weasel_fierce
Mongoose
so I've been thinking of doing a historical fantasy game, ala Poul Andersons "the broken sword". Set around the viking age (800 to 1000 ) with the various historical cultures and peoples, but with a mythic edge.
The woods have elves and trolls, there's dragons, sorcery and witchcraft, that sort of thing.
Magic would go along these lines:
Divine magic is more or less what it is. People who spend the time, dedication and sacrifices to their god will manifest the qualities of their deity (a viking warrior getting the berserk spell f.x.) or simply be the recipient of miracles (a christian knight healing the injured). It wouldnt really be considered "magic" by anyone, though it'd be rarer than in default RQ.
Rune magic comes from "items of power". These can take many forms.. dwarf made rune items (for a norseman), pieces of holy text or saintly artifacts. Or artifacts of elder ages. Its all a question of what you believe in. Having a splinter of the Cross is good luck.. and lo and behold, it gives you the protection spell.
Sorcery would be the only "real" magic, in the sense that everyone knows its magic. It'd be the fringe stuff. Outcasts, renegades and esoterics. That also explains why no professions get it from the start.
I'd propably include the folk magic from the Glorantha players guide too, to reflect basic superstition and folklore.
Thoughts, ideas or whatnot, either about the magic, or about using MRQ as a historical set ?
The woods have elves and trolls, there's dragons, sorcery and witchcraft, that sort of thing.
Magic would go along these lines:
Divine magic is more or less what it is. People who spend the time, dedication and sacrifices to their god will manifest the qualities of their deity (a viking warrior getting the berserk spell f.x.) or simply be the recipient of miracles (a christian knight healing the injured). It wouldnt really be considered "magic" by anyone, though it'd be rarer than in default RQ.
Rune magic comes from "items of power". These can take many forms.. dwarf made rune items (for a norseman), pieces of holy text or saintly artifacts. Or artifacts of elder ages. Its all a question of what you believe in. Having a splinter of the Cross is good luck.. and lo and behold, it gives you the protection spell.
Sorcery would be the only "real" magic, in the sense that everyone knows its magic. It'd be the fringe stuff. Outcasts, renegades and esoterics. That also explains why no professions get it from the start.
I'd propably include the folk magic from the Glorantha players guide too, to reflect basic superstition and folklore.
Thoughts, ideas or whatnot, either about the magic, or about using MRQ as a historical set ?