Cults of Glorantha questions

DramaticExit

Mongoose
This arrived yesterday (thanks Mongoose) and I have a few, hopefully easy to answer, questions. Ahem:
  • 1) The Cult entries list the Common Magic that they teach. Should this then be used instead of the Cultural Background Magic table (p.26) from the Core book? Note that the Core book way would provide characters with a much wider option of Common Magic choices (All Cultures + specific culture) by default.
    2) A related question. An Orlanthi tribe/clan may have various different Cults in their midsts. As individuals may well be members of more than one Cult (without making a Pact for Divine Magic), is it safe to say that these individuals can learn Common Magic from any Cult they're part of.
    3) P.148 of the Core book explains that certain Cult ranks have Skills requirements. e.g. "Candidates must have been a Pious Member of the cult for at least two years and must have at least five cult skills of at least 50%". However some Cults in Cults of Glorantha have less than five Cult skills listed in their entry. Should we assume that, in this case, meeting the requirement in all available Cult skills is what's required?
    4) For the Orlanthi Cult Skills, 'Sword' is often listed. Is this intended to be 1h Swords (with no off-hand) only? A related cultural question: are 2h Weapons rare in Orlanthi culture?
    5) Whilst I appreciate the setting fluff with Runic Affinities (p.10), I want to make sure there's not a mechanical effect I'm missing. The only one I can see is that Runetouched via Heroquesting will correspond to one of the Runic Affinities. Is this correct?
That's it for now I think :) Thanks in advance!

e: rephrased question #1
 
1) The Cult entries list the Common Magic that they teach. Should this then be used instead of the Cultural Background Magic table (p.26) from the Core book that would provide characters with a much wider option of 'All Cultures' + 'Background' Common Magic, or in addition?

Cult Common Magic is in addition to any cultural magic. You could be from one culture and join a cult from a completely different culture, so you're not limited to one or the other.

2) A related question. An Orlanthi tribe/clan may have various different Cults in their midsts. As individuals may well be members of more than one Cult (without making a Pact for Divine Magic), is it safe to say that these individuals can learn Common Magic from any Cult they're part of.

Technically yes, but much has to depend on whether the cults are allied. Generally you'll only be a member of one or two cults at the most and, as long as your cults don't clash, or are antagonistic, then yes, that magic will be available to you dependent on rank and so on.

3) P.148 of the Core book explains that certain Cult ranks have Skills requirements. e.g. "Candidates must have been a Pious Member of the cult for at least two years and must have at least five cult skills of at least 50%". However some Cults in Cults of Glorantha have less than five Cult skills listed in their entry. Should we assume that, in this case, meeting the requirement in all available Cult skills is what's required?

That's correct.

4) For the Orlanthi Cult Skills, 'Sword' is often listed. Is this intended to be 1h Swords (with no off-hand) only? A related cultural question: are 2h Weapons rare in Orlanthi culture?

Its all swords - 1h and 2h. 2h weapons are by no means rare in Orlanthi culture; its more a matter of personal preference.

5) Whilst I appreciate the setting fluff with Runic Affinities (p.10), I want to make sure there's not a mechanical effect I'm missing. The only one I can see is that Runetouched via Heroquesting will correspond to one of the Runic Affinities. Is this correct?

No, Runic Affinities are a roleplaying mechanism rather than having any specific game effects. They're there to help your character develop along certain lines according to how you relate to your god. There are no numbers or game effects associated with it. However, as you rightly point out, questing to become Rune Touched would result in you gaining the Touched abilities associated with the affinity you've chosen to follow.
 
And question #6 ;)

6) From Cults of Glorantha, Allied Cults can teach you spells. These spells have certain restrictions and are cast at a lower Lore(specific theology). Now, some gods (e.g. Orlanth) have multiple Cults, such as Orlanth Adventurous, Rex, Thunderous etc. All of these use Lore(Orlanth) for casting. They are also not listed as each other's Allied cults.. So.. can you learn spells freely - within rp and setting constraints - from other cults of Orlanth with no penalty to casting?
 
Question 6:

I would say no.

The idea of the "Orlanth Cult" is probably fine for Lay Members, but as soon as you initiate to the cult then you are initialting to an Aspect of the cult.

However, I would probably rule that all the Aspects of a cult are mutually Allied, even if it doesn't say so.

As to how that would work in practice, I'm not sure. I wouldn't feel comfortable with allowing any initiate of Orlanth using any spell from Orlanth. If an initiate learned a spell from another Apect then he would have to use a reduced Lore (Specific Theology) or would use the new Aspect's Lore (Specific Theology), so if someone worshipped Orlanth Adventurous and wanted to cast Thunderbolt (assuming that's still a Thunderous spell), he would have to use Lore (Orlanth Adventurous Theology) with a penalty or Lore (Orlanth Thunderous Theology) with no penalty.

Personally, I like having different Aspects of deities focussing on the broadly different powers.
 
Rather than having such specific Lore (Theology) distinctions, I'd just make the casting of a spell from another aspect Difficult or Hard depending on how different the aspects are.

For instance, I expect Orlanth Dragonbreaker to be so specialized (cf its virtual disappearance after the fall of the EWF) that it would have a Hard penalty (-40%) when other aspects tried casting its spells - or vice versa. Adventurous and Thunderous, however, would have just a Difficult (-20%) penalty.
 
soltakss said:
Personally, I like having different Aspects of deities focussing on the broadly different powers.
Yup I absolutely agree and, tbh, I wouldn't expect it to ever come up in play. Still, I like to know how it would work if it did. I was a little surprised when they were just each other's Allied Cults.

Thanks for both the replies. A negative modifier based on the differences and relationships between the Orlanth cults seems an easy enough compromise. :)
 
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