WildHealer said:
The preview is a close paraphrase of the corresponding sections in the HeroQuest rules - almost word for word. It's an interesting approach - the first time MRQ has shown itself to be related to HQ in any way. I wonder if there's any greater significance to that.
Nice cover too!
Yes, I have done some work on HeroQuest over the years. I guess it shows

The sections you talk about were the result of some long talks with Greg about how the Spirit World and Sorcery Worlds relate the mundane Middle World commonly known as Glorantha.
In the past, RuneQuest has never really dwelt on how spirits or the Invisible God are worshipped. In the case of the Great Sprits, such as Waha or Kargzant, were simply treated Gods. Similarly, sorcery cults only got sorcery through apprenticing - not through any definite religious practice. With the general division of magic into seperate Otherworld sources, a simplistic option like that really wasn't available anymore. Similarly, in earlier incarnations of RQ, there was little reason for characters not to simultaneously worship gods, spirits, and practice sorcery. In fact, not doing this might weaken characters. Since this was
generally not the case in Gloranthan religious practice, the reasons why this sort of behaviour were not widespread had to be investigated.
In the past, there was a great disconnect between Sorcery and Shamanism and organized relgion. At best we'd have armwaving about how congregations supported the Invible God but these worshippers really were provided no benefit beyond what training they could get from the local sorcerer. As a result, there was very little reason to actually participate in a sorcery cult. Similarly, Shamanic worship mostly consisted of individual shamans hunting down and coralling what spirits they could to provide their supporters with magic. A few of them might oversee a specialized spirit cult while many of the rest seemed to be a part of cults which incorporated Shamanism into its worship such as Aldrya or Kyger Litor. Those cults which were exclusively shamanistic such as Waha were, as mentioned previously, difficult to distinquish from gods. I used the old Ancestor Cults and Horned Man for examples on how Shamanistic worship might be
I did my best to bring what we now know of the Spirit World and Essence Planes into the rules envelope of MRQ while trying to reflect the existing Gloranthan 'realities'.
Hopefully, this will meet with some approval. More importantly, I hope it will be fun to play - MGF (Maximum Game Fun) is always my first goal!
Voriof
Edited for clarity.