tribulations of a HQ, I'm not sure it's fair to then also "punish" them to get the reward as well. (Of course, having to sacrifice as part of the HQ... different thing. Odin had to give up his eye...).

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On 5/9/2019 at 11:55 PM, Joerg said:

Harrek did so during the High Holy Day rites when the God manifests. When you participate as an initiate, you cross over to Godtime, where interaction with the god is very possible.

Ohhhkay...

But isn't Godtime by definition timeless? I mean, the god should still exist in the limbo because your 'now' shouldn't impact on his then, right?

One of the problems I have with dead gods... I mean, since everything of GodTime exists and heck can even be visited if powerful enough, why can't you worship a dead god and have the it from 'before' its death respond? 

 

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4 hours ago, Tywyll said:

But isn't Godtime by definition timeless? I mean, the god should still exist in the limbo because your 'now' shouldn't impact on his then, right?

Somewhat unclear. At Dawn we got a god named Time who provided ordering of how things happened, or perhaps just (cough) entropy. From some angles it looks like time still passed during Godtime. For example, Yelm ruled for 100,000 years. We can speculate about the properties of Godtime, but also about how they differ from Solar Time. I'm not aware of any real information on this topic though.

Also, the Godplane is probably different now compared to back then. Or maybe the gods just pretend that it has changed, now that they are bound by the Compromise. 

 

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