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Everything posted by parejf63

  1. Euphrenas The Knowledge Area of Influence: Knowledge Symbol: An Open Book Description: Euphrenas is an outcast of sorts among the family of the Pantheon. He seeks knowledge at any expense. To his followers, the acquisition of knowledge justifies methods used to obtain it. Many followers of Euphrenas are sorcerers as well. To Euphrenas, magic is simply another form of knowledge to be explored and catalogued. The knowledge they have acquired is valuable, but many Pantheon faithful look upon them with suspicion and doubt their loyalty because they always seem to hold some information in reserve. The Cult often work together with the Cult of Lan, since they want knowledge – perhaps of a different sort. Duties of Worshipers Knowledge is power. Pay anything to gather knowledge, but pay no more than you must. Magic is the metaphysical manifestation of knowledge, and the study and control of it is paramount to success. Be careful and succinct with your words, for they give knowledge to others. Specialize in a specific subject to bring us greater knowledge as a whole. (This last portion has led to an abundance of obsessive individuals within the Euphrenas church.) Garb: Cultists of Euphrenas dress as noblemen, sages, or wizards. They care little for others most of the time, instead concerned with their unquenchable thirst for new knowledge Holy Places Libraries and most wizard towers are considered sacred to Euphrenas. Holy Days TThe 4th of March is known as the Day of Remembrance, where Cultists of Euphrenas spend the day in contemplation of the last year. The Day of Puzzles & Intrigue follows, where each Cultist must find one puzzle or mystery to solve for the following year. Many high priests give out their charges on this day. Finally, the first week in June is known as the Week of Knowledge (apprenticing). During this week, new members of the church are given tests on their skills and efforts since the previous year and it is during this time that they most often rise in rank. Euphrenas Codex: This monstrous volume is an exacting account of all things that have happened on Earth. Beyond comprehension and design, few can understand even a day’s chapter, let alone the entire book (which no living being has fully read). No magic detected (though it is highly magical). It also records every sorcery spell known to the world, as well as those that are known to be powerful for most Sorcerers. Runes: Magic, Mastery. Initiate Membership Standard. Must have a sorcery skill in three spells at least 30% Cult Skills: Athletics, Craft (any), Lore (Magic), Lore (Alchemy) Lore (Euphrenas Theology), Enchantments, Persistence, Resilience, Sing, Weapon (any Small), Summoning Cult Spells: Co–ordination, Countermagic, Dispel Magic, Glamour, Strength, Versatility, Vigour. Acolyte Membership Requirements: Standard. Must have a sorcery skill in three or more spells at 50% Runepriest Membership Requirements: Standard. A candidate must have 90% or more in Athletics, plus 75% or more in four other cult skills and three sorcery spells. Special Benefits Initiates of Euphrenas get a +10% bonus to any once skill of choice, when in direct pursuit of knowledge. Acolytes gain a +10% to any Sorcery spell each day. Runepriests automatically gain one sorcery spell of choice, with a casting skill starting at 50%. Common Divine Magic: All Special Divine Magic: Elder Knowledge, Flawless Scribe, Gaseous Messenger, Impossible Act, Magic Sight, See the Unseen. Associated Cults: Josea, Tristar, Lan NEW SPELLS (Runequest Spell Book) Elder Knowledge Duration Instant, Magnitude 0, Touch This spell allows the caster to grant a single target a powerful bonus to any single Lore skill they wish to make – even if they do not already have the Lore skill in question. The spell funnels a good portion of information gathered over the millennia into the target, giving them a bonus to their next Lore test equal to the Magnitude of the spell x4. Neither the caster nor the target need have any points in the Lore being augmented. Flawless Scribe Duration 15, Magnitude 1, Touch This spell allows the caster to flawlessly copy or render any document irrespective of its size or language. The caster must provide the writing implements and vellum/papyrus of a size equal to the original but by the end of the spell the quill, moving at phenomenal speed, will have completely and accurately copied the contents of the subject. Gaseous Messenger Duration Instant, Magnitude 0, Ranged This Divine Voice is used by the caster to send a short message across the air to anyone he has met before. As long as the target is not protected from magical contact or in an airtight situation (underwater, for instance), the caster’s next 15 words reach the target in 2D6 minutes. The target will see the wisp of smoke or cloud and hear the caster’s voice as it dissipates.
  2. Eurmal was not detailed in the 2nd Age Books by Mongoose I Runequest. He could have been listed as one of the back story gods (the gods that were mentioned, but not written up) such as the Grain Goddesses, River Gods etc.... I will double Check....
  4. Thanks for catching that TYPO
  5. There are many aspects to Glorantha, that is for sure. And the setting can be and often is overwhelming, to say the least. Start small. Pick an area, and read about that area. Also, you have to choose which age you want to play in. In all honesty though, it is a fascinating setting, with many cultures, gods, and everything you could possibly want.
  6. Great Ideas Thanks. Culture? I leave that up to the players choice, but I generally have them play the same culture, unless they really understand the culture clashes at times. I MAKE them read the WHO AM I write ups, that tends to help. Setting, I am really leaning towards Dorastor.... Using the old Avalon Hill module for that one. It gets them into the nitty gritty from the start.... However, I have still not ruled out Dragon Pass.
  7. FILE UPDATED TO CORRECT SOME ERROR and more easy to understand Dragonknewt cults and humans... Elven spirit cults updated... PANTHEONS RQ.pdf
  8. I love the 2nd Age, but I do not want it near the end of the age. Some time before during the Middle Sea Empire Expansion, and the EWF response. Both exist at this time, but I am not really sure what would be a good year to start. Perhaps, the God Learners have just started Myth quests? But way before the Goddess Switch, and the Clanking City came to be.. Any suggestions? Note, I chose the 2nd Age in MONGOOSE RUNEQUEST 1 Simply because of the detail for the setting, which I feel is the best ever done..
  9. These are meant to be PLAYER HANDOUTS to make CULT choices easier. They contain NO GAME STATS. Some of Dragonknewt cults allow humans.... other Non-Dragonknewt non-human races are very rare in those cults. A few of these cults I have allowed humans based on my house rules.. PAMALTELA CULTS are not listed...
  10. I have not gotten around to the new version of RQ, but eventually, I will... Here is a list of gods by Culture... Strictly for the 2nd Age, from all the Mongoose Books for it. I play Runequest I Mongoose, simply because I like it... UPDATED WITH CORRECTIONS CORRECTED SPELLING OF DRAGONEWT... PANTHEONS RQ.pdf
  11. Conversions are turning into orginal creations. Will post when more a done. CLASSIC FANTASY is not my thing, if I want to play D&D, I play it, if I want to play OPENQUEST, I play that. I never mix the two..
  12. I enjoy it, but I use it for more spells and creatures for Mythras. If I want to play D&D, I play D&D, but right now, our gaming choice is Mythras...
  13. I am in the process of creating (converting) demons from AD&D, anybody Interested?
  14. So, is this sheet a keeper, I saw a lot of downloads. I hope it has everything you need on it, any revisions needed?
  15. https://www.dragonsfoot.org/php4/archive.php?sectioninit=CS&fileid=445&watchfile= I am known as Milo on the DF site. I created this a few days ago, and Steve, the site owner kindly hosted it.
  16. Yes, but some things have slowed it down. Alot of projects going on right now. Hopefully by May
  17. Professional, NO! I am not a professional writer, just a fan supplement. Mongoose, though I like what they did, I want to do this with OpenQuest rules. White Magic is non-corruptive magic, some of the gods will have access to Sorcery, which will still be Black Magic. Cults will be written out, as per OpenQuest 2 cults. Corruption will be used for Black Magic Although not really a part of Lankhmar, and I am debating if Shaman's will be included. I could easily incorporate them. Battle magic will not be available to everyone, just Priests and Sorcerers, and Shamans if they are included. To cast magic, wether Divine or Sorcery, a POW of 16 of greater will be needed. All I can say at this point.. This is something I have wanted to do for a while, a low but powerful magic setting for OpenQuest (Runequest) As stated above (Races) Lankhmarts/Eight Cities folk, most common humans Mingols, wild horse (or sea!) raiders Northern barbarians, tough viking like warriors Easterners, Arabian/Asian cultured empires Quarmallians, tunnel-dwelling sorcerous race, former overlords Ghouls, transparent-skinned desert warriors Very few references were made as to Ghouls being Translucent. I believe this was done by TSR first. A few passages said they were cannibals, and their lips, genitals, and Nipples on the breast of females vaguely "pinkish in color (almost translucent)". Mongoose confirms this. Yet, I like TSR's interpretation of them being translucent, so I will use that version of it.
  18. I am hoping to do a short conversion of Lankhmar to OpenQuest. I feel the setting fits the game, perfectly. What will be done: 1) Black Magic and White Magic. Divine Spell casters will use white magic, Sorcerers will use Black magic 2) races available 3) New Creatures 4) Corruption and Black Magic 5) Cult Write Ups If you have any ideas, please let me know on here.. THANKS
  19. I have added some more rules for corruption, these are all just ideas at this point. Keep that in mind. At 50% corruption (50% above your original score in Dark Magic), you must make a test vs a d20 roll and your current MP's on the resistance table, if you fail, you must cast a spell that day on a living target, and it must be a damaging spell of your choice. At 100% corruption, you no longer gain or use Magic Points, you rely on those of others through blood sacrifice. (rules Pending) Also, for each 10% corruption you have, you receive a chaotic feature will can be many things, some even helpful. NOTE These added rules reflect how addicting Dark Magic is. You cannot rely on players to role-play this out.
  20. This is my ghoul interpretation from the 2nd Edition Lankhmar setting. GHOULS Although called Ghouls, they are not undead or even related to them. Some ancient curse made their skin transparent, and they do have an appetite for human flesh (this can controlled, however). The are purely carnivorous, and their food is never cooked. Special Abilities: -6 APP Ghouls have normal stats after this restriction. +20% to disguise skill. When a Ghouls is attacked, they get a +10% to parry. In complete or magical darkness, ghouls are almost invisible --- Invisibility rules apply. Restrictions: Ghouls cannot wear but they can use shields. Ghouls are generally not welcome in most civilized areas, and they rely on outfits that cover they faces or the disguise skill. Note: To play a ghoul, it is wise to adjust their skills for their lack of armor.
  21. Thank you, Questbird. Given the nature of Lankhmar, and me not wanting to be too rulesy with it, I have devised this simple corruption system Magic is powerful in the world, but it is also feared by its people. Using magic must be done carefully, mostly in secret, where no one can see you practicing it, unless you are foolhardy to do it openly. I have added three Magical Skills to the Game: Dark Magic (used to cast Dark or SHADOW Magic) INT + POW at the start, Hedge Magic (Balance and Light Spells) INT + POW, and Enchantments (INT). These skills cannot be raised in character creation. This reflects less powerful mages at the start. Each time you increase your Dark Magic skill by 10% you receive either a chaotic feature, or in my game a corruption feature. When you reach 100% in Dark Magic casting, you are 100% corrupt, and an abomination to look upon. Of course, your physical appearance can be masked. A Dark magician can only cast Shadow Spells. A Hedge Wizard can only cast Balance and Light Spells (which are all taken from the spell compilation from this site. Hedge Magic is non-corruptive. But still needs to be done in secrecy. I look at Hedge Magic as "White Magic", they can cast Both Light and Balance spells. PS one of the reasons I like Magic World is its spells. I wanted to devise a system that utilizes all of them. Not restricting any of them from the game. You still need a POW of 16 or higher to become a sorcerer, regardless of which magic you choose to cast. I will also use Demons and summonings in this game, which is only available to Dark Mages.
  22. After getting the Savage Worlds Lankhmar Map, I was AWE STRUCK, best thing I have ever purchased. I have all the RQ books on Lankhmar, as well as those of TSR. I love the MW rules, which is easier than even OPENQUEST, which I also like. But MW seems to fit the setting better. I do have to pose a few questions though: 1 How would you draw up stats for the Ghouls? I have my own ideas but wanted other insights. 2 How did you use sorcery in the game, and the Three Allegiances? I am in the process of converting the Black Magic Rules from MRQII Lankhmar. I will post them when done. My players like a low but powerful magic campaign, and this is the perfect setting for it..
  23. If all else fails, for those rules not covered in skills, I use and attribute check x4. or 3 depending what they want to do...
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