Cults of Glorantha II

soltakss

Cosmic Mongoose
Now that I've got Cults of Glorantha II a few days early, I've had a chance to skim through it quickly and it looks pretty good. It seems better than Cults of Glorantha I and is probably the best Glorantha book so far from Mongoose. It looks like Jeff isn't going to have to eat crockery of any sort.

The shamanism rules are very good. Hsunchens have a way of Integrating Spirits that should be available to a lot more people as it is so good.

There are a few things that I'm unsure about, though.

The Spell Alter Spirit of Disease has the Runes of Darkness, Death, Disease and Spirit, Sneeze has only the Disease Rune. Is Disease a new Rune? What are its properties and powers? Should we be told or is it a Mallia Cult Secret?

It is interesting that Alter Spirit of Disease needs the Disease Rune but Carry (Disease) and Cause (Disease) don't.

Mallia gets Charms of Darkness, Death and Spirit, no Disease there either.

Various spells (Axis Mundi, Call Founder, Create (Practice Fetish), Create (Rune) Charm, Summon Ancestor, Summon (Otherworld Species)) have Runes "All". Does this mean that it can be cast using any Runecasting skill? So, if I have Summon Ancestor then I could use my Law Runecasting or my Death Runecasting skill. Is this meant to show that these are cult/sect dependant? So, a Summon Ancestor through Daka Fal isn't the same as one through Yelm, for instance?

Silence Sphere has the Runes of Earth and Motion, whereas I'd have thought that Stasis would have been better as the sounds do not pass through the barrier.

The Create Basilisk spell has been made a lot easier as it needs an egg laid by some kind of fowl, rather than the Cock's Egg from the past.

The Intellect Spirit talks about free INT, opening up the sorcerer's free INT. Free INT? I thought we had dropped that in RQM. Sure, it can store spells, allowing a sorcerer to know more spells than his INT, which is fine. I think this slipped by the Proofreading stage.

Poor old Intellect Spirits, not only do they have an archaic and obselete power, but they can't see in the dark. Other spirits have Dark Sight and Night Sight, but not Intellect Spirits.

I like the Spirits of Thed - a very nice idea.

The Thanatar writeup speaks of Tien as the original god, then Atyar as being the Skull and Thanatar as being the headless corpse, with the reunited cult being Thanatar. Than is the headless corpse and Thanatar the reunited cult.

Create Head doesn't say what happens if you cast a Divine Spell known by a head. Do you lose the spell? Can you get it back? Because of the omission, it looks as though Divine Spells are one-use, which is a shame because RQ3 Thanatar made them reusable and made Thanatari scary as hell.

Chaos Defender can be resisted! Boo! That stops you casting it on your companion, making him stand to face the chaos while you run away to report it to your superiors. But it is Progressive with each extra point allowing an extra person to be affected. Hooray! That means that I can cast it on all the other members of the party, hoping some of it will stick while I make a strategic exit.

These are not whinging criticisms, they are part of an ongoing attempt by all here to make sure the Mongoose books are error free and the best they can be.

Anyway, that's all for now, I need to read it properly over the weekend.
 
soltakss said:
Now that I've got Cults of Glorantha II a few days early, I've had a chance to skim through it quickly and it looks pretty good. It seems better than Cults of Glorantha I and is probably the best Glorantha book so far from Mongoose. It looks like Jeff isn't going to have to eat crockery of any sort.

Damn! err...I think.... :wink:

soltakss said:
These are not whinging criticisms, they are part of an ongoing attempt by all here to make sure the Mongoose books are error free and the best they can be.

Agree 100%, these all sound like excellent and constructive points. Can't wait to get my mitts on the book now, should be tomorrow evening.
 
What does footnote 3 for the Thanatar geas table apply to?
If the cultist is exposed to forbidden light, he must make a CON characteristic test each round or go blind permanently.
Which geas does this apply to? The never use fire one?
Also, what's a CON characteristic test anyway? I thought these were turned into Resilience tests in MRQ.
 
There are a couple of (very) minor mishaps in Aldrya write up, but I argree with Simon... its one of the best books so far...
But leaves you wanting more.

Must have misread something there thought it said all Shammanic/Animism spells where cast using the summoning Skill...time for a quick rummage.
 
Exubae said:
There are a couple of (very) minor mishaps in Aldrya write up, but I argree with Simon... its one of the best books so far...
But leaves you wanting more.

Must have misread something there thought it said all Shammanic/Animism spells where cast using the summoning Skill...time for a quick rummage.

They are supposed to be... Perhaps you have to have the necessary rune and the summoning skill? Its not what I envisioned when I wrote it though. I shall have to wait until I get to that part of the text in my reading.

Thanks for pointing it out!

Jeff
 
Voriof said:
They are supposed to be... Perhaps you have to have the necessary rune and the summoning skill?

Yes it say that, just misread Solakss post... sorry for instilling panic.

Still its an excellent book... have you any thoughts on vol 3 :)

That aside had an alternative thought for divine cult runes... force the players to dedicate POW to each rune they want to have access, then allow them to roll Theology to cast the spell, character has the option to lapse the dedication at any point... still pushing theology :)
 
Exubae said:
Yes it say that, just misread Solakss post... sorry for instilling panic.

Still its an excellent book... have you any thoughts on vol 3 :)

If they are willing to print one, I think I would be willing to write one. Much of the material I think should be covered - the East and some more 'non adventuring' cults have already been written. Some more orders, schools, and practices would not be amiss either.

Perhaps some rules for setting up your own religions. Its a thing the God Learners are good at. ;)

I'll see about answering some ofthe other questions in this thread once I finish measuring a bunch of boulders.

Jeff
 
Voriof, if your about a quick question...
Can a Shaman extend his POW with a POWER Spirit to hold more Rune/Spirits spells (A shaman uses POW to 'remember' spirit/rune magic. COGII P.g. 10)
 
Exubae said:
Voriof, if your about a quick question...
Can a Shaman extend his POW with a POWER Spirit to hold more Rune/Spirits spells (A shaman uses POW to 'remember' spirit/rune magic. COGII P.g. 10)

Not to my knowledge. A POW spirit only provides a reserve of magic points. The only way to extend POW is by awakening a fetch. However, the POW based restriction on magic is not something I put in the ms so I would have to sit down and re-read the relevant sections.

Jeff
 
Still confused, so some explicit questions rather than implicit ones.

Is Disease a new Rune? If so, what are its properties and what does it look like?
Why don't Cause (Disease) and Carry (Disease) need the Disease Rune but Sneeze does?
Should Mallia get Disease Charms?

What Runes are needed to cast spells with Runes:All?
Do you just need a single Rune or do you need any two runes?
Does it depend on the individual spell/cult combination?

Is Free INT still knocking about in some form or is the reference in the Intellect Spirit Description just a case of importing things wholesale from RQ3 with no proofreading?

Are Divine Spells gained from the Create Head Spell effectively one-use?
Do you cast them and then are unable to get the spells back?
 
Is Disease a new Rune? If so, what are its properties and what does it look like?
Why don't Cause (Disease) and Carry (Disease) need the Disease Rune but Sneeze does?

No such thing, this was missed in the edit. Ignore it in all cases. For the Sneeze spell use the rune of Air instead.

What Runes are needed to cast spells with Runes:All?

Any (thought this was pretty straight forward)

Do you just need a single Rune or do you need any two runes?

Just the one in all cases

Is Free INT still knocking about in some form or is the reference in the Intellect Spirit Description just a case of importing things wholesale from RQ3 with no proofreading?

Sorcerors can only learn a number of spells equal to their INT. Intellect Spirits allow them to learn more.

Are Divine Spells gained from the Create Head Spell effectively one-use?
Do you cast them and then are unable to get the spells back?

Mmm, there's no hard and fast rule for this. I'd generally leave it up to the GM, but personally I'd make them one-use.

Fordy
Cutter & Stitcher
 
MongooseFordy said:
Is Free INT still knocking about in some form or is the reference in the Intellect Spirit Description just a case of importing things wholesale from RQ3 with no proofreading?

Sorcerors can only learn a number of spells equal to their INT. Intellect Spirits allow them to learn more.
That'll be a "Yes" to the latter then.
 
Thanks for the reply.

MongooseFordy said:
Is Disease a new Rune? If so, what are its properties and what does it look like?
Why don't Cause (Disease) and Carry (Disease) need the Disease Rune but Sneeze does?

No such thing, this was missed in the edit. Ignore it in all cases. For the Sneeze spell use the rune of Air instead.

So, does Mallia get the Air Rune Charm so that her own worshippers can cast her cult special spell?

Perhaps Death would have been better.

MongooseFordy said:
What Runes are needed to cast spells with Runes:All?

Any (thought this was pretty straight forward)

Ah, I was forgetting that "All" and "Any" mean the same thing.
Perhaps Runes: Any would be clearer.

MongooseFordy said:
Do you just need a single Rune or do you need any two runes?

Just the one in all cases

Which makes them a lot easier to cast than other spells. I'd have thought that they would have been more specialised.

MongooseFordy said:
Is Free INT still knocking about in some form or is the reference in the Intellect Spirit Description just a case of importing things wholesale from RQ3 with no proofreading?

Sorcerors can only learn a number of spells equal to their INT. Intellect Spirits allow them to learn more.

So, chalk two up to Cutter & Stitcher and one down to rules vagueness.

It's good that they are the only errors that I have found so far.
 
Perhaps Death would have been better.

Good point, Death it is.

Which makes them a lot easier to cast than other spells. I'd have thought that they would have been more specialised.

Most of these are the standard bread & butter spells for shamans, and as such shouldn't be that hard for them to cast.
 
frogspawner said:
MongooseFordy said:
Is Free INT still knocking about in some form or is the reference in the Intellect Spirit Description just a case of importing things wholesale from RQ3 with no proofreading?

Sorcerors can only learn a number of spells equal to their INT. Intellect Spirits allow them to learn more.
That'll be a "Yes" to the latter then.

Weren't the INT spirits supposed to be fragments of Godleaners' psyches destroyed in the Second Age ?
 
Yoda300 said:
Weren't the INT spirits supposed to be fragments of Godleaners' psyches destroyed in the Second Age ?

Not that I am aware of. I understood they were fragments of spirits destroyed during the God War. Or spirits that exist to help out shaman (intellect essences serve a similar purpose for sorcerers, etc).

Jeff
 
Yoda300 said:
Weren't the INT spirits supposed to be fragments of Godleaners' psyches destroyed in the Second Age ?

That's how it is in Vesa Lehtinen's game. Vesa is a finnish Glorantha enthusiast who was quite an active writer about a decade ago.

It was never offiscial in any way. Feel free to use it in your game if it tickle's your fancy.
 
Weren't the INT spirits supposed to be fragments of Godleaners' psyches destroyed in the Second Age ?

This was a Rumour from an old Tales, which was confirmed as true according to the magazine. So was probably confirmed in a Q and A with Greg.

Simon
 
I just want to say yay! I finally got mine. I can't wait to dig in - especially to the Spirit Magic stuff.
 
Back
Top