A Question about runequest 1

Hopeless

Mongoose
Picked up the core rule book, companion and monsters book for RQ1 and am looking at running a game however...

I've recently bought the glorantha second age book and was some what put off by the details within because it felt wrong.

Its probably just me but I was wondering if there's a specific book or information on the use of spirit magic especially shamans with the use of a fetch that any of you know about?

I was looking at the shaman pc having to deduct pts of Pow to their fetch let alone the 1 or 2pts deducted for binding runes that the character generation gives them access to.

Does that sound about right?

In regards to the rest I was looking at priests needing to bind runes that are part of their deities portfolio using the excuse that they represent part of their deities true name.

The only runes they should avoid would be those that represent enemy faiths' unless of course their faith has access to that rune normally.

In regards to the above I figure either using their cult spell list as a means of identifying their "true name" runes or look at something else.

Looking at witches and wizards being able to use sorcery since their grimoires have their runebond as part of their mage glyph I was thinking it would be on the cover so grimoires would easy enough to recognise with actual runes engraved on the cover but that would also mean it would easy enough to filch if necessary so might want to rethink that part...

Let me know what you think about this.
 
You should know that the S&P articles are for RQII not the previous edition (MRQ1) that you are referring to. Spirit magic has been massively changed between editions.
 
Even if you wish to use the RuneQuest 1 rules, the advice is to ditch the rules about physical runes without any hesitation. Just assume the cults will teach the RuneCasting skill for their deity's runes and you will be fine.
 
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