Noooooo. Bama Zak cannot be removed from canon. Nor Zero the greatest
detective in Nochet.
From: WorldofGlorantha_at_yahoogroups.com
[mailto:WorldofGlorantha_at_yahoogroups.com] On Behalf Of dougiepunk
Sent: Friday, 1 February 2013 9:08 PM
To: WorldofGlorantha_at_yahoogroups.com
Subject: Re: adaption of the Background of werewolf the
forkasen in glorantha ?
I can't find my copy right now, but the old RQ Companion had a story that I
always loved called 'The Smell of a Rat' (or something like that). Set in
Nochet, it features a classic werewolf, but I think it has now been
gregged...
Dougie.
- In WorldofGlorantha_at_yahoogroups.com
<mailto:WorldofGlorantha%40yahoogroups.com> , David Cake wrote:
>
>
> On 31/01/2013, at 3:46 PM, David Scott wrote:
>
> > Interestingly we were talking about werewolves last week in connection
with the Guide, in that there aren't any in Glorantha. The Telmori transform
like all hsunchen into their animal form, not a half human form (this has
been so since RQ2). The Telmori transform into Dire Wolves, which are are
human sized (http://en.wikipedia.org/wiki/Dire_wolf).'
>
> The 'this has been so since RQ2' part is not, in fact, correct. As Chris
Lemens has pointed out, in RQ3 Telmori could use their magic to partially
transform.
>
> That isn't to say that the Guide was wrong, or that the RQ3 version was
right. Though personally, I quite like the idea that partial transformation
is one of the range of magical effects available to hsunchen, but it
wouldn't be the only time the New Canon has made some aspect of the game
less fun.
>
> > The only way I can think of getting a werewolf is through a chaos
feature or a blasphemous telmori chaos cult, although YGWV.
>
> Given that the existence of blasphemous Telmori chaos cults is virtually a
given, this answer may be more ambiguous than you intended.
> Cheers
> David
>
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