Forum Replies Created
April 27, 2015 at 4:48 pm #15680
For the Issaries cultist – I’d say yes, he is mostly influenced by his Communication rune. Although, since that other rune is Illusion and not something else, I’d actually say it would fit to have it influence him as well. The Trickster, after all, is all about disregarding the rules, so why would he care about this one? 🙂 Either that or, if he continues to bump up his Illusion rune, start making the Trickster interested in him. That will spice things up for sure!
As for the Kolating – no, it doesn’t mean that. I suppose I still didn’t explain it well enough. The personalities that are described in the runes is what people are compelled to act like by the god or gods they follow. If there is no such compulsion acting upon them, that means that their personalities are just all their own. The Kolating can act however he wants to act.April 27, 2015 at 10:24 am #15673
I figure it might need some further explanation, since this might help you and your players figure out what this whole business with personality traits mean.
The basis for this lies in the way theistic and rune magic works in Glorantha. To simplify things, you perform Rune magic by aligning yourself with a god or goddess. You do this through your Runes – the magical manifestations of your soul and being. An important part of runic magic is emulation – worshipers acting like their gods. This is what gives the worshipers power, and what gives the gods a kind of way in which to act in the Middle World, while still being bound by the Great Compromise.
However, since this emulation is not of a person, but of a god – something so much more powerful and vast than the mortal worshiper, some loss of individuality or free will is inevitable (though not really viewed as such by the worshipers themselves). A person’s soul is subsumed to some extent with the god they worship. Because of that their own soul (and from there, their personality) becomes to resemble that of the god. If you are initiated into the secrets of Orlanth and make sure to always uphold his virtues you will begin to act and think like Orlanth – you will feel compelled to be brash and explosive, to uphold your honor even if this would bring suffering, to lust after the Earth goddess and try and win her favor and love and attention.
In HeroQuest, all of this is associated with your runes. The ultimate expression of this principle are the divine Feats, when a person completely succumbs their being into that of their god, usually taking on the widely accepted appearance of that deity (this is called heroforming) and usually losing almost all of their individual will while the feat lasts. For a brief moment, they *become* their god.
Because of this, rune like Law or Spirit usually don’t have such compulsions associated with them, since the magic they are used in does not involve the emulation of greater beings.
Has any of this been helpful or am I just rambling?February 16, 2015 at 7:35 pm #14399
. It seems to me they will inevitably land on the wrong side of the authorities and then what? There is no place to go.
What about the Artmali Underground? Surely the Blues might end up having a use for a bunch of foreigners who hate the ruling masters?January 10, 2015 at 6:50 am #13649
What Peter Metcalfe says is true, and I’d like to add to that, that a part of the Lunar’s magical strength is the fact that they can get a lot of, seemingly incompatible, magicians to work together, producing results that no other culture can really achieve.
So while a lone Shaman might be, in the abstract, stronger than a lone Lunar magician, that comparison is usually meaningless, since the Shaman will be, at best, moving around with a handful of his spirit society friends, while the Lunar will have a few people who have specifically trained to perform magic with him or her, and would blow out the Shaman and his cronies out of the water. (which is what happened at Moonbroth)September 25, 2014 at 8:35 pm #11011
Basically the entirety of Kralorela, I’d imagine. It’d be odd to have a Kralori in Dragon Pass (considering how xenophobic and isolationist those are), but hey, the party are Heroes, so of course they are going to be exceptional.August 18, 2014 at 6:32 am #10466
I would recommend reading through these excellent write ups of the two initiation rites by Greg himself.
And to answer your question – The initiations themselves are (generally) the same regardless of what your runes will eventually be. While one God or Goddess might have helped you, but not your friends during your initiations, your actual affinities and runes will not be revealed until the rites are over.
However, if you chose to stick to the rites described by Greg in those links, you won’t really be able to run just one initiation for a mixed gender party, as male and female rites are very different in how they approach initiation.August 13, 2014 at 9:43 am #10408
Pentallion – you’re probably thinking of the Lightbringers’ Quest.July 19, 2014 at 9:40 am #10033
I don’t know about the Harreksaga (which does sound interesting), but that link reminded me of how brilliant the Beastiary concept was, and got me excited for when it is finished.July 11, 2014 at 6:30 am #9789
Yes they do. The trollkin, as their name implies, are trolls. And trolls can and usually do eat everything.May 11, 2014 at 9:05 pm #7861
Well I can certainly tell you that Jeff is great at art direction, and you can see that in a lot of the recent pieces.
I think the River of Cradles and Sun County cover art works so great, is because it is drawn in a style similar to some of the illustrations in the old history books, with washed out water colors and a naturalistic anatomy of the people shown. It really makes you feel like the drawing is portraying an actual, existing place from far ago.May 11, 2014 at 8:50 am #7851
Obviously drawing parallels is inevitable, but I feel like this is why it’s important to have good and proper art direction like the Guide has. As silly as the saying is, a picture really is worth a thousand (okay, more like a hundred) words. If you explain to someone that the Sartarites are farmers and cattle herders who constantly raid each other, have long hair and beards and have clans, live in steads and have godi who worship a boisterous thunderer…Yeah, a lot of people, especially people from western Europe and the United States would think “Vikings/Celts”. And because of that, people immediately have a specific vision of how these Sartarites look, and from there start drawing expectations on how characters and NPCs should act in the game, which can lead to confusion.
But if you explain the social structure, and show them a picture like this one, or the ones in the Guide, then people think “Oh hey, so they are kind of like vikings/celts, but not really, since look at how they look!”May 6, 2014 at 8:36 pm #7799
Thank you everyone for the responses. So the general feel I am getting here is that I should either just start making stuff up (which I am fine with) or just not use the Arkat rune at all, and simply have characters be members of an Arkat cult or society and have them have other runes as their three main ones.May 5, 2014 at 12:37 pm #7786
I was also thinking of a HeroQuesting rune too, though I feel like some application in the mortal world might also be useful, from a pure gameplay perspective. But I too was thinking of using the Arkat rune to understand unfamiliar HeroQuests and to be able to alter them or move freely around in the Hero Plane.April 27, 2014 at 6:37 am #7699
Like michaelh, I really feel like you are making quite the assumption about the Bronze Age (Hm, your Bronze Age Will Vary? I dunno) being xenophobic. Don’t forget, that historically one of the main characteristics of the Bronze Age was, well, the use of bronze. Which is an alloy of two other metals that are rarely found together, forcing various peoples and cultures to trade and be open towards (to an extent, obviously) other cultures and people in order to acquire the missing ingredient they needed. That’s just bronze too, Mesopotamia for example doesn’t have much in the way of trees, so a lot of raw material had to be imported from elsewhere.
On a lot of Gloranthan cultures being more close to Iron Age cultures in our world – Eh, sure, that’s possible, but do keep in mind that the Bronze Age and the Iron Age are constructs. A lot of people used both iron and bronze for a long, long time.
The Sartarites really do have some bits of Celtic culture in the way they structure their own peple(so do they of Germanic and Scandinavian culture. Not viking though. Because you literally can’t go viking(-ing) without a sea around), but that doesn’t mean that they have to look like such.
And just so this post won’t be a complete derailment of the thread:
1. By polyglot experience, do you mean people who speak various languages interracting with each other, or a multicultural set up where people of various cultures live together? Because polyglotism is, in fact, quite common through a lot of Glorantha, and especially Genertela – Issaries is a very widespread cult, and his followers know their own language(s), Tradetalk, and usually several other languages, to deal with other trading partners.
Also, multiculturalism isn’t anything new, at least in Genertela – The Holy Country has existed for quite a while by the time of the Hero Wars, and it’s almost as big of a mash-up as the Lunar Empire is. Also, the Middle Sea Empire and the EWF were quite wide-spread and as such were mixing and exchanging ideas and concepts from various cultures all throughout the Second Age (in the case of the Middle Sea Empire – to disastrous results, but that’s another story).April 15, 2014 at 9:14 am #7567
Yes, that’s exactly what I had in mind. It would help give an idea to players about where exactly their adventures are taking place.