Pamaltelan Sorcerer

GianniVacca

Mongoose
My players want to play civilised Pamaltelan sorcerers.

I am trying to figure out what kind of template I should use.

e.g., from the MRQI Players' Guide what cultural background should be used? Malkioni or God Learner?

In the MRQII Glorantha the Second Age, page 241, it reads:
Umathelan God Learners follow the path of the sorcerer by joining one of the sorcery orders and accept Malkionist teaching.

Questions:
-Aren't there any non-God Learner civilised sorcerers, or any rogue sorcerers?
-Since the Umathelan Malkioni turned against Jrustela, shouldn't there be some different sorcery orders ("a genuinely liberal approach to Malkionist doctrine").
 
If they are Umathelan, then they will mostly be in "God Learner" cults, even though they are politically separate from Jrustela. I'm sure there will also be traditionalist Malkioni such as Hrestoli there. So, any of the sorcery orders in CoG, probably not many Zistorites there though, but there might be a few who got stuck there and are finding it hard to get home. There are also Timinits there.

If they don't want to play Malkioni/God Learners, but want to play sorcerors, then you're a bit stuck as the ground is a bit thin on non-Malkioni sorcery. We don't even have an MRQ2 writeup for Stygian sorcery, which after Mostali is probably the most significant form of non-Malkioni sorcery.

*Edit* They could be renegade GL/Malkioni who have rejected their church (perhaps they had a vision of a catastrophic future, or some such nonsense?). Sorcerers don't lose access to their magic spells, but learning new ones or getting skill training will be problematic.
 
Mark Mohrfield said:
I believe that there are sorcerers in Fonrit, for what it's worth.
Being a God Learner colony, there will be. There's plenty of scope for playing a sorceror from a cult that the God Learners have infiltrated and malkionized, such as Ompalam or Gark. They take a divine cult, re-write its myths so that instead of being a god, it is instead a saint of Malkionism, and reinterpret its holy scriptures as a grimoire. They are most effective at doing this with divine cults, but they are trying it with draconic mysticism in Kralorela, and in my game they are in the early stages of Malkionizing a spirit tradition. So, pick a religion, write out a sorcery spell list that is close to its existing divine spell list, and there you have it. The cult has thrown off the yoke of God Learner rule, but still has many internal issues to resolve.
 
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