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David Scott

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Everything posted by David Scott

  1. It's a form of mystical awakening and philosophy. In the current edition of Runequest there are only passing mentions of it. Rather than go back on old publications, here's a small portion of what's coming up in the forthcoming cults book: Firstly but Finally I hope this helps.
  2. I suspect that the Block doesn't have a continuous High Khan is due to a couple of reasons: The fatality rate, just because it's a holy place doesn't mean it's safe. The perimeter of the marsh alone is vast. Proximity to the Paps. The Paps is close (50 miles and visible) and the edge of the Devils Marsh danger zone actually overlaps in it ("Only Some Guards Needed."- so not explicitly chaos attacks). The High Khan of the Paps could fulfil both roles. I don't think that anyone actually takes control of the Block. I think they arrive, think wow this easy, then it's all over. I imagine the Block as being surrounded by piles of skeletons (humans, horses, herd beasts, weird stuff, smashed broo skulls), along with hundreds of Storm Bull burials. Left as warning to others... who just wonder what happened here. (I'm not saying no truestone is stolen, but it's not a lot).
  3. This is covered in the Finding Spirits section on page 374. I'd say a dead person's spirit is common (people die all the time). The only major difference is where to find the spirit - 1 to 7 days Inner World, then the psychopomp of the relevant pantheon guides it onto the Path of the Dead, which I think is accessed through a hidden vortex. A shaman needs to learn where this is to act as a psychopomp themselves, Daka Fal shaman already know where it is as it's their job to see that harm comes to a dead spirit or that others tamper with it (have a look at the ritual in Cults of Prax). The Path of the Dead is an Outer Region leading the Courts of Judgement.
  4. These two questions are covered in the full cult write up, which is not so different form the Cults of Prax and HeroQuest versions - I'd suggest re-reading them. Storm Bull and Chaos - So members of the Lunar Empire could join. There's a big difference between ideological acceptance of Chaos and actual Chaos.
  5. https://questworlds.chaosium.com/game-rules-srd/9-appendix-2/9-2-version-changes/
  6. is an inter-tribal cult, it is the focus of inter-tribal cooperation between Sartarites and Praxians too. Storm Bull cultists follow a charismatic Storm Khan, regardless of tribal affiliation.
  7. The maps are based on a hand drawn map of Greg's that shows which mountain they fly to (and how long took) on Holy days. The areas are just where storm worship occurs naturally under the influence of the holy mountains. So go to your local worshiping site, then fly to the mountain with your mates.
  8. My experience is that adventurers stick with a set of weapons that rarely changes. Sword and shield (bladesharp & Parry), bow (multimissile). Weapons that are thrown obviously don't have the focus on them. The focus could be anything in that case. RQG page 254 says Under clothes isn't visual or tactile unless you reveal it. If human you are limited to touch and sight, Trolls could use darksense. As for second focus of the same spell, I'm not so sure about this. It's created in the week long spell teaching ritual. In theory you could create a second one at the same time, but i'd more likely say it's a ring, glove, bracelet.
  9. Buy it here: https://www.chaosium.com/cults-of-prax-pdf/ and the rest of RQ2: https://www.chaosium.com/runequest-classic-pdfs/ They adopted the lunar way as the moon rune has existed amongst the Praxians since before time. Before even the Red Moon.
  10. https://brp.chaosium.com/basic-roleplaying/updates-to-the-srd/ The nature of updating PDFs means that the BRP Online SRD will likely be the most up-to-date (until the PDF is updated).
  11. The sables never had a great number of Storm Bulls, look at Appendix C, Cults of Prax where they had effectively 0%. Their lack of Storm Bulls has more to do with their lack of Storm Bull mythology. In the upcoming Cults of Glorantha there is now 1%, I think that's got more to do with the Lunar invasion and Argrath, not all the Sables became lunarised.
  12. I don't think it's that straightforward. King of Sartar is written about 525 years after Argrath's final events and what I assume to be the end of the 4th Age, as the Devil returns every 600 years: KoS 2ed page 230 We don't really know anything about the 4th Age except what's on page 5 of KoS and a bit about an illiteracy era and recovery from it (I wouldn't call the 3rd age that literate either, so it could just be about the so called literate societies becoming illiterate - like the sorcerers of the west). (Have you read King of Sartar?, if not, it's worth the effort)
  13. Profile says UK. However likely depends on what's open where you are. Where I am, nothing - local printers and office services are shut down. I'd send it to a friend who has a decent printer and get them to mail it to me, I'm in the same boat, I only have a black and white laserjet.
  14. No, you loose access to the results of the ritual. If you aren't a rune lord you don't have the connection to that you once had to your god. When you call for the power to come and teach the spell to the student, nothing happens. You likely can't even do the ritual as you probably don't have access to the sacred space you need (but you can likely use sanctify). Seeing as your fetch is actually you and if it leaves you die, it's more likely that you transition into retirement, doing less and less work. There are guidelines in RQG covering what happens if Rune levels drop below the requirements for their rank.
  15. Everyone. All of the powers present at the time created beings based on the form runes. Different human groups were made by different gods, revealed in many different creation stories. GtG page 116
  16. Says who? and then what does Apotheosis actually mean in this context? Personally I think he steps beyond time to keep the compromise intact, which brings the world back into some form of stability. He is still worshipped.
  17. Normally I'd agree, but trolls in RQG have two skills, Darksense Scan and Darksense that replace Scan and Search. Spot Hidden Item doesn't exist in RQG (it's now Search).
  18. Have look through the RQG Bestiary, it covers most of it and the two Dark Sense skills. Classic Trollpak has a lot more. I'd treat it like human sight with higher skill levels able to see more. Sure, why not on a calm sea. Classic Trollpak says: Works underwater as sea trolls have it along with other undersea creatures. (RQB) I'd say none as smoke has no effect on it. (RQB p60) I'd assume that there's a darksense equivalent. But it's up to you. There are trolls in Trollpak classic that have farsee, taught by the hunter cult.
  19. You could bring out things you didn't take in, If you dripped your hand into Asrelia's Jar you could perhaps pull out the knowledge of a spell, money, anything. Perhaps, it depends what the HeroQuest was for. If it was a gain a magic sword that required you to bring in one then yes. Depends on what the purpose of the quest was. If it was to bring a blessing to the clan's land, then everyone would benefit. You've lost a limb or did you bet it to get a dip into Asrelia's Jar and the price was your arm and now you have one made of wood. Or did you loose and she took your arm. Read some stuff on heroquests: https://wellofdaliath.chaosium.com/home/catalogue/publishers/issaries/issaries-heroquest-1-products-2003-20xx/heroquest-1-archive/heroquest-1-support-material/heroquesting/ https://wellofdaliath.chaosium.com/home/catalogue/websites/moondesign-com/archive-of-of-old-glorantha-discussions-on-moondesign-com/heroquesting-questions/ There some excellent full hero quests in Sartar Kingdom of Heroes and Pavis Gateway to adventure. Rewards in RQG look very much like shamanic abilities in the Shaman chapter. Think fairy tale or mythological tale for outlines.
  20. Sort of, but not the way you are thinking. No, Disruption is fixed at 1 point, but using your example, yes you can add more magic points to help get the spell through magical defences. It still only does 1D3 damage though and more magic points mean it takes longer to cast. But this is not an unusual example. As others have mentioned, it depends on what level you bought eg. Protection 4 cost 4 mps to cast. Protection 1 = 50L Protectionl 2 = 100L (or 150L if buying for the first time) Protectionl 3 = 150L (or 300L if buying for the first time) etc. Higher levels quickly become expensive in money and magic points. Spirit magic is limited by the adventurer's CHA. With a CHA of 11, you could have Bladesharp 4, Protection 4, Heal 2 and Disruption. It's also limited by your magic points. Combat is often fatal to players.
  21. If the teacher has the correct connections to their cult, There is nothing to stop them teaching each other. No taboos involved. So they need to be a god talker, Rune priest, Rune lord or shaman (pages 277, 278, 281 & 358). This gives them access to the week long ritual to teach the magic (and the sanctified ground). As for the money, this is where the income for the cult comes from Rune levels are supported by their cult, so by not paying each other, the income of the individual will decrease, and in most cases they need to give the money to support their temple. Page 277 (& 281) Page 278 Take a look at Adventurer income on page 422 and standards of living.
  22. To help all concerned, here's the helpful pages from the 2014 programme book, I'm sure I've got a PDF of the History of the German RQ society somewhere? and also : http://www.die-sns.de/SchattenSeiten/SchattenSeiten_English/History_of_the_RuneQuest_socie/body_history_of_the_runequest_socie.html
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