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David Scott

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Everything posted by David Scott

  1. If they haven't done it as part of character creation then sure I'd use the Odayla initiation test. This is a roleplaying game after all.
  2. Not always. If your local temple doesn't have the subcult, you will need to travel to one that does, then you will need to pass the test, then pay a point of POW and get the spell. If that's how you play it, that's up to you.
  3. Sort of, I wouldn't overthink it. You must follow the normal rules to join a subcult, it's not automatic. Not all subcults are at a temple, only major temples have them all, and unless that's your temple, it's likely you will have to pass the usual test per RQG 282. Fortunately the Orlanth-Odayla adventurer has Jonstown as their home and it has a major temple to Orlanth Adventurous, and so that subcult is present.
  4. These are special cult spells available to all Orlanth subcults. They are available to the Odayla subcult as it's an Orlanth subcult. The Odayla subcult provides only the Odayla spells. In my game, I have an Orlanth (Odayla subcult) adventurer. They selected the three Odayla Rune magics at creation. Later they can select the special cult spells available to all Orlanth subcults (or if they wish pay to join another orlanth subcult).
  5. Regional differences. If you are in the Lunar provinces, you can join Barntar as a cult. It's not available in any other form. Likewise if you are fortunate to live at a headwaters or in a large city with a temple, you can join the cult of Heler, anywhere else it doesn't exist that that form. This is born out by Heler being a tiny cult in Sartar and huge in Esrolia (see Heler cult demographics)
  6. No, because they aren't Heler cultists. Heler is a subservient cult of Orlanth Thunderous, so they are Orlanth Thunderous members. Yes. I'd say so (but only of there's a Heler shrine in the temple). Don't forget flight is an OE special so you could rule that you can get that from that subcult. Subservient cults are integrated into the main cult or subcult if there isn't a main cult. You can see them in Cults of Prax (and in the upcoming cults book). Examples include 48 old ones (Eiritha), Arroin (Chalana Arroy), Dilfar the Deepsighted (Lhankor Mhy). You have to pay a point of POW to join a subcult.
  7. Yes and the reverse is of course true. Not unless they can discorporate. Allied spirits aren't discorporate, and it's likely that only Waha allied spirits could do it (after the hour ritual). See 5.5.5 https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-13-rune-cults/#ib-toc-anchor-24
  8. So in these examples, it's always going to be limited by their temple size (see RQG 284), and what Rune spells the cult offers: Barntar has three special Rune spells: Command Bull, Plow, and Tame Bull In the Lunar provinces where Orlanth is suppressed, Bartar is an autonomous cult with temples in Ernalda temples. A minor temple provides access to all (3) special Rune spells known to the cult. In Orlanthi lands, Bartar is a subservient cult or subcult of Orlanth Thunderous, or subcult of Orlanth. If the subcult is present at the (minor+) temple, all (3) subcult Rune spells are available. In Esrolia, Barntar is a subcult of Orlanth and Ernalda If the subcult is present at the (minor+) temple, all (3) subcult Rune spells are available. Barntar is only an associate of Orlanth & Ernalda where not obvious above (and no others) If the associate cult shrine is present in the (major+) temple. One spell is taught (of two available). Heler has three special Rune spells: Flood, Flight, and Rain. Heler is normally a subservient cult of Orlanth Thunderous (shrines in Great and many major temples) as subservient cult, access to all (3) special Rune spells are available. or where Orlanth is less important, a subservient cult of the river god as subservient cult, access to all (3) special Rune spells are available (where there is a shrine) Heler is an independent cult usually only at headwaters Special rune magics available per temple size. Heler is only an associate of Orlanth and River gods where not obvious above. But is an associate of Triolina (lover/brother). If the associate cult shrine is present in the (major+) temple. One spell is taught.
  9. Yes. No. If you join Orlanth subcult of Odayla, you must as with all other subcults, pay a Rune point to join other subcults to access their Rune magic. So a Thunderous member must pay a Rune point to join Adventurous, and vice-versa
  10. They were Orlanth worshippers to start with. So they outwardly just worshipped Barntar. I see no reason to fiddle with the rules. I'd suggest reading the post on Suppression of Orlanth Under the Lunar Empire. There was much less actual hostility than you (possibly) imagine. Lunar soldiers and officials were likely familiar with Barntar in the Empire, and the accoutrements of worship were likely similar in Sartar. The mobile shrines of Orlanth Adventurous were I suggest always one step ahead of any patrols, and what happened on various hilltops were likely not seen either. Fixed temples were much more likely the focus of an examples that were made.
  11. They are an initiate of Orlanth Thunderous. They use their Orlanth Rune pool to cast the magic.
  12. Here's the structure I'm using (I've an LM in my group). It's based on the Cults of Prax definitions of LM High Priest, Chief priest, Chief of Loremasters and Provost of Apprentices.
  13. I ignore it as there are no spells dependent on it. There are no rules about it in the upcoming cults books, it is the mark of a hero.
  14. It's entirely dependent on the local/regional factors Note that subservient cults are part of the main cult, so no need to join. Subcults and hero cults are separate and cost a point of POW to join. eg: In the Lunar provinces where Orlanth is suppressed, Bartar is an autonomous cult with temples in Ernalda temples. In Orlanthi lands, Bartar is a subservient cult or subcult of Orlanth Thunderous, or subcult of Orlanth In Esrolia, Barntar is a subcult of Orlanth and Ernalda Barntar is only an associate of Orlanth & Ernalda where not obvious above (and no others) Heler is normally a subservient cult of Orlanth Thunderous (shrines in Great and many major temples) or where Orlanth is less important, a subservient cult of the river god Heler is an independent cult usually only at headwaters Heler is only an associate of Orlanth and River gods where not obvious above. But is an associate of Triolina (lover/brother).
  15. Antirius is , see https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/a/antirius/
  16. You are correct, i've copied them straight off the players sheet. Here are the Sorcery spells: Logician (Truth) - Small rolled scroll with list of lores used, tied with some woven hair of the chief priest. Reveal Rune (Truth) - Staff covered in all the Runes (inlayed) Solace of the Logical Mind (Truth) - Silver Kippah I think they've got associated items for their rune spells as part of Ritual practices (but no item bonus)
  17. Any skill really. Like Summon spirit teacher, information can be a skill. Eg, Brother Dog teaches te Communications skill Understand Dog,
  18. The two River Horse spells are now combined into one, and Frog Woman no longer is associated with Traskers (although there is certainly no reason to change it if you're using borderlands).
  19. Spirit cult and associate cult of Orlanth Adventurous, Storm Bull, and Waha.
  20. Generally speaking, a spirit cult teaches a single Rune magic or Spirit spell, or teaches a specific skill. Some may have Divination, or another common spell. A few who are elemental aspects will give summon/dismiss elementals. This format is followed by the spirit cults we will see in the upcoming Cults of Glorantha. Many have been published before, and provide the same spells (most are in the Red Book of Magic). For example as mentioned in previous threads, Kolat provides Bind Wind and Command, Dispel, and Summon Air Elemental (all sizes). It's not hard to figure that Ride River Horse in RBM is the single spell provided by the River Horse spirit cult, Great Leap / Frog Woman, or Dew / Dew Maid.
  21. My players have used and use them extensively! The most obvious limitation being size: Boon of Kargan Tor (Death) - An bronze sword shaped amulet made from the sword of a defeated opponent, filled with their ashes, over inscribed with a death rune. Analyse Magic (Truth) - Figurine of Lhankor Mhy made from layered vellum and painted Knowledge (Truth) - glove made of Silver wire, silk mesh with jewels. Translate (Truth) - Silver finger cover (Silver is associated with magic via the Moon rune)
  22. When they die, their body and soul separate. So only their spirit ultimately returns to the underworld. There, it can only return by being reborn into a body.
  23. Crafting magic is covered pretty much by (making) Masterwork items in W&E, and we've a good list of minor items in Common Enchantments to base new ones on.
  24. Have a look on the Gods Wall on the back of the GM Screen, or in the Guide he's I-5 page 637.
  25. Yes. It's important to note that the shaman is likely seeking the spirit magic (in this case Detect Gems), eventually find a powerful Earth vortex and finds a spirit within it and negotiates to learn the magic. The spirit may only be showing an aspect of their power, so gives it a simple name. It's only after continuing contact, the shaman begins to learn more about the nature of the spirit and for sacrifice teaches more. Then the shaman may realise this is a larger entity.
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