gran_orco said:Has someone a price-list of the runes? I would like to know which is the approximate price that you believe that they have
No. It's just an interesting approach that membership at a particular level (say Initiate) in a cult automatically gives enough association with that god's runes that the Cult's Rune spells can be cast. Some (most, I think) suggest it could be done with Lore(Specific Theology:<Cult in question>), others that it grants the relevant Runecasting skill.gran_orco said:Does the worship give runes to his initiated members?
(But, with a position like that, how Mongoose will ever be able to publish adventures or anything else with any NPC/monster stats, I don't know...)
Mongoose Steele said:I don't understand what you mean here...can you explain this?
msprange said:Just to chip in, this was one area we deliberately left vague. The idea was that GM's could adjust such pricing to reflect the relative scarcity of runes in their campaigns, allowing them to be magic rich or magic poor, as they desired.
frogspawner said:Yes necessarily. If Mr Boss is supposed to be exceptionally tough in the scenario (as his name implies) then the reward for defeating him should be more than normal - but if he's just ordinary (compared to others in the campaign) then the reward should be ordinary too (and he would be a guard, not a boss).
So any character, in their context, will reveal what the officially normal levels of spells/runes are in MRQ.
Mongoose Gar said:I disagree - the reward for defeating the boss will be proportionate to his power, not his rarity. Mr. Boss the Runelord with lots of integrated runes isn't any tougher than Mr. Boss the Master Axewielding Maniac who has no runes, but a really high Axe skill.
Rurik said:Magic is supposed to be common [in Glorantha], therefore runes need to be pretty common.
frogspawner said:- Cult membership allows spell learning (without the need for rune integration): Lay members can get their cult's spells; Initiates+ can learn spells of associated cults too. (Use whatever you're used to for casting: a straight 95%, or POWx5, or even Theology/Runecasting skills).
- Runes are crystals of godly blood and are very rare (even more so in 3rd Age than 2nd). When attuned, Runes are absorbed into the host's bloodstream, and re-crystalize/re-emerge only upon their death.
- Normally, though, Runes are sacrificed ('returned') to the gods - and disappear permanently, but sometimes Rune-Lords/Priests may integrate one. Only Rune Masters are deemed powerful enough to do so because attuned Runes can be located via Divination by related cults - who will often send hit-squads on "Rune Quests" to get them....
Extreme Rune-rarity should explain why existing characters hadn't come across them before.
True - but powerful means rare, unless you're running a very-high-powered campaign (Monty Haul?).Mongoose Gar said:I disagree - the reward for defeating the boss will be proportionate to his power, not his rarity.