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About Tarumath


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  1. Tarumath

    Making Sorcerers

    It's mentioned that Malkioni generally don't get Rune Magic (Maybe the exeptions are henotheists?) so I guess Malkioni Schools are structured like Cults and have skills and spirit magic associated to them but not Rune Magic and instead have sorcery spells for those of the Zzaburi caste (sometimes also those of the others depending on the School)
  2. Tarumath

    Elder Race Cooperation

    At an individual level it's certainly possible but other elves and dwarves would really be angry at them, probably much more that if you are from a human communauty that hates for example trolls and you befriend one. Pavic elves and dwarves would probably be ok with it but they don't interact much with each other and they don't seem to be really friendly.
  3. Tarumath

    On illumination and real world enlightenment

    To be honest I'm not sure to understand what you mean by personal identity and existence and how dead Illuminates are gone. If it's only identity then yes it's not a big deal and essentially what happens to everyone in Glorantha when they die, if Illumination means that you stop to exist after a normal death then that's really bad unless you are sure to transcend in this life because otherwise you lose all forms of existence and thus all hope of transcendance. It's possible that a lot of Mystics and Illuminates develop a mentality where they don't care anymore about annihilation but that's suicidal even from a mystical perspective : someone who is destroyed by Chaos ceases to exist and will never ever transcend. If Illumination is a prerequisite for transcendance then yes is it worth it even if failure means destruction but then someone who can Illuminate others ought to be extremely careful about who they choose otherwise they are just dooming them to oblivion and ruining all their chances.
  4. Tarumath

    On illumination and real world enlightenment

    Well, that does sounds like actual annihilation, the kind that is just as bad as non-retroactive destruction by Chaos so it's hard to blame them IMO. Mystics probably eventually stop caring about these kinds of things but what they seek is probably not the equivalent of being devoured by the Crimson Bat, transcended people probably still exist and experience things even if they are above personal identity; it's a desirable form of salvation from the wordly and definitively not eternal Glorantha. (And I do think that things look grim in the far future for those who will not transcend in some way) Illuminating someone would be an awful thing to do unless you are really sure that they will transcend, I wonder what that says about the Lunars and Nysalor. (and probably a lot of other mystical beings and deities who endow people with similar states of consciousness, even Arkat teached Illumination and Orlanth has his Liberating Bolt,etc...)
  5. Tarumath

    On illumination and real world enlightenment

    Sorry for that, all I know is from the books and the old digest so most of what was said in conventions is unknown to me if they are not also in the runequest compendiums and things like that. (I could have missed some transcripts though) I'm curious about something though, is personal existence after death an illusion for everyone in Glorantha or is that somehow a consequence of Illumination? By personal existence, do you mean identity or even the consciousness of the dead person? (None of the components can be considered them but their consciouness still exists somewhere vs they simply cease to exist and the survival of at least some of their spiritual components is not more signifiant than the continued existence of the atoms of our bodies in a materialistic universe, they don't experience anything anymore : true death as people generally think of IRL)
  6. Tarumath

    Six Ages progress update

    Looks like we are in Saird (the map, solar people, the mention of Elmal) Eurogamer said that the game is set 2000 years before King of Dragon Pass, so my theory is that we are playing Berenethtelli in the Dawn age. The Rams are probably southern orlanthi who worship the resurrected Orlanth and are called like that because they could be seen as a ram people by horse people, game will probably involve or even be centered on the intermarying and syncretism of the two peoples.
  7. Tarumath

    On illumination and real world enlightenment

    In the last few days I've had a few thoughts about it. Something important to note is that no magical perspective is supposed to be superior to the others : mysticism is not 100% right about everything while even the transcendental high end of theism, animism and sorcery are inferior to the result of successful mysticism. The main difference seems to be the old divide between orthodox and manifest mysticism, and only mysticism with its austerities is orthodox mysticism, everything else is manifest. Greg Stafford eventually dropped the terminology but from his later explanations it's less that the divide doesn't exist anymore but more that manifest mysticism became the transcendental high magic of theism, animism and sorcery (learning a Great Secret in Hero Wars is obviously the same thing as what manifest mystics were doing in Arcane Lore) that yet isn't mystical by definition because intermediaries are used; and orthodox mysticism became the only true mysticism with things like martial arts being normal magical powers obtained through deviant mystical practices that aren't paths to transcendance. In Imperial Lunar Handbook vol 2, the end goal of lunar mysticism seems to be the same as learning the Great Secret of a God : you become a pure expression of a single Rune (Moon) but the text is clear about how is it transcendant and making you part of the All. All the examples we know involve elemental runes (or possibly elemental runes like Moon) but the few "mystical" gods with power runes that we know either seem to be a orthodox path (Dayzatar) or have Geases like Humakt, Yelmalio and Danfive Xaron, something that is indeed classified as a form of utilitarian, thus "failed" mysticism. (Like East Isles martial arts and maybe the Path of Immanent Mastery) Illumination in HQ:G is represented as an infinite rune placed before the most appropriate rune for the way you became an Illuminate, so there is the notion that you connect to the infinite through a Rune. (Superheroes like Harrek are also like that too) It's possible that transcendance always involve complete identification with a single Rune even for orthodox mystics : Generally Truth for Dayzatari mystics for example or varying depending on the individual. Leaving the world (orthodox) or becoming one with it (manifest) could be a side-effect of the method used or of identifying yourself with an elemental or power rune. (Greg Stafford said that manifest mystics think that the physical world is the source of reality while orthodox ones think that energy is the source of reality) Nothing special probably happen to dead Illuminated people : without completing a transcendental practice they are still as bound as anyone else even if they can ignore some magical and mental restrictions, they are not automatically accomplished mystics and a lot of them actually end up unhinged because they are merely deeply aware that the world is an illusion without having access to the Ultimate after the first contact that caused their Illumination. (Unless they come in contact with a mystical system teaching them higher truths, something unlikely in western Genertela between the death of Nysalor and the Lunar Empire, one of the main reasons Illuminates have such a bad reputation) They are probably judged by Daka Fal with gods and spirits accusing or defending depending on their actions, I don't think anything bad is guaranted to happen to them just because they are Illuminated but those who abused their Illumination are probably going to pay for it. Obviously some can avoid that thanks to their powers (like Sir Ethilrist escaping the Underworld) but that's a Heroe / Demigod thing and most Illuminates are not Heroes or even Immortals. It's possible that they lose their illumination if reincarnated though. Truly enlightened people who stay in the world probably can't really be destroyed, maybe they stay in some way in Glorantha and will meet the fate of the orthodox mystics after the end of the world or even if they are just "killed", a bit like the Utuma of the dragons. Dragonewts and other lesser dragons need to avoid entanglements and could be "orthodox" mystics, but it's probably mostly because their path is about reversing the draconic devolution to even become transcendental beings as they are so far down on the chain (succumbing to elemental temptations is bad because it makes them non-draconic), the Grand Ancestral Dragon and probably other elder dragons could be already transcendental in the "manifest" way and merely liberated when they are killed; maybe that's also what True Dragons who are ready for their Utuma are and why death liberates them from the world. (So the draconic path at least for dragonewts is a weird mix of orthodox and manifest mysticism)
  8. Tarumath

    Buy stats with points option.

    To be honest I said buy points as an example but anything that isn't random and out of the player control, arrays and that kind of thing are just as good and are probably saner alternatives to rolling stats if you think that buy points systems are abusive. The problem I have with rolling stats is that luck chooses what kind of character you will play instead of yourself, makes players inherently unequal and ruin the character you are trying to make if rolling is not the first creation step (even choosing your runes will generally be done with a cult in mind); unless you reroll so much after bad results that rolling in the first place is a waste of time. IMO even by old school standards, rolling stats was always a weird thing much more appropriate for generating dozens of characters for meat grinders like Tomb of Horror than as a sane and worthwhile measure against min-maxing. I dunno, these justifications about why rolling stats is good begin to sound convulated, that kind of results still sound like much more of a problem than a player trying to minmax a little too much with their starting stats generally is. It's not an horrible problem that ruins everything...but you could say the same thing about all bad things without real benefits that just happen to not be that bad. And it makes the point about minmaxing moot given that the reason minmaxing is bad is that it's not fun if a player is much stronger than the others but power imbalance between the players is a premise of rolling stats so I don't even get how it's helping against the problems caused by minmaxing if you include them in the game by default; what is the point of curing a disease if it's to get all of its symptoms?
  9. Tarumath

    Buy stats with points option.

    I mean, I understand the principle but in this case knowing how much points you are "supposed" to use would be better than choosing whatever you want, otherwise player characters would probably end up either underpowered or overpowered. Changing rules unless you really understand them is just going to break the game most of the time.
  10. Tarumath

    Buy stats with points option.

    Will there be an option in the GM book for buying stats with points instead of rolling for them? I mostly like RQG so far but I really don't like rolling for stats.
  11. Tarumath

    God runes

    Something important to consider is that there is probably some amount of abstraction made for the sake mechanical soundness and balance. Using the Spirit Rune or the Law Rune like in Heroquest was maybe not possible or ideal because of the sorcery and spirit magic rules.
  12. Tarumath

    On illumination and real world enlightenment

    What does it make of fusion with an element through learning the Great Secret of a Great God like Orlanth and Ernalda? Is this just the same thing as the ultimate goal of mysticism but achieved through theism or is that a different / inferior goal?
  13. Tarumath

    HQ: G: Jakaleel subcult magic

    If I understand the rules, moon shamen only get five free charms if they choose the Spirit Rune as their third rune, even if they base their tradition on their dying phase moon rune?
  14. Tarumath

    'Civilized' Spirit Magic Users?

    Do Old Pavisites count?
  15. Tarumath

    Plant Rune in Sartar?

    Not all Runes have cults in Sartar or even among the Orlanthi as a whole and some combinations of Runes and gender will leave you without anything. (Like Sartar Kingdom of Heroes warns the reader) In-universe, most people are born with appropriate runes (even if not all men are perfect Air Movement Mastery Orlanth initiates) and ancestry tends to cause a lot of the normal variations like having the Water or Fire Rune so I don't think that Darkness Stasis Magic people are a thing in a troll-hating Orlanthi clan. The Sartar book (page 92) also says that the GM is free to create minor local divine cults with a single Rune, either for flavor or for player characters with unusual runes. I think that's probably the best option for playing characters with unusual runes for their culture and can give them a stronger connection to their local communauty. (They are the worshippers of a minor deity only worshipped by their clan, members of a family with a strange but ancestral cult,etc...) instead of making them people with out of place powers. Earth, Life and Plant are good IMO, maybe a Nandan man if you really want him to be a man + initiate of a local plant cult? two magical abilities for the latter is a bit weak but you could add a few Talents to boost it as you are not going to be a devotee anyway. (Having a Form Rune generally means that you can shapeshift into it)