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How would a player character learn new runes beyond the ones at chargen


hkokko

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  • hkokko changed the title to How would a player character learn new runes beyond the ones at chargen

Rune training is possible.  See RQiG section(s) on training.    It requires a long training period in a temple. And implicitly you need a trainer who has that Rune at a high level.

But since the spirit rune is basically for spirits, you may have a hard time finding that trainer.

Edited by Squaredeal Sten
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from a game design perspective, you can research or be trained (p417)

the easiest way is as @Squaredeal Sten says, go to to your temple . However, your temple provides probably rune training in runes you already have improved.

If you want to be trained in other rune, you have to find another temple (or shaman, for spirit rune for example). Then that is more a gm /player discussion/roleplay.

Will the temple require something ? Will the shaman ask the character to become an assistant ? or just "few" cows will be enough ?

As a gm I will require:

- be known from the temple or the shaman (I don't mean reputation, but your family, clan, yourself, is welcomed by)

- at least be/become lay member for a cult/spirit society or at least do/ have done something important (= loyalty) for the shaman or the priest

- if the rune is the opposite face of what you are (for example you have 90% in truth and you want to improve illusion - you have 10% then before any training - ) that would be hard :

- if your 90% rune is part of one of your cult, some priests may ask themselves (or yourself) why you, a near "holy" initiate, lost  a part of your holyness (detection because your behavior, connection to the god, etc... or just priest's feeling )

- the cult where you want to learn, may have same kind of questions : what is the trick ? why this humakti ask me to learn trichery ? etc.. and of course, How can I trick him 😛

 

so the other way, longer, but at least with less social opposition/impact is to learn by yourself. Go meditate about the world in a cave/ hill /lake, what you want, see what you have to see (the harmony of the nature, the violence of the nature, ....) etc

 

in all cases, changing your runes may be a hook for some adventure. Studying the wind, you heard a voice calling you / asking you to do something or to go somewhere, etc.. Is it a sylph who needs help and will, once done, give you an additional perspective on the air (+d6%) ? is it your god itself who want a pilgrimage and will lead you to some solo-heroquest  ? is it a gargath minion who wants to manipulate you  ? Is it some of your mundane nemesis who is tricking you ?

Of course not for all runes improvements, but sometimes... i feel interesting to create story based on players choices (but not expected by the players)

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23 hours ago, hkokko said:

For example the ones mentioned at Other Runes on RQG page 50 among them the Spirit rune?

Training mentioned above is the obvious route, not just from your temple, but associate cults as well. For those with beast / man polarity and other form rune bases, training in a form rune would not be possible (this covered in the Mythology book). You can't train to be a spirit form, you are either a spirit or not, unless you are a shaman and have effectively done this already with a fetch. 

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1 hour ago, David Scott said:

... You can't train to be a spirit form, you are either a spirit or not, unless you are a shaman and have effectively done this already with a fetch. 

What if somebody got a Discorporation spell with tons & tons of Extension on it?  Could they train with the Spirit rune :20-form-spirit: then?
 

Edited by g33k

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51 minutes ago, g33k said:

What if somebody got a Discorporation spell with tons & tons of Extension on it?  Could they train with the Spirit rune :20-form-spirit: then?

Of course, once their body starves to death, it's a permanent addition. I'd even get the local shaman to bind their spirit to their desiccated remains and add a sign saying "Fools never learn"... (just use the hunger rules on page 161, the average adventurer would last maybe two weeks)

Edited by David Scott
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37 minutes ago, David Scott said:

Of course, once their body starves to death, it's a permanent addition. I'd even get the local shaman to bind their spirit to their desiccated remains and add a sign saying "Fools never learn"... (just use the hunger rules on page 161, the average adventurer would last maybe two weeks)

This problem can be solved, if the table / the GM wants it to be.

It could be as simple as having prepared some special drink (likely milk-based (likely with various infusions, including hazia)), and an assistant/attendant props up the the trainee and gently dribbles some into their mouth.  If you want it not to work, you rule that it flows equally to stomach and lungs, and their body begins coughing & convulsing & without intervention will die; but if you do want it to work, it... does.

Alternatively, one can have a very-weak spirit on-tap, who will possess the body on-command, eat & drink, and return to its binding.

It can still be something rare, even unique (to one tradition, even to one shaman) who is the only one who knows all the steps to make it work.

Edited by g33k

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On 8/20/2023 at 1:45 PM, Squaredeal Sten said:

Rune training is possible.  See RQiG section(s) on training.    It requires a long training period in a temple.

Just use Research instead, it's explicitly allowed and unless you're swimming in money, more efficient when learning something brand new.

It has to be a Rune that can be trained though, which is definitely a limitation.

Edited by Akhôrahil
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