Re: HQ2, cultural key-words, runes.....

From: Jeff Richard <richaje_at_...>
Date: Thu, 21 Aug 2008 12:20:30 -0000


> There is apparently a new campaign setting coming out for Prax, which
> will presumably give cultural runes for praxians and maybe some other
> relevent cultures (sun dome templers, frex).

Pavis, not Prax. It will give info on the folk of Sun County, Old and New Pavis, and a few others.

> Is there any plans to either offer a Gloranthan survey of some sort,
> or issue web errata for those older books, to outline how those will
> be under HQ2?

Eventually, yes. But this is a case of "too much to do and not enough time to write it". Right now I am focusing on finishing the Sartar Book with Ian Cooper, Neil Robinson and Lawrence Whitaker (with plenty of input from Greg, Dave Dunham and Dave Scott). Once that is done, I am turning my full attention to the Pavis Book.

Generally speaking, theists get three rune affinities at adulthood initiation into the religion, with one being usually culturally dependent. Animists generally get one rune affinity - but make up for that with their Spirit Tradition rating, which gives them a packet of spirits from potentially multiple runes. And sorcerors generally get zero or one rune affinity - but make up for that with their grimoires, which gives them a packet of spells associated with a single rune (per grimoire).

Trotsky is updating Heroes of Malkion for HQ2. My focus is primarily on divine magic, but can give some info on the rune affinities of various theist religions.

Jeff

Jeff

Powered by hypermail