Jujitsudave
Mongoose
Didn't know that. I'll have to check thst out.
soltakss said:If you don't have myths then you don't have a religion, as far as I am concerned.
Sorry, I made my post in the wrong thread, I intended it to be elsewhere. BTW, nice stuff on your CV.Radioactive Ape Colin said:I know I may be asking a lot from folks, but is it at all possible to leave the posts about what you think would sell
soltakss said:Radioactive Ape Colin said:So, in THIS thread, folks were asking for a generic fantasy setting for MRQ2, basically something more vanilla and along D&D lines than is currently available.
Have you read the generic cult description from Avalon Hill's RQ3 Rulebook? They've got the kind of thing you want, albeit in RQ3 format. It wouldn't take a lot of work to convert them to MRQII.
PhilHibbs said:I can see myths being a problem for generic cults, as it starts to pin the cult down to specifics. And if you keep the myth too general, it could become bland and pointless. Worth a try though.Radioactive Ape Colin said:I can always include the Myths as optional sections within each entry; that way everyone is happy and can use or ignore them as they see fit. So, if someone has a couple of myths they'd like to add to the Deity of the Sea, please, go for it.![]()
soltakss said:cerebro said:Me too. But make a list of the gods. No myths is fine by me. I hate glorantha.
Myths for religions are definitely not Glorantha-specific.
If you don't have myths then you don't have a religion, as far as I am concerned.
languagegeek said:On topic: I'm working on stuff for neolithic spirit/divine cults. I'd be happy to post those with or without myths when they've been playtested. They'd be useful for early agriculturalists/hunter/gatherers which tend to be on the fringes of vanilla fantasy worlds.
Nice. I think this is useful for folks putting cults together. For myself, I probably wouldn't put in the elemental spells (Dismiss and Summon) and instead give some power against the undead.Deleriad said:Giving this a go
Generic RQII Fantasy Religions
Common skills: All religions have Lore & Pact for their deity as skills.
Common spells: Behold, Blessing, Consecrate, Dismiss Magic, Excommunicate, Extension, Soul Sight
Status: possible 1 to 5 classes of Deity with cults from world-spanning (Great) to just a few strange loners (insignificant).
Starting with a biggy - this would be the Sun God in a world where the Sun is worshipped in many places in many forms. One of the greatest of the great.
Sun God
...
Divine Spells: All common spells plus Clear Skies, Dismiss Elemental, Elemental Summoning, Gleam, Heal Wound, Shield, Sunspear, True Spear
Deleriad said:Giving this a go
Sun God (snippage)
Radioactive Ape Colin said:soltakss said:Have you read the generic cult description from Avalon Hill's RQ3 Rulebook? They've got the kind of thing you want, albeit in RQ3 format. It wouldn't take a lot of work to convert them to MRQII.
Given that it takes me all of a couple of minutes to type up a brand new generic entry, and that it'd take me as much time to convert and type up the old AH RQ material (even if I still owned it, which I don't), I'll stick with what I'm doing.
soltakss said:For what it's worth, the generic cults for RQ3 are:
Agricultural Goddess
Earth Goddess
Hunting God
Moon Goddess
Night Goddess
Ruling Deity
Sea God
Storm God
Sun God
Trickster
Underworld God
War God
I'd also add the following:
Healing Deity
River Deity
Sky God
Trading Deity
I'm sure that there could be many others.
carandol said:soltakss said:If you don't have myths then you don't have a religion, as far as I am concerned.
I suppose you could argue that if the gods are real and demonstrably active in the world, then stories about them aren't myths but facts!![]()
simonh said:This is one of the key insights that so many, many people new to Glorantha or RQ in general miss. People in the ancient world didn't think their religious myths were made up fantasies, and nor do people in Glorantha. RQ works from the perspective that these myths are true insights into the nature of the world.
cthulhudarren said:I strongly agree with using myths for cults in generic fantasy worlds. I also do not want to use Glorantha, but think the way cults work is pretty golden.
I mentioned elsewhere how I'd like to develop the whole Norse pantheon for MRQ2. I think the cool insight from RQ is to use the myths and myth-questing to raise up in the ranks of the cult. Otherwise you have players just giving gold to raise their cult rank, or going on a mission to clear out the old monastery, etc etc. This is too much like vanilla D&D. In order to give the cults real depth, I love the idea of having to go through the ceremony of reliving the myth. Only then does the god open up more power for the cultist.
Deleriad said:Another one:
Underworld God
The keeper of the dead; the psychopomp; the undeceived.
Status: Great
Runes: Death, Fate, Truth
Skills: Craft (Corpse Preparation), Evaluate, Insight, Lore (Underworld), Perception, Persistence, Stealth
Combat Styles: Scythe (or mythically appropriate weapon)
Common Magic Spells: Abacus, Bandit’s Cloak, Bearing Witness, Countermagic, Demoralise, Detect (Lie, Life), Extinguish, Fate, Hand of Death, Second Sight, Spirit Bane
Divine Spells: All common plus Absorption, Exorcism, Fear, Sever Spirit, Soul Sight, Spirit Block, True (Scythe – or appropriate)