Which Book will I find Folk Magic in?

WildHealer

Mongoose
EDIT: changed the title of this thread from "common magic" to "folk magic".

Hi all,

Reading through Glorantha: the Second Age, I'm noticing the concept of common or "low" magic being applied to the type of magic which "everyone" knows. As this is the single biggest difference between MRQ magic and the magic in Glorantha which everyone's been used to, I'm interested to know which supplement it's going to be in.

Is it going to be in Cults of Glorantha 1 or 2, or Magic of Glorantha, or Players Guide to Glorantha, or some other supplement?

It might be a good idea if someone (maybe a Mongoose someone) could maybe give a quick overview of the publishing plans for Glorantha magic, so we know what to expect and when. IE, is Divine Magic going to change for Glorantha, are we getting Dragon Magic in Magic of Glorantha, are there alternate rules for Rune Magic coming, that sort of thing.

Hope you guys can help!
 
Oops- you're quite right Simon!

I actually mean FOLK magic, from p8 of the Second Age book. Trying to find some more on that, amongst other things.
 
WildHealer said:
Oops- you're quite right Simon!

I actually mean FOLK magic, from p8 of the Second Age book. Trying to find some more on that, amongst other things.

Player's Guide to Glorantha
 
Thanks Mongoose Acolyte - that answers my main question. Is there any chance we could get some Table-of-Contents type previews of what's actually in Cults of Glorantha, Magic of Glorantha, & Players Guide to Glorantha? I think it'd be very useful to see where the various bits & pieces are coming in.
 
WildHealer said:
Thanks Mongoose Acolyte - that answers my main question. Is there any chance we could get some Table-of-Contents type previews of what's actually in Cults of Glorantha, Magic of Glorantha, & Players Guide to Glorantha? I think it'd be very useful to see where the various bits & pieces are coming in.

Ping. And as if by magic, I appear to waste another five minutes I should be writing.

I can do Magic of Glorantha, purely because I saw the final .pdf of it the other day and I'm now certain of what dodged the edit-hammer, the use-this-in-another-book-hammer, and the foulest bludgeon of all: the you-wrote-too-much-so-we-cut-stuff-hammer.

So here is what's in the Book of How To Be An Imperial Guy With A Lot Of Power.

Introduction
Self-explanatory. I used it to explain the empires and the state of Glorantha to my RQ group, recently. It was designed specifically for that, I confess. I wanted easy access to a scene-setter that I, and others, could use when they needed a decent Second Age overview that focused on the empires and their various well-intentioned roads to hell, doom, and tragedy.

Chapter 1: Draconic Mysticism
Dragon Magic, the Dragonspeaker Cults of the empire, their draconic dances and martial arts, some stuff about either being in each cult or opposing them specifically, some spells, and the rules for what goes wrong with your body when you play with magic that is essentially Beyond the Ken of Mankind, Foolish Humans...

Chapter 2: God Learner Sorcery
Sorcery rules for the God Learners, some spells, and the details of Zistorite mechamagical implants.

Chapter 3: The Old Ways
A teeny-tiny bit about Divine Magic in Glorantha. It was bound to the Heroquesting section, but now it's on its own.

Chapter 4: Heroquesting

How to do it, why you should do it, what kind of myths you can emulate, which gods have some awesome myths (some of which are God Learner misinterpretations of the true myths) and what you get out of Heroquesting, with suggested rewards and a guide to what GMs should hand out. I could've written 800 pages on this and still had stuff to say. I expect this is likely to be only a first step on the subject.

Chapter 5: Magicians of the Imperial Age
A chapter on some of the magical movers n' shakers in Imperial and Alliance politics. It also suggests ways in which players can meet them, work for them or work against them. I'm dead proud of the descriptions, I admit, which head up each character and are designed to be read out to players when they first meet them.

I know, I know: I'm lame. I couldn't resist, though.

EDIT: There was a surprising amount cut for space reasons, though by and large these were characters of lesser import and Rune magic rules for variant bonuses on attuning each of the runes already named in the core rulebook. I can post the lesser characters on here after Magic is out if anyone wants 'em, and it looks like the Rune Magic stuff is bound for a future release in another angle.
 
DBC, that's one heck of a cool contents page - sounds extremely interesting! Thanks for taking the time.

Tragically for my bank account that does sound like one book I have to start saving my hard-earned pennies for... The Dragon Magic & God Learner Sorcery stuff will hopefully be prime background (ie ruthless pillaging) stuff for my 3A games :D

Anyone fancy a stab at the Players Guide contents?
 
Dead Blue Clown said:

Chapter 4: Heroquesting

How to do it, why you should do it, what kind of myths you can emulate, which gods have some awesome myths (some of which are God Learner misinterpretations of the true myths) and what you get out of Heroquesting, with suggested rewards and a guide to what GMs should hand out. I could've written 800 pages on this and still had stuff to say. I expect this is likely to be only a first step on the subject.

Awesome.

I was most disapointed when I found out this would not be in Legendary Heroes. You just made my day.
 
Just a quick positivity filled post, I could not help myself :)

So here is what's in the Book of How To Be An Imperial Guy With A Lot Of Power.
Ooohh, now I'm REALLY waiting for Magic of Glorantha. RQ sorcery was always far behind divine magic in terms of official game content. Damn, I NEVER tought there would be a release of god learner sorcery.. And the dragonspeakers sound extremely intriquing aswell.

DBC:
I can post the lesser characters on here after Magic is out if anyone wants 'em, and it looks like the Rune Magic stuff is bound for a future release in another angle.
YES, thank you on both accounts. The characters would be awesome, and the variant rune bonuses too! =) It would really be a shame if something good was not published at all just because it did not fit into a book.
 
No sweat, guys. Since I'm only around sporadically, if people need 'contents pages' and whatnot of finished projects I work on in the future, don't worry about emailing me to ask.

I can't promise I'll always be able to answer ('cuz of things not being finalised/needing changes, etc.) and I can't promise it'll look the same after editing, but if it's reasonably close to completion, then yeah, the odds are good that I can shed some light.

I can think of 4 RPG books* off the top of my head that I bought sight unseen, and they turned out to be about entirely different things than the title had led me to believe. I know all too well how bloody annoying that is, so I'm always open to shedding light on that score when I can. With names as vague as Magic of Glorantha (I mean, Glorantha's got a LOT of types of magic, right?) I won't be getting frustrated at people asking about what's actually in it.

*I know - I should've read online reviews before buying. Mea Culpa.
 
Well, with Magic systems being in the Core Rules, Companion, Cults 2, and Players Guide I was sure Magic of Glorantha was going to be about something else entirely...

Thanks for the info!

One more thing, can you tell us the final page count?
 
Rurik said:
Well, with Magic systems being in the Core Rules, Companion, Cults 2, and Players Guide I was sure Magic of Glorantha was going to be about something else entirely...

Thanks for the info!

One more thing, can you tell us the final page count?

96?

Let me doublecheck.

Yeah, 96.
 
Dead Blue Clown said:
96?

Let me doublecheck.

Yeah, 96.

:?

Thanks. It sounds like they could have gone with 120.

This thin book thing can seem a bit constrictive.

Dang Marketing Bobbins.
 
Chapter 4: Heroquesting
How to do it, why you should do it, what kind of myths you can emulate, which gods have some awesome myths (some of which are God Learner misinterpretations of the true myths) and what you get out of Heroquesting, with suggested rewards and a guide to what GMs should hand out. I could've written 800 pages on this and still had stuff to say. I expect this is likely to be only a first step on the subject.
Oh. My. God. The Chapter I've been waiting for! :D
 
Dead Blue Clown said:
Rurik said:
Well, with Magic systems being in the Core Rules, Companion, Cults 2, and Players Guide I was sure Magic of Glorantha was going to be about something else entirely...

Thanks for the info!

One more thing, can you tell us the final page count?

96?

Let me doublecheck.

Yeah, 96.

Is the cover thicker than all the 96 pages combined?
 
algauble said:
Dead Blue Clown said:
Rurik said:
Well, with Magic systems being in the Core Rules, Companion, Cults 2, and Players Guide I was sure Magic of Glorantha was going to be about something else entirely...

Thanks for the info!

One more thing, can you tell us the final page count?

96?

Let me doublecheck.

Yeah, 96.

Is the cover thicker than all the 96 pages combined?

I've only seen the .pdf, dude. Although, in that instance...yes!
 
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