RuneQuest Style Guide
Basic
Please use US English for grammar and spelling.
For Gloranthan Runes, use the Gloranthan Core Runes font: http://www.glorantha.com/docs/glorantha-core-rune-font/
Use the metric system for measurements.
Whenever referring to a specific number like a game stat, use a numeral, but whenever referring to items, etc. spell them out until ten, then use numerals, e.g., “it is 14 kilometers away”, “the ritual takes seven days”, and “there are approximately 1,400 graves in the necropolis.”
Insert only one space after periods.
Do not indent the first paragraph start, but indent all later starts.
Never use spaces to align your paragraphs. Spaces should only be used to separate words, numbers, and symbols.
Use Oxford (serial) commas.
Lower case letter following a colon, e.g. here: fish.
Dice rolls should be written with a capital D, e.g., 1D6; 2D6+4; 1D100.
When a sentence ends with a quotation of more than one word, the period should be inserted before the end quotation mark.
When making a cross reference to another page in the manuscript or book, use “page @@.” Or if referring to a box on the same page, write “see box nearby” (rather than ‘see box below’—layout may mean the box is not below). E.g., For more information on unicorns, see page 132.
Text that is intended to be put into a text box should be indicated with and after the indicated text.
If you want special layout consideration to a boxed section (e.g., a one page spread that should break out of normal layout), write “xxxxx Begin Special Section xxxxxx” before the text you want treated specially, and “xxxxx End Special Section xxxxx” at the end.
Never use spaces to align things on the page. Use basic tabs.
For multiple pages, use an en-dash to join the numbers, e.g., More information on flesh-eating giraffes, see pages 22–23.
Handouts: number each in consecutive order with a signifier relevant to the scenario name, e.g. in a scenario called “Rhino Jaws” the handout would be referenced as: Handout Rhino 1: Letter from Mr. Rhino.
En-dashes should be used to connect numbers, e.g. See chapters 7–9 for information on Orlanthi deities.
En-dashes are also used to represent the minus sign, e.g. 1D10–1.
Use em dashes “—” without spaces before or after—like this.
Use italics for real world book names.
If referring to dialogue in text, italicize it. “It’s much easier to read that way”, said the editor.
Use italics for examples, e.g.: Example: Xxxxxxxx.
Use × rather than X or x for multiplication. Don’t put spaces around it, so it should be DEX×5 rather than DEX × 5, for example.
E.g. / i.e. / Latin etc.—should be italicized.
Gendered language. Characters with a gender (Jeff, Rurik, Fenerasa, Samastina, Argrath, Claudia) should always use the correctly gendered pronoun—he/his, she/her.
Rules explanations should be gender neutral—use “they/their/them” as singular pronouns. Despite what your grammar teacher might have taught you, it is acceptable usage and has been since the 1500s.
Don’t get hung up on the appearance of the text. Use the existing styles whenever possible. The goal is clean and usable documents that are hassle-free when doing layout. If in doubt, ask the editor.
Terms
Within the text, the term “non-player character” is used instead of NPC.
Use “adventurers” rather than player characters (lower case “a”), and avoid referencing adventurers as “players”—the players do not enter the ancient ruins, the adventurers do. Players make dice rolls, adventurers interact with the scenario content. Never use PCs. Most of the time if you’re writing about rules, assume that adventurers are the ones the rules are about.
Use gamemaster (no caps) rather than GM. Always use gamemaster.
Strength (STR); Constitution (CON); Size (SIZ); Intelligence (INT); Power (POW); Dexterity (DEX); Charisma (CHA).
Use damage bonus not Damage Bonus.
Note a damage bonus of “none” should be written as “0”.
hit points (HP); magic points (MP); Rune points.
Capitalize Rune and specific Runes, e.g., Chaos Rune, Air, Earth, etc.
Rules-specific usages:
strike rank (SR).
movement rate or Move
roleplaying (one word).
spirit magic; Rune magic; sorcery
Skills should be written with capitals, e.g. Broadsword.
Spells should be written with capitals, e.g., Heal 2, Thunderbolt, Moonfire. For variable spirit magic, include the number points in spell, e.g., Bladesharp 3, Bladesharp 6.
Use initiate, Rune Priest, God-Talker, Rune Lord, Rune Master, Rune Lord-Priest, Chief Priest, High Priest, shaman, sorcerer.
Spelling of gods, heroes, places, etc. should be consistent with the Guide to Glorantha.
Characters and Monsters
Use the character’s full name (e.g., Vasana Farnansdaughter or Vasana the Fierce) on their first appearance in the text; thereafter use their first name (e.g., Vasana).
Statistics: between character stats, insert one space between Stat and Number, and one tab between the number and the next stat.
Alternately, use a table. We prefer tables. See this one.
STR 16 |
CON 12 |
SIZ 10 |
INT 15 |
DEX 11 |
CHA 19 |
POW 14 |
Magic Points |
14 |
Also, ensure the order of the characteristics are consistent and follows the example on the following pages.
Characters in your scenario should be written as such: Name, cult membership, gender, age, key descriptor (usually including tribe).
e.g., Asborn Thriceborn, Rune Priest of Orlanth Adventurous, male, 35, thane of the Colymar Tribe.
Periods should end each character skills, spells, armor, and other lists that follow character stats.
Spoken languages may be listed under characters skills as: Speak Tarshite 24%, Speak Esrolian 44%; or listed separately underneath skills in its own group: e.g., Languages: Sartarite 80%, Esrolian 70%, Praxian 40%.
Written languages are handled as spoken languages, but listed separately from spoken languages. E.g., Read/Write Sartarite 50%, Read/Write Tarshite 40%.
Weapon skills should be written to include type, skill, damage (including any damage bonus), SR, and Pts.
Weapon |
% |
Damage |
SR |
Pts |
Composite Bow |
45 |
1D8+1 |
2 |
10 |
Medium Shield |
60 |
1D6+1D6 |
5 |
8 |
1H Spear |
50 |
1D6+1+1D6 |
6 |
15 |
Statistic Blocks
Non-player Characters and Monsters
Note that not every creature will require every entry.
NAME
Cult and short description
Short summary.
STR @@ |
CON @@ |
SIZ @@ |
INT @@ |
DEX @@ |
CHA @@ |
POW @@ |
Magic Points |
@@ |
Runes: Darkness 95%, Man 95%, Harmony 90%.
Passions: Loyalty (Temple) 75%, Fear (Zorak Zoran) 70%.
Rune Points: 10 (Argan Argar)
Move: @@
Damage Bonus: 0, or +1D4, +1D6
Hit Points: @@
Location |
D20 |
Armor/HP |
Right Leg |
01–04 |
X/Y |
Left Leg |
05–09 |
X/Y |
Abdomen |
09–11 |
X/Y |
Chest |
12 |
X/Y |
Right Arm |
13–15 |
X/Y |
Left Arm |
16–18 |
X/Y |
Head |
19–20 |
X/Y |
NOTE: In the above example, X equals the armor in that location, Y the hit points in that location. If the NPC is not humanoid, then adjust its hit locations, melee, and missile numbers as appropriate. For monsters that do not have a given characteristic (e.g. INT or CHA), drop the characteristic.
Weapon |
% |
Damage |
SR |
Pts |
Composite Bow |
45 |
1D8+1 |
2 |
10 |
Medium Shield |
60 |
|
|
8 |
1H Spear |
50 |
1D6+1+1D6 |
6 |
15 |
Armor: List armor and point value of armor. E.g., Bronze plate cuirass (6 pts.), greaves and vambraces (5 pts.), light scale skirt (4 pts.), and closed helm (5 pts.).
Skills: List significant skills, with % at the end, separated by commas.
Languages: List all spoken languages, with any written languages as a percentage after the slash. E.g., Speak Sartarite 75/35%, Speak Tradetalk 50%, Read/Write New Pelorian 25%.
Spirit Magic: List any spirit magic known, including those known by allied or bound spirits or fetch.
Sorcery Spells: List any sorcery spells known and their percentage ability.
Magic Items:
Treasure: List any coins or other valuables possessed by character.
Ransom: The life price for the character.
Allied and Bound Spirits: List any allied or bound spirits.
Companions:
Remember: Calculate the encumbrance for the weapons and armor of the character and make sure it is less than the maximum encumbrance for the character (average of STR and CON, but no higher than STR)!
Sample Character Listing
Vasana, Farnan's Daughter
Initiate of Orlanth Adventurous. Female, age 21. Veteran heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe.
I am Vasana, the daughter of Farnan, a hero of Starbrow’s Rebellion, slain and devoured by the Crimson Bat. In my war of revenge against the Lunar Empire, I gained the attention of Argrath at the Battle of Pennel Ford. I was sorely wounded at the Second Battle of Moonbroth, granting me this terrible scar across on the left half of my face. I returned to my mother’s farm to recover, and now I am ready for adventure.
My friends know me for a fearsome bison rider, a skilled hand with a sword, and a devout worshiper of Orlanth Adventurous. My honor is my greatest strength.
Vasana is a small but athletic woman with red-hair and a vicious scar across her left face. Despite her small size, she rides a bison and is more than capable of commanding warriors and priests more senior than herself.
Vasana’s grandmother was a scribe in the service of the Princes of Sartar, and died with great glory in the Battle of Boldhome. Vasana’s father was Farnan, a temple orphan who married Vareena, a priestess of Ernalda from the Ernaldori clan. Farnan joined Starbrow’s Rebellion and later personally aided Kallyr Starbrow in her escape from Sartar. He died defending Whitewall in 1620, devoured by the Crimson Bat. Farnan’s soul was annihilated and Vasana, then a teenager, swore revenge.
As soon as she was initiated as an adult, Vasana left her mother’s farm to avenge her father against the Lunar Empire. In 1623, she followed King Broyan to the metropolis of Nochet, accompanied by her half-sister Yanioth. At the Battle of Pennel Ford, she fought with great glory, and gained the attention of Argrath. Vasana followed Argrath into Prax and joined the army of the White Bull in the liberation of Pavis. Pursuing honor again, she fought with great glory at the Second Battle of Moonbroth, and was nearly killed (receiving a nasty scar across her left eye) in the process of killing a Lunar priestess. After the Dragonrise, she returned to her mother’s farm to recover.
STR 16 |
CON 12 |
SIZ 10 |
INT 15 |
DEX 11 |
CHA 19 |
POW 14 |
|
|
Runes: Air 90%, Moon 40%, Earth 20%, Death 75%, Truth 70%, Movement 75%.
Passions: Hate (Lunar Empire) 90%, Honor 90%, Devotion (Orlanth) 80%, Loyalty (Sartar) 80%, Loyalty (Argrath) 70%, Loyalty (Colymar Tribe) 70%.
Reputation: 20%
Ransom: 500 L.
Move: 8
Damage Bonus: +1D4
Spirit Combat Damage: 1D6+3
Strike Ranks: DEX 3, SIZ 2
Hit Points: 12
Healing Rate: 2
Armor: Bronze disk plate cuirass (5 pts.), bronze greaves and vambraces (5 pts.), studded leather skirt (3 pts.), closed helm (5 pts.).
Skills: Agility +0%: Dodge 22%, Ride (Bison) 70%. Communication +10%: Dance 25%, Orate 45%, Sing 50%. Knowledge +5%: Battle 65%, Cult Lore (Orlanth) 25%, Customs (Heortling) 35%, Farm 30%, First Aid 25%, Herd 20%. Manipulation +5% (includes all weapon skills). Magic +10%: Meditate 25%, Spirit Combat 55%, Worship (Orlanth) 35%. Perception +5%: Listen 40%, Scan 50%, Search 30%, Track 10%. Stealth +5%: Hide 15%, Move Quietly 15%.
Languages: Speak Heortling 60%, Speak Stormspeech 34%, Speak Tradetalk 20%, Read/Write Theyalan 30%, Read/Write New Pelorian 15%.
Magic Points: 14
Rune Points: 3 (Orlanth Adventurous)
Rune Spells: All common Rune spells, plus Dark Walk (1), Dismiss Air Elemental (1–3, depending on size), Earth Shield (3), Flight (var.) Leap (1), Lightning (var.), Mist Cloud (1), Shield (var.), Summon Air Elemental (1–3, depending on size), Teleportation (3), Wind Words (1).
Spirit Magic: Demoralize (2 pts.), Healing 2, Mobility (1 pt.).
Magic Items: 10-point magic point storage crystal, piece of raw Truestone.
Treasures: Carries 20 L in coin.
Location |
D20 |
Armor/HP |
Right Leg |
01–04 |
5/4 |
Left Leg |
05–09 |
5/4 |
Abdomen |
09–11 |
3/4 |
Chest |
12 |
5/5 |
Right Arm |
13–15 |
5/3 |
Left Arm |
16–18 |
5/3 |
Head |
19-20 |
5/4 |
Weapon |
% |
Damage |
SR |
Pts |
Broadsword |
90 |
1D8+1+1D4 |
7 |
12 |
Lance |
70 |
1D10+1+3D6 |
6 |
10 |
Battle Axe |
55 |
1D8+2+1D4 |
7 |
10 |
Medium Shield |
65 |
1D4+1D4 |
7 |
12 |
Composite Bow |
45 |
1D8+1 |
3 |
7 |
Sample Specific Monster Listing
Here’s an example of a specific monster entry, a single example of a creature encountered in an adventure.
Scorpion Man
Initiate of Bagog, female, age uncertain.
STR 19 |
CON 12 |
SIZ 19 |
INT 9 |
DEX 14 |
CHA 11 |
POW 7 |
Magic Points |
7 |
Runes: Chaos 60%, Beast 80%.
Rune Points: 3 (Bagog)
Passions: Loyalty (Gagix Two-Barb) 60%.
Move: 8
Damage Bonus: +1D6
Hit Points: 12
Location |
D20 |
Armor/HP |
Right Hind Leg |
01 |
3/3 |
Right Center Leg |
02 |
3/3 |
Right Fore Leg |
03–04 |
3/3 |
Left Hind Leg |
05 |
3/3 |
Left Center Leg |
06 |
3/3 |
Left Fore Leg |
07–08 |
3/3 |
Tail |
09–10 |
3/5 |
Thorax |
11–12 |
3/5 |
Chest |
13–14 |
3/6 |
Right Arm |
15–16 |
3/4 |
Left Arm |
17–18 |
3/4 |
Head |
19–20 |
3/5 |
Weapon |
% |
Damage |
SR |
Pts |
Club |
65 |
1D10+1D6 |
6 |
12 |
Sling |
50 |
1D8 |
3 |
– |
Sting |
75 |
2D6 + poison |
7 |
– |
SPECIAL POWERS:
Poisonous Sting: A scorpion man can attack with club and sting the same melee round. The sting injects a systemic poison with a potency equal to the CON of the scorpion man.
Chaotic Feature: Reflects spells up to 2 magic points back at caster without harm to itself.
Armor: 3-point chitin.
Skills: Climb 65%, Devise 40%.
Magic: Ironstinger 2, Speedart.
New Monster Entry
When listing the general statistics for a new monster, list the name of the monster and give it a Latin name. For example, wyrms are Vermidraco tarbus. Provide a short description of the monster, and some notes on its behavior, history, etc.
Here is an example of a new monster entry:
Wyrms
Vermidraco tarbus
The result of a misguided attempt by the Second Council to create new dragons after the ancestral dragons either went away or went to sleep. The result was much less than hoped for, and rapidly went its own way. Wyrms are great legless serpents with wings, high intelligence, and great power. They continue to grow until they die. They congregate in family groups of two adults and no more than two children.
Wyrms are the most magical of the dragonkind. Many like to join divine cults. Orlanth is one of the favored choices, since control of winds greatly facilitates their flying.
Wyrms are the draconic race friendliest to humans, though the majority are still neutral or hostile. During the Second Age, many wyrms in Dragon Pass helped interpret the dragon’s way to humans. The resulting organization was thus called the Empire of the Wyrms Friends, and the imperial banner bore a wyrm.
The wyrms also provided the necessary link between draconic speech and human, hence the name Auld Wyrmish for the spoken version of the draconic tongue.
If attacked, a wyrm responds with a nasty bite.
Wyrm
Characteristics |
Average |
|
|
|
STR |
10D6 |
35 |
Move |
10 |
CON |
3D6 |
10–11 |
Hit Points |
18 |
SIZ |
10D6 |
35 |
Magic Points |
17 |
INT |
4D6 |
14 |
Base SR |
3 |
POW |
3D6+6 |
16–17 |
|
|
DEX |
3D6 |
10–11 |
|
|
CHA |
3D6 |
10–11 |
|
|
Location |
D20 |
Armor/Hp |
Tail |
01–04 |
8/6 |
Abdomen |
05–08 |
8/6 |
Chest |
09–12 |
8/7 |
Right Wing |
13–14 |
8/5 |
Left Wing |
15–16 |
8/5 |
Head |
17–20 |
8/6 |
Weapon |
% |
Damage |
SR |
HP |
Bite |
85 |
1D10+3D6 |
7 |
– |
Tail Lash |
85 |
1D6+3D6 |
7 |
– |
Note: A wyrm can attack once per round. It cannot attack ground targets without landing.
Armor: 8-point scales.
Skills: Communication +5: Knowledge +10: Read/Write Auld Wyrmish 50%, Manipulation +35: Perception +10: Scan 40%.
Languages: Auld Wyrmish 50%, local human tongue 25%.
Magic: A wyrm typically knows its CHA worth of spirit magic spells. Some wyrms are initiates of cults and have access to Rune magic.
Short Cult Write-up
The short write-up is used whenever we don’t have the space (or the information) to present a long cult write-up. The cults presented in the core RuneQuest rules, Gamemaster Book, and Glorantha Bestiary all use the short write-up. The short write-up has the following entries:
(Runes of Cult (use Rune Font)]
gB
Name of Cult
Short description of cult.
Holy Days
High holy days and seasonal holy days.
Initiate Membership
Requirements:
Cult Skills:
Favored Passions:
Spirit Magic:
Rune Magic
Common Rune Magic:
Special Rune Magic:
God-talkers
Requirements:
Rune Priest
Requirements:
Associated Cults
Long Cult Write-up
Use the long write-up to present the cult in its fullest details. The following are the various headings used in the long cult write-up. Start with the cult runes:
gB
Mythos and History
The mythology of a religion is its recorded communications between the divinity and the worshippers. The mythological actions of the deity determine appropriate actions for the worshippers who with to partake of their god’s power. The primal actions of the deities determined their sources of power, and when individuals and societies imitate those deeds through worship, the worshippers partake of their divinity’s conquests or creation by aiding in the primal acts.
These sections do not attempt to relate all of the many tales of a particular deity, but only those of major importance. Each cult could have volumes of minutiae, and its Rune Priests would certainly be intimate with each detail, but to relate such would be extravagant for a book of this nature.
Before Time
This relates the deeds of the deity in the immortal Godtime, when it still had its freedom of choice. These narrated myths relate the actions which gave the god its power and from which the people draw their divine aid.
Since Time
The mortal races have ruled the world since the first Dawning, and have called upon deities for aid or commanded them to act. These actions form the basis for the tales of the deities since Time began. Also occurring are the many legends of mortals who were able to immortalize themselves through their mighty deeds in the name of, or in defiance against, the mighty immortals. Many cults still worship ancient heroes as Subservient Spirits.
Life after Death
How cultists think they will die influences how they think they should live: the possibility of life after death and the quality of that life flavors cult beliefs, gives background useful in understanding the cult, and prompts ideas for adventures. Funeral rites provide examples of cult belief, power, and action.
Runic Associations
All deities are associated with certain Runes of Power. Use of these Runes in cult functions will be an obvious mark of the nature of the deity worshipped. These signs may be understood as vehicles of Power, channels of definition, or foci to manifest symbolic abilities. Similar Runes will not mean an automatic friendship between cults, but at least may indicate a similar general interest or origin.
Nature of the Cult
Reason for Continued Existence
This explains the relation of the cult, its social context, and its significance within the grand cosmological scheme. These will determine the worshipper's priorities.
Social/Political Position and Power
This varies immensely from place to place, even for the same deity, but will be explained here only in terms of general behavior.
Particular Likes And Dislikes
This section applies the previous section to show how they influence the ordinary behavior of the worshipper even when he is not in touch with his cult, concentrating on recognizable prejudices and enthusiasms.
Organization
Inter-Cult Organization
Some local temples or cults may be linked in terms of duties, hierarchies, taxes, or sacrifices to other temples, thereby forming a superstructure of command between otherwise isolated units of worship. As applicable, the structure will be defined.
Intra-Temple Organization
Within the local hierarchy, whether in a fixed temple or among the tribal worshippers, there is always some sort of organization. It may be a rigid hierarchy, like among the Sun Domers of Yelmalio, Humakt, or Krarsht. It may be democratic, as among the Issaries traders, who elect temporary officers for each of their mass meetings. It may be flexible, as among the Orlanth Adventurous cult or arrogantly free, like Vivamort. There are no rules, except that there will be rules.
Center of Power, Holy Places
A cult may have one center of power or many, whether it be a specific altar or temple, or a Great High Priest. Particular locations may be linked to some special cult event. All such aspects will be known to the cultists.
Holy Days and High Holy Days
Cults have special days of worship. Often it will be a day wherein all the worshippers attend special rituals, thereby letting them enter the magical world and partake of ceremonies blessed by the spiritual attendance of their deity.
Lay Membership
Simple worshipers of a cult are called lay members. Many cults have requirements to join as a lay member. These may be of race, birth, ability, money, or anything else. They worship the deity of the cult, but are not privy to its secrets.
Becoming a Lay Member
Many cults have requirements to join as a lay member. These may be of race, birth, ability, money, or anything else. Requirements generally are minimal, as the cult’s attachment to its lay member also will be minimal. Most typically, lay members need to sacrifice 1 magic point during a Worship ritual performed on cult holy days.
Benefits
Some cults offer mundane benefits to lay members such as room, board, free healing, and so on. Most benefits however, are minimal.
Lay members may learn cult spirit magic from the temple, but they must typically pay for the privilege. The cost may vary from cult to cult but is typically the listed cost in the Spirit Magic chapter.
Many cults, but not all, offer training to lay members.
Initiate Membership
Initiation into a cult is a serious step, for individuals thereby pledge themselves to the focus of a single divine entity. Unlike lay members, who have free association with other cults, Initiates may partake only of rituals in their own cult and its associated and friendly cults. Pledges are serious, and if one wishes to quit a cult after initiation, there is a brief reprisal against the one who would deny his deity.
This reprisal is attempted each time by the appropriate Spirit of Reprisal.
Becoming an Initiate
The basic requirements to become an initiate are described in the RuneQuest rules. Each cult has its own specific requirements and tests.
Duties and Restriction
Initiates must give at least 1/10 of their income and 1/10 of their free time to the temple.
In many cults, Initiates may not become shamans or sorcerers.
Many cults have additional duties and restrictions.
Mundane Benefits
The basic benefits for being an initiate are described in the RuneQuest rules. Each cult has additional mundane benefits.
Skills
The Initiate is required to perform a role in cult rituals and may learn various skills useful to the religion. The Initiate may also learn cult skills from the temple at a special price (typically half price or even free).
Favored Passions
Each cult has its own favored passions.
Spirit Magic
An Initiate can learn spirit magic from the temple. Cult spirit magic is typically half the price listed in the RuneQuest rules. Every fifth year, each Initiate is entitled to learn for free 1 point of cult spirit magic. The spells to be learned must be available at the temple.
Rune Magic
Common Rune Magic
Most cults have access to all common Rune spells.
Special Rune Magic
Most cults have Rune magic special to that cult. List those spells here. If a spell is not described in the RuneQuest rules, describe it here.
God-talker
General Statement
Initiates may become God-talkers. God-talkers have some of the privileges and responsibilities of Rune Priests, but not all. God-talkers may be Initiates of their cults, or may even be Rune Priests or Rune Lords of a closely associated god. Retired Priests may be freed from many of their responsibilities by requesting demotion to God-talker status. God-talkers are often the only people to tend shrines.
Requirements for Acceptance
Necessary requirements for God-talkers are usually identical to those for Rune Priests. Describe any requirements beyond what are stated in the RuneQuest rules.
Restrictions
Describe any restrictions beyond what are stated in the RuneQuest rules.
Benefits
Describe any benefits beyond what are stated in the RuneQuest rules.
Rune Lord Membership
General Statement
The duality of the status of Rune Lord and Rune Priest lies in their focus. The Rune Lord is more concerned with exploring the physical nature of the world and excels in dominating upon the physical plane. The Rune Priest concentration on the spiritual side of the world, preferring actuation of the subtle magical plane. (A Heroquester's actions attempt to unify both focuses.)
Requirements for Acceptance
Describe specific requirements for acceptance beyond what are stated in the RuneQuest rules.
Restrictions
Describe any restrictions beyond what are stated in the RuneQuest rules.
Benefits
Describe any specific benefits beyond what are stated in the RuneQuest rules.
Rune Priesthood
General Statement
The cult priests are the source of magical communication between the deity and its worshippers joining the mundane world and the Other Side The secrets of the deity in the form of spells, are revealed to the world through the priesthood.
Requirements for Acceptance
Describe specific requirements for acceptance beyond what are stated in the RuneQuest rules.
Restrictions
Describe any restrictions beyond what are stated in the RuneQuest rules.
Benefits
Describe any specific benefits beyond what are stated in the RuneQuest rules.
Chief and High Priests
A Rune Priest that runs a minor temple is called a Chief Priest. Rune Priests heading major or great temples are termed High Priests. Immediate aides to the High Priest of a great temple may also be called Chief Priests. Additionally, priests heading major temples that are subject to a great temple may also be called a Chief Priest. In some cults, the Chief and High Priests are Rune Lords.
In most cults, each High Priest needs answer only to their god. In a few extremely large and well-organized religions, the High Priests answer to a high cult official responsible for a large area. A few cults continue this process of centralization to have one person or council ruling the entire cult. Only Chief and High Priests can perform the Ban ritual that expels an Initiate from a temple.
In socially dominant cults, such as Orlanth, Ernalda, or the Seven Mothers, the Chief and High Priests are often the societal rulers.
Subservient Cults
A subcult provides additional Rune spells, spirit magic, skills, or powers to Initiates of the greater cult who also worship through the subcult.
A subcult has no existence independent of the larger cult. A subcult might worship a local variant of the deity, a minor god subservient to the deity, an ancient hero, family ancestors, or an obscure spirit surviving from the Gods Age. Such deities are always worshiped as aspects of, or otherwise in association with a greater deity. The lesser deity obtains its glory and existence from the larger cult.
Major cults always include subcults; some cults like Orlanth have subcults of minor deities and spirits and/or dead heroes. These entities depend completely upon the central deity for existence: they are not worshiped outside the cult. Some, like Orlanth, have over a dozen commonly recognized subcults.
Joining a Subcult
Describe specific requirements for acceptance beyond what are stated in the RuneQuest rules.
Spirit of Reprisal
The Spirit of Reprisal, or Retribution, is a common feature to most cults. This is a spirit, monster, or curse which falls upon Initiates who quit the worship of their deity, or upon Rune Masters who offend their deity by violating major cult rules. The deity, without excuses, is striking out at those who deny it. Such spirits will, unless stated otherwise, doubly attack Rune Masters who abandon their cult, usually by having two of the things attack at once or successively. These reprisal spirits do not, of course, come into action when Initiates transfer to an associate cult.
Associated Cults
If the deities of sub-cults are worshipped also outside the central cult, those sub-cults are called 'associated cults.' An associated deity always takes part in the mythos of the central cult. The overlap of worship indicates some of the complexities of the personal, social, and cosmic interactions which occurred.
The deity will be mentioned and, if not listed elsewhere, will be briefly explained. Following that will be any Rune spells learnable from that sub-cult without having to join the central cult, etc. The listed spell or spells are the only ones which may be learned that way. Most borrowing from associated deities is for only one Rune spell, and may even be only special skill training.
Each Associated Cult Listed Singly
Miscellaneous Notes
This section contains random or unclassifiable information about the cult. Sometimes there will be no such notes.
Spells
Spirit Magic Spells
Spirit magic spells follow the following format:
Spell Name
Magic Point Cost
Casting Range, Duration, Spell Type
The spell description, including the area of effect.
Rune Spells
Spell Name
es)
Rune point cost
Casting Range, Duration, Stackability, Spell Type
The spell description, including the area of effect and other details.
Sorcery Spells
Spell Name
e + s + Techniques
Minimum magic point cost
Casting Range, Spell Type, Duration
Including area of effect, whether the spell is offensive (requiring a resistance roll of magic points versus magic points), and other notes.