RQ Lore(specific theology)

Zaron

Mongoose
I asked this on the rulemasters, but, as usual, got no response. So, how specific is "specific theology?"

Suppose an initiate of Murhazam (found in Rise of Dar Happa) has skill in both Lore(Solar Theology) and Lore(Ten Teachings of Murhazam).

Which of the two lore skills is used in the the following situations?
1) Learning and casting divine spells?
2) HeroQuesting in a myth about Murhazam
3) HeroQuesting in a myth about another god(ess) from the Solar Theology?
4) Anything other use for those skills I can't think of right now?

How do you run things in your campaign? is there even a Lore(specific god) used or is it always lore(pantheon)?
 
If you are useing only 3 improvement rolls, you really cant have very many specific skills, else you have a bunch of unskilled goomers running around.

If instead you opt for the old check skill system, then you can have more and more specific skills available.
 
The most appropriate skills in each of the situations is indicated below...

1) Learning and casting divine spells?
It depends on the spell and its source. If you gain a spell that is specific to Murharzam, then Lore (Murharzam) would be used. If you gain a general divine spell through other, solar, means, then it would be Lore (Solar Theology).

2) HeroQuesting in a myth about Murhazam
Definitely Lore (Murharzam).

3) HeroQuesting in a myth about another god(ess) from the Solar Theology?
Lore (Solar Theology)

4) Anything other use for those skills I can't think of right now?
Recalling general information about other solar cultures, rituals, practices and myths would be Lore (Solar). But specifics for Murharzam, such as cult secrets, recalling how Murharzam ascended the ziggurat, his Ten Tenets and so on would use Lore (Murharzam).
 
Zozotroll, I'm one who sometimes picks up an rpg and reads it just to see the structure of the rules system.

A long time back, I did read runequest, but never tried playing in it. I think I have read a previous edidtion where you got an improvement roll for the skills you used, but I don't really remember that system well.
 
I have always used Lore(Specific God/Cult Theology) rather than Pantheon. This is the way it was originally presented in the Companion (now part of Deluxe) and Cults of Glorantha 1 has each cult list Lore (That Cult Theology) as a cult Skill.

Though Loz, the author of Darra Happa Stirs, is pretty much the de-facto Glorantha Rulesmaster at MGP, so what he says is pretty official. Though if Lore(Pantheon Theology) is the intended use maybe some official errata is in order, as it does contradict the books I referenced earlier.

Often though this will be academic - most characters probably will only initiate in one cult, in which case the point is moot. Divine Magicians have it easy skill wise compared to the other types - one skill casts all. Compare to Rune Magic (one skill per rune) and Sorcery (each spell is a skill plus all the manipulations) and even pursuing two cults they have it easy.

Rules aside, I can see arguments for both a specific cult skill as well as a pantheon skill. One the one hand, all gods of a pantheon are intertwined - one coannot learn about Elmal and NOT learn about Orlanth. On the other hand, a priest of Issaries will be much more knowledgable about their god/cult than they will be about Vinga for example.
 
Greater Spotted Mongoose,

What about spells from allied cults?

At initiate level, there is one spell that War gods get, but no spell that is "specific" to the cult. How should I deal with that? (I haven't really looked beyond initiate level for spell types.)
 
Again, I use one lore skill for all the spells a single cult can use. If you dont, Divine casters come up very weak compared to others, what with the have to return to the temple after every casting problem.
 
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