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    Rq 25years ago and now returning.
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    Fire - Movement - Truth

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  1. I find this discussion interesting and helpful. Eurmal followers have been tricky(heh) for me. Seems like theres a great variety: open and hidden followers. There are these lowly 3year-old -minded and there are Loki-type mastermind eurmali(i didnt read the Company of Dragon yet). Wouldn't it fit perfectly to Eurmal if no one could say what the actual type is and that it could be anything? In Boldhome they have this open clown aspect. Orlanth desides to protect them for various reasons. At some point eurmali cross a line and need to reconciliate their deeds. ------ My wondering goes around the Eurmal shrine system: How many aspects there might be in a city like Boldhome? I can notice at least three types of eurmali: the clowns, the entertainers and the criminals. Is it possible for them to use each others shrines? Thieves and murderers(just as entertainers) have their own cults but aren't there also such aspects of thief and murderer Eurmal? How would these different aspects and followers treat each other?
  2. I still have no idea how becoming a shaman changes the play.... The Fetch sees(or is placed in) the spirit world and the shaman and fetch have constant mental connection. What happens If the shaman travels Dragon pass from edge to edge? Does he get double encounters? While he moves in the Middle World does he move simultaniously in spirit world too? Would be nice to have some description how the perception of the world changes.
  3. So the page 355 says it's a spirit combat with Bad Man, but gives only his POW and not his skill level. Nor can it be a roll by the resistance table because the chance would be minimal even with an apprentice POW 21. What am i not getting here? 🤔
  4. ...but what will the boxed set be about? I love the art above and wish there were lots of visualizations of archetypal characters from different cultures and cults. ...and design and architecture. ..and and... ...just keep it coming! 🤗
  5. Thank you for this clarification, but how should the summon cult spirit spell be handled versus summon ancestor?
  6. Cult spirits (by the rule book) come with a variation based on the cult size: larger has more variation than smaller ones. "Petty deities, elementals, guardians, spirits of worshippers and other such entities" p.273 Also the places for the spell casting seem to vary. Summon cult spirit works in the holy places while the other summons could be cast anywhere. Where would Daka Fal's holy places lie? Burial grounds, battle grounds, ancient family living places, current family home or even places in the Spiritworld? I suppose DF cult spirits would be at least the spirits of worshippers(ancestors?), but what else? Id like to know.
  7. Yes, the rule book also says the greater the god the greater the variety. Small cult would have less. Althought, DF cult spirits could be family specific. Maybe burialground or necropolis guardians, servants etc.? Or maybe the greater spirits could be some of the siblings of Fleshman or their children?
  8. It seems like the most common of cult spirits are elementals, while the variety of all cult spirits is much wider(p.273: ...petty deities, elementals, guardians, spirits of worshippers and other such entities). Bestiary gives at least two of non-elemental -cult spirits. I quess the list would be long If all cult spirits were listed from all the cults. There's somewhat of overlapping with the two spells. I noticed this a little time ago concerning Daka Fal: what is the difference between summon ancestor and summon cult spirit for them? Might this whole cult spirit question be worth it's own thread?
  9. Are there anywhere descriptions of Derik Poljoni's hero cult? I suppose he would teach at least horseriding. Spells could be battle related(against praxians?) and possibly something which would make co-operation possible between hostile tribe members? Do Poljonis worship him or was it mostly by Dundealos? Interesting heroquest or even several of them could be forged out of his story. Sorry for bringing this old topic up.
  10. Jokum

    Spirit world

    I keep up mixing all the time 😅 im not even sure If the myth is written in a few different ways. I quess the heroquest can jump in time and make the questers take roles according to it? So, maybe they start at Orlanths party where Death is presented to Grandfather. Then they start a journey to the Underworld with Fleshman. And finally some ancestor faces Daka Fal in his court.
  11. Jokum

    Spirit world

    I thought it was Grandfather mortal who became Daka Fal.... ....and Fleshman watched Grandfather die. Grandfather then paved the path for the dead.
  12. Jokum

    Spirit world

    I'm planning a heroquest for our Daka Fal followers - shaman and an apprentice plus their friends and relatives. It would take place at the small Dundealosford -fort. ...my design for the fort would be the upwards spiral in air rune form, carved out of a rocky hill. I suppose there's also a willage nearby, called Dundealosford. In our campaign the lunars corrupted the Poets Hill with lunar spirits and cursed the Dundealosford because it didn't surrender fast enough. So, now the fort is full of ghosts still fighting against the approaching enemy and letting almost no one in. The Heroquest would be aimed to liberate the hundrets of ghosts and free the fort to be used by the living again. I thought If the Quest would start in spirit world, but i quess that would be too complicated. ...maybe at The Daka Fal's fire. Or maybe just a symbolic reference in the middle world would do just as fine. ...possibly a big fire place in Dundealos fort itself. Getting there could be one adventure. The HeroQuest would follow the steps of Grandfather mortal and Fleshman. So, basically it would contain many parts of the Lightbringer Quest. But i don't know what happened to Fleshman in the Underworld? I'm planning him to be left behind and judged by Daka Fal himself while others continue rescuing Yelm: A Little kid under Arachne Solaras net says Fleshman can't come back from the Underworld. Fleshman would then be interrogated and the quest bonuses would be partly based on his answers. Do you know any part from the myths where family and ancestors would be the central part of the story? I would add that in the quest If any proper is to be found.
  13. Jokum

    Spirit world

    The Shaman -Keronorl- of the Wild temple seems to have a spirit rune and i suppose he's human. Man 90%, spirit 75%. In the Smoking ruins book.
  14. Jokum

    Spirit world

    Any movies or animations that has any similarities with Gloranthan spirit world worth showing to players? I'm surpriced there's no easy to find "dream" sequenses of plains and campfires... And how or when does an apprentice shaman gain the spirit rune?
  15. My book is from 2018 fourth Chaosium edition. I suppose it's different to RQ3 you talk about 🤔 https://www.chaosium.com/runequest-roleplaying-in-glorantha-hardcover/
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