The most useful spell, but one you do not see very often is Detect Detection.
Detect Chaos this one used to be problematic in my games. I never want to give a spell that is for one point is better than a rare skill. I think it would be better now days with something like:
Detect <Rune> - Which would detect a presence of an association to a particular rune. The range of a spell would depend on the strength of association.
In a game we played in the late 80's and early 90's the Sun County got involved in a Civil War between the various pro and anti Lunar factions. The end result that their military was mostly destroyed, but the anti Lunar faction won and there were representatives during the liberation of Pavis.
One if the things we are doing is including previous experience for Spiderkin in Spider Woods and Ogres in Seven Hills just in case you want to play something different or from a different angle.
soltakss and I have also published Holiday Dorastor: Temple of Heads https://www.drivethrurpg.com/product/356993/Holiday-Dorastor-The-Temple-of-Heads?affiliate_id=66807
as further adventures in Dorastor. That does not have additional Riskland campaign stuff, but the one we are working on Holiday Dorastor: Spider Woods will and could be integrated with an existing Riskland campaign. After that we are working on Holiday Dorastor: Seven Hills. We are considering more, but got enough on our plates as is.
LOL, and that is on top the two new supplements we are working on and two others that I know off that you are working on. Good thing your wife is away for a bit.
As someone who is doing just that. I agree.
The key to, as far as I am concerned, is to start on a micro level with Glorantha. Don't worry about what is going on on the macro level, and just try to kill that Broo which has been eyeing your herd.
In that case you should stick to RQ1 or invest into RQ3 or BRP as it supports that style of play. You would still be interested with various published scenarios published for RQG.
Now having said that, I am not exactly sure just how many stat blocks I did for the Temple of Heads supplement, lets just say it was a bunch, but most are very unique.
Stat blocks are great as samples of what can be made and the unusual. I love making stat blocks for rarely played cults to explore the range of abilities. For the mundane, I use the average listed in the Bestiary or wing it by just assigning a certain competency level for core skills like 50s, 70s and so one
That's the thing, the only cult I know off which can create Holy water is Zola Fel. I would assume other river cults and most water cults could do it as well, but all of those would lead to the reawakening the Gloomshark Temple. (que Jaws soundtrack)
Wait a couple of days, just in case there are a few other things that need changing and do it all at once. Otherwise you can get into numerous versions listed at the same time.