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  • #10566
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    David Scott
    Keymaster

    Have you a copy of the Entekosiad? It contains much on Bisos. Bisos is a Bull God and Storm Bull is a Bull God. Looking at this as a Godlearner might, the conclusion is simple – yes they are related. But which one is a mask of which, or are they both masks of another older God. Both are Bulls – Air creatures.

    Bisos’s runes (Pavis – GtA p15) – Air and Fertility.
    Storm Bull’s are Air and Anti-chaos.

    #10561
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    David Scott
    Keymaster

    BoG didn’t access Greg’s notes or maps. MD have only in the last few years got them all together in one place. These are paper not digital and quite extensive in some areas and lacking in others. They are handwritten as well as typed, a bit mixed up and contain notes on other chaosium products. There is still stuff being found that Greg didn’t have anymore (for example the lifting of the Syndics ban on page 201 of the guide is based on a map I had, that Jeff had never seen).

    #10521
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    David Scott
    Keymaster

    “with Ralzakark the Monster Emperor” – nice piece of conjecture 🙂

    #10498
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    David Scott
    Keymaster

    Have a look at this for starters
    A 4e Player’s Guide to 13th Age http://pelgranepress.com/site/?p=13569

    You might like to look at the SRD (System Reference Document for those not in the know):
    http://pelgranepress.com/site/?p=13316
    As it says – This is not the 13th Age RPG, which is a beautiful, gamer-friendly book packed with extra content and written in the author’s distinctive style. You can get it in the Pelgrane store or your local game store.

    But it’s enough to play the game.

    #10481
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    David Scott
    Keymaster

    There’s a bit more in Thunder Rebels (2000):

    Trouble is easy to make but hard to end. “Better to stop it from happening,” said Ernalda. She determined to make something to help her create a lasting peace. She sat at her loom and wove a magnificent carpet, Orventili, the Rug of Peace. She put her face in the center, where the basket goes, so that all who sought peace would feel her gaze upon them. She put runes of power around the edges to bind the participants. She marked places on the rug for the two parties to sit, and for the four supporters behind each of them, and for the two peacekeepers. More runes marked the places where each person should place their gifts.

    I feel the basket holds all the bad energy that the peacemaking stills, it has to go somewhere. The basket is remade each ceremony, which clinches that for me. Also as this is a feat, it’s very powerful in game terms. If the hero owns nothing and lives off the gifts of others that’s a big bonus to start with.

    HeroQuest Glorantha says:

    A feat that has been specifically prepared prior to use and is appropriate for the situation can result in a major bonus of up to +9. When the feat is performed on the Other Side this bonus can be as high as +W.

    A sensible player would always pull the ritual into the otherside (I would). As a Devotee, they are already at 11W. Feats are powerful.

    It would also appear from the texts on this that Ernalda can compel the participants to come, and as she is the rug, once on her they are bound until the ritual is over.

    I’d say that the participants have to overcome her Harmony Rune not to be compelled to peace. Supporters can augment all they like, Ernalda is not going to fail in this.

    I suspect that if a Peacemaker appeared in one of my games, everyone would run away. Ernalda would compel them to stop what ever they were doing and sort it it out. Personally I’d run it as a DramaSystem dramatic scene. If you’re not familiar with DramaSystem have a look at the SRD here – http://pelgranepress.com/site/?p=12485

    look at page 5 Dramatic scenes. Eventually it would end up with a force and peace would reign.

    #10480
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    David Scott
    Keymaster

    @darmath, it’s found in the soon to be republished King of Sartar.

    #10448
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    David Scott
    Keymaster

    One of the joys of HeroQuest is watching players inventing stuff based on the names of spells and charms. In HeroQuest spells are not fixed, just narrow in scope so only do what you say. So you just need to make them up yourself – there is no other information. BTW, they needn’t be essence demons. Raise Ghost of Sinner (no the) could be anyone who was a sinner brought back as a zombie. Invoke Manzarian Guardian could conjure up some kind of iron dwarf-like creature. In HeroQuest terms, I’d give the Book of Cerulean Iron the Magic Rune so Summon Jemari could be anything you like from an otherworld.

    #10425
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    David Scott
    Keymaster

    This is covered in HeroQuest Glorantha:

    So You Died in the Underworld
    It is entirely possible that one or more heroes will get lost or die during their quest through the Underworld. If this happens, the hero will become one of the Dead, doomed to inhabit the Underworld until their scattered pieces can be brought back to the Court of the Dead for judgment. The hero will be restored during the Sacred Time ceremonies but will bear magical scars from the time in the Underworld as determined by the Game Master.

    I’d say the scattered pieces are naturally collected by your pantheon’s psychopomp and presented for judgement. Hence the idea of dismembering entities like Gbaji and hiding the parts in many different places.

    #10413
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    David Scott
    Keymaster

    Regardless of which setting is used in 13th Age, with the Guide to Glorantha you should have no problem in picking your setting. The Holy Country is also one of the settings in HerqQuest Glorantha (along with Sartar, Prax, and Tarsh). I’m pretty sure most of the material will be useful regardless of game engine.

    (I’m Currently playing 13th Age in the Dark Suns campaign background. Our GM has converted it over with no problems. So I’m assuming the same with Glorantha).

    #10411
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    David Scott
    Keymaster

    The Gods Wall in the Guide (p670) has beast deities (i’ve included birds):

    I-14. Vrimak God of Eagles.
    I-16. AvarniaGoddess of Quails and other small birds.
    II-21. Ertelenari Goddess of Bears.
    II-25. Galgarenge Goddess of Griffins.
    III-1. Gerendetho Lord of the Earth. Certainly a candidate for the Lord of Beasts.
    III-5. Oria Great Goddess, All plants and animals are claimed to come from her.
    III-8. Vergenari Goddess of Pigs.
    III-13. Busenari Goddess of Cattle.
    III-18. Durbaddath God of Lions.
    III-24. SurEnslib Goddess of Herons. In some places all plants and animals are claimed to come from her.
    IV-3. Varnaga The Crocodile God.
    IV-13. Sanama Goddess of Snakes and Serpents.
    V-18. Gamara This is the Horse Goddess.

    #10407
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    David Scott
    Keymaster

    Dragon Pass is the main focus for the Hero Wars. Argrath eventually takes down the Moon from there. However on a practical note, now that the Guide is out perhaps some writers will want to work on other areas. The main writer at the moment is Jeff and he’ll be wrapped up in the Gods Book for probably the next year. So writers, contact Moon Design and develop those new campaigns.

    #10401
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    David Scott
    Keymaster

    The simple answer – is as usual. Frame the the contest, look at what the player is using – is it broad or narrow keyword/ability. Set the difficulty based on what the story needs. Rune magic is broad – it’s only a rune, but spirit magic charms are specific breakouts – you can factor that into the difficulty if you want. I don’t see any difficulties in using one against the other.

    #10349
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    David Scott
    Keymaster

    There are no descriptions of the affinities in any of the HeroWars and HeroQuest books. The idea being that you make up the effects on the fly yourself based a short description of the affinity. With spells, they are narrow descriptions as that’s all you can do with them.

    With HeroQuest Glorantha, you make up a short description of what a grimoire is based around and it’s rune(s). The most up to date version of Lhankor Mhy is in HeroQuest Glorantha, it’s not as specific as the Sartarite version as it has to cover Esrolian, Praxian, Sartarite and Tarsh members of the cult.

    There’s the basis for sorcery here: http://www.glorantha.com/docs/malkioni-sorcery/
    Sorcery works around applying one of the following principles to a specific rune:

    Summon/Dismiss
    Command
    Combine/Separate
    Tap

    With this is mind the Torvald Fragments list in HQG is:

    Analyze Magic: Give a true statement about a single magical entity, item, or substance.
    Identify Runic Power: Identify the primary runes associated with a single magical entity, item, or substance.
    Read Item’s History: Read the past history of an item.
    Recognize Otherworld: Find a point of reference while in the Otherworld.
    Identify Demon: Identify a single Otherworld entity.
    Dismiss Confusion: Dispel madness and other forms of confusion.
    Logical Thinking: Create a valid syllogism.
    Resist Godless Sorcery: Resist spells cast by sorcerers.
    Divine Motivation: Determine the motivation of a person or entity.
    Reveal Secret: Reveal a secret that a person or entity had hidden from the caster.
    Speak Truth: Compel the victim to speak nothing but truth and answer all questions in a literal manner.

    This is not a complete list as the Eternal book is huge and you can make more up. I’ve removed all of the associate runes and rune descriptions.

    #10347
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    David Scott
    Keymaster

    Bad Man is a universal being,

    http://www.glorantha.com/docs/bad-man/

    He always acts against the Horned Man, seeking to destroy Shaman.

    I’m interested in the date and source of this writeup, and how Greg came approve it.

    #10313
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    David Scott
    Keymaster

    The Hierarchy of the Lunar Empire is page 400 of Pavis, Gateway to Adventure. It is what you describe.

Viewing 15 posts - 46 through 60 (of 307 total)

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