Cults

ledpup

Mongoose
Hi all

I'm going to start my first RuneQuest game soon. I have a few questions about Gloranthan cults. They are:

The Cults of Glorantha list common magic spells available to members of each cult. Usually there are only a few spells listed (maybe 6) for each cult. Does this mean that all members of that cult will only be able to learn those spells?

What common spells would adventurers have available if they didn't join a cult? None? Could an adventurer learner higher magic spells without being in a cult.

Are there any Draconic cults that use Sorcery? I've read the Draconic cults listed in the cult book but can't find any. If not, are there any sorcery cults that would be acceptable for adventurers that are part of the EWF?


Thanks
 
Hi all

Welcome!

I'm going to start my first RuneQuest game soon. I have a few questions about Gloranthan cults. They are:

The Cults of Glorantha list common magic spells available to members of each cult. Usually there are only a few spells listed (maybe 6) for each cult. Does this mean that all members of that cult will only be able to learn those spells?
No, you can learn any common magic spells - but these are the spells that are special to that cult. If you can find a teacher, then any common magic spell is available. Cults will teach the spells they have to their members at preferential rates though.

What common spells would adventurers have available if they didn't join a cult? None? Could an adventurer learner higher magic spells without being in a cult.
Beginning characters start with 6 magnitude in spells defined by their culture. These are spells taught by their family and peers in the formative years. See the lists in the Adventurers' chapter.

Are there any Draconic cults that use Sorcery? I've read the Draconic cults listed in the cult book but can't find any. If not, are there any sorcery cults that would be acceptable for adventurers that are part of the EWF?
No. The draconic cults are based on mysticism and magic that stems from the Cosmic Dragon. Sorcery is magic that, in Glorantha, comes from the Invisible God worshipped by, amongst others, the God Learners.

Hope this helps.
 
ledpup said:
Hi all

I'm going to start my first RuneQuest game soon. I have a few questions about Gloranthan cults. They are:

The Cults of Glorantha list common magic spells available to members of each cult. Usually there are only a few spells listed (maybe 6) for each cult. Does this mean that all members of that cult will only be able to learn those spells?

My reading and understanding is that the common magics listed with a cult are particular ones taught by that cult but a member can also learn any other common magic they have access to. The main rulebook lists all available to a culture at character creation. I would add the cult spells to them. When learning in game, the cult spells would be either easier to find teachers for, or the cult might charge less for the teaching of the spell.

What common spells would adventurers have available if they didn't join a cult? None? Could an adventurer learner higher magic spells without being in a cult.

An adventurer, as I said above, can learn any of the common magic spells associated with his/her culture, with any cult-imposed restrictions. The "Any" list is also available, and an argum ent could be made for other new common spells from associated cults.

Higher magic is inherently tied to a particular form of cult/specialist progression. Higher magics can therefore only be learned through the appropriate organisation, be it Cult, Spirit Practice, or Sorcery Order.

Are there any Draconic cults that use Sorcery? I've read the Draconic cults listed in the cult book but can't find any. If not, are there any sorcery cults that would be acceptable for adventurers that are part of the EWF?

The Draconic Cults come out of a path to Higher Magic that doesn't include Sorcery but Mysticism, in a region that is closely tied to a Divine based way of interacting with Higher Magic. They grant Draon Magic as their higher magic, with some carefully designed to lure in theists by providing divine magic as well. I suppose there might be a sorcery based draconic cult on the outskirts of the EWF near the West but the schools of thought seem contradictory - mysticism and union with the spiritual dragon vs intellectual decoding of the rules of reality.

Still, as the luminaries of Glorantha lore say - Your Game Will Vary.

Good luck with your campaign. :)
 
Ahh, great. That answers all my questions. Thankyou.

Got a new one, however.

I allowed a player to chose Alchemist (which grants sorcery) during character creation. If they are part of the EWF is that allowable? Can they know sorcery and any draconic/divine magic from their cult also? If they can be an alchemist, what spells would they know?

Besides a few little issues, RQII seems like a truly amazing game. I'm really impressed. I haven't been so impressed for a long time. Sure beats the tiresome 4th edition D&D (or 3rd for that matter). Great work.
 
Yes, its allowable - this is your game, after all!

What I'd suggest is the following.

The alchemist character has learned what sorcery he knows from relatives who were not draconic mystics. His alchemy is based on attempting to divine the true humors of the Cosmic Dragon which can be distilled into elixirs that will aid those who seek draconic transformation. His sorcery should be limited in how it progresses: this means keeping his grimoire limited whilst he develops his draconic magic.

Although the EWF do not practice sorcery they will not rail against any who know it and may even be intrigued by it. As long as the alchemist uses his magic to work towards the Great Dragon to Be then he souldn't have too much trouble. His skills could also make a great series of plot hooks for adventures.
 
Loz said:
Yes, its allowable - this is your game, after all!

What I'd suggest is the following.

The alchemist character has learned what sorcery he knows from relatives who were not draconic mystics. His alchemy is based on attempting to divine the true humors of the Cosmic Dragon which can be distilled into elixirs that will aid those who seek draconic transformation. His sorcery should be limited in how it progresses: this means keeping his grimoire limited whilst he develops his draconic magic.

Although the EWF do not practice sorcery they will not rail against any who know it and may even be intrigued by it. As long as the alchemist uses his magic to work towards the Great Dragon to Be then he souldn't have too much trouble. His skills could also make a great series of plot hooks for adventures.

Cool. Very good suggestions, I'll do that. I don't know all that much about Glorantha and I don't want to go too far off track. This way I can be flexible with the players but still keep it within that world.

Got my first session tonight. Hopefully it'll go well. It's been a while since I've played any RPGs. I'm excited, but nervous too.
 
Got my first session tonight. Hopefully it'll go well. It's been a while since I've played any RPGs. I'm excited, but nervous too.

Good luck and don't worry. I'm sure you'll do just fine. Let us know how it goes!
 
I thought Sorcery came from Logic and Reasoning.

Yes, this is true. The Malkioni would argue that the Invisible God opened their mind to logic and reasoning and, with the appearance of the Abiding Book, showed them its full and true potential.

Essentially, though, you're right: its waking up to the fact that the universe can be manipulated magically with the right knowledge and formulae.
 
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