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Murf

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Everything posted by Murf

  1. In the regimented society of a Humakt temple/military unit, I see God Talkers as Lieutenants filling the rank structure between Sergeants (Initiates) and Captain Runelords. As an Ex military guy it makes perfect sense. They would mainly take care of anything the Captain doesn't want to deal with. Captains are important men and cant be bothered with spending a week doing spell training for one warrior. Do you want the Captain of the Guard teaching First Aid to the new guys or guarding...who ever boss man is? Well that is my take anyway.
  2. Probable a silly question; several cults, like Humakt, do not have an entry for God Talkers. Does a cult write up have to specify they allow them?
  3. Murf

    Famegrave map?

    Thanks the Runegate map should work well.
  4. Does anyone have a Map for the Locaem tribal capital of Famegrave official or otherwise?
  5. Interesting topic The bottom line is no it is not a know weapon. Maybe they could make it but no one ever thought of it. So if you want it...create it! Our group's Humakt warrior is obsessed with sword making and becoming a Black Smith. So much so that when we were staying in Pavis he spent a season with the Flintnail cult just to get a peek at their techniques. ( the player has watched WAY to much "Forged in Fire" So one day he is ponding metal to his harts content (His idea of meditation) when he thinks. "Broad Sword needs more damage but the Great sword can't be used on horse back." Bing! Why not make a sword longer than the broad but lighter than the Great?" The bright light of enlightenment glows and the heavenly choir starts singing. (or what ever Humakti experience.) Thus begins the "Humakt Finds His Sword" Hero Quest.
  6. Murf

    Sorcery question

    Thanks for the fast responses guys. Now the real challenge assigning runes to spells
  7. New to the forum and RQG but I have played Runequest since the 70s. I really like the updated style and the art work. It feels far more like what Runequest was supposed to but never quit achieved. For the current campaign I am playing in I am updating some old characters from RQ3 which in turn were originally D&D adventures. I loved the characters if not the game system. The current Sorcery is to say the least limited and is an important part of one of the characters. She is a Aeolian sorcerer. The RQG sorcery was WAY over powered so i like how it has been dialed back What spells from RQ3 should carry over to RQG? Yes I know YGMV. But I like things to be right as much as possible.
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