Over the
years the many many books have been published about Glorantha's Lunar
Empire and its major feature – it's supposedly unifying universal
religion. Since MRQII was set in a period before the rising of the
Red Moon nothing was written about it for the MRQII/Legend rules, so
here is my take, adapted freely from Issaries' Publications Imperial
Lunar Handbook volumes I and II and Champions of the Reaching Moon.
Polytheism and magic
The
natural state of the Gloranthan public is polytheism. A spirit
worshipper calls on many spirits from his local area and traditions;
a theist prays to the farming god when he plants his crops, the gods
of the elements and weather when he wants them to grow, the god of
war when danger threatens and so on, and even the monotheistic
westerners call on multiple saints and guilds.
And all
these gods, spirits and orders allow the person to use magic. Trying
to combine magic from different pantheons gets difficult however, if
the hierarchies controlling them will even allow you to do so. For
example an Orlanth cultist might be able to go up to a Yelm temple
and drop a coin in the collection plate, but the hierarchy will be
deeply suspicious and will want him to repudiate his previous god
before letting him in. A Balazaring shaman who binds a Praxian spirit
will be seen as being guilty of kidnap and worse and Praxian shamen
will pursue him and punish him, and the fate of a Rokari churchman
who is found to have learned spells from a heretical Hrestoli
Idealist grimoire will be painful to say the least.
And it is even harder to combine types of magic. Adopting the mindset required to command and control spirits makes the subservience to divine will and the logical frame of mind of sorcery harder and vice versa.
And it is even harder to combine types of magic. Adopting the mindset required to command and control spirits makes the subservience to divine will and the logical frame of mind of sorcery harder and vice versa.
There are
exceptions of course, there always are. The Lankhor Mhy Temple at
Jonstown contains a grimoire of sorcery spells reformulated and
blessed for use by their sages, and priests of Orlanth Thunderous
have often controlled wind spirits of the Kolat tradition, but on the
whole people who try and combine two or more forms of 'higher' magic
are limited to mere dabbling.
Game Mechanics:
Each PC
has a maximum number of spells based on his highest rank in any
religion, which is his Primary Religion. Each spell from a different
pantheon counts as 2 spells, each spell from a different style of
magic counts as (Rank in primary religion+1) spells.
For
example Tazos of Trilus is a Soldier of Tharkantus (Rank 1) with POW
12. He can have a maximum of POWx0.25 = 3 divine spells. He is also a
Hawk Warrior of Balazar (Rank 1), but since his Pact skill is 50% and
his Spirit Binding only 30%, Tharkantus is his primary Religion.
Tazos
binds a Hawk spirit, counting as 2 spells (his rank in Tharkantus+1).
He can now only have one divine spell.
If
Tazos joined the cult of Orlanth and sacrificed for an Orlanth divine
spell this would count as 2 spells, as Orlanth is from a different
pantheon to Tharkantus. If he tried to bind a wind spirit from the Kolating spirit
tradition it would count as (2x2) = 4 spells, as it is a different
pantheon and a different magic type, and he just couldn't do
it.
Primary religion can change if the character puts more effort into learning the new cult theology than in increasing his current one; his access to spells will change if he does so and jealous gods and spirits may well withdraw the magic hey have granted him.
The Lunar Religion
The Lunars
are the big exception. The Lunar 'pantheon' is bewilderingly broad
and diverse and it includes spirit traditions, gods and sorcerous
orders. Lunar worshippers are positively encouraged to follow
multiple gods and their most powerful mages will deploy a mix of spirits, sorcery and divine magic.
Lunar gods
fall into three main categories:
First are
the Moon goddesses. Sedenya and her priests demonstrated that she had
always been a part of most Pelorian pantheons, and that the diverse
and obscure moon goddesses were all in fact one and the same and were
all reincarnated in her, the glorious Red Moon. Ulurda, Gerra,
Lesilla, Natha and so on are all older moon goddesses whose worship
has been updated to take into accont their status as previous
incarnations of Sedenya.
Then there
are the 'Healed' deities, mostly minor gods or demons from other
pantheons who were converted to the Lunar way through heroquests by
Sedenya or major Lunar heroes. These include Yara Aranis, Erelia and
Verelia, Alanthor, Blaskarth and others. One favourite Lunar tactic
is to find a demon from an enemies pantheon, such as Yara Aranis from
the Horse Nomads, convert it and deploy it against them as an
Imperial ally.
And
finally a there are a whole range of Immortals, mortals who have
raised themselves to godhood through devotion to the Red Moon. These
are motley crew to say the least, including the original Seven Mothers, deified charioteers and accountants and living demigods like Hon Eel and
the Emperor Takenegi, who are descended from the Goddess herself.
They include the founders of various sorcerous orders such as the
Orders of Borovich, Makabeus and the like.
Most
people in the Empire worship these gods from time to time, but are
not initiates. A worshipper of the Dara Happan pantheon still owes
his primary allegiance to Yelm and will possibly be an initiate of
one of the gods of his divine court, but will occasionally pray to
Sedenya or one of her aspects as well, and will accept the Red
Emperor as his legitimate ruler.
Any Lunar
initiate of any cult who knows something of The Lunar Way (see below)
can learn and use any moon related spell from any other with no
penalty. A Sorcerer of the Order of Makabeus will have the skill
Grimoire (Tome of Bleak Despair) and a head full of Makabean spells,
but can also learn Pact (Irripi Ontor) and use his Divine magic with
no penalty, and Jakaleel the Witch's Spirit Binding (Five Spirit
Moons) and have a spirit or two handy as well.
Without
this skill the Lunar worshipper has the usual penalties for learning
spells from other gods of the same pantheon and different magical
traditions.
In
addition many of the Lunar gods count as being in a local pantheon
as well as the Lunar one. The Red Emperor is not just a Lunar deity,
he is a Dara Happan one as well, and a dedicated follower of the
Emperor can learn the magic of Yelm, Lokarnos or any of the other
Solar deities at no penalty.
Game Mechanics:
If you
know the Lunar Way to any level, all Lunar spells count as 1 spell
against the maximum known, no matter what type and no matter what
rank you are in your primary religion.
The Lunar Way
This is a
skill that any initiate of one of the specifically Lunar deities can
learn as an Advanced skill.
The starting score is POW, but there is a bonus of 1% per 10% Speak Lunar and 1% per 5%
in any Lunar spell casting skill such as Grimoire, Pact or Spirit
Binding. This skill cannot be increased by improvement rolls, and
training is very scarce and limited to high ranking members of the
Lunar hierarchy. Gains can also be made through deeds benefiting the
Red Moon.
This link
between the Lunar Way and the Lunar language is one reason why
barbarians sometimes refuse to learn it, to speak the tongue of the
Moon really is to become it's servant.
The Lunar
Way can be used to substitute for any Lunar magical skill such as
Spirit Walk, Theology or Manipulation, a Lunar learning any new
moon-related magical skill can start at this level if it exceeds the
usual basic %age.
The skill
also affects how influenced a character is by Lunar cycles beyond the
Glowline. On the day of the full moon he adds his Lunar way skill, or
20%, whichever is higher, to any Lunar magic roll, on half moon days
the bonus is half the Lunar Way or 10%, on crescent moon days there
is no penalty or bonus and on Dark Moon days the penalty is the skill
in The Lunar Way or -20% whichever is greater. Within the Glowline
there is never any penalty or bonus as the magic influence of the
moon is 'evened out' by the Temples of the Reaching Moon.
The Lunar
Way is also used in the rites of the so-called Lunar Illumination or
Sevening, a key stage on the way to becoming a Lunar Immortal
oneself. Illuminates receive a bonus of +the crit range of their
Lunar Way skill to all magic skills if within the Glowline.
Most
initiates of Lunar cults will know the Lunar Way as the knowledge is
required to become a Lunar Citizen and is always useful in advancing
in the hierarchy of these religions.
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