Roleplaying and GM notes mostly in Gloranthan context
a software development leader, currently working at Elisa as Head of Enterprise Architecture, IT Business Unit. As a secondary occupation a Principal Consultant at Kohilleen Consulting - RD leadership consultancy business.
In working life
Working in large scale agile software development and architecture are close to my heart and practiced daily. Large scale here is anything involving dozens of teams working for the same release.
Continuous integration as a cornerstone of making agile development feasible and to help keep the rhythm has been in my focus for quite a bit.
In private life
I enjoy photography and seeing new places and cultures.
I updated the following spirits to follow Mythras Core rules (instead of RQ6 rules).You will find them using the search function of the MeG, I provided links here to some of them. I also updated most of the “features” providing variety for the spirits within the scope.
Created few different kinds of ancestor spirits to replace the old ones. Balanced has spirits, spells and ancestor skills and even discorporate if intensity is enough Spirit Guide usually has spirits and discorporation. Shamans usually has spirits only but on higher levels also discorporation. Sages have skills Withces and spell casters have folk magic.
Design Mechanism published a mighty tome called Mythic Babylon this summer. It contains magic system additions and everything necessary to play a role playing campaign in Babylon – of course including creatures.
I have added a few of those into the Mythras Encounter Generator so it will be as easy to generate those than any others. There are also few additional abilities for beasts – Good and Bad Omen, Melammu – a form of frightening splendour and See Ghosts. These have been added as abilities to the MeG.
I have also added tag “Mythic Babylon” for existing creatures that I have created that might be encountered in Babylon.
Sorcery Calculator has been updated to handle invocation skills up to 400% and shaping skills of up to 400. These major skills are usually available with orchestrated casting of certain sorcery schools for the invocation but might be available also for some superbly potent individuals.
This now also includes the alternate names for spells in Monster Island sorcery.
Some of the spells do not have enhanced effect beyond 120 in skill but almost all do.
Protected by minions these highest level sorcerers are truly potent opponents as they should probably also be played like the most intelligent enemies in the realm.
Some spell examples with the skill and shaping chosen
I have started to update the older spirit encounters in MeG. Part of them were created pre-Mythras RQ6 and quite a few of them in the early days of MeG feature development.
I am starting with sickness spirits.
So what changes – Spirits will use newly refactored Spirit Abilities feature and use all of the Spirit Abilities from Mythras (3rd printing). They will use them by having them as “Spirit Abilities” feature in individual spirits. For the sickness spirits this will mean that they have Covert, Manifestation and Disease feature with references to the rulebook where necessary. All of the artefacts of older rules and MeG feature workarounds are updated to the current feature set. For example in earlier rule sets there was onset time for sickness to start, now that does not exist in current rule sets for spirits.
For each of the sickness spirit intensity levels from 1-4 there is added a randomised Disease condition available for sickness spirit (for that intensity level). For example for Sickness spirit intensity 1 there will be only one disease condition randomised.
For higher level intensities there is created all the variations of disease conditions. For example for level 2 there is sickness spirit intensity 2 (1+1) and sickness spirit intensity 2 (2) – first one will have two randomized disease conditions for level 1 and the second spirit will have only one with disease condition level 2.
There has been a few shaman party’s in the MeG but nothing for the questing shamans. Questing shamans are usually shamans or high shamans and they might be accompanied by their totem animals or a strong spirit guide.
Here are the rest of cultists in officially active cults in Monster Island. Part 1 has few more. All the cultists are done in a similar format – cultist party has a link to MeG that you can click. The following line explains the kind of cultists you can probably expect in the party with higher ranks more rare. If a party does not list a rank – it is currently free rank and there might be a power struggle to get the position. All of the cultists can be found with searching the name of the cult or with “cultist” as search string. There might be other cults also in the island that will be revealed over time. Some of the cults are only available in the city, the rest might wander in the jungle to get sacrifices, doing a punitive raid, capture fleeing prisoner or recalcitrant former cult member or acquire substances or objects for cult needs. All of the cults have a chance to appear also in the “Nefarious Cultist” encounter in the jungle. All of the cults have also the rank structure created with appropriate spells as cult ranks in MeG.
Cultists of Geolok – The shaking one, master of stone
The cultists in the Monster Island have not received enough attention. They are lovingly if briefly described at the Monster Island book. That will now be fixed – the dream (or rather the nightmare) of full category of cults in Monster Island will be available in Mythras Encounter Generator.
As a first step there will be four of the known cults in a similar format. When the GM gets the result “Nefarious Cultists” in toolsfrompavis generator – the group of cultists will be chosen those and it will point to appropriate party of cultists in MeG. . You can of course just pick them directly from the MeG itself – either via party or by picking them to your favourite list to generate.
Here are the first ones:
Cultists of Dashatan – the grasping pincer, lord of the seas
Cult members have the appropriate cult rank associated with them to make it easier to create additional varieties of the cult. As you might recall the easy way to create cult ranks is to create them as cults in MeG starting from lay member (if needed) or initiate and adding appropriate additional cult rank. As Dashatan only has initiates currently only the Dashatan initiate is available as cult rank created.
Cultists of OMG – Maestro of battle, drinker of blood – the hyena headed goddess
Servants of Jaguar Goddess have existed earlier but they have been enhanced and additions made.
Trading Caravans in Monster Island
For those that are foolhardy enough to wrest riches from the interior of Monster Island by trading a few trading caravans have been created or enhanced. They appear from Toolsfrompavis generator (Traveling Merchant) randomly or you can pick them individually from MeG
The events and beasts encountered reflect the rarity of them in their habitat as mentioned in the tome Monster Island. Weather patterns will also reflect the particular environment. Many of the encounters will already have links to Mythras Encounter Generator and the missing ones will be updated a bit later.
Cloud Forest vegetation currently uses the same vegetation as the Jungle generator. Puna Plateu is strongly different in plant and tree life. In mountains very little vegetation thrives.
For Puna Plateau and Mountains the environmental encounters are somewhat different than Cloud Forest and Jungle. They are based on the Raging Swan Press Mountains and Plains material tuned to Monster Island and used with permission