Cults

A cult is a religious organization centered on a single deity or pantheon of deities. Glorantha has many gods and goddesses that everybody knows exist, but most people simply choose to worship the dominant pantheon of their regional culture. They might be familiar with the worship of other nearby cultures, and may even have heard of the strange gods of far-away lands.

Choosing one’s cult is as much a transactional and utilitarian choice as it is cultural. Merchants worship the deities of trade, while farmers worship the gods of the sun or the rain. This is because, in return, these people gain immediately useful magic and advantages from their gods and goddesses. Distant promises such as the fate of one’s soul in the afterlife is a secondary concern for people living in polytheist societies.

Cult Membership

Characters may worship a deity or a pantheon at different levels: lay member, initiate, or priest.

Lay Members

By default, people who worship a certain deity or pantheon are simply lay members of that cult. They regularly attend holy days, praying and sacrificing to their gods, but they do not hold a special position in the cult’s hierarchy.

  • Requirements: a lay member must have the Cult Rituals (cult) skill at 20% or more, attend at least one holy day per season, and uphold the rules of the cult.

  • Spirit Magic: lay members in good standing may obtain magic from the cult’s spirits at half price. Other spirit magic is unavailable or provided at full price.

  • Rune Magic: lay members don’t have access to Rune magic. However, an initiate or priest may accept to cast Rune magic on behalf of a lay member that is in very good standing with them or their temple.

Initiates

Some people dedicate their life to a single deity. These are the initiates of the cult, who are privy to some of its secrets. In many cases, the secrets available from one temple or holy hermit are only available there. These secrets are generally unique Rune magic spells.

  • Requirements: an initiate must have the Cult Rituals (cult) skill at 40% or more, attend holy days every week, and uphold the rules of the cult. If the cult does not have weekly holy days or the character cannot attend, they must at least pray and offer sacrifices that week using a personal worship ritual. The initiate must also show their usefulness by having at least 40% in a skill favored by the cult. Many cults have slightly different requirements for initiation.

  • Spirit Magic: initiates may obtain magic from the cult’s spirits at half price. Other spirit magic is unavailable or provided at full private. Services rendered to the cult may be rewarded with free spirit magic of the cult.

  • Rune Magic: initiates may learn one-use Rune spells at the regular price. Services rendered to the cult may be rewarded with free teachings of divine magic. Another initiate or priest would often agree to cast their own divine magic for another initiate.

Priests

Priests are the nobility of religious cults. In some cults, a priest might mostly deal with the mystical and spiritual aspects of the cult, such as officiating on holy days, managing a shrine or temple, or studying ancient knowledge. In more martial or violent cults, some priests may be more akin to a paladin or holy warrior, sent by their god or by other priests to advance the agenda of the cult.

  • Requirements: a priest must have the Cult Rituals (cult) skill at 60% or more, attend or officiate holy days every week, and uphold strong religious vows taken upon priesthood. If the cult does not have weekly holy days or the character cannot attend, they must at least pray and offer sacrifices that week using a personal worship ritual. The priest must have at least 60% in two skills favored by the cult. There must be a vacancy at a priesthood position in the cult, and the character must complete a trial or challenge specific to the cult. Alternatively, the character may establish a new shrine or temple, recognized by a higher authority of the cult, to create a new position for themselves.

  • Spirit Magic: priests may obtain any spirit magic from the cult’s spirits for free.

  • Divine Magic: priests may learn reusable divine magic spells at half price. Through play and dangerous mystic explorations, they may discover new divine magic on their own. In this case, these new magics become cult secrets of the character’s temple or shrine.

  • Companion Spirit: upon priesthood, many cults arrange for a companion spirit of the god to be given to the character. See companion spirits in the Spirit Magic part of this chapter.

Note

Converting Cults from RuneQuest

The gamemaster and player should use the cults from the [official RuneQuest products][1] and convert them to the Torang Engine as follows:

  • Runes and Passions translate almost directly.

  • Skills are different, since the Torang Engine has a much shorter list of skills. Pick the five closest skills for a cult.

  • Magic spells may require some spells to be translated into Torang Engine terms. See the [Magic][] chapter for conversion from RuneQuest. In addition to this, future updates to Torang Engine will add different, more cinematic magic to some cults.

List of Cults

Here is a list of cults found across the Lunar Empire.

Babeester Gor

This female-only cult worships Babeester Gor, the Avenging Daughter of the Earth. When the Earth Goddess laid dead in the Great Darkness, she rose from her corpse and ruthlessly hunted down all those who wronged her.

Babeester Gor cultists are the violent axe-wielding soldiers of the Earth temples and their priestesses. They act as guards, bodyguards, and enforcers of justice against kin-slayers and oath-breakers.

  • Runes: Death, Earth

  • Passions: Devotion (Babeester Gor), Loyalty (temple), Hate (enemies of the Earth goddesses).

  • Skills: Cult Rituals (Babeester Gor), Insight (race), Investigate, Melee Weapon (Axe), Persuasion (Intimidate).

  • Spirit Magic: Enhance Weapon (Axe), Magic Blast, Heal, Stamina, Strength.

  • Rune Magic: TODO

Barntar

Barntar is the god of farmers for the Orlanthi people of Peloria. The son of Orlantha and Ernalda, he built the first farmstead and protected it with a fence from the surrounding wildlife. He was also first to tame a bull and make it plow the earth.

Unlike his father Orlanth, whose worship is outlawed across the Lunar Empire, Barntar is authorized or, at least, tolerated. In many tribes, temples to Barntar hide clandestine worship to Orlanth, but the imperial police cracks down on this regularly.

  • Runes: Air, Earth, Movement

  • Passions: Loyalty (clan or tribe)

  • Skills: Cult Rituals (Barntar), Customs (Orlanthi), Devise, Occupation (Farming), Melee Weapon (Spear or Sword)

  • Spirit Magic: Detect (Humanoids or Life), Enhance Melee Weapon, Heal, Repair, Speed, Strength

  • Rune Magic: Command Bull.

Chalana Arroy

During the God Time, the White Goddess was kind to all gods and spirits, without discrimination. She healed any wound from those who seeked her aid. When the Gods War started and death roamed the world, Chalana Arroy decided to act and help heal the cosmos. Still, she never caused harm.

In the often violent world of Glorantha, the followers of Chalana Arroy stand as the only pacifists. Their neutrality is well-known and generally respected, for they have access to the most powerful healing magic. Their temples are hospitals, and their white robes are recognized everywhere. When involved in conflicts, Chalana Arroy healers always seek a non-violent resolution.

  • Runes: Life, Harmony

  • Passions: Love (Life), Vow (Help Those In Need)

  • Skills: Cult Rituals (Chalana Arroy), Dodge, Healing, Lore (plants, potions, etc.), Meditate

  • Spirit Magic: Blur, Confuse, Heal, Impair Melee Weapon (type), Preserve Herbs, Sleep

  • Rune Magic: Cure Disease, Cure Poison, Heal Body, Heal Wound, Regrow Limb, Resurrect, Summon Healing Spirit.

Etyries

This Lunar deity is the goddess of roads and trade, and is therefore mainly worshiped by merchants and travelers. She is also the daughter of Issaries, the god of trade and communication outside of the Empire. As such, her worshipers can easily find assistance when traveling far away.

  • Runes: Harmony, Moon, Movement

  • Passions: Loyalty (Lunar Empire), Loyalty (temple)

  • Skills: Administration, Area Knowledge (area), Cult Rituals (Etyries), Insight (race), Persuation (Negotiation), Speak (Tradetalk)

  • Spirit Magic: Countermagic (var.), Extinguish (var.), Glue (var.), Ignite (var.), Speed (var.), Repair (var.)

  • Rune Magic: Convince, Dismiss Magic, Divination, Find Spirit, Path Watch, Sanctify Place, Spirit Block, Summon Cult Spirit, Warding

Orlanth Rebellious

The cult of Orlanth is officially outlawed in the Lunar Empire, for he has named the Red Goddess his eternal enemy. Only the cult of Barntar, his son the farmer, is allowed. However, many people in the rural parts of the Lunar Provinces clandestinally worship Orlanth through this “rebel” aspect. It is the Orlanth that rebels against the Emperor, be it the sun god Yelm or the Red Emperor.

A rather recent religious and magical development, the cult of Orlanth Rebellious is quickly gaining traction. The Lunar authorities have allocated resources towards eliminating this annoying thorn in their side. In response, the rebels are growing more daring in both their domestic terrorism activities, and in the experimental heroquesting that, they believe, will grant them the power to fight back.

  • Runes: Air, Movement

  • Passions: Loyalty (clan or tribe), Seek (Freedom).

  • Skills: Awareness, Cult Rituals (Orlanth), Customs (Orlanthi), Melee Weapon (Spear or Sword), Stealth

  • Spirit Magic: Enhance Weapon, Heal, Protection, Speed, Strength.

  • Rune Magic: Dark Walk, Divination, Heal Wound, Raise Wind, Summon Air Elemental (any size), Shield, Thunderbolt

Seven Mothers

The primary cult in the Lunar Empire worships a pantheon of seven mortals who ascended to godhood after revealing the Red Goddess to the world. Most people in the Lunar Provinces belong to this versatile cult whose main goal is the expansion of the Empire. In the Heartlands, the Seven Mothers’ cult is very popular, but a large minority of people dedicate themselves to one of its seven figures in particular.

  • Runes: Death, Life, Moon

  • Passions: Loyalty (Lunar Empire or Red Emperor), Loyalty (temple), Vow (Spread Lunar Way)

  • Skills: Cult Rituals (Seven Mothers), Customs (Lunar Empire), Meditate, Persuasion (two from Charm, Fast-Talk, and Negotiate)

  • Spirit Magic: Confuse (2 pts.), Glamour (var.)

  • Rune Magic: Create Gifts, Heal Wound, Madness, Mindblast, Reflection, Regrow Limb, Shield, Summon Spirit (small elemental of any type except Air) (2 pts.)

Yinkin

Yinkin is the cat god, patron of the alynxes that the Orlanthi use to herd sheep and cows. In most myths, Yinkin was Orlanth’s and Barntar’s trusted companion.

  • Runes: Beast, Darkness, Movement

  • Passions: Loyalty (clan or tribe)

  • Skills: Awareness, Athletics, Cult Rituals (Yinkin), Stealth, Track

  • Rune Magic: Claws, Divination, Heal Wound, Identify Scent

Belonging To No Cult

Many people in Peloria do not initiate into a cult, although they all participate in lay worship for the primary cults in their region. These lay members can’t or won’t spend the time and energy needed for a full cult membership. However, it lets them develop more skills and connections with spirits. See the Characters chapter.