Runequest Kingdoms

Utgardloki

Mongoose
I need to settle on what I am going to do with this Runequest game, but a friend just asked me if I was going to run an Iron Kingdoms campaign. Converting Iron Kingdoms to Runequest is one of the things that I've thought about doing.

Most of the conversion should be pretty straightforward. Many of the classes (such as monk and ranger) feel like they were shoehorned into the setting; the Campaign Guide even went so far as to change rules for the Bard, Sorcerer, and Monk classes, and create a whole new Ranger class to replace the one in the D&D rulebook. Such concerns disappear in Runequest, since there is no reason why all that "wandering minstrel" stuff for bards or the spellcasting stuff for rangers need to apply in the first place.

A few Iron Kingdoms classes might be translatable as advanced skills. For example, instead of the Fellcaller Class, there could be the Fellcalling Advanced Skill. I've never heard of a skill being restricted to a specific race, but technically in D&D classes are no more restricted to races, yet Fellcalling is restricted to trollkin; it makes sense if trollkin are assumed to have special vocal apparatus that humans can not duplicate.

I can't think of anything in particular that would pose a difficulty in conversion, but thought I'd bring the topic up here.
 
As one of the original Warmachine/Iron Kingdoms RPG writers I cannot help but be a bit interested to see what others would do with it on RQ.

Bry
 
During lunch I was thinking about magic in the Iron Kingdoms. Throwing out the D&D magic and then having the option of bringing as much or as little of it back in makes for some interesting ideas.

Iron Kingdoms seems to be an ideal setting for runecasting. For many of the deities I can easily see runic associations, while for arcane mechanics, I can see a relation similar to that between Cabalah/the Hebrew Alphabet and the ancient Egyptian heiroglyps.

Iron Kingdoms makes a great deal regarding the uniqueness of necromancy, conjuration, and enchantment. I thought about making different skills for each, but it seems like I can make them different runes. The Death Rune exists already, although perhaps there can also be an Undeath Rune for those willing to handle it. Conjuration and Enchantment can also have their associated runes, and thus their associated Runecasting skills.

For my Runequest Modern project I'd created a Read Magic skill for wizards. There seems to be little reason why in Iron Kingdoms, it can't be possible to use Read Magic in conjuction with Runecasting for the wizards' guilds. It's possible that different guilds might have different ways of writing magic spells, making it necessary to advance separate Read Magic skills for each spell. Most wizards would only be fluent in the Read Magic skill used by their guild.

(What Read Magic does is allow the character with this skill to read and cast spells out of magic books. Spells may also be prepared -- to be cast later; or memorized -- which is the equivalent of taking the Spell Mastery feat in D&D. Preparation is a function of POW while memorization is a function of INT.)

I'm not sure what to do with sorcery. Essentially I see three choices, each with their pros and cons:

1. Use the sorcery rules in the Companion book. I haven't read the Companion book yet, so I don't know what these are. (I have to find a way to get the local comic store owner to stock Runequest books :? )

2. Follow the D&D system where sorcerers are exactly like wizards, except they don't write down their spells. This is how I imagined my Nyss sorceress; that she did what the wizards did except for not writing her spells down, and this guided my decisions of spell selection. In game mechanics, sorcerers would be like Runecasters in the MRQ rulebook.

3. Invent rules similar to my ideas for Runequest Modern for Voodoo practitioners. Runequest Companion may already have something for me here.

I'll probably do both 2. and either 1. or 3. Elves in particular would have sorcerers who match the mechanics of the MRQ rulebook Runecasters. (Essentially, they'd just lack the Read Magic skill, although Iosian elves could learn it from their own teachers.)

I remember that Bards in IK are considered to be sorcerers whose magic is focussed by their bardic training. This implies that bards should use the same rules as sorcerers for their magic.

Priests, of course, would have access to divine magic.

This brings up the question about druids, and I think the best thing would be to have different professions of druids worshipping different deities. Even Menoth and Merrow could have their druids, who would have characteristics similar to the concept of "Celestial Druid" that I invented as a D&D character class. Cyress could have a rather bizarre profession of druid, but I'll want a chance to hit my books to develope this idea.

Thus, in Iron Kingdoms, I think a druid would be a kind of priest who specializes in "handling nature" (note that Cyress would have a different idea of this than Dhulia -- I hope I got her name correct), and would have special Legendary Abilities specific to each deity.
 
Page 81 of the Iron Kingdoms Character Guide says "Druids are mysterious figures who are feared by most civilized folk."

On the other hand, my thinking is that because essentially the only functioning pantheon in Iron Kingdoms is the Dwarven pantheon (and the IKCG says on the same page "there are no dwarven druids"), I would think that every deity in the Iron Kingdoms would need an order of priests that specializes in nature. For example, a Menite priest living in a rural area might need to occassionally deal with something like a wolf attack or flood, but there are times when a specialist needs to be called.

So, given that "the druids" were basically a Celtic sect that has been adopted by D&D and other fantasy writers, the best approach may be to define Shaman and Druid professions for the various deities. "Shamans" and "Druids" are both priests specializing in nature skills, except that "shamans" worship deities like Merrow and Menoth, who are commonly worshipped by civilized humans, while "druids" would worship deities who less well trusted by most folk, such as Dhunia and Cyriss (although the druids of Cyriss are very weird, a concept more like "anti-druids"; perhaps they should be called "antidruids").
 
The way I see the races in Iron Kingdoms is pretty straightforward conversion. The different human ethnic groups would have their optional ability adjustments, gain skill bonuses in the equivalent RQ skills at +5% for each +1 bonus, and gain +1D20% in what is listed as their automatic class skill. If these benefits are taken, they also take the character flaw as well. Base weight determines modifier to their SIZ.

(This means I need to determine the effect of these character flaws. The ones that are mentioned are Jingoistic, Socially Isolated.)

The character classes work out as follows:

Barbarians is just a label applied to certain people. There is no real distinction between "barbarians", "rangers", and "berserkers"; it's just how you look. The class restrictions do not apply.

Bards are described as sorcerers who take (or are forced to take) military training to legitimize their abilities. I could make a Warbard advanced skill; success means you grant a +5% bonus to your allies' attack rolls and increase their damage dice. (As a general note, I think it useful to have a way to increase dice type rather than grant damage bonus, given the way hit points work in runequest)

Clerics would be called "priests" and are ones able to use divine magic. Turning Undead sounds like an advanced skill that is only useful if you have divine magic. I never liked the Pain of Healing rules, and alignment does not exist in Runequest, so in IK-RQ these only apply when priests of certain cults try to cure adherents of certain other cults.

Druids deserve detailed treatment. My idea is that druids with abilities matching the D&D class exist for the cults of Dhunia and the Devourer. Other cults have priestly orders dedicated to handling nature, according to that deities goals; these would include "shamans" and "antidruids".

(For those not familiar with Iron Kingdoms, Cyriss is a goddess of mechanical stuff, and given her description, a kind of antidruid seems apropos.)

Fighters are common. It's easy enough to define soldier professions. (Well, it's not easy enough, IMHO, but you get the point.)

Monks exist in one of two orders in the Iron Kingdoms. The monk abilities in D&D can be converted to Legendary Abilities. It would make sense to have two different sets of Legendary Abilties, one for each order. Differing monk "professions" and weapon skills also serve to distinguish between these two orders.

Paladins are fighters who use divine magic. Since alignment does not exist in Runequest, there is no reason why divine fighters can not be defined for each of the cults, although few cults would recognize divine fighters of other cults as "paladins". (Menoth and Merrow would be a rare instance of a pair of deities who recognize the "paladin-ness" of each other's paladins; I'm not sure what kind of effect this kind of relation would have, given that Menoth and Merrow are fiercely competing for the same worshippers.)

Rangers Since Runequest neither provides anything to distinguish a "ranger" from a "barbarian", nor provides a spell progression for rangers, there is no need to define a special ranger class for the Iron Kingdoms. Some rangers may cast spells, if they gain spellcasting as anybody else may gain it, through what in D&D would be multiclassing. (An example would by my Nyss character Sorceress/Wizard/Ranger.) Since runequest has no multiclassing penalties, there's no reason there can't be ranger/paladins of any cult. Even paladins of Cyriss could study the wild in order to better exploit it, although such characters would probably not be called "rangers".

Rogues are common in the Iron Kingdoms, being simply people with rogueish skills and attributes.

Sorcerers could be handled in different ways, as noted above. I need to see the Runequest Companion before I can decide on the best way to handle them.

I've always seen my Nyss sorceress as just like a wizard, except without a spellbook. That's changed once I multiclassed her, except that multiclassing sorcerer and wizard sucks in D&D. Runequest does not have that problem, so the only question is whether sorcerers use the same kind of magic as wizards, or whether it is something different.

Wizards have a skill called Read Magic, which allows them to read and write spells in spellbooks. Runecasting is still needed to cast the spell. Since runecasting seems such a natural fit to the Iron Kingdoms, there seems to be no reason not to use it for wizards.

Iron Kingdoms also has additional advanced classes:

Arcane Mechaniks have the Read Magic skill as Wizards do, as well as Arcane Mechaniks skills.

Bodgers have the "Bodgering" advanced skill, as well as Arcane Mechaniks skills, however often lack Read Magic and Runecasting skills that are typical of the Arcane Mechanik. Of course, nothing in Runequest prevents characters from mixing and matching skills as desired.

Bodgers would also have a selection of Bodgering Legendary Abilities, such as "Toss a Hammer At It" (page 99 of the IK Character Guide).

Fellcallers are "anti-bards". The Fellcalling advanced skill is only available to trollkin. Fellcalling costs Manna (which is simply a term I'm using for Magic Points, since I prefer the way it sounds), so to get more fell calls a day, a fellcaller needs more Manna.

Gun Mages have the Gun Magery skill. They also master the Gun Rune, and can use Runecasting. Gun Magery allows the spells to be cast through the gun, which is quite a handy trick.

I'm not sure if gun mages should or if they should not be allowed to read and write their spells using Read Magic; if no system of writing gun magic down has been developed, then the Read Magic skill would not be possible for these spells. OTOH, I can't really think of why or how these spells could not be written the same way any other spells are written. Perhaps because the Gun Rune was so recently discovered, very few casters, if any, have figured out how to write these spells down, and those who did aren't sharing their secrets.

This should give people things to think about...
 
It has been pointed out to me that in Iron Kingdoms, Ogrun can not cast arcane magic. Neither can many humans.

Thinking this over and how to convert to Runequest, I got to thinking that perhaps in the Iron Kingdoms you need a POW of at least 11 to reliably cast magic. More fun that the D&D system of all or nothing (if your attribute is too low you just can not cast a spell) might be to allow characters with a POW or 9 or less to TRY to cast magic, but have to roll LESS THAN POW on D10 to avoid botching the spell. (Alternatively, they could roll under POW x 10% -- but there is little difference, so why do they math?)

Thus, if Ogrun have low POW scores, it could be not that Ogrun CAN NOT cast arcane magic, but that nobody is willing to teach an Ogrun arcane magic, for safety reasons. You can also imagine how much fun a Magnitude 7 spell could be in the mind of a POW 8 caster.....
 
After posting on the Privateer Press forum, I decided that the best way to represent sorcerers in Iron Kingdoms is pretty much the way Runecasters are in the MRQ rulebook. Wizards and sorcerers are thus much the same, except that the wizards have the Read Magic advanced skill in addition to their runecasting skills.
 
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