CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults The Cults Q&A

Official Answers from Chaosium

This covers the second part of Chapter 12, pages 289-311.

For the Rune Cult Rules see : Chapter 12 Rune Cults Q&A

Argan Argar
Babeester GorUpdated
Chalana ArroyUpdated
Daka Fal
Lhankor Mhy
Maran Gor
Seven MothersUpdated
Storm Bull
Waha the Butcher

Babeester Gor (page 289)

In my game, a Babeestor Gor worshiping character is getting close to Rune Lord. I note that they can gain an allied spirit in an Axe, or an Earth Elemental. Since the cult can only summon Small Earth Elementals, are Rune Lords (called Axe Sisters in RQ3) also limited in their allied spirit to Small Earth Elementals? That seems a little weak. The character is SIZ 18, so no luck carrying her through the ground with a small Talosi.

Maybe an associated Ernalda priestess could summon a Large Talosi for the allied spirit to inhabit?

So, can she request a Large Talosi from the Ernalda priestess who has been sending her on missions? I tend to say yes.

Yes, in line with MGF, this is an excellent roleplaying opportunity. As most Babeester Gor temples and shrines are inside Ernalda temples, this would certainly challenge the adventurer’s Loyalty (Temple) or a Loyalty (Earth High priestess) passion.

so no luck carrying her through the ground with a small Talosi

There is no air underground, and an individual being carried must make CON rolls or suffocate.

Bestiary, Earth Elementals (Talosi), page 179

Use the Drowning and Asphyxiation rules in RQG page 156 to cover this.

Rune Lords (called Axe Sisters in RQ3)

Axe Sisters are initiates.

Axe Maidens are Rune Lords.

Babeester Gor is worshiped as part of each Ernalda holy day (minor holy day). From unpublished Gods of Glorantha.

Chalana Arroy (page 290)

Chalana Arroy’s Favored Passion

Loyalty (temple) on page 74

Love (any) on page 290

Why does the detailed cult description lack the Loyalty (temple) ?

An oversight, change page 290 to

Favored Passions: Love (any), Loyalty (temple).

You can add any Passion at any time, if it makes sense, so if there’s an issue like this, just automatically add it at 60% (pages 236-237).


The chances for success are equal to POW×5 for a healer.

Associated Cults, Storm Bull, Page 290


The chances for success are equal to CHA×4 for an initiate and CHA×5 for a High Healer.

Gods of Glorantha, unpublished

Daka Fal (page 291)

p 291 in Daka Fal cult it’s written:

Shaman Membership

Requirements: Daka Fal priests are also shamans (see Shamans, page 351).

Initiates of Daka Fal become shamans by following the normal rules

Daka Fal, page 291

It’s not like in Waha Cult, where we can read:

Shaman Membership

Requirements: The Waha cult has shamans instead of Rune Priests. Any Waha initiate who becomes a shaman qualifies for this status.

See the Shamans & the Spirit World chapter for more information.

Waha the Butcher, page 306

Does it means that a Daka Fal follower can becomes Rune Priest following the standard rules with the requirement to be a shaman or that they are like Waha shamans, and replace rune priests?

They are both the same. Both get the benefits of being a shaman & Rune priest (if both requirements are met). They have different titles, Daka Fal has Shaman-Priests & Waha has Rune priests (who are also shaman). More info in the upcoming cults book.

On p75 and p291, it says that Daka Fal grants Spirit Magic: All.

Does this mean that Daka Fal cultists can learn any Spirit Magic, including cult special spells such as Lantern, Parry, Rivereyes or Sleep?

No. Daka Fal cultists may not learn special cult spells such as Lantern, Parry, Rivereyes or Sleep. Daka Fal has no access to the divine part of a person’s soul that is sent to their specific afterlife. It is this part that has the cult rune and spirit magic spells. Likewise is not able to summon spirits from there or even determine what the secret spells might be (obviously they can see the effects of the casting). A shaman may venture deep into the spirit world and try to enter another god’s spirit demesne to try and obtain one of these spells, but that is an adventure in itself. This will likely be explained in upcoming Gods of Glorantha. 

Engizi (page 292)

The cult seems to have no Worship (Engizi) cult skill. Which is strange, because how would the cultists get their Rune Points back in that case? Is that intentional?

An oversight. Add Worship (Engizi) to Engizi.

The description of the cult of Engizi in the Rune cults chapter, page 292, offers only 2 Spirit magic spells: Glue and Rivereyes, while he offers many others in the Adventurers section except for Glue.



Initiates may buy Glue and River Eyes at half price. The cult provides Coordination, Extinguish, Heal, Mobility, and Shimmer at the normal price. Prohibited are Firearrow, Fireblade, and Ignite.

Gods of Glorantha, Cult of Engizi, unpublished

Eiritha (page 291)

Each Clay day is a minor holy day (From unpublished Gods of Glorantha).

Humakt (page 296)

The cult teaches Bladesharp 4 to its initiates free.

Humakt notes, page 296

Does this mean a new Humakti adventurer has Bladesharp 4 plus the normal 5 spirit magic points, for a total of 9 points of spirit magic?

No, this is corrected in the upcoming Cults of Glorantha: Quote

Those that have been an initiate for a full year are taught Bladesharp 4 for free, and more points in the spell may be purchased at ½ cost later.

Gods of Glorantha, unpublished

D12GiftRequired Geases
1+10% to attack with cult weapon.1
Humakt’s Gifts, page 296

Is this an artefact of previous editions that had separate attack and parry skills, and should it be +10% to a cult weapon skill? And is it a bonus on top of your current skill, or does it raise your skill by 10%?

This is corrected in the upcoming Cults of Glorantha:

D12GiftRequired Geases
1+10% to any cult weapon skill.1
Gods of Glorantha, unpublished

It raises your skill.

D12GiftRequired Geases
9Bless specific weapon to do double damage (once armor is penetrated) against a given foe species.2
10Bless a specific weapon to do double damage (once armor is penetrated).3
11Bless a specific weapon to do double damage (once armor is penetrated) upon striking a specific hit location.2
Humakt’s Gifts, page 296

Do Humakti Gift weapons count as enchanted for the purposes of creatures only harmed by such weapons? (Ignoring any spells that may be cast)

Yes, assuming the criteria are met (type of creature, armor penetrated, specific hit location). 

Issaries (page 298)

Trader Prince (Rune Priest) Goldentongue Subcult (page 298)

Why are the same Enchantments that are already listed as part of Issaries Rune magic above listed once again under this subcult?

An error, delete them.

Odayla (page 300)

Bearwalker (Rune Lord), states you need a 90% weapon skill (and four other skills at 90%), however the list of other skills mentions “another melee weapon” – does this mean the first skill must be a melee weapon? or is the “another” the error?

Requirements: A candidate must have a 90% weapon skill plus 90% proficiency in any four skills chosen from among the following: Climb, Hide, another Melee Weapon, Missile Weapon, Peaceful Cut, Scan, Search, Survival, Track, and Worship (Odayla).

Odayla, page 300

The occupation for an Odayla initiate is likely to be a hunter, and their homeland availability is Grazelands, Old Tarsh, Prax, Sartar. Each one of those homelands lists cultural weapons (page 60), and all have at least two un-ranged cultural weapons. So a Bison Odayla hunter could have Dagger 90% & Broadsword 90% or a Grazelands Odayla hunter could have Broadsword 90% and Lance 90% and then three other skills. 4 hours ago, Borked said:

Additionally – melee weapons are not in the Cult Skills list. Should they be?

No, they are cultural.

Hunter occupation gives Animal Lore +30%, Scan +10%, Lore (local) +10%, Track +30%, Conceal +10%, Hide +10%, Listen +10%, Cultural Missile Weapon (pick type) +30%, Odayla gives: Track +15%, Peaceful Cut +20%, Sing +10%.

As always the rules are flexible and allow you to change any of this around. If your GM agrees, you could for example swap sing for melee weapon.

Orlanth (page 300)

Each Windsday is a minor holy day (From unpublished Gods of Glorantha).

Seven Mothers (page 302)

Can Yanafal Tarnils worshippers craft iron?

Seven Mothers subcult – no crafting or enchanting.

Full cult – yes – crafting and enchanting

Each Wildsday is a minor holy day (From unpublished Gods of Glorantha).

Special Rune Magic: Dismiss Darkness/Earth/Fire/ Water Elemental (small only)

Seven Mothers, page 303

Seven Mothers initiates can Summon / Dismiss Elementals (max 1pt) using the Moon rune, but cannot Summon / Dismiss any form of Air Elemental. The source of these elementals are The Young Elementals, page 304.

Waha the Butcher (page 306)

Shaman Membership (page 306)

“The Waha cult has shamans instead of Rune Priests. Any Waha initiate who becomes a shaman qualifies for this status.” – I am not 100% sure what I am reading here, it sounds a bit like it is saying “if you become a shaman, you’re a shaman”. I assume the distinction is that if you are an initiate of Waha and become a shaman (the same way you would become a shaman in other cults), you immediately qualify to be a Waha-shaman which is equivalent to Rune Priest level in other cults and comes with all the responsibilities below? And does that mean you could be a Waha initiate and shaman and chose NOT to take on this extra layer of responsibility or does it happen automatically?

It means that for Waha, being a shaman is the same as being a priest. They’re the same thing. You can’t pick to be one and not the other.

Yelm (page 306)

The introduction lists, in order, five subcults of Yelm: Youth, Archer, Warrior, Teacher, Elder. The following sections then detail Youth and Archer (Initiate), but the Warrior subcult (I assume that Warrior is the cult for Sun Lords, but it doesn’t say) and Teacher subcult (is that the cult for the Golden Bow shamans?) are not explicitly mentioned at all, before it returns to Elder (Rune Priest). You expect all the subcults listed by name and order as they are mentioned, in the introduction, but that doesn’t happen.

Here are the cult ranks and their corresponding subcults:

  • Lay Member = Youth 
  • Initiate = Archer 
  • Rune Lord = Sun Lord / Warrior 
  • Shaman = Golden Bow / Teacher 
  • Rune Priest = Elder

Golden Bow (Shaman) (page 308)

Shamanic Abilities Clarification (page 308)

Note: At Stage Four—The Ordeal (page 355), they may select from the following taboos. At Stage Five—The Reward, in place of one, they receive four shamanic abilities, and must take four of the following taboos (player choice):


It is possible that a Golden Bow shaman could loose four times to Bad Man and choose four taboos from the list page 308, then at Stage Five—The Reward, gain the usual single shamanic ability, then take four more and take the remaining four taboos from the list.

Yelmalio (page 308)

Yemalio’s Gifts

D12 Gift

7 Per geas, 1-point permanent addition to STR, CON, DEX, POW, or CHA, no limits. Required Geases 1

8 Per geas, 1-point permanent addition to INT or SIZ, no limits. Required Geases 2

Yemalio’s Gifts, page 309

Does this mean that you get 2 INT or SIZ points per 2 geases or 1 per 2?

For a 1 point increase to INT or SIZ you get 2 geases.

And what does the “no limits” mean?

It means there is no limit to the value of characteristic you apply the Gift to. 

Can you raise the characteristics over the racial maximum?


Each Firesday is a minor holy day (From unpublished Gods of Glorantha).

For the Rune Cult Rules see : Chapter 12 Rune Cults Q&A

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