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Cults of G.. - Index of - Free

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MAGIC & RELIGION<br />

In a very real sense, Gloranthan religions are more<br />

than ‘mere’ faith but complex bargains between<br />

worshippers and worshipped. In exchange for<br />

adoration, worship and sacrifice, the worshipper gains<br />

magical power. Simply belonging to a religion comes<br />

with a web <strong>of</strong> benefits and obligations that vary with the<br />

worshipper’s dedication. Minimal commitment gives<br />

minimal benefits but few obligations. Those who dedicate<br />

their minds, souls and bodies gain great reward for their<br />

dedication.<br />

Lay members, as noted in the RuneQuest rulebook, belong<br />

to their religion but are simply part <strong>of</strong> the community<br />

and receive few benefits. Most join their various cults,<br />

practices and churches as lay members as a matter <strong>of</strong><br />

course when they come <strong>of</strong> age or are adopted into a new<br />

community. It is simply part <strong>of</strong> the social fabric. It is likely<br />

that an individual attends regular worship and he knows<br />

the common, outermost rites and myths <strong>of</strong> the religion as<br />

a matter <strong>of</strong> course. All Player Characters are considered<br />

to have this level <strong>of</strong> knowledge in their native religion.<br />

The main form <strong>of</strong> magic received by these worshippers is<br />

access to the rune magic practiced by that religion, much<br />

<strong>of</strong> which is considered ‘folk magic’ by more dedicated<br />

members.<br />

Committed members gain far more in exchange for a<br />

greater contribution <strong>of</strong> time, resources and faith. They<br />

are expected to uphold far stricter regulations, taboos and<br />

prohibitions but in return, they receive powerful magic<br />

and (usually) receive greater respect in their religious<br />

community. These initiates may continue to access other<br />

forms <strong>of</strong> magic but as they grow more committed to a<br />

single belief, this grows more difficult. Acolytes, assistant<br />

shamans, liturgists and apprentices all must make firm<br />

commitments to their chosen style <strong>of</strong> magic. While they<br />

gain increased magical ability, they also gain control and<br />

favour over their local temples as many shrines are in the<br />

hands <strong>of</strong> these religious functionaries.<br />

The highest ranks <strong>of</strong> any religion, the Rune Lords and<br />

Priests, the Shamans and Chiefs, and the Wizards have<br />

far greater authority over their membership. In a very real<br />

fashion, they embody and represent their religion. These<br />

powerful figures are expected to protect or lead those<br />

entrusted to their care, taking care <strong>of</strong> their congregations<br />

and make sure that any enemies are dealt with. Militant<br />

leaders such as the Runelords and chieftains will be<br />

expected to carry the fight to the enemy and go on<br />

dangerous missions to further the cult’s aims. All will be<br />

expected to participate in the great rituals <strong>of</strong> their religion,<br />

serving as their patron’s representative in community<br />

worship where the great myths <strong>of</strong> their religion are reenacted<br />

and renewed.<br />

Convincing the Examiners<br />

Before a character can join or advance in their religion,<br />

his knowledge and dedication will be tested by the<br />

temple hierarchy and quite possibly by the otherworld<br />

entity itself. While this can be done as a simple series<br />

<strong>of</strong> die rolls, testing the appropriate skills and attitudes,<br />

entry or advancement may instead be a short quest or<br />

adventure where these skills are tested. Religions always<br />

look favourably upon those who have advanced its goals.<br />

Some religions have specific entry requirements which<br />

the applicants must attain before advancement or entry.<br />

Abandoning the Faith<br />

A character neglecting his religion or abusing its precepts<br />

may find that his religion (and its worshipped entity)<br />

has ways <strong>of</strong> retaliating. Depending on the severity <strong>of</strong><br />

the <strong>of</strong>fence, an apostate character may encounter the<br />

following:<br />

D Religious figures visit the character to warn him <strong>of</strong><br />

his waywardness. Eventually, the religion will refuse<br />

to support him.<br />

D Otherworld entities known as Agents <strong>of</strong> Retribution<br />

visit the character. These first warn, then harass<br />

and finally attack the character. In the case <strong>of</strong> those<br />

excommunicated from their faith, the agent will try to<br />

strip away any magic they gained from their former<br />

religion.<br />

D The worshipped entity withholds its power, making<br />

the use <strong>of</strong> its magic all but impossible.<br />

D The religion expels the character, possibly with an<br />

eye to hunting him down as an outlaw.<br />

3<br />

Magic and Religion

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