Forum Replies Created
April 1, 2014 at 7:56 am #7239
I’ve always figured that his title was one of those ‘doth protest too much’ things. If someone feels it necessary to call himself the Non-Heretic, you can be pretty sure that a bunch of people regard him as a heretic. In his case, practically everyone not part of his sect, I suspect.
But mad heretics that nevertheless are reasonably sensible in their day to day practices and useful allies may be perfectly fine to many Orlanthi as long as Orlanth doesn’t seem to mind too much.
Great to get this snippet of description, Jeff – it really gets into the level of detail that gets down to player level concern, which is great.March 7, 2014 at 10:27 am #7043
I’d quibble somewhat about both non-Western – Talor is Western, and Arkat is mostly Western – and also ‘under their own control’ – both Arkat and Talor were rescued as a result of Harmast’s Lightbringer Quests.
But if it is mostly a view Westerners have about non-Westerners, is it possible Xeotam is just… wrong? Even if only about the ‘usually’ part? (given that this is the *only* source I’ve seen for these powers, it would at least seem not be a very usual occurrence).
Both the information about Kaelith, and about central Genertelan demi-gods, would seem to be the sort of information that is both evocative and inspirational creatively, and of direct relevance to actual play, so I hope that they will be discussed in more detail at some point – perhaps would go into more detailed discussion of heroquests etc.February 5, 2014 at 2:58 pm #6867
I’m also convinced that heroquests should not be Super RuneQuest (though they may lead to that, as the results of HeroQuests can lead to more powerful characters quickly). But at the same time there are aspects of the rules that matter. You want some way of tracking the characters emotions and commitment – passions does that handily in RQ6. And you want a magical system that is rich and complex enough that it becomes as much about having just the right magic for the situation as about raw power. The Rune ratings in HQ2 do a good job of that – hopefully AiG will have everything needed to do a great job.January 14, 2014 at 6:23 pm #6729
As a Glorantha fan, I absolutely think that there are many Gloranthan religions that combine multiple types of magic, and that should be doable in RQ. I’ve looked at converting a few such cults (Urox/Storm Bull, for example) in to RQ, and it generally isn’t hard. A good way to do it is to assume that one skill can be used as another, so a cult that uses two kinds of magic requires three skills not four. I figure that in Adventures in Glorantha for RQ this will be tied in with Runes (say, a troll priestess might be able to use her Darkness Rune both as Devotion to Kygor Litor and Trance), but it will vary by cult – there is no set way for this to work for HeroQuest either (eg both Odayla and Urox mix animism and theism in HQ2, but in very different ways). We’ll need specific rules for the different cases, but most of the time that basic rule – in some cases a skill does double duty – will work fine.
I also think the RuneQuest 6 rules are really well designed and flexible, and can do more than most people think – in particular, I think the Mysticism rules in RQ6 can be adapted to work for both the abilities of both Illuminants and Eastern Mystics fairly well (though Illuminants generally won’t have any access physical powers like the ones depicted in the RQ6 rules, but ones like Immunity To Spirits of Reprisal and Denial of Chaos Taint). I did a crack at writing up Lunar Magic using a combination of all five disciplines, and it worked pretty well! (sevening gets you access to mysticism). This isn’t to say that the rules can describe mysticism itself, obviously, just some of the abilities mystics seem to manifest (the metaphysics of whether this is, in fact, mysticism magic or just mysticism interacting with other magic not being a question the game needs to answer).
But, FWIW – in RQ3 a lot of religions were depicted as mixed animist/theist in that they had shamans who got access to theist magic, and in RQ6 the much much richer magic available to animists through different spirits often means that you can model the many mixed animist/theist cults using animism alone. Cults like Waha or Bagog or Pamalt can work just fine with Folk Magic and Animism, no theism needed, and still do everything they could in RQ3. That said, there are a few effects here and there where a spirit that is able to cast a divine magic spell (or something very similar) seems the most appropriate way to do it (eg the Rage of the Bull Spirit from S:KoH).
And Hannu – I don’t think orthodox Malkioni use any theism (though Henotheists might, obviously).January 12, 2014 at 5:04 am #6710
Danfive Xaron is a possibility, if you are willing to give them an appropriate history (such as being former Air worshippers of some variety who converted to Seven Mothers en masse). DX isn’t always the same harsh institution that it is in the Heartlands out in the provinces. And while they get no Storm type magic, they get useful combat magic, such as increased Strength. And it works thematically if they are protecting a slave farm.
If they are Seven Mothers initiates, with the Empty Half Phase that is associated with the Death rune, but not members of the Yanafals Tarnils cult explicitly, their magic will be pretty poor (in HQ2 terms, they will be Stretching to do anything but Augments), but that may be an issue if they are primarily mundane troops.January 10, 2014 at 1:31 am #6689
pg 322 ‘Bisos brought agriculture to feed he starving cites’ should be cities.January 9, 2014 at 4:33 pm #6688
Pg 293 middle column, first paragraph – Shargash misspelt as ShargarshJanuary 2, 2014 at 5:29 pm #6625
Pg 246, the first sentence in the description of Gartog is ungrammatical. ‘regular sacrifice human beings’ should probably be ‘regular sacrifices of human beings’.December 10, 2013 at 10:12 am #6356
My ideal additions, keeping to the same basic structure and concept – a book about the evolving grand structure of Gloranthan myth.
I’d like to see a distinction between Zzabur and Malkion the Founder (which is to say, I’d like to see the difference between the Revelations of Now and Solace of the Body discussed). I’d also kind of like to have some material on Vadel. Certainly the big evolutions of Western thought around this time would be good to see addressed.
Dawn Age, I think Hrestol would be pretty essential. He is the one figure I was really surprised not to see listed.
I would assume that Lokamayadan would be mentioned in discussion of Nysalor/Arkat/Harmast, but I for one would be interested to hear a bit more about the Tarumath (and Daysenarus for that matter) cults. The philosophy Nysalor is important, but how Nysalor interacts with theism is also important.
The only figure from Orlanthi myth I’d really like to add is Alakoring – but then, there probably doesn’t need to be much on him, just the creation of the Rex cult as an example of cult evolution.
Of course, I’d love to have more on Pamaltela and the East, but there is nothing I would remove in favour of something else – I’d rather have Artmal than Vangono for example. There is a lot of useful stuff there. There can always be some more books later.December 10, 2013 at 4:10 am #6353
Shield Wall is the appropriate trait for most Fyrdmen, I think.
For Thanes, it might be Intimidating Shout.
For anyone less of a trained warrior than a Fyrdman, it is Skirmisher.