Creating a kralori

gran_orco

Mongoose
We need some help. Two of my players are decided to play with a kralori character for living glorantha. I let them to do so because they are followers of the Path of Immanent Mastery (the first adventure specifies that adventurers must be friends or allies of a draconised cult). Following the rules from Glorantha, Second Age, they work with draconic magic. But I cannot find "The Path of Immanent Mastery" in Cults of Glorantha, so we do not know which draconic spells they are able to learn.
Loz, Pete, guys... what must we do?
 
Any help, please. I suppose that kralori can join any draconic cult from the book, but I am schemed about the Path of Immanent Mastery.
 
RQ3 gave them spells to transform various body parts into draconic parts and to breathe flame.

I think that MRQII has similar spells, so you could use them.

Don't forget, though, that the Path of Immanent Mastery is a Godlearner cult that mimics the draconic magic to obtain similar effects. So, they might not be draconic magic but some kind of sorcery, at least in the earliest version. Of course, the Godlearners might have raided the dragons and stolen some of their power to grant pseudo-draconic magic.

I wouldn't treat it the same way as EWF magic, though, as Kralorela in general and the Kralorelan Godlearners in particular don't have a lot in common with the EWF. Apart from dragons, of course.
 
We'ld been playing in Kralorela, the campaign did't last that long, so skills didn't get that high.
This was our concensus on the cult-the idea being the God-learners hacked the Hykim/Mikyh myths and reapplied them through a sorcerous perspective - I've upgraded it to 2 ed. re-reading now the extended durations are a bit skewed.
it might be an idea to apply a requiremnt for a minimum % of Charismatic Wisdom for acolyte and Priest - as you no longer need to buy the position with hero points.
I hope its of use:


The Path of Immanent Mastery
Mystery Cult of Dragon Worship
This is a Kralorelan mystery cult of dragon worship. It has a large number of adherents among the lower classes, but those of a higher social order view it as misguided and flawed.
It is tolerated by the Kralorelan hierarchy as it acts as an example of the folly of haste and impatience for those who follow true mystic paths.

Runes
Man, Dragon

History & Nature
The Cult has no myths, other than those associated to Dragon Mysticism in general. The cult concerns itself to a greater degree to the physical aspects of Draconian life and on the whole does not make use of these myths, less it it to illustrate the correctness of its own path.
The cult is an artificial entity created by the God-Learners to attempt to understand and explore Dragon Mysticism, in which it failed. However it did bring with it one advantage, a degree of power granted to those initiated in to its mysteries.

The cult is a spiritual dead-end, presenting no promise of existence after death, its only reward is it allows an individual to physically emulate the Draconic form, and perhaps allow the cultist to live out his days in the form of a Dragon. It is believed the Inner-circle seek to create a further ritual, one they allude to as Perfection of Dragon life, but for all their endeavours their task has been fruitless. They believe using this ritual they could become immortal while in the Dragon form.

Organisation
The Cult is organised into a series of Circles, each teaching the circle below it and guarding secrets until those below it are ready to be accepted into its membership.
Sites of Worship
The Cult has numerous temple through out Kralorela sanctioned by the God-Learners. They are almost identical in construction and design. Common themes through out are the intertwined dragons, one black the other white, normally seen on tessellated flooring and supporting columns.

Otherworld Association
The cult seems to use sorcery to cast their magics, however the source of this power originates on the God-Plane. Yet the cult venerates no god, it merely worships the form of the Dragon.

Membership
There is no lay membership.

Initiate (Student)
To join the cult a student must approach the Outer Circle and request acceptance.
Requirements: The student must dedicate POW to the cult, up to 1/3 of the characters POW may be dedicated.
Benefits: The Student is taught the basic understanding Charismatic Wisdom skill and allowed access to the First Chapter of the cults Grimoire.

Grimoire:
The Lesser Form of Perfection
Attain Perfection of Head
Attain Perfection of Limb
Attain Perfection of Viscera
Attain Perfection of Tail
Attain Perfection of Wings

Acolyte (Brother of the Outer-Circle)
Requirements: Must present themselves to the Outer-Circle and then must take on Dragon Form by casting all the Lesser form Spells.
They must dedicate further POW (up to a maximum of POWx 2/3).
Benefits: Gain access to the second Chapter of the Grimoire, The Greater Form of Perfection.

Grimoire
The Greater Form of Perfection:
Attain Perfection of Spiritual Armour
Attain Perfection of Flame

Runepriest (Brother of the Inner-Circle)
Requirements: Must present themselves to the Outer-Circle and then must take on Dragon Form by casting all the spells from the Lesser and Greater Chapters of the Grimoire.
Benefits: Gain access to the final chapter of the Grimoire, The Acts of Perfection.
May dedicate as much POW as they wish to the cult.
The Inner Circle has no time or wealth restriction placed on them by the cult.

Grimoire
The Acts of Perfection
Attain Perfection of Form

Common Magic
Teaches none, but the cultist is free to learn any form of magic.

Higher Magic
The cult provides a number of spells, the Attain Perfection rituals which act in a similar way to sorcery. These powers allow the caster to assume a Draconic form.
The initial forms taken are very much in the mould of a Dragonewt rather than True Dragon, until the Perfection of Form is applied however.

For all intense and purposes the following spells are treated as sorcery and cast using the Charismatic Wisdom Skill (treat as Grimoire Skill) and modified using Dedicated-Pow.

Damage Step table

Step Damage
1 1d2
2 1d3
3 1D4
4 1D6
5 1D8
6 1D10
7 1D12

Attain Perfection of Head
Autonomous
Turns the subjects head into the from of a dragons, granting the subject a Bite Attack (DEX x2).
Each 30% (or increment) in Charismatic Wisdom Steps the damage up by one from 1d4 (see Damage Step Table). A character with 20% in Charismatic Wisdom would gain a bite attack of 1d4.

Attain Perfection of Limb
Autonomous
Transforms a single limb in to its Draconic equivalent. The player may attack with the clawed limb using unarmed combat. For each 30% (or increment) in Charismatic Wisdom Steps the damage up by one from 1d3.(see Damage Step Table).
This must be cast once for each limb.

Attain Perfection of Viscera
Autonomous
Transform the chest and abdomen into their Draconic equivalent. It has no other effect.

Attain Perfection of Tail
Autonomous
Cause the subject to grow a Draconic tail, the tail aids stability while flying increasing the movement rate by 1/20% (or increment) in Charismatic Wisdom per CA.

Attain Perfection of Wings
Autonomous
The subject grows a set of leathery wings, they gain the Fly(DEX+POW) skill and can move at up-to 3m per 10% (or increment) in Charismatic Wisdom per CA.

Attain Perfection of Spiritual Armour
Autonomous
Causes those areas affected by an Attain Perfection Spell to be covered in hard scale. Each 10% (or increment) in Charismatic Wisdom grants 2AP and +5% to resist and Fire/Heat based effected or magic.

Attain Perfection of Flame
Autonomous
Allows the subject to breath fire as a Dragon but requires the Attain Perfection of Head to be active.
Those within the area of effect are allowed an Evade roll or suffer damage to all body location simultaneously. Mundane armour does not protect, though magical protection still reduces damage.
Each Breath causes two levels of Fatigue to the Cultist.

Each 20% (or increment) in Charismatic Wisdom grants 1d6 damage and an are effect of which increase by 2m per increment.
Charismatic Wisdom 19% - 1d6 Damage with a 2m radius.
Charismatic Wisdom 29% - 2d6 Damage with a 4m radius.
Etc.

Perfection of Form
Autonomous
This must be cast with All other Attain Perfect Spells, it transform the caster from a human to a correctly proportioned Dragon.
Each 30% (or increment) in Charismatic Wisdom doubles the duration of all spells combined with this.

Gifts and Compulsions
None

Cult Skills
Charismatic Wisdom (INT+POW)
This knowledge is a mish-mash of Draconic mysticism and sorcerous knowledge, it should be seen as an abomination to practitioners of both. The folly of the God-Learners knows no ends.
-Prater Lewis, Hrestoli Priest
The principal use of this skill is too act in a similar way as a Grimore skill with the Attain Perfection spells.
It is also the principal skill for advancement through the cult. Outside of the cult this skill is of little use as it has no effect on other Sorcery spells.
When making a skill roll the following outcomes occur in addition to normal effect

Critical Success
The Character gains a degree of new understanding, with Gms permission grants an immediate increase in the Charismatic Wisdom by 1%.

Fumble:
The arcane knowledge and action cause a backlash in the form of an eruption of Dragon Fire from within the Character.
The cultist suffers 1d3 damage per point of dedicated POW and loses 1%/point of dedicated POW from the Charismatic Wisdom Skill


Dedicated POW to Immanent Mastery
This acts as manipulation for the Attain Perfection Spells, it cannot be used with normal sorcery, allowing one point of manipulation per point of POW.
Dedicated-Pow Combine Duration
0 1 Spells 10 Rounds
1 2 Spells 10 minute
2 3 Spells 30 minutes
3 4 Spells 1 hours
4 5 Spells 2 hours
5 6 Spells 4 hours
6 7 Spells 8 hours
7 8 Spells 1 Day
8 9 Spells 2 Days
9 10 Spells 4 Days
10 11 Spells 1 Week
11 All 2 Weeks
12 All 1 Month
13 All 2 Months
14 All 1 Season
15 All 2 Seasons
16 All 1 Year

Allied Cults

None
 
Approved and stolen! :lol:

Just one thing, I guess the base for Charismatic Wisdom should be INT + POW?

Just goes to show my old RQIII Cults book can still prove useful! Thanks for this. :D
 
Yes it should be INT+POW.
We here using it as a lore INT x2, but converting it over to MRQII I changed it back to INT+POW as it was in the ye olde RQ3 cults book.
It just goes to show how easily mistakes sneak in there :)
 
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