# 4. Cult
Here we determine what cult the adventurer is an initiate of. An adventurer’s Rune affinities and cult shapes their personality, provides some cult skills and starting Passions, and defines the Rune and spirit magic the adventurer begins with. The quick adventurer generation method presented here breaks these into six groups: players should pick one or roll on the table below. It is highly recommended to pick one vs. leaving it to chance.
Also provided are starting Rune spells and spirit magic. Spells have been pre-selected for convenience. Pick one of the Favored Passions at 60%, or if adventurer already has it, add +10% to the existing total. Runes are provided for each cult for reference. Pick any two Runes and add +25% to each. The new values cannot exceed 100%. Remember that casting Rune magic uses the cult’s primary Rune(s), so it is wise to have at least one cult Rune as high as it can be. In the case of a paired Rune (Form Runes) they cannot exceed 99%, with the opposing Rune reduced by the same amount (to a minimum of 1%).
If the adventurer is from Lunar Tarsh, it is recommended to pick Seven Mothers, listed on the table but not rollable.
# Runes and Cults Table
D6 | Runes | Cult | Cult Skills | Passions | Rune Spells | Spirit Magic |
---|---|---|---|---|---|---|
1 | Earth, Death | Babeester Gor* | 1H Axe +15% 2H Axe +20% Intimidate +10% Speak Other Language (Earthtongue) +10% | Devotion (Babeester Gor) Loyalty (temple) Hate (Oathbreakers) | Axe Trance (1) Berserker (2) Shield | Bladesharp 1 Demoralize (2) Detect Enemies (1) Heal 1 |
2 | Fertility, Earth, Harmony | Ernalda | Dance +20% Animal Lore +15% or Plant Lore +15% Sing +10% Speak Other Language (Earthtongue) +20% | Devotion (Ernalda) Loyalty (temple) Loyalty (high priestess) | Charisma (2) Dismiss Earth Elemental (large) Summon Earth Elemental (large) | Befuddle (2) Ignite (1)**** Heal 1 Vigor (2) |
3 | Death, Truth | Humakt | 1H Sword (pick type) +20% Other Weapon (pick type) +10% Intimidate +15% | Honor Loyalty (temple) Devotion (Humakt) | Detect Truth (1) Shield Truesword (1) | Bladesharp 1 Detect Enemies (1) Detect Undead (1) Protection 2 |
4 | Movement, Harmony | Issaries | Bargain +15% Speak Other Language (Tradetalk) +20% Sing +10% | Loyalty (temple) | Lock Passage Spell Trading | Countermagic 1 Glamour (2) Mobility (1) Repair 1 |
5 | Air, Movement | Orlanth Adventurous | Orate +15% Speak Other Language (Stormspeech) +20% Sing +10% Sword (any) +10% | Devotion (Orlanth) Hate (Chaos) Honor Loyalty (temple) | Summon Air Elemental (small) Flight Lightning | Bladesharp 1 Mobility (1) Protection 1, Strength (2) |
6 | Air, Death, Beast | Storm Bull*** | Cultural Weapon (pick type) +15% Sense Chaos +20% Intimidate +10% | Devotion (Storm Bull) Hate (Chaos) Loyalty (Storm Khan) | Berserker (2) Face Chaos Impede Chaos | Detect Enemies (1) Dispel Magic 1 Fanaticism Protection 2 |
— | Death, Moon, Fertility | Seven Mothers | Speak Other Language (New Pelorian) +20% Read/Write (New Pelorian) +15% Sing +10% | Loyalty (temple) Loyalty (Red Emperor) | Madness Mindblast (2) Reflection | Befuddle (2) Glamour (2)***** |
* Female adventurers only.
** Humakt initiates must take one of Humakt’s gifts and its corresponding geas. See RuneQuest: Roleplaying in Glorantha (opens new window), page 296. If you do not have the book, use the following pair:
Gift: +4 to effective CON against disease or poison.
Geas: Never lie.
*** All Storm Bull initiates can learn the Sense Chaos skill.
**** All Ernalda initates have the Ignite spell as a bonus spirit magic spell.
***** As Seven Mothers have more expensive spirit magic acquistion costs, they only start with 4 points of spirit magic.
Finally, you should Customize your Adventurer.