- In HeroQuest-rules_at_yahoogroups.com, "parental_unit_2"
<parental_unit_2_at_y...> wrote:
> --- In HeroQuest-rules_at_yahoogroups.com, "Roderick and Ellen
Robertson"
> <rjremr_at_s...> wrote:
>
> > > p. 102: Is Command <Entity Type> the primary ability used in the
> > > ritual to summon the entity? Or is it Mythology of <Related
God>?
> >
> > Summon [Entity] is the absolute best way.
> > Command [Entity] can be used, but *I* would give it an Improve
Penalty
> > Mythology isn't in it at all
>
> Thanks, Roderick, this makes sense.
>
> For what it's worth: The _Thunder Rebels_ Orlanth storm god cults
have
> Command Air Daimon or the like, without Summon Air Daimon. I think
the
> Ernalda earth goddess cults have a similar setup for earth daimons.
If
> Summon were really critical to have as a separate ability, I'd think
> that _some_cult in the book would have it.
>
> That view is further supported by the following note in the errata
for
> _Thunder Rebels_:
>
> "Page 223 - In the Wind affinity of the Destor keyword, replace
Summon
> Umbroli with Command Umbroli."
> http://www.glorantha.com/support/1301_errata.html
>
> So as a narrator, I'd be inclined to treat the Command ability as
the
> base ability for summoning an entity, without a penalty, but with a
> 10M3 resistance as indicated in the _HeroQuest_ book.
One note, is that, also according to Thunder Rebels, Umbroli are all
around! Every breeze is a weak umbroli, bigger storms and strong
winds are stronger ones. So I didn't see having 'command umbroli'
without 'summon umbroli' as all that odd. It is a bit like carrying
a sling without ammunition for it--you can usually find something to
use with it, but it won't always be as good as you want, and
occasionally you will be right out of luck.
--Bryan