Cleombrotus
Mongoose
This is a query arising from an issue that has arisen in our game. I am interested in other opinions. It’s a Gloranthan topic, but ties into the rules system. The following should be taken into account.
1) This was originally written when we were using RQ3 rules which made a lot less sense than the RQM magic rules.
2) Our Campaign is Third Age, not Second, so we can justify more or less anything that we can rationalise.
3) I have not yet read either of the RQM Cults books and don’t fully know what they have to say on the matter, and obviously there may be something in the Player’s Guide about Gloranthan magic.
4) I use the terms “spirit magic” and “rune magic” interchangeably.
5) Most importantly, we have removed Rune integration as a prerequisite for casting Rune magic. This is a firm decision.
In our game we rationalised that cults teach spirit magic to all comers, within reason. The RQ3 idea that cults only taught certain spirit spells seemed to be an artificial way of making magic more balanced and defined from a rules point of view. However, if anyone can in theory capture and bind a spell spirit, then why can't cultists? It makes sense that cults would prefer to teach spells that better reflect the aims or runic associations of the cult, and further that some spells are forbidden such as Humakt and dullblade, or inaccessible like Yelmalio and fire-based magic. I have read a good idea that characters have access to spirit magic from their own and all associated cults as well, but that seems like I'm going to have to make a list that should have been published somewhere else. Our way is much easier on the memory. However, the big reason I felt that all cults should teach all spells was one of logic and economics. It seems that cults in Glorantha can be very businesslike in their endeavours. This is pretty realistic - just look at the modern church. Aesthetic ideals are one thing, but cold hard cash is another. Magic can be a sellers’ market in terms of Divine spells and the occasional Spirit spell, but by and large it is a competitive one. Since cults are in the business of proselytisation (is that a word?) then they have to be competitive. If you don't sell a spell, then someone else will, and why would the local Orlanth temple want people to get bladesharp from the Yelmalians? They might as well have the money themselves.
There will of course be exceptions. In a one horse town, it might be at the whim of the local priest, but then in a one horse town, opportunities for itinerant income may be sparse. It just makes sense to me that cults wouldn't be too fussy about selling on spirit magic, and the idea that they can only cast a limited array of spirit magic seems very artificial.
It is further stated that cults will only sell rune magic to initiates. For all the reasons above, I don't find this realistic or sensible. They don't have a monopoly on the vast majority of rune magic, so what would be the point of non-proliferation? Enemy cults would of course be denied on principle, if negotiation were even entered into, but what Orlathi Storm Voice wouldn't love to sell rune magic to a desperate Yelmalian?
1) This was originally written when we were using RQ3 rules which made a lot less sense than the RQM magic rules.
2) Our Campaign is Third Age, not Second, so we can justify more or less anything that we can rationalise.
3) I have not yet read either of the RQM Cults books and don’t fully know what they have to say on the matter, and obviously there may be something in the Player’s Guide about Gloranthan magic.
4) I use the terms “spirit magic” and “rune magic” interchangeably.
5) Most importantly, we have removed Rune integration as a prerequisite for casting Rune magic. This is a firm decision.
In our game we rationalised that cults teach spirit magic to all comers, within reason. The RQ3 idea that cults only taught certain spirit spells seemed to be an artificial way of making magic more balanced and defined from a rules point of view. However, if anyone can in theory capture and bind a spell spirit, then why can't cultists? It makes sense that cults would prefer to teach spells that better reflect the aims or runic associations of the cult, and further that some spells are forbidden such as Humakt and dullblade, or inaccessible like Yelmalio and fire-based magic. I have read a good idea that characters have access to spirit magic from their own and all associated cults as well, but that seems like I'm going to have to make a list that should have been published somewhere else. Our way is much easier on the memory. However, the big reason I felt that all cults should teach all spells was one of logic and economics. It seems that cults in Glorantha can be very businesslike in their endeavours. This is pretty realistic - just look at the modern church. Aesthetic ideals are one thing, but cold hard cash is another. Magic can be a sellers’ market in terms of Divine spells and the occasional Spirit spell, but by and large it is a competitive one. Since cults are in the business of proselytisation (is that a word?) then they have to be competitive. If you don't sell a spell, then someone else will, and why would the local Orlanth temple want people to get bladesharp from the Yelmalians? They might as well have the money themselves.
There will of course be exceptions. In a one horse town, it might be at the whim of the local priest, but then in a one horse town, opportunities for itinerant income may be sparse. It just makes sense to me that cults wouldn't be too fussy about selling on spirit magic, and the idea that they can only cast a limited array of spirit magic seems very artificial.
It is further stated that cults will only sell rune magic to initiates. For all the reasons above, I don't find this realistic or sensible. They don't have a monopoly on the vast majority of rune magic, so what would be the point of non-proliferation? Enemy cults would of course be denied on principle, if negotiation were even entered into, but what Orlathi Storm Voice wouldn't love to sell rune magic to a desperate Yelmalian?