Bound shamans; spirit weapons; Goat Riders; ecology rant

From: Colin Watson (watson@computing-science.aberdeen.ac.uk)
Date: Thu 16 Sep 1993 - 20:27:07 EEST


Simon Hibbs wrote:

>As for being able to summon shaman spirits :
>I doubt it. It depends on what summoning rituals actualy do. I think they are
>probably too hit and miss. The target shaman would have to be discorporate
>at the time anyway.

I dunno. Working shamans are discorporate fairly regularly (i.e. working, as opposed to galavanting off on adventures). And if you knew the Name of the shaman there would be no random element in the summoning. However it did strike me (after my original post on this matter) that shaman spirits might be different from common magic spirits because they could have more characteristics. Discorporation only requires lack of SIZ. Maybe shamans retain STR, CON, & DEX as well as INT & POW while discorporate. I dunno about APP (but I guess CHA travels into the spirit world, eh Greg?:-). This would make binding a shaman a major project: 1 point of POW for each stat of the creature bound means 5-6 points of POW to make a binding enchantment to hold a shaman. Maybe worth it though...

I thought this plot-device might make the bones of a reasonable RQ scenario:
- Tribal Shamans are going Missing In Action when they discorporate.

This could lead in to a lengthy trail of adventures as the PCs track down any bound shamans who have be traded/sold. Who knows how far into Lunar civilisation the PCs might have to travel...



G. Fried: (Spiritual Weapons)
I'm hesitant in supporting the characteristic vs. characteristic idea. In some ways it's neat but on the other hand it looks like just another way of accomplishing a spell effect *without* having to cast a spell (why not just cast befuddle, demoralise etc?). It would also encourage gross stats or penalise those who didn't have gross stats. (I know this happens anyway but this would make it even worse). IMHO. It might be better simply to have more interesting spells which only work on the spirit plane/on spirits.

Or perhaps mimic "real" combat:
- Chose your weapons (stats) for attack and "parry".
  (The following table is just an example: the values need a *lot* of tweaking)     weapon SR damage base% AP

     INT    3  2D6    15%+INT  <INT>
     POW    2  1D10   20%+POW  <POW>
     CHA    1  1D8    25%+CHA  <CHA>

- These "weapons" inflict damage to MP if attack is successful.

I guess you get the picture. Is it too corny or what?



I'm in the mood for typing, so here's a (none too serious) view of Gloranthan ecology, nomads etc.

Josh Wright said (of earthly nomads):
>Lots of these guys also eat sheeps and goats (who don't seem to be much in >evidence on Prax?).

This is because sheep and goats don't make decent combat mounts. There's an old saying amongst the nomads of Prax:  "Never domesticate anything unless it can get *at least* +4d6 damage modifier." Ancient scrolls tell us of how the Goat Riders of Prax were wiped out many centuries ago by a mistake on the part of our friends the Stormbulls. The LhM scholar Facitus the Cynical records the final words of the last of the Goat Riders, Turkan Cheesebeard, to an anonymous Storm Khan, thus:  TC: "Say, that's a *nice* Skybull. I'm the last of the Goat Riders don't you

      know."
 SK: "Ug. Goat... rider... Um. Broo. Chaos. Kill." CHUD!

And that was the end of that.

The Great Sheep Riders of Prax, on the other hand, quickly became disgruntled with their lot (and feared they would be next for the chop). And so they prayed to Waha for a herd beast with more Armour which could do Lots of Damage. And lo, Waha was in a good mood. And so all the sheep in Prax transformed and were replaced by Rhinos. Even to this day Rhino riders are fond of woolen garments... But don't remind them about it.

:-)
--------
:-|

Seriously, though, one look through the Gloranthan Bestiary is enough tell you that the ecology of Glorantha *must* be supported by magical means (in fact the intro says as much). There are just too many gargantuan species around for normal ecology to work. The only reason that there is a niche for humans is because they have Gods/Myths on their side. Otherwise they'd be down in the food chain somewhere between Rubble Runners and Trollkin.

It's a world for Heroes. The ecology must be equally heroic.

CW.



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