[AoT] Questions thread

Stainless

Mongoose
Page 6, power sharing rules. The last line states;

"If the circle is forcibly broken in any way or if any spell casting or enchanting rolls are fumbled, all the participants must succeed in a Persistence test or be befuddled for 1D20 Combat Actions and all are reduced to 1 personal Magic Point."

It's slightly ambiguous. Will the reduction to 1 Magic Point be only for the 1D20 Combat Actions (the most likely interpretation)?


Page 25, adventurers from other backgrounds. The text reads;

"Players who want to generate a Taskan Adventurer from a barbarian background can use the Cultural Background tables for Sheng or Thennalts in the appendix, substituting 10% of their Culture (Own) for a starting percentage in Culture (Taskan) as an additional Advanced Skill and likewise taking Language (Taskan) as one of their chosen Advanced Skills."

Does the -10% taken from Culture (Own) transfer to a 1:1 percentile allocation in Culture (Taskan) and/or Language (Taskan)? e.g., 5% Culture (Taskan) and 5% Language (Taskan)
Or does the "...a starting percentage.." mean a single 1%? i.e., is the -10% the cost for starting Culture (Taskan) and/or Language (Taskan) with 1% in one of them and from there you can add more? i.e., you permanently loose 9% from your starting skills?


Page 39, the continents. The text on Tagub states;

"Temperate lands of rolling plains, hills and forests, give way to hot subtropical lands in the South. Considered the most amenable to settled life and home to perhaps two thirds of humanity."

Is it correct to assume you mean 2/3 of the World's humaniti? If so, there's a huge empire(s) to the North of the Taskan Empire that is not detailed in the book. Or is the Taskan Empire within the Tagun continent and so makes up the bulk of this humaniti? (To my eye, the Taskan Empire appears to be within the Rasputana continent). What are the relationships between the peoples of Tagun and the Tsakan Empire (they are after all neighbours)? Should we wait with baited breath for the next book detailing the Tagun continent and peoples?
 
Stainless said:
Page 6, power sharing rules. The last line states;

"If the circle is forcibly broken in any way or if any spell casting or enchanting rolls are fumbled, all the participants must succeed in a Persistence test or be befuddled for 1D20 Combat Actions and all are reduced to 1 personal Magic Point."

It's slightly ambiguous. Will the reduction to 1 Magic Point be only for the 1D20 Combat Actions (the most likely interpretation)?

No the 1D20 rounds refers to the befuddlement (apply rules as per the spell), the lost magic points would be recovered at normal rates

Stainless said:
Page 25, adventurers from other backgrounds. The text reads;

"Players who want to generate a Taskan Adventurer from a barbarian background can use the Cultural Background tables for Sheng or Thennalts in the appendix, substituting 10% of their Culture (Own) for a starting percentage in Culture (Taskan) as an additional Advanced Skill and likewise taking Language (Taskan) as one of their chosen Advanced Skills."

Does the -10% taken from Culture (Own) transfer to a 1:1 percentile allocation in Culture (Taskan) and/or Language (Taskan)? e.g., 5% Culture (Taskan) and 5% Language (Taskan)
Or does the "...a starting percentage.." mean a single 1%? i.e., is the -10% the cost for starting Culture (Taskan) and/or Language (Taskan) with 1% in one of them and from there you can add more? i.e., you permanently loose 9% from your starting skills?

The 10% reduction in Culture (Own) buys a normal basic percentage in Culture (Taskan). The way background skills are configured - matching the RQII/Legend Rules, is that is costs 10 skill points to buy a new Advanced skill, that's what is operating here.

If you do that, Language (Taskan) becomes a compulsory purchase in the list of Advanced Skills available for that background, reducing the number that can then be selected.

Stainless said:
Page 39, the continents. The text on Tagub states;

"Temperate lands of rolling plains, hills and forests, give way to hot subtropical lands in the South. Considered the most amenable to settled life and home to perhaps two thirds of humanity."

Is it correct to assume you mean 2/3 of the World's humaniti? If so, there's a huge empire(s) to the North of the Taskan Empire that is not detailed in the book. Or is the Taskan Empire within the Tagun continent and so makes up the bulk of this humaniti? (To my eye, the Taskan Empire appears to be within the Rasputana continent). What are the relationships between the peoples of Tagun and the Tsakan Empire (they are after all neighbours)? Should we wait with baited breath for the next book detailing the Tagun continent and peoples?

The Taskan Empire, and even Assabia, are considered part of Tagun rather than Rasputana. So Tagun comprises Thennalts, Korantines, Sheng, Jekkarenes, Assabians, etc...

Expect more in future on some of these people. There's a lot of work going on getting Sorandib ready at the moment. The Korantine colony of Thyrta is next after that, which conveniently takes you to the Ocean shores. there's plenty more on Assabia to be mined as well.

The major human populations outside of Tagun are the Sea Peoples - Dagomils, Kapolans and Guyuntars, the various Tribes of Jandekot, the Uxmali, The Orcs of Kasperan, and the peoples of Rasputana (there is very little existing material on Rasputana, so don't hold your breath).

Material already existing place but requiring work-up and revision towards publication covers the Sea Peoples and Tribes of Jandekot in some focus, with at least walk-on parts (that may be expanded) for the Orcs of Kasperan and the anthropophagous Uxmali.
 
Thanks for the quick reply. Looks like my two mechanistic questions stemmed from my lack of familiarity with the MRQII/Legend rules. I was one of the many who started getting into MRQII and could see its potential but the Glorantha details turned me off and so I abandoned it. Thus, I'm looking forward to Legend's publication next month.
 
The Wand Enchantment

Is the intent that anyone who has a Grimoire Skill can use a wand enchantment to manipulate their spells, even if they don't have the Manipulation Skill? (Assuming that the enchantment didn't have a condition precluding it.)

I image something like a family heirloom ring made for great-grandfather which allows the wearer to use the telepathy spell from the family grimoire from across a room (manipulate range 1) but the rest of the family has to be able to touch the person they want mental communication with or whose mind they want to read. It might even lead to some relatively worthless spells included in the family grimoire because great-grandfather used them with the ring. Like his get-out-of-trouble-quick spell (teleport), since a touch range teleport spell isn't very useful.
 
Hi,

I have been following the build up to this setting with anticipation, I had loved the originality I seeing grow in the work. Then I saw the word 'Orcs' and it put me off a little, why has such a great product steeped in a good knowledge of the ancient world should have to resort to the default fantasy rpg bad guy, it feels a little like a cop out. However keep up the good work, this is a really interesting setting.

Simon Bray
 
Blackyinkin said:
Hi,

I have been following the build up to this setting with anticipation, I had loved the originality I seeing grow in the work. Then I saw the word 'Orcs' and it put me off a little, why has such a great product steeped in a good knowledge of the ancient world should have to resort to the default fantasy rpg bad guy, it feels a little like a cop out. However keep up the good work, this is a really interesting setting.

Simon Bray

That's a really good question. AoT was originally developed as an alternative to ongoing Gloranthan campaigns (we'd take a break from one, swap GM role and play the other), and therefor tried to keep well away from what Glorantha did so well. A key part of this was that AoT was always a humanocentric world from its conception.

The Orcs are humans. Their unpleasantness is rooted not in an intrinsically evil nature but in worshipping gods with an appetite for human sacrifice, and the pressures that puts on how their society is set up. Thus far no worse than some historic human cultures; but given their holocausts deliver direct and manifest personal advantages, it is perhaps more of a stark moral choice than doing the same in order to ensure the sun rises and the crops grow to the benefit of all.

The orcs in question are distant. You won't encounter them at all in the regions covered by the current book (they appear in a gloss in the world chapter as the inhabitants of a faraway land).

So why call them Orcs? Originally I didn't, for much the reasons that hit you when you saw the word. From a design point of view, the name flags "bad guys", and just sometimes that's a liberating certainty for a story. If you encounter them, you are likely to be far from home, and have wandered into regions where AoT's gritty historical grounding is relaxed and a bit more high fantasy romp is on the agenda.

There are some historical reasons why in the end I did. As a side note, I ran Griffin Island in the setting for quite some time, with elves and dwarfs removed but the orcs, glorantha-style ogres and slarges left in - and we had a blast. The fact that 'orcs' still exist in the setting, albeit as a human tribe, is therefor also a bit of a memento of some very good times. I appreciate that is self indulgent.
 
Titus said:
The Wand Enchantment

Is the intent that anyone who has a Grimoire Skill can use a wand enchantment to manipulate their spells, even if they don't have the Manipulation Skill? (Assuming that the enchantment didn't have a condition precluding it.)

I image something like a family heirloom ring made for great-grandfather which allows the wearer to use the telepathy spell from the family grimoire from across a room (manipulate range 1) but the rest of the family has to be able to touch the person they want mental communication with or whose mind they want to read. It might even lead to some relatively worthless spells included in the family grimoire because great-grandfather used them with the ring. Like his get-out-of-trouble-quick spell (teleport), since a touch range teleport spell isn't very useful.

I'm actually pretty open minded about that. I rather like the picture you have painted there, so would not want to rule it out, even though I wrestle a bit with how someone with no manipulation skill would know how to operate it. In your example, one can assume family tradition would relay the necessary information from one generation to the next.
 
I too noticed the term "Orc" and wondered at first. It was then clear that these were humans (all be it some are giant size) and that the name was a branding of them by other cultures. I wonder what they call themselves? I reasoned it as similar to calling a nasty person an "ogre". However, the name does connote an ugly and brutish person which may or may not be true. Thus, although children are scared by their parents and nannies with stories of the evil and ugly orcs and so grow up to believe it, the reality may be significantly different (e.g., more like drow).
 
Simulacrum said:
Titus said:
The Wand Enchantment

Is the intent that anyone who has a Grimoire Skill can use a wand enchantment to manipulate their spells, even if they don't have the Manipulation Skill? (Assuming that the enchantment didn't have a condition precluding it.)

I image something like a family heirloom ring made for great-grandfather which allows the wearer to use the telepathy spell from the family grimoire from across a room (manipulate range 1) but the rest of the family has to be able to touch the person they want mental communication with or whose mind they want to read. It might even lead to some relatively worthless spells included in the family grimoire because great-grandfather used them with the ring. Like his get-out-of-trouble-quick spell (teleport), since a touch range teleport spell isn't very useful.

I'm actually pretty open minded about that. I rather like the picture you have painted there, so would not want to rule it out, even though I wrestle a bit with how someone with no manipulation skill would know how to operate it. In your example, one can assume family tradition would relay the necessary information from one generation to the next.

In the old RQ2 and AHRQ3 rules, there were spell matrixes which I think they described as providing the knowledge of the spell in the matrix to its holder. I never liked that image. I preferred the image of a person channelling their power into the matrix and the matrix forming the spell, glowing with the magic and the spell emanating from the matrix object. I image the same thing here. The sorcerer casts the spell, channelling it through the wand object to pickup its manipulation benefits and the spell emanating from the object.

I would probably require a non-sorcerer with a grimoire skill to experiment with the wand object to learn how to use it. An extended task to research and practice with the wand seems in order. I would probably require the same for a sorcerer who didn't enchant the item himself, but it should be easier for the sorcerer. Maybe an easy Manipulation skill task for the sorcerer and routine skill task for the non-sorcerer using (INT+POW) as their skill level, with 1 day task units. Possibly adjusted for the strength or number of manipulations enchanted into the item.
 
Titus said:
I would probably require a non-sorcerer with a grimoire skill to experiment with the wand object to learn how to use it. An extended task to research and practice with the wand seems in order. I would probably require the same for a sorcerer who didn't enchant the item himself, but it should be easier for the sorcerer. Maybe an easy Manipulation skill task for the sorcerer and routine skill task for the non-sorcerer using (INT+POW) as their skill level, with 1 day task units. Possibly adjusted for the strength or number of manipulations enchanted into the item.

It may be simpler to base it on some trial and error and the spend of an IR or two. I also think I would not rule out the use of a Hero Point for a dramatic moment when an Adventurer loots an item off a dying sorcerer and turns it on his minions to save the day.
 
After reading about the Unconquerable Heroes of Taskay and their ability to ignite their weapons through magic, I wondered if cigarettes, pipes, hookahs, etc. are smoked in Taskay or other countries.

Secondly, there is no indication I can see of what the clothes of Taskan look like. I'm resisting imagining them in togas. Obviously styles will vary from region to region, but are there any Earth analogues you can direct us to?
 
Stainless said:
After reading about the Unconquerable Heroes of Taskay and their ability to ignite their weapons through magic, I wondered if cigarettes, pipes, hookahs, etc. are smoked in Taskay or other countries.

Secondly, there is no indication I can see of what the clothes of Taskan look like. I'm resisting imagining them in togas. Obviously styles will vary from region to region, but are there any Earth analogues you can direct us to?

Smoking so far only included as one way to take drugs (e.g. Fengo - found in Lake Barur and refined in Sorandib). I'd regard it as more widespread in Assabia, practically unknown among the Thennalts and Korantines.

As for clothing, Mark Stacey was given fairly precise direction on how to dress the Taskan characters in his illustrations, and the costuming is heavily skewed towards the later Roman Empire in the East and Byzantium. While most of these are in military dress, it gives some cues. This cuts out the togas and similar classical cloaks and wraps, allows for loose trousers and a more decorative, orientalised feel than you would get from something more directly classical.
 
Simulacrum said:
Titus said:
I would probably require a non-sorcerer with a grimoire skill to experiment with the wand object to learn how to use it. An extended task to research and practice with the wand seems in order. I would probably require the same for a sorcerer who didn't enchant the item himself, but it should be easier for the sorcerer. Maybe an easy Manipulation skill task for the sorcerer and routine skill task for the non-sorcerer using (INT+POW) as their skill level, with 1 day task units. Possibly adjusted for the strength or number of manipulations enchanted into the item.

It may be simpler to base it on some trial and error and the spend of an IR or two. I also think I would not rule out the use of a Hero Point for a dramatic moment when an Adventurer loots an item off a dying sorcerer and turns it on his minions to save the day.
If they are in downtime with plenty of time available, then I wouldn't bother with the extended task resolution. They'd eventually figure it out. I was thinking more along the lines of during an adventure or a short break, possibly specifically to learn to use the wand object. It would give me a way to measure the time used and the players an idea of how long it might take to accomplish. They could then decide whether it was worth the wait or not.

I like the Hero Point idea.

By the way, thanks for Age of Treason! I really like what you have done with the MRQ2/Legend rules. I have said it elsewhere, but there is a lot of good out-of-the-Gloranthan-box thinking in AoT. And I like the setting. I was trying to decide on a setting for one or two of my groups, and now AoT is definitely in the mix. I am looking forward additional AoT materials.
 
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