Glorantha Storm Tribe Cult

cerebrolator

Banded Mongoose
I feel stupid asking this question, but can anyone tell me where the spells for the Storm Tribe Cult are listed (in Glorantha the second age)? I have found many references to the cult starting on page 209 but somehow I've missed where the spells for the cult are listed. :oops:
 
No you are not stupid... they aren't there. I believe they are to be in the Cults of Glorantha supplement coming out this month sometime but in the interim you are expected to make them up from scratch.
 
It seems strange that they aren't included. Was this a mistake? It appears after a quick once over search that all the other major cults are there. Some of the Storm Tribe Cults are included. For example, the Storm Bull Divine spells are listed on page 216 as is Odayla.

I'm confused by the inclusion of detailed information on Ralios to support a Ralios campaign but the complete lack of information on the Storm Tribe Cult since the Orlanthi are a major culture of that area. If the exclusion of the Storm Tribe Cult was purposeful, it seems like a ploy to ensure that those who purchased Glorantha The Second Age will be forced to also buy Cults of Glorantha.

Other than this I am very pleased with the book. I haven't completely read it but what I've read is creative and well done with a minimum of errors (though there are some). I'm new to Glorantha and like what I see.

I would like an official answer on whether the Storm Tribe was left out intentionally. I hope this question doesn't receive the same disturbing silence that the questions about Necromancy have received.
 
I can't follow your reasoning Lord High Munchkin. Why were spell lists included for all the other cults? It doesn't seem reasonable to just leave them off for the Orlanthi Storm Tribe Cult. (I may have missed something but it sure looks like the other cults at least have a listing of spells.)

If someone can show me that the other cults are missing too, then I might believe that it was a space issue and was reserved for cults. Until then, I'm looking for an official answer as to whether it was an oversight or not. If not an oversight, why include everything else and leave out the Storm Tribe? I would sure like a little document filling in the missing Storm Tribe info to round out what would otherwise be a great book.

I'm not trying to be disagreeable. I'm simply frustrated that I have to wait another month to get the info necessary to start my campaign. I'm impatient to enjoy the Gloranthan goodness. :)
 
Having just been at Continuum where I had a quick look at Loz's laptop with Cults on it (with his permission and along with everyone else at the seminar) the book is about 250 odd pages.

There are loads of cults that are not in G:tSA. Even those in G:tSA are mostly abbreviated shadows of what is in CoG.

Even though you have 250 pages there are cults missing. Most traditional Orlanthi pantheon cults (and there are lots of them - it isn't just Orlanth and Ernalda) will have a draconised variant as well. Not all of the draconised ones have been described and given lists of divine magic, myths etc. There is only so much space and time.

Another thing is that it isn't so simple to just list the spells of the Orlanthi Adventurous cult (or Humakt). Allied cults may also provide some divine magic.
 
So it is a bit unclear to me as to whether Cults will actually have the Orlanthi stuff in it. It sounds like it will but not with the draconized variants. Is that right?
 
Rest assured the new CoG book has a lot of traditional Orlanthi cults described on the Storm Tribe chapter, along with several draconised variants in the Draconic chapter as well.
 
Cults of Glorantha will have Barbarian and Nomad Cults, Draconic Cults, Invisible God Malkioni Sorcery Orders, Solar Pantheon Cults, Storm Tribe Cults.

The Draconic Cults section has draconised versions of some of the traditional Orlanthi cults.
 
cerebrolator said:
It doesn't seem reasonable to just leave them off for the Orlanthi Storm Tribe Cult. (I may have missed something but it sure looks like the other cults at least have a listing of spells.)

If someone can show me that the other cults are missing too, then I might believe that it was a space issue and was reserved for cults.

Storm Tribe is the name given to all the Orlanthi cults - more than a dozen of them in the pantheon - and isn't a single cult. I therefore left out spell details because yes, it would have become a space issue.
 
I started playing in Glorantha back around 1981 with just the original Chaosium RQ2 book. We had very little backround to start with. As new supplements were purchased/released obviously some of our characters or game history was revealed to be 'wrong'. We just followed the new info moving forward. None of this ruined our fun.

Pick spells that seem right for a Storm God, etc. and get playing if you want to. If you end up with a couple of spells that don't fit when the official material is released it won't ruin your game. You'll have more fun playing 'wrong' than not playing at all. :D
 
Isn't every 'Orlanthi' part of the 'Storm tribe cult' by virtue of birth in to their society, you would join by virtue of being a laymember in Orlanth/Ernalda's cults.
If the Storm tribe pantheon did provide spells as a group I can't see them being very potent, only helping you be a proper Orlanthi.

Another question... Are the Thunder Brothers worshipped en-masse or as individuals?
 
Exubae said:
Isn't every 'Orlanthi' part of the 'Storm tribe cult' by virtue of birth in to their society, you would join by virtue of being a laymember in Orlanth/Ernalda's cults.
If the Storm tribe pantheon did provide spells as a group I can't see them being very potent, only helping you be a proper Orlanthi.

Another question... Are the Thunder Brothers worshipped en-masse or as individuals?

No. Storm Tribe is a convenient handle used by Orlanthi to describe semi-related gods, but there is not over-arching cult that encompasses all other related and sub-cults. For one thing there are different flavours of Orlanthi all across Genertela and with slightly different myths/intepretations. But this isn't, by any stretch, a state religion; its very much a personal religion surrounded by an accepted pantheon and, arguably, its this that gives it its strength against the God Learners.

A single, all-encompassing Storm Tribe religion would have to have a single, all encompassing myth. Now, one could say 'Bloody well has; Lightbringers.' but, in reality, every cult in the Storm Tribe has a variant on the Lightbringers myth and this means that it makes it exceedingly difficult to break and control the Storm Tribe by the God Learners. Of course, if they crack Hrelar Amali... but even then, the myths of the Storm Tribe are so diverse and disparate that they retain individual strength.

If anything the Solar Pantheon is far more at risk - hence the presence of the EWF in Peloria.

But, YGWV.

On the Thunder brothers, they are worshipped individually, as are all Storm Tribe gods.
 
It all sounds very good. I think I'm more excited about CoG than have been any of the other books except the Core Rulebook. For me, making up cults, spell lists, grimoires is the most difficult part of RQII. Don't really have much time to do it.

Thanks for the answers!
 
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