Cults of Prax (rare Games Workshop printing), softback supplement for RuneQuest

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Cults of Prax (rare Games Workshop printing), softback supplement for RuneQuest, by Steve Perrin and Greg Stafford

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Cults of Prax (rare Games Workshop printing), softback supplement for RuneQuest, by Steve Perrin and Greg Stafford

“In the fantasy role-playing game RuneQuest, magic works because the relations between the spiritual and the physical plane are immediate. Maintaining good ties with your chosen god allows your character to learn special magics or to receive visions of other places, provides him with trusty companions in a cut-throat world, and even may give him the chance for divine intervention to escape a tight spot. In many ways RuneQuest and its fantasy universe link with a depth and a consistency unparalleled in gaming.

RuneQuest’s first major supplement, Cults of Prax, explores the religions useful in and designed for fantasy settings. Starting with the most primitive ancestor worship, the book progresses through tribal deities of nomadic barbarians, and the intricacies of more civilized cults. All cultists receive a broad benefits from their divine relations, but some deities specialise in a certain activity or area, such as a war god, a city god. Non-human religions include an elf cult and two troll cults.

The book offers over 100 new Rune and battle magic spells, and skills, always giving relevant information to the gamer intent on well-progressing characters. The wealth of new material is applicable conceptually to any role-playing game or campaign, and referees will enjoy the many new lines of thought and the dozens of examples of tribal behavior which can corroborate any campaign. The excerpts from the Travels of Biturian Varosh can springboard more than a dozen situations or scenarios.

Fifteen religions are detailed. A special chapter offers guidelines for designing new cults. Appendices  include a daily sun-time calendar.

Descriptions combine fact, fiction, legend, and magic to add the flavour useful in campaign play. If they wish, characters can advance without bloodshed or fighting. Only the ‘cults’ series provides so much imaginative scope and so much every-day detail.

Cults of Prax is a companion to Cults of Terror.”

 

Games Workshop’s version of the second printing. Copyright is given as 1979 (same as the first printing), but publication date of this printing was probably 1981.

 

 

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