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Everything posted by Gallowglass

  1. Yeah that is a little surprising. Although, I guess I could understand how Shargash of Alkoth is not a martial cult specifically. More of a “Lord of Demons and the Underworld.” But Tolat and Vorthan from Fronela feel very warlike to me.
  2. Very interesting! I wonder if they’ll get into the regional variations like Tolat or Vorthan. Outside of Dara Happa, he probably wouldn’t have Alkor, Hastatus, or Oslira as associated cults. But I also wouldn’t think they acknowledge Artmal in Dara Happa, right?
  3. I wondered if he would have some kind of mace-focused spell, since I thought that was his main weapon. As a house rule or sub cult I might do True Mace.
  4. Does anyone know what rune spells Shargash will have in the RQG cults book? Based on the Red Book of Magic I’m guessing Summon Demon is one of them. Anyone with an early copy know the others?
  5. If you can find a copy of the zine Unspoken Word #1 there are articles by Greg Stafford and Simon Bray that describe the Shaker temple, although they may not be considered canon anymore.
  6. Thanks for the extra info, I missed that bit in the BoHM. I ended up choosing the Ravens as the home clan for most of the PC's. None of the players were very interested in becoming the king of the tribe. Instead they are building their influence, and then playing kingmaker with an NPC candidate from their clan. The background "war of the spirits" will be an ongoing complication for them. (highlight the text below for secrets...) They and their candidate want to unite the tribe, but their clan chieftain and wyter secretly want to destroy it by killing Owl Lord and Great Bearded Bran. Then
  7. I came up with a lot of similar ideas when I used Gerendetho for my last RQG campaign, including the runes you chose. I also prefer him as a son of Lodril, rather than the man himself. I remember the God’s Wall described him as “raising mountains,” which is the most Lodril thing he did. Instead of giving him earth-shaking magic, I gave him a rockslide spell to represent his creation of the Jord mountains. I imagined Granite Man as some kind of Jolanti or giant, so I also gave him a spell for bypassing the armor points of rock.
  8. I realized today that a lot of Gene Wolfe’s fiction feels very Gloranthan. The Book of the New Sun is a sort of hero’s journey, with numerous episodes that could be described as Heroquests. He also wrote the “Soldier in the Mist” books, which actually do take place in Ancient Greece, and feature gods and heroes. A few disclaimers in the spirit of earlier posts: Wolfe’s writing can be sexist at times. The way he writes female characters is... not always great. Also, his writing can be very obtuse, and you often have to read his books a few times to really get what’s going on. All that
  9. The descriptions of childhood are also really cool. So basically troll children are raised the way I am raising my 3 year old in a pandemic. Instead of low-key heroquesting I'm just making pillow forts and pretending to be a talking truck.
  10. There is also some good stuff in Trollpak about the differences of growing up for girls and boys. Hopefully it's okay to share this...
  11. I agree with this. After looking at Trollpak again, it sounds like the initiation into KL's cult as a lay member is something that happens gradually throughout childhood, with many tests and magical experiences. The adulthood rites are more about leaving the protective darkness of your family cave and meeting the rest of the community. Becoming an initiate (in Runequest terms) would likely happen soon after that. I don't think you necessarily get rune points from just becoming an adult.
  12. Thinking about the merfolk now. I'm not sure who their main gods are, but I would think most men initiate to Magasta, and most women to Triolina. I would also think that most merfolk would have a third gender option, because the primal water gods had three sexes and genders (Framanthe, Daliath, Sramak). That isn't mentioned anywhere though, just my own musing. I think it would make sense for young merfolk to reenact the stories of their tribe's founders. Not sure if this would be male/female/etc sort of thing. Maybe the implied gender fluidity of the Water Rune applies itself here, and th
  13. Right, so the Aldryami are interesting because sex and gender doesn't seem to be as important for them. Each variety has some combination of males and females, but it seems like anyone can choose to do what they want in terms of occupation, and serving the forest. So maybe there isn't really a male/female initiation dichotomy, but just a basic initiation to Aldrya and High King Elf's cult.
  14. I realized I wasn't being very clear, so I edited my post. I meant heroquest rituals to initiate children to adulthood, as featured in "Six Seasons in Sartar" and other places.
  15. We currently have some excellent descriptions of Orlanthi adult initiation rituals for Orlanth and Ernalda, as Heroquests. I was wondering if there is something similar for Uz, Aldryami, and other species in Glorantha. I have read Trollpak, but I don't have my pdf handy so I can't check at the moment. My memory is that there is a very detailed description of Uz childhood and initiation, but this was written before "adult initiation Heroquests" became a thing. Were I to throw some together for Uz males and females, I think having them based on Karrg and Korasting would make sense. Like Heo
  16. I'm running an RQG session in about 90 minutes. One of PC's will almost certainly use a chariot, and I just realized I don't know how many hit points chariots are supposed to have. What is reasonable??? Do they have armor??? Can't find this in the book.
  17. I think this is for Vangono, as an associated cult of Pamalt.
  18. This might be better for the corrections thread, but I noticed that the rune spell Fleetfoot does the same thing as the spirit magic spell Mobility, minus the strike rank decrease. So this would make Fleetfoot kind of obsolete. Was this intentional?
  19. I am starting up a new campaign concerned with the Locaem Tribe and it's unique political situation. I'd like to develop their neighbors a bit more. Does anyone have any information or recommended sources on the Balmyr Clans? Also, do we know if they have a king as of 1626, or did their leader also get dragon-chomped?
  20. I think it just comes down to immersion vs. what’s fun for the average player, especially if they’re coming into Runequest from D&D, like many new players are (and me). In general, I like how the design of RQG provides a deep simulation of how things work in Glorantha. Paying POW for rune points is fine for me, because magical power should have a cost. I just think a lot of people have trouble with the cost being time, meaning in-game time and the players’ actual time.
  21. If the long casting times are a hard pill to swallow, one solution that someone posed in the forums a while back was having a “quick-cast” house rule in place. This would mean that a sorcerer can can use INTx5 or POWx5 or something like that, and cast a basic, un-boosted version of a sorcery spell. I’ve been thinking of allowing this in my next game.
  22. I'm thinking of starting my next campaign among the Locaem Tribe. The political conflict taking place within the tribe seems like it's worth building a campaign around, plus you have Pegasus Plateau as a good starting point. I'm debating which clan to make the PC's "home clan." The Owl and Raven clans both seem interesting, but I have a lot of questions about their patron spirits, clan history, etc. I think the story from Pegasus Plateau is that Raven led the original settlers from the Locaem clans into their current lands. The Owl, Raven, Salvi, and Ulanding clans are considered the "or
  23. I can’t find anything about this in the GtG, but I remember something about Chaos-corrupted Mostali mining for uranium in the Tunneled Hills. Am I just imagining this?
  24. @Dreaming_Johnny I recently wrote up a spirit cult of Uncol, the Uncoling reindeer spirit, for RQG. I haven't play-tested it or anything but you might be interested. It's modeled somewhat after the Telmor cult from the bestiary. I tried to add rune magic that would make them effective in tundra warfare, and also lean towards being magic specialists. Uncol (Beast) Initiate Membership - Anyone born to Uncoling parents is automatically an initiate of the cult. Outsiders must be adopted into a clan or family to join. - Cult Skills: 1H Spear, Self Bow, Cult Lore (Uncol), Dance
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