Now as
every Gloranthaphile knows the western part of Genertela is full of
Monotheists, people who believe in some variety or other of the one
Invisible God whose existence was first deduced by Malkion, the First
Man. I'd like to use this type of cult in Legend and RQ6, but just
giving monotheist priests sorcery to play with, as they did in the
MRQII Second Age material, doesn't feel right. I like the idea that
Western cultures do things differently. While in Central Genertela
there is magical and spiritual anarchy, in the West they are far more
organised, with professional priests providing all the blessings
anyone would need far more skillfully and with more oomph than the
amateur practitioners of the barbarian lands.
Here is my
suggestion as to how to handle it. In the notes below I will be using
the terms Grimoire and Manipulation, the Legend skills, but for RQ6
just substitute the Invoke and Shaping.
Blessings (and Curses)
Monotheist
communities are built around their churches. Ordinary worshipers donate magical power to magical professionals, Liturgists, to cast
special sorcery spells that benefit the whole community called
Blessings. These are very weak when used by just one person, but when
a whole congregation gets together they can benefit many people
across a wide area. The holy books of such religions are full of
blessings (though in many religions the lowest clergy will learn a
few by rote) and most will have a few proper sorcery spells as well.
Most blessings are beneficial, but some religions also have curses,
attacking spells that focus the ire of a whole congregation on one
target.
To cast a
Blessing the Liturgist uses his Grimoire (Holy Book) skill, just as
would any other sorcery spell, and can boost its power using
Manipulation as usual. But with a Blessing he can also add the Faith
of his congregation to the Manipulation (see below).
Blessings
last a lot longer than ordinary sorcery, 1 hour per POW point of the
caster, not 1 minute, and can only be cast on people carrying the
right holy symbol and the faith of the recipient can also affect the potency of the blessing. Curses also have the extended duration, but can
usually be cast on anyone.
Faith and the Chain of Reverence
A Liturgist leading a congregation adds 10% of his worshipers Grimoire
skill in the appropriate book to his/her manipulation; this is their
Faith score.
Father
Umphred has Grimoire (Abiding Book) 60% and Manipulation 50%, but
with his congregation of 10 souls each with Grimoire (Abiding Book)
30% praying along with him he adds 3x10=+30 Faith, giving him 50+30 =
80% Manipulation to apply to the blessing, enabling him to affect
more people for longer.
In a
Monotheist cult there are almost always several layers of clergy. A
second tier cleric gets the benefit of half the Faith gathered by his
subordinates, plus their Faith, and this can be transmitted across
any distance.
Deacon
Anslem is in charge of Father Umphred and two other clergy of like
ability with similar congregations, He gets 30 x 3 (for the ordinary
worshippers) x 0.5 + 6 x 3 (for the Liturgists' faith) = 45 + 18 =
+63 Faith to his Manipulation skill. He reports to Bishop Cleeve, who
gets half the Faith each of his Deacons gather added together, plus
their Faith, the Archbishop above him gets the half the faith all his
subordinate Bishops gather, and through the Archbishops the
Ecclesiarch wields the Faith of a whole nation.
Faith can only be
applied to casting Blessings, it won't work on normal sorcery. At any
given time most worshippers will have the benefits of at least one
Blessing and there may well be further blessings on his village,
guild, town or fields, regularly renewed in weekly services.
Mana TO Heaven
The magic
points to power these mighty Blessings also come from the faithful.
The only spell taught to ordinary worshipers by most monotheistic
churches is Venerate.
Venerate
Sorcery,
Concentration
Can only
be cast while holding a holy symbol, this spell transfers magic
points up the Chain of Veneration; from Worshiper to Liturgist, from
Liturgist to Deacon (or whatever the title of the next higher ranked
clergy is), from Deacon to Bishop and so on, and from the highest
clergyman to the Invisible God itself. It takes 1 hour plus 15
minutes per magic point transferred to cast, the magic points are
stored in the recipient's holy symbol, and it has no range limit. The
maximum transfer per day is 1 mp per 10% Grimoire skill. A worshiper many miles away can make his private devotions and the
magic points will be moved to his ecclesiastic superior. Occasionally
the spell is used to move magic points back down the Chain. A
congregation might send a dozen or more magic points to their
Liturgist, who may then bless a member of his community, perhaps far
away fighting a war, with these magic points for their personal holy
symbol, if it has the capacity to absorb them. Magic points can never
be passed horizontally to another person of the same standing in the
church or sect.
At each
level of the church there is a minimum required commitment of magic
points per day or per week; worshipers usually have to provide 1 per
week, though they often give more, Liturgists have quotas they must
pass on to their superiors, and so on up the Chain of Veneration.
Holy Symbols
Different
churches use their own unique form of holy symbol; many western ones
go for Malkion's Holy Triangle in simple wood or a fancy precious
metal job on the end of a staff for Bishops, the Lunar Cerise Church
uses Moon runes of various kinds etc. but they all work the same.
Each symbol stores magic points, amount varying, for one week. Magic
points can only be put into a symbol by Veneration, and you can't
transfer points to your own magic symbol. You cannot use a holy
symbol that is not of the prescribed form for your sect.
Dedicate
Holy Symbol
Sorcery,
Autonomous
A ritual
of variable length depending on how many magic points you want the
maximum stored in a particular symbol to be. The simplest symbols,
those worn by the laity, aren't meant to store mps at all, just to
act as a conduit for mp to be passed up to the clergy and to enable
the worshipper to receive blessings and take a few minutes to do, the
whopping great golden jobs carried by Ecclesiarchs were prayed over
for days by teams of Bishops and Archbishops. The maximum power
storage capacity is one point per 10% combined Grimoire skill of the
enchanting clergy and takes one hour per mp capacity to dedicate and
costs 5 mp per point capacity. The enchantment process cannot be
paused once started, though a group of clergy can work in shifts for
the really powerful ones. The magic points stored in a holy symbol
may be used for anything, not just Blessings.
Sorcerers and Wizards
An
independent Sorcerer has only his own power to draw on, with maybe a
few apprentices or assistants lending a hand, but a Wizard, a
sorcerer who is also a liturgist in a monotheistic religion, can use
his holy symbol to help power his spells. The disadvantage of being a
Wizard is that as a clergyman you might find yourself with a church
full of peasants to look after, the Churches often have serious
restrictions on what spells you can use and you have to clutter up
your brain with Blessings, which still take 1 INT point to remember.
Many
wizardly orders have peasant liturgists to handle the casting of
blessings and the accumulation of magic points from the laity, which
are then passed on to a Wizard through his holy symbol to do
something useful with. The peasants living on the orders lands and
ministered to by their liturgists do not usually mind as long as the
Order is a responsible landlord and blesses their crops and protects
them from harm, but there are sometimes grumblings. On the other hand
peasants on lands owned by certain nobles wish their landlord was a
spiritually inclined Wizard who merely asked for their souls and not
a greedy noble who took their food and goods to blow on feasts and
tournaments.
The Western Caste System
In theory
only those born into the Zzaburi (wizard) caste can cast spells, but
this is usually held not to include Blessings so Liturgists of other
castes do exist. They are not allowed to learn sorcery spells though,
even if they are in the holy book (and The Abiding Book allegedly
contains enough information, albeit encoded, to cast all known
spells). Many lower caste Liturgists are nigh illiterate in any case
and only know their few Blessings by rote.
The
typical member of the Dronar peasant caste will know very little magic, or
ought to know very little magic. Hardline churches like the Rokari
regard all magic use by non-clergy, even weedy folk magic charms, as
vile and evil Witchcraft. Other sects like the Hrestoli Idealists
allow a few folk magics, if they are taught by a trade guild. In
practice a peasant will know one or two common magic spells to a low
level, and his priest won't be too bothered by it. There are
underground religions practiced all over the west involving isolated
shamen and occasionally theistic priests with small groups of
followers. Needless to say these are prime targets for the local
Inquisition.
Horals, the Soldier Caste, are likewise limited in their magic. They will know only folk magic and receive blessings and sorcery from their chaplains.
Horals, the Soldier Caste, are likewise limited in their magic. They will know only folk magic and receive blessings and sorcery from their chaplains.
Zzaburi,
as noted above, will know real sorcery spells, and are often bound by
oaths never to use folk magic, or are so hoity toity about the
pathetic little charms of the peasantry they won't lower themselves
to use them.
Talars,
the Nobles, are also theoretically banned from using any magic, but
again often do, knowing folk magic charms passed down through their
ancestors. They will also have plenty of personal chaplains on hand
to cast magic for them and, depending on the region and sect,
possibly sorcerers and wizards in the household as well.