The Forge Reference Project

 

Topic: Religion and Homeland
Started by: Mike Holmes
Started on: 2/16/2005
Board: HeroQuest


On 2/16/2005 at 9:57pm, Mike Holmes wrote:
Religion and Homeland

I thought I'd bring this up here. I was going to post it to the rules list, but I'm thinking it's really more speculative than the rules currently cover. Though I might try it out there at some point as well.

Each homeland keyword has an associated specialized religion keyword - or in the case of Teshnos a well laid out common magic religion. You get this keyword at the level of your homeland. The point being that these seem rather intentionally separated out. The question is why. If, in fact, a character from a homeland can only have the listed religion keyword, and the religion keyword must have the level of the homeland keyword, then why not just make it one single keyword?

The answer I keep coming up with is because not everyone from a particular homeland follows the same religion. The book even gives an example, of sorts saying that some Heortlings worship dieties from the Earth Pantheon (the text says something like "This is unsusual, but accepted.")

The thing is - I've never once seen any example of a character that didn't have his homeland's religion, nor have I ever heard anyone mention this.


So, question the first, is the separation of homeland and religion supposed to imply that they're, for lack of a better word, modular? Or is the separation for some other reason? Does the Heortling clause mentioned, mean that the character in question would have the Earth Pantheon religion keyword, or would they have the Storm Pantheon Keyword, and be in a cult that's otherwise listed in the Earth Pantheon?

This is an important distinction. Generally the notion is that one can only know magic from their own religion. So the question would be can a Heortling initiate of some Earth Pantheon diety then initiate in a cult from the Storm Pantheon? Put another way, does the diety in question exist in separate forms in both pantheons, or is the diety shared?

The next question, then, is whether or not this particular example is something that can happen elsewhere, or if it's just a special case with Heortlings and Esrolians?

In any case, I'm envisioning people who live in a particular homeland, but who worship an entirely different religion, to be something like a minority subculture. The example I keep thinking of from real world history is that of the Jews who lived amongst other populaces in, say, Catholic Spain (before the Inquisition, for argument's sake). I'm assuming that they'd get the Spain Homeland, and Judaism as their religion.

Now, this is actually pretty common in the real world. Next question is how common it is in Glorantha? More dear to my heart would be ideas of how common it would be in non-Glorantha fantasy worlds. Basically, given a Gloranthan magic as presented in HQ, what's likely in terms of religions existing side by side in the same homeland?


On a somewhat related note, it's clear that many, if not most, specialized magic religions are "mixed" in terms of otherworld. But as presented, the Lunar religion as our primary example, has a theist basic religion keyword (or so it seems to me, correct me if I'm wrong), and then all manner of cults, practices, schools, etc. What this seems to me to say is that the people of the religion can call for divine intervention from the dieties in the pantheon, but that they do not generally get the other benefits of the other associated base level magic keywords. That is, they don't get tradition charms, and they don't get blessings from liturgists.

Or do they? That's my question. Is it possible in a specialized magic religion that provides more than one sort of magic keyword, one that has liturgists, for example in addition to initiates, for the low level worshipper to gain the benefits that these higher level people provide? I mean are there liturgists in the lunar religion at all? If so, to whom do they provide their blessings?

Or is it that you have to choose one of the basic keyword types in a religion like this, representing the basic worship that you do? Can I be a spiritist in the lunar way? I can be a Jakaleel Practitioner who can make charms - are there any tradition spirits to make tradition charms from? Is there a "core practice" in this case?

Or is it simply no, there are no liturgists, and the practitioners cannot make tradition charms because there is no "core practice" from which they come? I sense that this must be the case, or there are a lot of problems to overcome.

One of the reasons that I'm so interested in all of this is that concentration often does not seem like it has a downside. That is, if I'm in a religion with nothing but theist cults comprising it, and hence I would not be allowed to join up with anything but theist cults without dropping the religion, then what do I lose by concentrating? The theoretical talents that I as a player was smart enough not to take for common magic, but instead replaced with feats?

The point is that for concentration to be any kind of trade-off, there has to be a possibility of getting magic from more than one otherworld in the religion. Now this is often the case. Reading the religions more closely, and learning more about them, I find more and more that the religions tend to be mixed. Even the Heortlings - seemingly very theistic, have Kolat, and presumably an associated practice. Not in the HQ book, but canonical Glorantha, I'm given to understand.

But then I'm also told that it would be quite unusual for the kolatings to teach an initiate anything about their ways. Not that it's outright imposible, but that it would be very odd. So, what gives? Are these in the same religion? Is it just a Heortling thing in this case that makes it rare? Let's look at the Lunars where their spiritism isn't so marginalized. What's the case there? Are their animist practices loathe to teach the initiates of the cults of the Lunar way as well?

If it's true in the Lunar Way that there's this Inter-world rivalry, intra-religion, then I'd assume that the idea is that it's everywhere. Perhaps the spirits just don't like the idea of people who worship gods, even if they're putatively in the same religion? I'm curious about the rationale.

What I'm sorta hankering for is a less strict ruling about these things. I mean, yes, any priest of any diety is even going to look a tad more at any initiate of another diety before initiating him. I suspect that's true. But is it really that much more of a problem than this just because they're in a spirit practice? The way I play it, I rule that something in the same religion is the same religion. And the sideways glances between types of magic using folks are not a tremendous barrier to crossing between two types.

There's even a worse problem here in some ways. Obviously devotees are restricted from joining up with any other religious element, and Shamans seem to be similarly restricted. But if you read it one way, all practitioners must belong to a core practice. Well, to what core practice do the Jakaleel Witches belong to? If one assumes that the practice itself is also the core practice (which I've seen suggested) then does that mean that there are tradition spirits available from it? Or is this requirement suspended in the case of mixed religions?

I've even seen arguments that initates can't cross over for some reason. Which would leave us, again, without the ability to use magic from more than one otherworld with the exception of common magic. Is concentration really only about not having common magic from another otherworld? Maybe more interestingly, are the rest of the rules really intent on not letting PCs have magic from more than one of the specialized otherworlds? That seems sad if so. I mean, I could see the argument for it in some ways, but it just doesn't seem very fun.

Anyway, obviously I've been playing a tad openly with these things, in theory, in my games. In fact, due to a mistake in understanding, I actually have as many as six different religions in one homeland in one game we're playing. The question with these is how I should have them each treat each other. I mean I'm tempted to say that they're all part of a larger religion. That is, instead of having only one "base-level" keyword for the religion, I was allowing players to select from many, and develop up from there.

This has some substantial advantages in terms of clarity. The animists all had a core tradition to belong to, and tradition sprits, for example.

Does this seem extreme? Too much mixing? I've been accused of sorta D&Ding things by doing this sort of thing. I have to admit that I do it because I want the players to have a range of selctions to take magic from, and to give concentration "teeth." But I think I handle it pretty well in terms of requirements and such.

Anyhow, should I call these separate religions living in the same place? One thing that really struck me is that this actually can work more or less. I mean, looking at the resultant culture seemed actually rather more realistic than those in Glorantha that seem to have only one religion. It occurs to me that, perhaps the Gloranthan cultures do have many religions in their cultures, but they're just not listed. Which brings me back full circle to the top again. Do Gloranthan cultures have more religions than the primary one listed or not?

If I do go this way in my game, however, saying that the religions are exclusive from each other (as opposed to saying that they're all part of a larger religion), then I'm going to have to mix my religions up some, or I'm back to having concentration mean very little.

As you can see, this is a very complex topic, full of twists and turns. I'd appreciate any feedback anyone has on the subject.

Mike

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On 2/17/2005 at 12:06am, Bankuei wrote:
RE: Religion and Homeland

Hi Mike,

I love the way you demand to dig deep on anything and everything :)


The thing is - I've never once seen any example of a character that didn't have his homeland's religion, nor have I ever heard anyone mention this.

So, question the first, is the separation of homeland and religion supposed to imply that they're, for lack of a better word, modular? Or is the separation for some other reason?


Well... you already know how I feel about many of the examples in the book :P But in all seriousness, I think three elements suggest support of the idea that religion is not directly tied to homeland, or even ethnicity.

The first is the concerns about Lunar missionaries, and of course, Lunarized Sartites. That would indicate that there's likely to be Heortlings with some Lunar religion keywords running about, probably a few Lunars who adopted a fair amount of Heortling ways(minus Orlanth, of course) while colonizing their lands, etc. Of course, these are all suggested by the setting, and not directly shown as examples in the book.

The second is the examples of Mr. Puma looking for a new religion to follow. Likewise, this also suggests that the complexity of seeking "truth", like in real life, isn't an easy, cut and dried affair.

The third support would be the ideas put forth under the Maximum Game Fun as far as mixing and running with the setting. Depending on how you view this, it is either the weakest or strongest support for mixing religions across homelands. If you are of the opinion that MGF(as written in the HQ book) is saying, "Do whatever!", then yeah, that's a cop out. If you're of the opinion that the book is saying- "Find contradictions, play with them and make them a source of theme to run with", then it's a pretty strong support.

I also have a few quotes from Greg from the mailing list which support the latter idea, and I can dig those out later today or tomorrow if you'd like.

Of course, none of these stand as official answers- so you are probably best off contacting Greg or whomever you deem "authoritive" enough to give you an official answer :)

And, as far as the Lunars go- my understanding is that the two big benefits of the Goddess are being able to utilize all 3 types of magic and being at "full power" while within the boundaries of the glowline.

Chris

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On 2/17/2005 at 1:55am, Brand_Robins wrote:
RE: Religion and Homeland

Also it is worth looking at Tarsh. The Specilized Religion there is, of course, Lunar Religion, but we're told that there are renegades who still follow the old ways and refuse to take up the Moon.

The Unspoken Word's website's summary of Tarsh says the following:

Orlanth and the more evident storm deities may have been suppressed, but this is still essentially an Orlanthi culture, albeit with heavy earth-cult overtones.


It later says:

Orlanth’s worship is proscribed, although how tightly this is enforced varies wildly. Most of his subcults survive, treated as independent deities. The attributes of kingship are now held by the (royally-sponsored) Cult of Alakoring Rex.

Ernalda, though, is respected as both the sister of Maran Gor and also, since HonEel’s interpretation of the Tarshite land rites, “She Who Waits” within the Lunar pantheon. All the earth deities are worshipped, with an interesting conflict existing between the “official” (and rather less bloodthirsty) Maran Gor cult and the Exiles.

There is a clear process of assimilation at work, with attempts being made to find acceptable roles even for the most inconvenient deities. Not only, for example, do Babeester Gor’s axe-maidens guard earth temples, they also act as executioners, with heinous criminals being sacrificed to fertilise the fields. Indeed, it is worth noting that Tarshite religion is a fairly bloody affair in general -- live sacrifice is quite common.

Over a century of imperial contact and missionary work has also brought new deities. The Provincial Church of the Seven Mothers is strong here, its local members burning with the fire of the newly-converted.

There is also a rich pantheon of local and city gods, half-way between village wyters and hero-cults, and fulfilling something of the role of each.


So we've got quite a bit of religious complexity in Tarsh, and it would be a mistake AFAIC to simply assume all Tarshites are Lunars and/or that there are no Tarshite heroes running around that have a Storm Pantheon or Earth Pantheon keyword about. Of course, the years of assimilation would have changed their focus to the point that Heortlings or Esrolians might barely recognize the Bad Old Tarshite religions.

And man, a campaign centered around the Earth and Storm rebels in happilay Lunar Tarsh, and the ways in which they can't get along and are slowly losing their connections to their gods is one that I"d love to play in.

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On 2/17/2005 at 2:07pm, Ron Edwards wrote:
RE: Religion and Homeland

Hello,

Actually, the way we played, it was about as likely to encounter a Lunar Heortling as an Orlanthi one, once the characters got north of Shadow Plateau. Visual indicators were often deceptive, as any number of clothes, tools, and so on had crossed the cultures in both ways. Our characters being from the hinterlands of Heortland made them rather curiosities, from many NPCs point of view, because they were so solidly Heortling Orlanthi in their details of dress and practice.

So yeah, a character with Heortling as homeland and any one of a dozen Lunar religious practices as magic/religion, was a common thing. That's always been my ideal character if I ever get a chance to play.

Best,
Ron

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On 2/17/2005 at 3:38pm, Bryan_T wrote:
cultural key word vs common magic religion key word

I think you really hit on two topics, one being the issue of homeland keyword versus common religion key word, the other being about what members of mixed religions can do. In this post I’m going to give my views just on the former topic.

There are really three circles here, being geographical region, culture, and common religion. Occasionally they will be identical in scope (Teshnos is a bit like this). More often they overlap to some degree, but not totally. Your question really addressed culture versus common magic religion, so I’ll ignore the geography circle, but just remember that while a land and a culture may share a name, that does not mean that culture is only found in that land or that everyone in that land is from that culture. For example, really Tarsh probably hold three to four major cultures: the exiles, “old” Tarsh (partially assimilated), “New” Tarsh (heavily assimilated), and lunar immigrants.

A feature of Glorantha that may not be unique but which is not common to all fantasy worlds is that it almost fell apart in the past. Almost every culture traces its descent from a small group who followed the lead of some cultural hero to survive the Darkness, and just as importantly, it is by repeating those rites that the world continues to exist! This may not be emphasized in the base rule book, but “everyone knows” that if they don’t do their sacred time rites, the Darkness will return and the world will die for real. This tends to create strong ties between culture and religion, as to reject the religion can be seen as deliberate villainy, an abandonment of responsibilities. In other worlds, this tie is probably not as strong.

However even in Glorantha there are exceptions. In fact right in the core rules one is presented, although not as clearly as it could be. Esvular (spelling? I almost always spell this wrong…) actually has three very different common religions within it:
1. No-god. By definition a common magic only religion. (some day I hope to play one of these guys!)
2. God-Forgot. Personally I think this should double as a common religion and a specialized magic key word. As the former you can choose five of the abilities and augment with them. As the former, in the Teshnan manner, you would take all ten abilities, could use them actively, but forego all other magic.
3. The Aeolian Church. The Esvular homeland does not give the common magic religion part of the church, although I’m sure it exists, and it obviously would NOT be No-God or God-Forgot. Probably something like the “The Little Saints” in Seshnela, a mix of talents handed down since time immemorial and things picked up from the local supernatural beings. But the Aeolian Church specialized magic keyword almost totally dominates this common magic religion, as it is the only specialized magic key word recognized, and pretty much everyone within the common magic religion also belongs to the specialized magic keyword, if only as a lay worshipper.

So yes, a cultural key word can have more than one common religion key word possible within it.

If you prefer, you could treat each common magic religion as having a distinct culture, then blend the two. In that case you would have three Esvulari cultural key words, one of No-God aetheists, one for God-Forgot agnostics, and one for Aeolian believers. In each case then you could just have culture and magic blended into one word. It would remove one layer of keywords, but would require more cultural keywords—most with minimal differences—to be written.

Regards;

Bryan

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On 2/17/2005 at 7:26pm, Bryan_T wrote:
Combining specialized magic key words.

The second point in Mike's article was comparing the statements about most religions being mixed, with the presentation of one specialized magic system per common magic system.

First I want to clarify how I understand things, which may not match how others (possibly even the authors) understand things. My understanding of most common religions is that “belonging” is often pretty vague. There is no cost (0 HP to join a common religion without establishing a relationship to it), no real added benefits beyond perhaps access to common magic, and no real cost to so belonging. In other words, for most people having the heortling common magic religion or the Seshnelan common magic religion or whatever is much the way in the modern world that many westerners would say they are “Christian” even if they never go to church and are dubious about most aspects of the religion. But still you know a charm to keep vampires away (wearing a cross around your neck), a way to curse your enemies (“god damn you!”), observe in some way the principle holy days (even if it is with easter bunnies, halloween costumes, and santa claus), and know the basics of the mythology.

At that level you do not get tradition charms, can’t call for divine intervention, and don’t get liturgical blessings (and can’t pray for a miracle). You may have access to common magic known within that religion. In some places there might be a real structure at this level (as with the God-Forgot folks or Imarja), in others it may be more a matter of just understanding the mind set and listening to the common stories.

The next step is to take a specialized magic key word. That is to say, become a communal worshipper, a spiritist, or a lay worshipper. There is not a rules reason why you could not in fact become more than one of these, so long as you are willing to pay the cost of joining each and make the investment in time and resources into each of them, as each takes 10% of those.

There are three reasons that joining at this level might be unlikely, however. First of all, sometimes the authorities of these religions don’t approve of it. Secondly most people go with the “normal” one unless they are called to a different one. Finally each presents a different way of viewing the world, even if part of the same religion, and few people are comfortable for long absorbing and supporting two different world views. A fourth, gloranthan, factor is that although all mortals are mixed beings, most have a predominant theistic soul, animist spirit, or essence, so they tend to have a natural calling or attunement towards one of the three systems (why, for example, some heortlings become kolati, even if it means being socially marginalized and belonging to a very limited religion).

If you did belong to two or three specialized magic key words at this level, you could do some combination of asking for divine intervention, wear tradition charms, and get liturgical blessings.

At higher levels of commitment, I think the biggest barrier to multiple specializations might be acceptance and time. That is, they may not let you be a liturgist at The Church of the Iron Penitance if you are also known to spend much of your time being flagellated as part of your role as a practioner in the ecstatic rites of the Penitant Whip Tradition. Even being a spiritist of the Penitent Whip is apt to carry a whiff of unseemly conduct that is apt to make it difficult to become a liturgist—obviously you have some weird habits and could corrupt the congregation!

Of course, of such improbabilities are player-heroes made! (See Mike Dawson’s sig file for Greg Stafford’s own comment on this sort of thing).

In short, I think it is possible, but rare.

Of course, certain religions will make this rarer than others. Under the red moon, where there are well established and reasonably accepted animist and adept portions of the religion, I would think this is a good deal more common than amongst say the Grazers, where they really only have one specialized magic keyword readily available.

--Bryan

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On 2/18/2005 at 1:58am, Donald wrote:
RE: Religion and Homeland

The canon on a lot of the Lunar stuff is hidden away in the ILH1.
There it's clear that the homelands are more social and cultural entities than geographical locations - there are people from the Dara Happen homeland in all the satrapies but they are a minority in most.
Each of those homelands has a religion associated with it and nearly all of them are of one type, so Rinliddi generally worship the theistic Vrimak pantheon while Carmenians generally worship the monothestic Carmenian pantheon. It would be a strange person who worshipped both but not impossible.
Throughout the empire there are also people who worship the Lunar pantheon which includes theists (Yanafal Tarnils), monotheists (Makabaeus) and animists (Jakaleel). Again it is unusual to follow more than one of these but it is not impossible. This bit isn't covered in ILH, details of the Lunar pantheon will be in a subsequent volume, so I've had to extrapolate from other publications.
Finally there's the Seven Mothers Church which is a combination of the main Lunar deities including both theists and animists which means worshippers can get both feats, talents and feats. This is potentially very powerful magic as I discovered when I started writing up an NPC, not so much for the individual things but the possibilities in combination.

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On 2/21/2005 at 7:54pm, Mike Holmes wrote:
RE: Religion and Homeland

Though I quote Chris first below, I've incorporated my responses to everyone in this post.

Bankuei wrote: I love the way you demand to dig deep on anything and everything :)
Some would call it neurotic, but... :-)

The first is the concerns about Lunar missionaries, and of course, Lunarized Sartites. That would indicate that there's likely to be Heortlings with some Lunar religion keywords running about, probably a few Lunars who adopted a fair amount of Heortling ways(minus Orlanth, of course) while colonizing their lands, etc. Of course, these are all suggested by the setting, and not directly shown as examples in the book.
Well, actually there is one huge example in the book of this as Brand points out...Tarsh. Tarsh is, if I'm not mistaken, an entire homeland of essentially culturally Heortlings who have been pretty much co-opted to the Lunar way. And we know that in both Sartar and Tarsh and perhaps elsewhere both religions exist.

And this is a good argument for this sort of thing. But it also argues a different way. If, in fact, somebody is a lunarized Heortling, perhaps he should get a new homeland keyword. That is, does it make more sense to give a Sartarite who worships the Lunar deities the Heortling Keyword with the Lunar religion? Or a whole new homeland keyword indicating the place where he got that religion from.

Put another way, should the Jew in Spain get Spain and Judaism, or Toledo Ghetto as their Homeland keyword? As Bryan points out, is the homeland really about geography, or about culture? I'd agree that it's really about culture, hence why it's Heortling, and not Sartar for the homeland. One problem is the title itself - I'm betting that "Culture" was just to scientifical for them to use it in Glorantha. But the other is that, in some cases they do use the region name instead. Tarsh should actually probably be more like "Lunarized Heortling" if it's to be a culture keyword.

But this just makes things more complicated. I mean one can use the Heortling keyword for the Tarshite who hasn't converted, by altering for local conditions like geography, langage and custom, making it a new homeland. Or one can take the Tarsh Homeland and just modularly take off the religion, and stick on the Storm Pantheon.

To an extent, this part of the discussion is almost semantic. The results of doing the above may look identical in terms of abilities when you're done. So do you say it's a new homeland, or the same one with a different religion. Does it matter at all? Part of this discussion is just me liking modularity. That is, it's nice solution to just plug in the keywords as separtate parts - Regional Culture and Religion.

Also, the question with Tarsh and Sartar vis a vis the Lunar religion is that it's been imposed - I'd like to also look at some places where this has not happened. Are there places where two or more religions have existed more or less peacefully for a while? Or are multiple religions always the result of some insurection that heads eventually one way or another?

As Ron points out, anybody could be Lunar in Sartar, in theory - the question is how did they get that way? I'm assuming conversion in most of those cases. Could even be second generation depending on where from, and that might merit a homeland keyword. Ron was playing Hero Wars, however, so that made these issues a lot simpler to deal with in terms of enumeration. And to some extent the HW attitude in this case that the data is simply not all that important is a good point.

To some extent I'm making a mountain out of a molehil. But I'm hoping that some principle mechanical ideas can come out of the discussion.

The second is the examples of Mr. Puma looking for a new religion to follow. Likewise, this also suggests that the complexity of seeking "truth", like in real life, isn't an easy, cut and dried affair.
Well, the rules obviously support changing your religion. Not that it should be common neccessarily, but that it can happen. I think that there's no question about these things that there may be individuals who have different religions in these places. The question is whether or not this is the result of some homeland, or of some conversion later in life. That is, we have two cases, the Jew in Spain, or the Catholic in Spain who converts to Judaism (talk about unlikely - but it did happen). The latter is not problematic, we have rules to cover him. It's the former that I'm looking to enumerate properly.

Donald makes a good observation that ILH does give breakdowns of the "cultures" extant in each "country" for lack of a better word (Satrapies there). But this actually argues in favor of no religious mixing in cultures as these cultures are actually ethnically based. That is, when they say "Dara Happan in Tarsh," they don't mean some Tarshite Heortling who worships the Dara Happan Pantheon. They mean ethnically and culturally Dara Happan people living in Tarsh. Presumably, in fact, you could use the Dara Happa Keyword for these people, perhaps adjusted for location. So this indicates that cultures can only have one religion.

So, in this case we could just give our Jew in Spain the Hebrew or Israel homeland keyword adjusted for locale, and be done with it. Instead of the Spain cultural keyword and Judaism as the religion keyword.

So are we saying that religion is locked to culture? Perhaps that they're for these purposes synonymous? Nope, we're back to Tarsh with it's heortlings that we know worship more than one religion. But they're in conflict. Hmm. Are there any examples of a culture not in conflict about religion that has two or more religions practiced by it's members (not simultaneously, but Bob does one, and Bill does another)?

It would be a strange person who worshipped both but not impossible.
Well, the complicating factor here is that they're both part of the Lunar way in this example as I understand it. So perhaps it is possible. But that's then only because they come under an umbrella religion. What Greg has strongly suggested is that almost nobody, certainly not any culture of people, worship more than one religion. Or, rather, if they did, that would actually all be one religion.

So if there's a culture of Praxians who not only worship the Praxian animist religion, and who worship the Storm Pantheon, the subsequent synthesis is actually an entirely new religion. Not two religions. Now, could you represent this with two religion keywords? Ehrm, maybe? That's the sort of thing I'm looking for answers on here.

If you're of the opinion that the book is saying- "Find contradictions, play with them and make them a source of theme to run with", then it's a pretty strong support.
Well, I'll assume this is the case for this purpose. Again, I'm pretty sure it's a good idea to have multiple religions in each homeland. I'm just looking for other viewpoints, and how to implement.

I also have a few quotes from Greg from the mailing list which support the latter idea, and I can dig those out later today or tomorrow if you'd like.
Nah, I know the ones you're talking about. But these are all about individuals I think. I'm more concerned with subcultures. I think Greg is less likely to be supportive of that idea. Or, rather, I think that he'd say that the Puma people living in Sartar still use the Puma People Homeland Keyword, not the heortling keyword and the Puma People ancestor religion.

Of course, none of these stand as official answers- so you are probably best off contacting Greg or whomever you deem "authoritive" enough to give you an official answer :)
Not looking for "official," especially because I sense that the official answer will be "MGF." I looking for what makes the most sense in both Glorantha and abroad in terms of play and how to make that work with the system.

And, as far as the Lunars go- my understanding is that the two big benefits of the Goddess are being able to utilize all 3 types of magic and being at "full power" while within the boundaries of the glowline.
Right. But what does that say about other religions?

[quote = "Bryan"]A feature of Glorantha that may not be unique but which is not common to all fantasy worlds is that it almost fell apart in the past. Oh, I think this is common to all fantasy worlds. Common enough, at least. In fact, in all cultures, even if the cataclysm never happened, their myths say it did. So, from a cultural POV, we can assume this is universal.

My point being that I don't see the Gloranthan religions as particularly more strongly linked to cluture than the Aztec culture which had the same belief that the world would end if they stopped sacrificing (or the cognate culture in Shadow World, the Lankan Empire, around which I recently made an entire campaign with that same theme). Sure the world might not have stopped if the Aztecs stopped their sacrifices, but they couldn't have known that, could they?

The question that has been brought up that relates, however, is the "reality" of the magic. That is, it's been said that the magic in Glorantha is real, and hence possibly more potent in making people adhere to their religions. But this is questionable, too. That is, again, the Aztecs "knew" that the world would stop if they stopped sacrificing, and they "knew" that other magic worked. That is, they'd look at what they did, and at the world around them and see changes that they'd attribute to their magic. For the Aztecs magic worked too.

Not to be cheeky, but can you prove that the Aztecs didn't have magic? I'm not saying that they did, just that they believed that they did.

This gets into a really esoteric argument. One could argue that the magic of Glorantha is more "visible" than magic in the real world, so more believable. But I think this is patently false. That is, if magic did work like it worked in Glorantha, then you could have skeptics who would point out the natural laws working behind the mechanisms. In fact, you do have them in Glorantha, they're called God Learners, IIRC. Another argument is not that it's more visible, but that it's more useful or intelligent. But, again, for every argument you can put out there, I can argue that one could be just as skeptical about it.

It all comes down to faith. Do people have doubts about their religions? Sure they do. But think about this. In Glorantha, people may have more of a chance to experience the magic of other cultures. When that happens, what do they think? Don't they have to question their gods at that point? Either their gods are not the only gods, or their gods share power. If their gods share power, then are they worthy of worship?

I think all of these issues are so contrary to fact in the real world, that we really can't draw any conclusions from them about what "would be" the case. I mean what's important is that the players have a feeling that what you portray is correct. And I think that mixed religions are just as plausible, even in Glorantha as a worst case scenario, as they are anywhere else based on how magic works.

I think that the genius of Glorantha and the magic systems that it portrays is that it's really just like ancient earth when we all thought magic worked. Here's a real brain twister - what if there is no magic in Glorantha, and people just think there is. It actually all still works. That is, Magic is just a viewpoint, a belief.


Anyhow, I have no beef with the idea of common magic religions being, well, common, and not part of the specialized magic religion as Bryan points out. Yes, many of the CM Religions are listed as being somehow counter to the main religion, and as such really separate religions. Thing is that if a player takes a CM Religion for their character, there's a question of whether or not they can have both that and a specialized magic religion keyword - rather, if you take a CM religion, does it supercede your specialized magic religion keyword. I think that they possibly can exist side by side. I think the idea of CM Religions is that they're so "common" and sorta lowly that they're not seen as interfering with other religions enough to worry about. I mean certainly there's no problem in terms of some of the specialized magic religions accepting the CM Religions. The only question is whether or not you can be in two at a time.

And there's no dount that it's OK to take magic from a CM Religion and have a specialized magic religion - that's explicit. So really there's no problem with enumeration here in the vast majority of cases. CM Religions have always been problematic in terms of when and if you can have them.

So my point here is that I don't think that CM Religions say much about SM Religions in terms of what might exist side by side in a homeland, and how they co-exist. I'd agree that they lend themselves to the idea that more than one religion exists. But I don't think that they say much about whether or not this creates a cultural divide. Just because Hilda happens to worship the little spirits in the wood nearby every once in a while, and goes to church doesn't mean that she's in a different culture. But if Hilda's neighbor is part of a sub-culture that worships a theistic pantheon?

Mike

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On 2/21/2005 at 9:02pm, Mike Holmes wrote:
Re: Combining specialized magic key words.

Following my post above with a second...

Bryan_T wrote: The second point in Mike's article was comparing the statements about most religions being mixed, with the presentation of one specialized magic system per common magic system.
Reading through what you have here, I think you have some terminological problems. Or perhaps there's something that I really don't get.

In other words, for most people having the heortling common magic religion or the Seshnelan common magic religion or whatever is much the way in the modern world that many westerners would say they are “Christian” even if they never go to church and are dubious about most aspects of the religion.
I agree so far FWIW, this is what the book says. But...

At that level you do not get tradition charms, can’t call for divine intervention, and don’t get liturgical blessings (and can’t pray for a miracle). You may have access to common magic known within that religion. In some places there might be a real structure at this level (as with the God-Forgot folks or Imarja), in others it may be more a matter of just understanding the mind set and listening to the common stories.

The next step is to take a specialized magic key word. That is to say, become a communal worshipper, a spiritist, or a lay worshipper. There is not a rules reason why you could not in fact become more than one of these, so long as you are willing to pay the cost of joining each and make the investment in time and resources into each of them, as each takes 10% of those.
OK, two problems.

First, this seems to imply that somehow the common magic religions have something to do with the specialized magic religions. I don't think they do much. About as much as practicing voodoo has to do with being a Roman Catholic. That is, you can become a Catholic without ever knowing anything about Voodoo. That is, I don't see joining a specialized religion as a "next step," I see it as a completely separate option. For example, one could start without any CM Religion knowledge at all, be a Shaman, and then learn common magic afterwards (and join a CM religion if that's allowed).

Second, I don't think you can have more than one basic level religion keyword. Because I think each religion only has one religion keyword associated with it. I mean, far from the simple and obvious examples like Seshnella where there is only one sort of worship in it, complex religions like the Lunar way have only one keyword listed. I don't think this is an oversight, I think that's because that's the one and only keyword to take if you want to be a member of the Lunar way.

Further, Greg has made it clear, in case you were thinking of joining more than one religion, that though there's no rule against it that they thought that people would realize that the idea of joining more than one religion is absurd, and so they didn't think that a rule prohibiting it was neccessary. That is, while the rules technically allow you to join more than one religion, that's an unintended side effect of failing to predict that people might want to take more than one. If they had known people would think about taking more, they'd have expressly prohibited it.

And from some POVs this is sensible. Taking two religions is something akin to believing two contradictory things - that there are two "right ways" to do things. Further, the gods of Glorantha being theoretically objectively real in that world, they don't like the idea of people being in more than one religion. So while one might have relationships with people in two religions and be fooling them into thinking that the character was a worshipper in both, they'd get no magic from one or more likely both religions.

Secondly most people go with the “normal” one unless they are called to a different one.
Looking at the Kolating example, the way I've had it explained to me is that it'll be something like the Jackaleel practice in the Lunar Way. That is, you still start with a theist communal worshipper keyword, but you then take Kolating Practice as a magic keyword.

This said, I may be misremembering that exchange.

If you did belong to two or three specialized magic key words at this level, you could do some combination of asking for divine intervention, wear tradition charms, and get liturgical blessings.
See I don't think this is true. I think that very simply, the Heortlings have no "core practice" from which the Kolating practice derives. It derives, instead, from the same basic theist worship that every Heortling does.

At higher levels of commitment, I think the biggest barrier to multiple specializations might be acceptance and time.
While these are definitely a consideration, for many of the formats there are distinct limitations built in. For example, obviously you can't go outside of the magic of your diety if you're a devotee. Just isn't allowed. Might be problems with other sorts of keywords, too, that's less clear.

Of course, of such improbabilities are player-heroes made! (See Mike Dawson’s sig file for Greg Stafford’s own comment on this sort of thing).
I don't want to go off on a tangent, but I really find Greg's comment there preachy. Put another way, all I want to know is the rules. All that other stuff about "unlikely" or whatever is situation specific and I can figure out on my own.

Of course, certain religions will make this rarer than others. Under the red moon, where there are well established and reasonably accepted animist and adept portions of the religion, I would think this is a good deal more common than amongst say the Grazers, where they really only have one specialized magic keyword readily available.
Again, important to be very careful with the terminology here. The Grazers have many, many specialized magic keywords. What they have only one of is the specialized religion keyword.

It's precisely the confusion between these things that gets people messed up. The basic religion keyword, and the "basic level specialized magic keyword" are the same thing. When you take the Majestic Horses Tradition Religion keyword, that's a Spiritist keyword. Another thing that many people don't get is the "progression" of one sort to the other. That is, when you go from being, say, a Spiritist to being a Practitioner, you actually don't lose the Spiritist keyword. Unlike when you go from the Practitioner to Shaman where it transforms.

So what I see is basically this: each character gets one and only one specialized religion keywords. They may also be able to get additional Common Magic Religion Keywords, I'm unclear on this (I think I knew at one point, but have forgotten). They can then also take one or more (one to start) specialized magic keywords from that religion. Where the Specialized Religion Keyword is of one specific type (Theism, Animism or Wizardry), the associated specialized magic keywords can be from any of the otherworlds, and it doesn't matter that your religion keyword is, say, Theist, you can still get into Animist Practices. And no prejudice against it from the Practice side, because they all came in that way.

Anyhow, it's this reading of the rules that's problematic in many ways, but it's the one that I currently have. I actually think that if one were allowed to come up with, say, the animism version of the Lunar Way Religion Keyword, that this would solve some problems. But it also introduces others at the same time.

In any case, this only barely touches on some of the deeper issues involved, so while I want to deal with these issues, too, let's not let this one part of the discussion sidetrack the rest of it.

Mike

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On 2/21/2005 at 10:34pm, Brand_Robins wrote:
RE: Religion and Homeland

A couple of thoughts:

Put another way, should the Jew in Spain get Spain and Judaism, or Toledo Ghetto as their Homeland keyword? As Bryan points out, is the homeland really about geography, or about culture?


That depends, almost completely, what it is you are wanting to say about the culture/religious split with the use of Keywords. If the Sephardic Jews in late-medieval Spain have an Israeli homeland keyword (despite the fact there was no such homeland at the time, and that many of the Spanish Jews hadn’t been there for more than a visit in over 1000 years) then you’re saying a different thing than if the Spanish Jews and the Spanish Christians have the same homeland word.

At that point you can go a couple of ways: you can get all simmy and argue about the history of the people and the region, tossing in facts like the fact that the Sephardic Jews used the Spanish language as a lingua-franca that allowed them to build trade networks with each other across large parts of Europe and the Middle East, but that they were seen as resident aliens by the Christian Spanish, and so on and so forth. Or you could ask what it is you’re wanting the story to be about – is it about the conflict of religions or the conflict of nations? Or about the ways the two influence each other?

There is a real degree to which I find Glorantha to be mostly about the later, but with a heavier emphasis on religion. There are nations which exist as things separate from the religions which make up the majority of worship in the nation, but the parts of the nations that most clearly, dramatically, and frequently come into conflict are based around religion – as magic grows out of religion, and it is the magic that forms the big booms of the setting.

There is a degree to which the book assumes that religion and culture are always (the Orlanthi “all/always”) co-dependent because by having each nation easily identifiable with each religion it makes for a setting in which vast Imperial armies march on the basis of religious belief and magical force rather than the less gut-wrenching and ever more complicated (or at least more tedious) needs of population expansion and nationalistic control through other-forming.

If the Lunars are Lunars and the Heortlings are Orlanthi and the Teshnites all worship the same pantheon, then when they march against each other you get a collision of not just armies, but magic and beliefs as well. In the really real world where the “Indians” were a vast mix of things that can’t be called one religion without straining the use of the word beyond the point of credulity are fighting the Europeans who are all Christian, but very different Christian, and aren’t invading because of anything having to do with their religion or anything having to do with the religion of those they are invading –you end up with a mess of conflict that has to do with money and influence and international trade. And while that can make a good story, it’s less visceral and immediate than the “They are going to put an end to our gods and our religions! If they win you won’t be able to pray anymore!” element of the religious conflict of Glorantha.

Of course, there is also a point at which all of the comparisons we’re using are a bit disingenuous. The relationship between culture and religion changes between times and places. The way that the ancient Greeks defined the ties between religion and culture (in which any member of a city-state had to be part of the public rituals of worship) and the way that a modern American defines them (where separation of church and state is at the center of so many institutions) are not going to be the same. The changing forces of the nation, the culture, and the religion have been a shifting set of power-dynamics throughout human history.

There is, I think, a degree to which Glorantha does play with this. The Lunar “We Are All Us” is a step towards building a national identity that is outside religious identity, but because of the nature and birth of the Lunar Way it hasn’t managed to escape its own religious nature yet. Much like the Roman conquest, in which the clashes of religion and culture were sometimes the same and sometimes not related at all, the Lunar advance has aspects which are all about religion, and aspects that are all about empire. That the matter is confused is probably just because the Lunars are in flux, and aren’t certain about their own position or future anymore than anyone else is.

Now, back to the “Orlanthi all” that I mentioned earlier. While I do feel that the mass of Glorantha is set up to strongly equate religion and culture, for all the reasons given above, it also allows for individuals to deviate from that mold because that makes for better stories. (And also more realistic ones, but that may be completely tangential.) The struggles those different individuals face will determine, for them and possibly for the whole world, where the gap between religion and culture falls. It is the Herotling Lunar or the Lunar Orlanthi who are putting the pressure on their cultures and their world, who are breaking the rules and rocking the boat. It is they who get right in and fuck with these esoteric matters in the form of real conflicts in their life, and by their choices display their stand on it.

So how do we decide which keyword combinations these characters get? I have to say that we get them by having the player focus on the conflicts they want their character to have. If your Tarshite takes the Lunar Religion, he is telling you something about his place in Tarsh and his relation to the culture and its dominant religion: he’s normal, and within the biggest group. If he takes the Storm Pantheon, but still keeps Tarsh as his homeland, he’s telling you something else: he’s a Tarshite and part of the culture, but at deep conflict over what religion defines that culture and where the divide between the two things is. Finally, if he takes Heortling from Tarsh as his Homeland with Storm Pantheon as his religion, he’s telling you of yet another conflict: a character that has been so disenfranchised by the changing religion of his country that he can no longer consider himself/be considered a part of that culture – the change in religion so changed the culture that he cannot be a part of one while rejecting the other.

Donald makes a good observation that ILH does give breakdowns of the "cultures" extant in each "country" for lack of a better word (Satrapies there). But this actually argues in favor of no religious mixing in cultures as these cultures are actually ethnically based… So are we saying that religion is locked to culture? Perhaps that they're for these purposes synonymous? Nope, we're back to Tarsh with it's heortlings that we know worship more than one religion.


More than anything I think this shows more that the very notions of what ethnicity, nationality, country, and religion are must be things in flux. Dara Happans are actually a great example of this. They are a nation that defined itself, largely, by their solar worship. But now some of them worship the Moon. And the ones that do worship the Moon consider themselves part of the same people with the guys that worship the heron that gives birth to twins in the swamp – but do so while recognizing that those people are not Dara Happans, they’re Darjiini. So in that case there is a combination of a culture that was once based on religion, that has now become a state/nation based culture that is partly opened to a new religion that is used to unite peoples of different states. Thus the reason we get such tension between Dara Happan orthodoxy and Lunar modernity is that the two “cultures” are using religion for a very different purpose. One uses it to exclude and define the self vs. the other, the other uses it to include and define everyone as part of the same whole.

So to an old school Dara Happan, to be Dara Happan is to worship old Yelm. To a Lunar Dara Happan, to be Dara Happan is to be from a Dara Happan family and city, raised in that culture but with a different worship. You can still be Dara Happan, but its more important that you’re a Lunar because religion trumps culture – a proposition that makes little sense to the old guard who see religion as being culture.

What Greg has strongly suggested is that almost nobody, certainly not any culture of people, worship more than one religion. Or, rather, if they did, that would actually all be one religion.


In all of this I’d like to see an examination of Teshnite religion. Depending on how closely it resembles real-world India it could well end up throwing a lot of this for a loop. The ancient “Hindu” religion didn’t actually recognize itself as such for a very, very long time. It was a bunch of different cults, with often radically different ideals about everything, that slowly got pushed towards each other by various cultural processes. In the end, however, the thing that made it all “Hinduism” was outsiders coming into the area and saying, “You’re all from basically the same area and all have religions that are much different than ours while being tangentially linked to each other, so we’re going to call you all hindu.” After a couple hundred (or thousand) years the idea started to stick, and so even to this day people will identify themselves as part of the Hindu religion when their beliefs have next to nothing in common with each other – certainly less than, say, Juadism and Christianity have in common with each other, and those two very much insist they’re different religions.

So do the Teshnites all actually have one religion, or do they just get categorized as having one because they all believe in, say, reincarnation and are all from the same general area of the world, and so get lumped together by everyone else? Does that cut it for the Teshnites? Do the ones that believe that the universe has to be maintained by regular sacrifices that contractually bind the gods to do their job (which those feckless bastards wouldn’t do if it wasn’t for the priests) really think of themselves as the same religion with those who believe that it is ones role in life to love their deity without hesitation or thought of reward, utterly giving the self over to the perfection of divine love? Or do they just kind of accept that they’re in the same basket in the eyes of the outside world because they both agree that the gods have the same names, while those Lunar bastards think the red moon is a goddess?

So where is religious unity – in praying together, or just in looking enough alike from the outside that outsiders dump you all in the same basket?

I think Greg’s answers to these questions have a lot to do with Greg’s take on the interrelations of ancient culture and ancient religion – and I think in his world to be a culture unified depends on having a central religion that the majority of people (not necessarily the entirety of the people) can identify with. So it becomes a circular argument – if they’re one culture they have one religion, if they don’t they aren’t. People like the Tarshites fall into a bubble here – they are still part of the same culture because the old religion hasn’t been fully whipped out yet, but their slow and inevitable disenfranchisement is on the way. Either they’ll be destroyed or they will eventually end up as a different culture. For now, however, they’re in that space between.

So my point here is that I don't think that CM Religions say much about SM Religions in terms of what might exist side by side in a homeland, and how they co-exist. I'd agree that they lend themselves to the idea that more than one religion exists. But I don't think that they say much about whether or not this creates a cultural divide.


I have to agree with that. SRs tend to be “the big thing” and CMs to be a lesser thing. SRs seem to be the type of religion that dominates and helps define a culture. CMs are things that exist because there is variety in any culture, and special variety where cultures meet.

Of course, it could be that over time a CM could become an SR, but I don’t have enough Glorthantha Fu to know if that’s ever actually happened.

So what I see is basically this: each character gets one and only one specialized religion keywords. They may also be able to get additional Common Magic Religion Keywords…They can then also take one or more (one to start) specialized magic keywords from that religion.


I agree with this.

Where the Specialized Religion Keyword is of one specific type (Theism, Animism or Wizardry), the associated specialized magic keywords can be from any of the otherworlds, and it doesn't matter that your religion keyword is, say, Theist, you can still get into Animist Practices.


On that one I’d have to say, “You can if there is such an otherworld tradition to be joined in your religion.” Many of the SRs seem to have magical traditions from multiple otherworlds, due to the complexity of divine relations through the history of Glorantha – but I wouldn’t take it as given that all SRs have magic from all otherworlds. So long as your SR does, you can, sure – but if your SR doesn’t have an animist tradition then you can’t just pick up animism as part of the religion.

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On 2/22/2005 at 1:53am, Donald wrote:
RE: Religion and Homeland

Looking at the Kolating example, the way I've had it explained to me is that it'll be something like the Jackaleel practice in the Lunar Way. That is, you still start with a theist communal worshipper keyword, but you then take Kolating Practice as a magic keyword.


I'd disagree on this. Jakaleel is a core part of the Lunar religion, one of the Seven Mothers. Kolating is an animist cult in Sartar (and maybe other places) and pretty unrelated to the Storm pantheon. It seems to be much more like the sort of thing you're looking for - a completely separate religion sharing the same cultural background. Someone who becomes a Kolating opts out of the theistic religion and takes Kolating practice instead.

Another example would be the Zebra riders of the Pavis Royal Guard. These are mostly refugees from Sartar but accepted by the other animal nomads. I'm not sure whether they're animists living partially in the primarily theistic culture of Pavis or theists who are regarded as equals by the animist nomads of Prax.

Then there's the great spirit Storm Bull who is the same as the god Urox.

I don't think the link between Homeland and Religion is particularly strong, more a crude link to provide a default for the player. Quoting Pg.37 "Specialised Religions - Each homeland has a dominant religion, and your hero is a member of that religion unless you state that he is not."

I feel the use of "nation" is anachronistic, about the first reference to national identity is late medieval England and that may be Elizabethan historians interpreting facts to create that identity. So we have religions, cultures and empires which reflects much better the ancient world model of Glorantha.

In that context Dara Happa was an empire and the culture of the rulers of that empire who followed the religion of Yelm. When it was conquered by the Carmenians the empire disappeared to be replaced by the Carmenian Empire but the culture and religion remained unchanged. When the Lunar Goddess was born she defeated the Carmenians and the Lunar Empire replaced the Carmenian one. I'm sure some Dara Happens converted to the Carmenian religion and adopted their culture but probably not many because the Carmenian culture and religion were not looking to recruit from the conquered. The Lunars on the other hand are so there are significant numbers of people who have adopted the Lunar religion with or without discarding their previous one. This has even spread to culture - there is a Lunar citizen keyword to reflect this and although it is usually an additional keyword it could be used on its own to reflect someone with no other specific homeland.

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On 2/22/2005 at 9:09pm, Mike Holmes wrote:
RE: Religion and Homeland

Wow, well said guys.

I like your approach, Brand, of more or less allowing the player to dictate how the keywords are assembled (actually collaboration with the GM who may have some good ideas, too, about how to handle it, or alternatives), and deriving meaning from that. Because I agree that these things are just too maleable from culture to culture and religion to religion to make any really hard and fast assumptions. I think that's the problem that I was having to start. The solution isn't really very comforting, however, because there's no simply rules to follow here.

The Teshnan religion is actually problematic here, because it's actually a common magic religion. Yep, I missed this until recently, but it's not a specialized magic religion at all. Apparently they don't have one per se. Yes this does raise some big questions about what the cults mean. I believe Josh Neff recently got some clarification on this matter, and I'd like to hear from him on it. That said, he's working on a project right now, and might not be available for a while. Anyone else who followed that thread on the rules list would be encouraged to divulge what they learned about it. Worst case, I'll go look it up myself, and see what they came up with.

But I think that saying that the Teshnans have an overall religion keyword is not saying that they all belong to one tight religion. I think a keyword can, and in this case does, indicate the sort of loose federation of cults that one did find in India. The other obvious option is to treat each and every cult like just another common magic religion.

As for the Lunars, I think I've messed up with my example. Because, in fact, there is the "From Dark Tradition" of which Jackaleel is a practice. That is, there is a tradition one can join. I think, in fact that one can be a member of the Lunar Way, and potentially a starting member of the Lunar Way as well. That said, I think that the problem here is with my overall knowledge of this stuff since I don't own a damn copy of ILH. For those who do, can a person who is in the From Dark Tradition also be a member of the Lunar Way? Or does Lunar Way replace the religion keyword in this case? I've only played a Darjiini, and my reading of the SurEnslib Tradition is that it's not actually part of the Lunar Way, the Darjiini being in somewhat a state of rebellion if only philosophically. Am I wrong there, too?

Overall, does the Lunar Way include "religions within religions" or not? Just to get terms pedantic here, a tradition, a pantheon, or a church is a specialized magic religion. So saying that there are animist traditions within a religion seems to be saying that there's a religion inside of a religion. (In the case of Kolatings as we described them, Brand, that would be a Kolating Practice inside of the Storm Pantheon; I'm pretty sure you meant something like that - also see below).

So maybe it is that one can have multiple religion keywords if they're all part of some "Super-Religion" that allows them together. I'm not sure. I'd be overjoyed to find this was the case, however. Because, again, I think it allows the sort of modularity that I think makes the game more versatile, and allows for the Concentration conundrum to actually have some teeth.

In fact...I'm tempted to allow characters to be in cults from more than one religion. I got lambasted the last time I proposed this, the idea being decried as "D&Dish" or the like (ironic because it's actually more RQish if anything). But, especially as a result of Hero Quests, I think it should be possible. After all, the whole Lunar Way is the syncretization of several religions as a result of a massive heroquest to raise the red moon. Probably not a common thing, but I can see allowing it with the right background concepts behind it.


Donald, it may well be that Kolat represents an entirely different religion. That would certainly simplify the case. But, that isn't what was indicated to me here: http://games.groups.yahoo.com/group/HeroQuest-rules/message/19695
Actually the ruling that Rory gives is interesting. Apparently the "base" keyword isn't really "moded" to one of the otherworlds, but allows all of the advantages related to all of the entities in each otherworld. So if the religion includes worship of gods and spirits, then you can call for divine aid, and get Tradition Charms in theory (with the caveat that the character should really be stated as knowing these other esoteric parts of the religion in some way - Rory suggests a relationship to somebody who is in that branch, which makes sense).

He later somewhat contradicts this by saying that the theoretical Kolating Practice is then also the Core Practice, and might not have tradition Spirits (later that it's not a full "birth to death" tradition).

Hmm. Now that I think about that, I think that clarification was made here that "religion" in this context did refer to some "super-religion" meaning "all of the beliefs that the Heortlings share - which was somehow greater than all of the parts of the religion. Basically that, as implied above, there can be full Traditions and Pantheons potentially within an entire "tradition." (I wish I'd referenced that post earlier).

On the subject of Urox, I'll raise you Sword Man, who is just Humakt in disguise. This I'm not really concerned about, because we know that it's actually a different religion. Sword Man is listed as part of the Praxian Tradition, and we know that the Esvulari misapplied worship of the Storm Pantheon is the Church Of Aeol. The real question about the Zebra Riders is whether or not they can really be considered culturally Sartartite (Heortling Keyword).

BTW, the point about the term Nation is well taken, and perhaps Empire is a better one. But, basically, I meant geo-political unit. Sartar is theoretically a Kingdom, and within it there are likely many cultures and religions. There's no Sartar Keyword, but there is a Tarsh Keyword, and that's also kingdom if I'm not mistaken. The point being that there is some overlap between what you can assume about what a Keyword represents. Heortling is most definitely cultural - a culture that exists geographically in Sartar, Heortland, Tarsh, etc. But Tarsh, to be a culture, would maybe more properly be "Lunarized Tarshite" or somesuch (or "Those Candy-Assed Surrender Monkies from the North" to the Heortlings).

Mike

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On 2/22/2005 at 10:55pm, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote: Or does Lunar Way replace the religion keyword in this case? I've only played a Darjiini, and my reading of the SurEnslib Tradition is that it's not actually part of the Lunar Way, the Darjiini being in somewhat a state of rebellion if only philosophically. Am I wrong there, too?

The Darjiini aren't in rebellion as such -- it's just that proper, honest-to-gosh Red Moon worshippers are not as common as all that.

However, if you would like to be one, you can still maintain your old religion (but only if you elect to do so -- normally the Lunar Way replaces it), as long as "no conflict with the Lunar Way exists." (ILH1, p. 17) It doesn't specify when a conflict exists (for a perfectly good reason, really, in that there are dozens if not hundreds of deities within the Empire), so I guess it's up to the Narrator. Pretty obviously, you can't worship Orlanth and the Lunar Way (and ILH1 p. 17 says that "only Orlanth" has been shown not to contain any of the Lunar Power).

As for people who are raised in one culture but worship the religion of another, let's take a look. The problem here is that examples are hard to find -- I don't have Orlanth is Dead or mumbletyThundermumble yet, but let's look at what I've got. On p. 23 of Barbarian Adventures, we are told that warriors from Lunarized clans or the Aldachuri use the same stats as non-Lunarized Heortlings, just that they tend to initiate into the cults of Solar deities or Pelorian war gods (like Doburdun). This suggests that even though they're from a more "Lunarized" environment (particularly the Aldachuri, who are just from a different environment generally), they still use the Heortling Homeland.

Similarly, Heortland is very different from Sartar, but its inhabitants still use the Heortling keyword. However, I suspect that this is not true of Yelmalions from Sun County, who have very strong control of their area, even though it's smack in the middle of Heortling territory. I bet there's a Sun County keyword floating around somewhere, which if true would suggest that it's the cultural homogeneity that matters. You have the Homeland keyword of the dominant culture of wherever you grew up.

Does that make sense?

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On 2/22/2005 at 11:28pm, Brand_Robins wrote:
RE: Religion and Homeland

Mike Holmes wrote: I've only played a Darjiini, and my reading of the SurEnslib Tradition is that it's not actually part of the Lunar Way, the Darjiini being in somewhat a state of rebellion if only philosophically. Am I wrong there, too?


No, that's at least mostly right. Of course every group in the Lunar Empire also has a non-Lunar religion that makes up a big part of it. The Dara Happans have Yelm worship, the Rinliddi have the Vrimak Pantheon, the Syllians worship Moon Bear, the Pelandans the Jernotian Way, the Carmanians their own pantheon, and so it goes. But in all of these areas there is the Lunar Way, with specifically Lunar specialized religions and magical keywords.

What the ILH says about being an Imperial Citizen, and the Imperial Citizen Homeland Keyword, is:

"Imperial Citizenship is special status avaliable to any of its member peoples, and so some people are Imperial Citizens as well as (or replacing) their native citizenship... in return they pay a "scythe" of a seventh of their income to the State through their local temple, have to obey their Lunar cult leaders, and must report to appointed Imperial leaders for work services.

In most cases, a hero will take this keyword in addition to a homeland keyword. Most Imperial Citizens in Silver Shadow, for example, come from Dara Happan stock and take that homeland keyword. They may choose whether they are exclusivly followers of the Lunar Way or also have relationship with the Solar religion."

Really, there seems to be a degree to which the only places that the Lunar Religion doesn't exist more-or-less peacefully as an "over religion" is where it comes into conflict with cultures whose gods have historical beef with the Lunar's peoples or whose gods won't lie down and accept a "still great but not the greatest" roll. The Storm Pantheon gets stomped out of existance in Tarsh, and the Darjiini are treated pretty crappily, but most of the other homelands in the greater Lunar basket keep their own religion -- but all have members who are Lunars in religion, and others who are Lunars in culture, and some who are a mix of both.

So in the Lunar Empire it is possible to be a member of two religions, so long as your religion is officially under the Lunar umbrella and it's people subservient to the Imperial will. The way the book puts it is: "If their magicians can detect the Lunar Power in something, it is part of the Way. Only Orlanth has resisted this test so far. Joining the Lunar Way is a deliberate act that an individual can undertake only voluntarily. Initiation into this new faith supercedes all previous religions... Lunar worshipers may choose to remain in their orriginal religon as well as long as no conflict with the Lunar Way exists."

Really, it seems something like the way the Romans behaved. If your religion can exist under the Roman sky, then you can worship your own gods as you want -- so long as you give offerings at Roman hollidays as well as a sign of loyalty. If your gods or priests will not submit, however, your religion will be wiped from the face of the earth.

So there is a religion within a religion. The Lunar Way is a religion, and some of the other religions under it, like the Solar Pantheon, are SRs. So it may be possible, for example, for a Lunar to be an initiate of Natha (Lunar) and Urvairinus (Solar). Of course, the Lunar Way isn't clearly an SR -- it has common religions and all practices associated with it, so it is possible that it isn't an SR, but is more like a "Cthulhoid All Consuming Umbreall Religion."

We're also told, on page 105 of the MRB, that "Specilized Religions concentrate on one type of magic ot the exclusion of all others. They specify one type of worship and draw magic from one of the Three Otherworlds..." So I'm not sure where that leaves either the Kolat fellows or the Lunars.

I almost have to suggest that the Lunar religion is different than any others, it breaks the rules. The Kolat worshipers may actually be a different SR (in game terms) but because it's an SR that is culturally tied to the dominant SR (and tied by kinship between gods, right?) that it is allowed to exist within the culture of the dominant SR as a heterodox form of the same religion for cultural purpouses.

But there I've gone again, splitting religion and culture apart from each other.


Hmm. Now that I think about that, I think that clarification was made here that "religion" in this context did refer to some "super-religion" meaning "all of the beliefs that the Heortlings share - which was somehow greater than all of the parts of the religion. Basically that, as implied above, there can be full Traditions and Pantheons potentially within an entire "tradition." (I wish I'd referenced that post earlier).


I think this is true. There are the things in a religion that are SRs in game terms, and things that are "religions" in world terms -- and the two do not always perfectly align. (They do most of the time, but it seems they do not have to.)

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On 2/23/2005 at 8:28am, James Holloway wrote:
RE: Religion and Homeland

About Kolatings and whether or not they're members of the Storm Pantheon Specialized Religion: I'd vote no. http://www.indie-rpgs.com/viewtopic.php?t=10467&start=15 suggests that Kolat is a Tradition by itself.

Additionally, not being a member of the Storm Tribe religion fits a couple of things we know about Kolatings and the Storm Tribe.

1) Kolatings live very much on the outskirts of societies. Although granted a special status in law, Kolating shamans are wandering outcasts, given food or gifts in exchange for their services but not really part of the community -- or so, at least, implies King of Dragon Pass.

2) There are almost no communal worshippers in the Storm Pantheon religion. "Orlanthi All" Heortlings initiate on reaching adulthood. So communal worshippers who aren't also Initiates or higher are probably only children and people who can't afford the time commitment -- beggars, stickpickers, and so on. This might include Kolatings, but I think not.

Now, is Kolat as a spirit part of the Storm Pantheon in the mythological sense? Yes, absolutely. Orlanth's brother and all that. But I think that Kolatings don't need to take the Storm Pantheon religion.

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On 2/23/2005 at 4:47pm, Mike Holmes wrote:
RE: Religion and Homeland

Brand, I agree completely that the Lunar Way is something of an exception, but I think that this exception is important. That is, it says that there is no absolute need to have only one Specialized Religion Keyword. This is what I'm looking for, more or less, that it's OK to have religions that subsume other religions.

But here's the question. Can a person who worships the Lunar Way, have Specialized Magic Keywords from more than one sub-religion. If the Solar Pantheon is one of the sub-religions (and it sounds like it is), can one be an initiate of some aspect of Yelm, and also an initiate of Sylilan Odayla? A practitioner of one of the SurEnslib practices, and Jakaleel (just where does "From Dark" hail from anyhow)?

Actually more importantly, can one be a practitioner of Jakaleel, and an intiate of Yelm (no matter the likely rarity of such a combination)? That is, outside of particular social barriers in-game, or the spirits or gods objecting on grounds of philosophical problems, is there a game limit that represents this just being too much of a stretch.

Because, again what I'm worried about is the usefulness of concentration as a rule. If, in fact, you can only be a member of one "religion within a religion" in the Lunar Way, then pretty much you're automatically limited to only one otherworld. It's only if one is allowed to take on cults, practices and schools from more than one religion that the concentration limit applies.

James, I've seen Martin's write up of Kolat, and I like it. It's just that it contratdicts what other of the authors have said in terms of specifics. Actually, since they both said that the write-ups that they were giving were actually sorta provisional, I'm sure that the actual Kolat will be different from both.

But again, I'm more worried about the general issue than the specific case. If, indeed Kolat is a different religion (defined here as requiring a different religion keyword) that's just accepted by the Heortling people, then that's cool, because it gives us our first example of two separate religions living side-by-side in a single culture.

It still doesn't answer the question, however, of whether or not one can theoretically be a member of some Kolating practice, and an initiate of Destor. Basically, are they then both under some Heortling "super-religion" that allows both in theory? Or are they separate enough that one can only be in one or the other, period. Again, if the latter, then concentration is back to being a null issue for Heortlings. Only if one can theoretically do both is there a real dilemma to concentration.


I think that it's interesting that Brand used the Rome comparison. I'm putting together yet another game in Shadow World, and it's going to be in the city of Kaitaine, which has some similarities to Rome. So much so, that this is how I actually described the religion situation there to one of the players. How I want it to work is very much a pick-and-choose smorgasboard of cults. Many, many religions will be represented, and I'd like for these people, at least and if nobody else anywhere, to have a real choice when it comes to concentration.

Let's define some terms here before we go on.

Religion - a tradition, pantheon, or church.
Sect - a specialized magic cult, practice, liturgical order, order, or school.
Power - this is the being of a Sect from which the magic comes.
Macro Religion - all of the religions that belong under one umbrella.

It seems to me that the Power of a Sect is who determines whether or not somebody can be a member. Even if one assumes that these beings are somehow imaginary or created by the belief of the individuals, that's irrelevant, they act as beings with a will in that they can deny individuals the use of their magic (although the One God doesn't bother to do so apparently). So the question becomes a cosmological one. At what point will a Power say that belonging to another Sect bars you from admission?

We can assume that if one belongs to an enemy Religion, or even an enemy Sect in the same religion (Humakt to Ernalda), that one will be barred. No surprises there. And it seems likely that one would be barred if one belongs to another Macro Religion in any capacity. But even this leads to some possible contradictions.

Consider, if both the religions of Prax and the religions of the Grazers have been found by the Lunars to be OK within the Lunar Way, the problem becomes that I'm sure that the Majestic Horses spirits and the Grazer spirits do not get along together, at least not to allow one to be in a practice from one, and a practice from another (or do they - I'd love to stand corrected here). So the only way to make this non-contradictory is to say that even within the Lunar Way, people can't be in more than one sub-religion's Sects. Otherwise you have it where the same gods are OKing it in one case, but not in another. Or is this the specific effect that Sedenya has on how gods see their followers inside the Glowline?

Basically if I have it work in Kaitaine that one can worship from an assortment of Powers from different religions forming a huge Macro religion, I don't have Sedenya to make it right. Do I need such a being to make such an exception, or some other explanation? If not, the implication would be that the gods would behave anywhere as they do in Kaitaine, potentially, and that they'd allow inter-religious affiliation.

Or...or is it OK to give gods double standards? Can they operate one way in one place, and another in another?

Summarized here are the questions:
1. Can one gain magic keywords from Sects that do not belong in one's religion in any way?
2. Can one gain magic keywords from Sects that belong to your macro religion, but to different religions inside that overall macro religion?
3. Can one gain magic keywords from the same religion if they have different otherworld origins? For questions 1 and 2, does otherworld make a difference?

In all of these cases, let's assume that these are all difficult things to do to some extent. So let's not belabor how rare one case or another is, the question is it ever possible that a god would allow it? Or, at the very least, if you need a test, is it common enough that the question of whether or not to concentrate is impacted by the potential opportunities that doing so represents.

I mean if I'm required somehow to tell the players that it's so vanishingly rare for something like this to happen that they should not think of attempting such, then it is moot. But given the clause that says that PCs are special folks, is it every really the case that they can't have these opportunities? If so, where does it make sense to draw the line?

In the end, this all goes to how one should enumerate these things. If, in fact, the people of a single culture can and do have multiple religions, then there needs to be a way to list the options. What I've been doing is to give the cultural keyword, and then list the associated religions. This is much like how common magic religions are listed, but includes more than one specialized magic religion listing for each homeland where they're found to exist. I like this presentation, personally.

To make this effective, however, I think that I'm going to have to make some notations about each religion. First, I think that most if not all cultures will have a "primary" specialized religion - this is what I think the current homeland listings are. If I list more than one, I'll simply have to give a note on how common or uncommon each is (I might actually use a percentage breakdown, being the numbers guy I am). Second, there has to be a note about which belong to the primary macro religion. That is, it seems that there are two possibilities with additional religions. They are either closely enough associated with the primary religion that one is generally allowed by the Powers of the Sects of one to join with the Sects of the other and vice versa, or they are not. If they are, they are part of the macro religion, if not, then they are "outsider" religions that some of the culture happen to worship.

BTW, a classic example of an "Outsider" religion would be a dark cult of some sort. In Glorantha, for example, there's the cult that entails being an ogre (can't remember the name of the Power in question). This is obviously part of some religion that's not acceptable to the rest of the populace - in this extreme example, they're hunted down and killed. I'm not sure you have to list this sort of enemy religion as one that's part of the culture. Cults this small seem to be aberrations. But it shows what an outsider cult might be like.

Some of these can co-exist, however. Outsider doesn't have to mean something that's rejected, technically just a religion that the Powers of the primary macro religion won't allow the worship of if one wants to be in the Sects of the primary macro religion.

Does that make sense? The problem with the current one-specialized-religion-per-homeland approach is that I'm sure that there are religions that are missing. Kolat is the best example that I can think of. It wouldn't be listed elsewhere, except, perhaps as some very local keyword for some camp where Kolat is worshipped. Which would have the same cultural keyword anyhow as elsewhere. So why not reference the religion as what it is, part of the heortling cultural landscape, no matter how small?

So, to sum up, the original problem here came about with a culture in my game called the Rhiani. They're a horse tribe that lives on an arid plain, and listed as worshipping primarily around a god of strength named Cay. But as soon as we started playing, people started asking about other options.

In fact it seemed that nobody wanted to be in this religion particularly (the Clan Chieftain was a communal worshipper of the pantheon, but...). Several players wanted to be into animism. And who can blame them, says I, the culture almost demands some animism. What's a horseplain tribal society without an animist tradition? So we created the Swift Stallion Tradition. Another wanted to be a mystic waterfinder. Fine, we created that way. Yet others wanted to be in dark cults, so we came up with two of them locally. Then there were the people of the one and only city of the Rhiani - I thought it would be odd for them to follow the same animism, but I'd written up a shaman in the city. So I came up with another tradition that worships the spirits of the river upon which the city lies.

Before it was done, we had no less than what seemed to be six separately operating religions. Now I had to start thinking of how these things existed side-by-side. There's this general cosmological rule in Shadow World that the spirits began as servants of the gods (this is somewhat akin to the Gloranthan time where everything was everything). So they're not automatically inimical to each other. They have grown apart over time however, such that the spirits operate independently of the gods. Thus the theists see the animists as worshipping the remnants of an experiment gone awry, and the animists see the theists as worshipping beings that are too distant to really have an impact on the world anymore.

So they have their differences, but they don't automatically disavow each other. Thus, I ruled that the theists of Cay saw the spirits of the Swift Stallion Tradition as being OK, but just a sorta "minor" way of worshipping, while the animists see the theists as missing out on the spirit landscape and worshipping a being that, though he may have delivered the spirtits long ago has largely abandoned the people to their own devices.

The two animist traditions I did say were in opposition to each other to some extent, actually, and that, generally the river tradition represented what I've termed an "outsider" religion above. The mystic religion was one of those minor cults that has tenets that simply don't offend many Powers, and so was acceptable to all.

I even came up with ways to account for the dark cults as part of the macro religion. I said that they represented counter-cultural pressure valves that Cay allowed in order that the people have outlets for certain of their passions (he otherwise being a very strict god). With my new way of accounting for these things, this makes these "outsider" religions, and not part of the macro religion. Instead the culture allows these things to exist for the social reasons listed, and Cay doesn't like it (which is, of course, cool as it provides a source of potential conflict).

So the listing would now look something like:
Specialized Religions
Rhiani Religion (Macro)
- Cay Pantheon
- Swift Stallion Tradition
- Waterfinder Mysticism
Daluj River Spirit Tradition
Klysus Pantheon (Akalatan Cult)
Inis Cult


Here's something else I've wanted to discuss. Kolat, according to Stephen is part of, what is it, the Seven Winds Tradition? Something like that. Is it really always neccessary to have the overall religious framework of a form of worship include more than one Power? That is, can a character just worship a cult, and not the rest of the beings in the pantheon? Or does such worship, itself, form a new religion all it's own?

For example that Ogre diety? Is he really part of an overall pantheon? More importantly, even if he is, do his followers really worship the rest of the pantheon? Or just him? Or, given that there are likely smaller beings associated with that diety, do people worship all of these beings together as their own religion?

Inis and Klysus (and his son Akalatan) are all members of the Red Moon Pantheon in Shadow World. But they're a fractious bunch of gods who seem most days just as ready to fight with each other as with any other gods. So do their worshippers even bother with the rest of the pantheon for the most part? How do I enumerate this if the answer is no?

I have an answer that I've been using, but I'd like to hear what others think.

Mike

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On 2/23/2005 at 5:56pm, Brand_Robins wrote:
RE: Religion and Homeland

Can a person who worships the Lunar Way, have Specialized Magic Keywords from more than one sub-religion.


It isn’t clear. However, I don’t think so. I think you can have a Lunar magic keyword and a homeland magic keyword – but I don’t think you can have two different homeland magic keywords. Being a Lunar lets you be Lunar and Solar, or Lunar and Bear Cult, but not Bear Cult and Solar.

Though I could be wrong. Or it could simply be that the Empire hasn’t gotten to that point yet, as people are still getting used to this whole “We are All Us” thing. Give ‘em another millennia and maybe that will be doable.

Or...or is it OK to give gods double standards? Can they operate one way in one place, and another in another?


They did in the real world. Which is to say, Shiva Rudra in the Aryan Gangetic basin was not worshiped the same way or seen as having the same attributes as Kamesvara Shiva in the Tamil South. The idea that gods have to be internally and externally consistent is a post-Hellenic and mostly monotheistic idea.

Not that the idea that gods aren’t consistent at all is particularly helpful, as its back to “what the hell is the rule” – but there isn’t any law saying that all gods have to be the same to all people, and plenty of anecdotal evidence that says they don’t.

1. Can one gain magic keywords from Sects that do not belong in one's religion in any way?


In the Gloranthan context, I’d say no. In other settings where you have wizard-thieves who gank magic from other types of practitioners it may be doable, but I’d think even then it would generally be stealing one feat or secret, not taking on a whole keyword.

2. Can one gain magic keywords from Sects that belong to your macro religion, but to different religions inside that overall macro religion?


So far as we’ve seen, no. You can gain keywords from the macroreligion and from one of the sects inside, but not from two different sects inside.

There are oddities here, however, as Odaylans (for example) can get kolating help to make Beast Charms that are an important part of their magic and which act as one ability fetishes. (Of course this was under Hero Wars rules, things may change in HQ.) So those two different sects within the macro religion can work together to share power in some way. Even there, however, it isn’t a full keyword share – it’s just an ability to do a bit of joint magic despite different Otherworlds.

3. Can one gain magic keywords from the same religion if they have different otherworld origins? For questions 1 and 2, does otherworld make a difference?


That one is hard. As mentioned, Odaylans can (with kolating help) gain fetishes that they can use fully without disrupting their devotion to a theist god. However, they don’t seem able to gain kolating keywords. The big question would, I think, be Lunars. One could conceivably be an initiate of Natha and a practitioner of Kotori – it never says you can’t, but it never says specifically that you can either.

My gut sort of leans towards letting it happen for Lunars, due to the Red Moon’s power. But even then I suspect that concentration would be difficult or impossible. You can get power from two different places, but you can’t concentrate on either (much less both) or you spoil the soup.

If so, where does it make sense to draw the line?


I don’t know – where the resistance level says so? It may be possible to make up a contest for these things. We already have contests to become members of congregations and such, so if we extend the principle we could have a similar contest to be accepted by the Power into the new sect/religion. How hard it is would, I have to assume, be based on how opposed and/or different the sect/religions are. Joining another Lunar cult may not be hard, but joining a Lunar cult, then a Solar cult, and then a Darjinni cult may be a heroic maneuver. You can do it, but only if you can beat the 10w4 resistance….

Which would have the same cultural keyword anyhow as elsewhere. So why not reference the religion as what it is, part of the heortling cultural landscape, no matter how small?


I tend to agree. I’d list the main SR, as it’s the Orlanthi all, and then have the others in a sidebar or somesuch. They do exist, and are PCable, but putting them to one side shows that they are not the cultural default.

Thus the theists see the animists as worshipping the remnants of an experiment gone awry, and the animists see the theists as worshipping beings that are too distant to really have an impact on the world anymore.


That makes sense, especially in the kolating way – the different sects are part of an uber-religion for cultural reasons. They believe their gods are related, even though they’ve become different over time, and thus see each other as part of the same tradition. It’s like in Norse myth if the Aesir were Gods and the Vanir were Spirits – come the time of the Vikings they’re part of the same religion, but their traditions follow different paths.

That is, can a character just worship a cult, and not the rest of the beings in the pantheon? Or does such worship, itself, form a new religion all it's own?


That, I think, is going to have to be a cultural thing. To go back to Hinduism as an example, there are many Hindu sects that accept all of the gods, some that accept some of them, and some that accept only one. There have, historically, been radical Vishnivites who claimed that all other gods were only incarnations of Vishnu, and thus worshiping them was missing the point. For those guys Vishnu is the only god, or at least the only god worth worshiping, in their pantheon – despite the fact they’re demonstrably Hindu. OTOH, in Catholicisim it really isn’t generally acceptable to worship one saint and not worship God. (Though even there we have some historical examples of people doing it – its just that the Church ended up booting them.)

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On 2/23/2005 at 6:05pm, Bankuei wrote:
RE: Religion and Homeland

Hi Mike,

Or...or is it OK to give gods double standards? Can they operate one way in one place, and another in another?


If this is a canon question- just think of what Greg would say :) Of course, it seems to me that it seems to be a major point of Glorantha, that the gods work in all kinds of different ways, and a good deal of it has to do with the worshippers' interpretations, as much as whatever is really going on. Just think of all the interpretations of the Arkat/Gbaji stuff and there you go.

If, in fact, the people of a single culture can and do have multiple religions, then there needs to be a way to list the options. What I've been doing is to give the cultural keyword, and then list the associated religions. This is much like how common magic religions are listed, but includes more than one specialized magic religion listing for each homeland where they're found to exist. I like this presentation, personally.


This is pretty much how I'd run a long term, mixed peoples, HQ game. Looking at a variety of real world examples, it seems that people mix religion freely around the globe, and it is rare for people to practice anything "pure". Even in places where monotheism "rules" you still have mixtures from older practices (sand divination, evil eye in the Mideast, indigenous & african traditions in South America, witchcraft in Russia, etc.).

If we're going to follow the real world as an example, typically religions co-habiting a similar area go through a few phases...

1) Isolationist
Differing religions are markedly different, and a person involved in one is NOT involed in the others. This usually is because one or more of the religions is not native to the area and the outsiders keep to themselves, are shunned, etc. Few religions stay this way, except with the help of an insular culture and identity to back it up. Judaism and religions associated with ethnic identities often hold this position.

2) Friendly awareness
People know of one and of the other. Occassionally you'll find people who have switched from one to the other, or are involved in both(rarely). In tolerant areas, this would include Judaism and Atheism.

3) Mixture of subcults
Offshoots spring up which apply more and more of the other religions' customs and practices. Ones that mesh well with the home religion, are generally popular(everyone loves festivals and feasts), and/or serve to promote the cult leaders' new views. Check out some of the cults in Korea or Japan.

4) Free Mixing
Subcults become a regular viable option, people may be involved freely with many of the mixed religions, blurring between whose practices are whose begins to happen in the eyes of the laypeople. Indonesia and a good deal of southeast asia is a prime example of this in action.

5) Complete meshing/subsumption
It becomes impossible for the average layperson to determine what has what origins, and the religions are merged. Often a popular one will subsume a less popular one. Check out faith healers in S. America, Christmas/Easter/Halloween in Christianity, african diaspora traditions in the carribeans & S. America, etc.

Although I personally wouldn't take the time and effort of putting all these categories into my religion keywords, I'd probably pull a real world reference to clarify things for my players...

Chris

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On 2/23/2005 at 9:25pm, Mike Holmes wrote:
RE: Religion and Homeland

More good thoughts, guys.

Actually when I put someting like this to Greg he said no, that the gods are not created by the people, so the beliefs of the people do not make the gods one way or another. Basically, if there are two beliefs about a god, then one of those beliefs is incorrect. Hence misapplied worship. So, in fact if the gods have a double standard, it's because the gods have a double standard, and not because there are real world examples of where this sort of worship occurs. That is, if the Gloranthan standard applied to the real world (and I think Greg would say that it doesn't, actually), then one side or another is worshipping the god incorrectly. I think the notion is that the gods are generally not wishy-washy on things like this.

And I'd agree with him and disagree with the assertion that there was ever a time when the gods were more relative. Cultures may have been such that interpretations varied more between place to place, but that doesn't mean that the people felt that their interpretations were relative. Each culture always claims to have the "correct" version of the god in question. The only question is whether or not the gods are real. In Glorantha, apparently they are.

Now, why the gods allow themselves to be worshipped incorrectly in Glorantha, and then why you'd want to have a rule that said that the gods do not allow worshippers in one place to have syncretic worship but do in others, I'm not sure. It seems that if they made their will known to their worshippers in their regular worship communions, that misapplied worship would not happen. Or, that if heroquests or something had made the worship of the one group "right" that it wouldn't be misapplied worship any more.

So I don't know what to do with this one.

To go to the specific cosmology of Shadow World, which is the world I have to deal with, Terry does actually comment on this somewhat. He says that the gods are to some extent ineffably alien to humans. So they do, in fact, do some things that do not precisely make sense to humans. Including allowing themselves to be worshipped in various ways in various places for instance. Indeed it seems that to some extent the idea is that the gods are themselves formed by how people worship them (which I see as supporting the idea of heroquesting to change cosmological fact). Just enough to allow for whatever sort of ambiguity I want to throw in there.

So, basically, it's a pretty maleable setting from the POV of gods. I could apply the double standard, and probably get away with it. But from what you've said, Brand, it sounds like there's no Gloranthan case where a character is explicitly allowed to have specialized magic keywords from more than one religion, even amongst those in a macro-religion. Though you can mix between religion and macro-religion?

Just to look at that quickly, could you clarify something you've said? You say that a character can be Lunar and Solar, for instance, a macro with an associated regular religion. The implication here is that you can, in fact, gain magic from specialized keywords in each of these religions. That is, the macro-religion that subsumes the regular religion in this case also has specialized magic keywords. Which is interesting. Basically the only time that we have this occuring is in the odd case of the Lunar religion. Other macro-religions, it sounds like, don't have this case. So, if we assume that it's an oddity of the Lunar religion, then we can assume that the general case is that nobody can have magic from more than one religion.

In which case you have consistency everywhere, with the exception of the odd special case that doesn't apply to anywhere but Glorantha neccessarily. Again, it could just be some effect of Sedenya.

This makes for an easy ruling, but a depressing one. Very rimply, each specialized religion could be solely one otherworld, and the limit can be that you can only learn from one religion at a time. Simple, but again it means that Concentration is pretty meaningless. I mean let's look at the supposed exceptions. The Lunar Way itself may be some sort of big exception, so we'll look elsewhere. The Teshnan religion is common magic. By one interpretation, the Kolatings are a separate religion (if, perhaps, part of a macro-religion that includes it with a theist one).


Even Mr. Robertson can be read to be talking about macro religions, and not individual religions when he talks about them all being some mix of otherworlds. This is, then, consistent with the book's statement that specialized religions are entirely involved with one otherworld.

I find myself in an odd position. I want the more RuneQuest-ish ability for characters to accumulate magic from a variety of sources. Both because I think it's fun, and because it would create conflict, I think. And because it saves concentration from death by irrelevance. But I'm faced with an apparent opinion that it's simply not realistic for a person to really be dedicated to two religions at once, even if both are considered acceptable by a single culture, at least not to the point where a Power looking at your psyche would allow you to join their Sect if one still believed in another from another religion.

Which opinion I understand as well.

I see a few solutions to this dilemma, but each has problems:

1. I can say that in my world, the gods aren't as choosy, and people dabble in multiple religions on occasion. At least within a culture's macro-religion, if not outside of the macro-religion as well. So in this case, the Rhiani might be able to learn an animist practice from the Swift Stallion Tradition, and be initiated to Cay as well. In which case, the character has a real incentive not to concentrate.
2. I can say that there are more religions written up like the Lunar Way, with all sorts of sects from different otherworlds, so that there's always some possible sect from a different otherworld in the religion that you're giving up access to if you concentrate. This assumes that you can get magic from more than one otherworld in the Lunar Way, of course. For all I know, this is might not even be meant to be allowed at all.
3. I can just say that you can't get specialized magic from more than one otherworld, and then either ignore that Concentration is broken, or just drop the concentration rule.

Note that with any of these "rules" the idea is to be able to tell a player what's possible and what's not. It'll always be caveated with "but you can heroquest to change it." It's just that this possibility is not alone enough to save concentration. In fact I'd probably allow a proper heroquest to void the concentration rules somehow.

1 has the problem that it might not be believable. That is, players going off to get more magic from other religions can only be doing it if they're playing in Pawn stance. At the very best they're doing something so extrememly rare that the attempt alone might smack of Pawn stance.

2 has the problem that none of the religions are written up that way, and their enumeration is them problematic. That is, what sort of religion magic keyword is the base? If it's one sort, then what happens to the "root" of the other sects?

3 has the problem that I like the idea of getting magic from more than one otherworld, and I like the concentration trade-off as long as it's got some real teeth. If it's just "don't take any common magic that's not the right type so you don't lose anything concentrating" that's really weak. Again, I might as well chuck the rule and assume that everyone concentrates.

What's somewhat ironic is that given that I'm playing in another world that's not Glorantha, you'd think that I could just chuck the otherworld distinctions altogether. But if you've played Rolemaster, you know that they're pretty much already there, in fact named similarly (well, no animism realm per se, and a mentalism one instead, but you get the drift). So I'd really like to keep that if at all possible. Again, I like the trade-off. I don't want players having the advantages of multiple sorts of magic without having to sacrifice something else (easy progression in this case).

I guess I'm trying to have my cake and eat it too?

Chris, I like your stages of mixture. As usual, the changes to the religion coming from the people must be the result of heroquests. Because why would the gods themselves change over time to mix like this?

Mike

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On 2/23/2005 at 10:30pm, Brand_Robins wrote:
RE: Religion and Homeland

And I'd agree with him and disagree with the assertion that there was ever a time when the gods were more relative. Cultures may have been such that interpretations varied more between place to place, but that doesn't mean that the people felt that their interpretations were relative. Each culture always claims to have the "correct" version of the god in question.


That’s true about 95% of the time. There have been, historically, real world groups that had greater and lesser degrees of relativism about their own and other gods, ranging from a “Yes, but” to a “I’m okay, you’re okay” and even a “I’m sure we’re both right, we just don’t know how yet.” However, those times are distinctly in the minority and normally within the focus of the same umbrella religion. (So within Hinduism, for example, but not so much between Hinduism and Islam – though a few people did try it there, it never caught on much without becoming a new religion all its own.)

Anyway, that’s off topic.

It seems that if they made their will known to their worshippers in their regular worship communions, that misapplied worship would not happen. Or, that if heroquests or something had made the worship of the one group "right" that it wouldn't be misapplied worship any more.


In addition to your “gods are alien, who knows why the hell they do what they do” point, there is another point to be considered – that the gods may not make it known to their worshipers. It may not be worth the time, they may worry about losing them (think about how many misapplied saints cults would go out of business if the montheists found out that they were really worshiping pagan gods…), or they may try to tell them only to have their voice mangled in the translation to mortal minds. Really, paradigmatics have to play a part here, right?

Now so far as heroquesting to make it right goes, that’s the kind of stuff that blows up the world. Which means that it is good meat for stories, and so is something we really should think about. Does Heroquesting give people the ability to rewrite the gods themselves? We know the Godlearners did things like that before they went boom….

However at this point I find my Glorantha fu too weak to go further about the difficulties, dangers, and possible examples of these things happening.

In which case you have consistency everywhere, with the exception of the odd special case that doesn't apply to anywhere but Glorantha neccessarily. Again, it could just be some effect of Sedenya.


I have a feeling this is right. There is also an oddity around the Lunars in that while there are writeups for Lunar cults (the much cited Natha, for example) there is no Lunar Religion Keyword that I can find. There is an Imperial Citizen homeland, there are cult writeups, but there is no SR type write up of the Lunar Religion in either the MRB or the ILH. So….

I find myself in an odd position. I want the more RuneQuest-ish ability for characters to accumulate magic from a variety of sources. Both because I think it's fun, and because it would create conflict, I think. And because it saves concentration from death by irrelevance.


If you want to change the way the otherworlds interact in your setting, I don’t think it will kill the game. Glorantha has a very particular (and peculiar) way of dealing with different types of magic that I do not find intrinsic to the game or the workings of magic in other settings. I know I’ve never used it in any non-Gloranthan game other than yours, and have never felt the lack of it.

I also have to wonder if concentration isn’t a way to look at it to give it some shape. If you don’t concentrate you can learn multiple magics from different religions. You have taken a bit from this people, a bit from that, which is likely to piss people off and shows a certain Hermeticism to the ideas of how magic works (by force rather than by devotion) – but it could work. However, you can’t use them actively because you cannot have that level of mastery without giving yourself over to the type.

So one can be a member of a Mithras mystery cult and have learned the blessings of Isis while worshiping Zeus, and have magics and obligations from all of those religions – but unless you focus on one you get no ability to toss lightning bolts. Concentration thus becomes a symbol of devotion and exclusion for the sake of narrower but higher power that has tangible in world manifestations in what religions you can and cannot join and who you can and cannot learn magic from.

Again, I like the trade-off. I don't want players having the advantages of multiple sorts of magic without having to sacrifice something else (easy progression in this case).


In that case it may be that you either need to let the in-world mythology define which they can and cannot join (or at least which require heroic effort to join and which are easy), or use something like concentration to determine where you can and can’t put your power.

In the end I don’t think there are any easy answers, as HeroQuest does a lot of work to make its magic resemble the ideas of the ancients about the religious and magical reality of the world – which means that it’s all a tangled mess.

Which, BTW, includes a possible answer to questions like this:

Because why would the gods themselves change over time to mix like this?


Because the gods didn't change. They live in god time, and were always what they always will be. Or, because they always were like that, but it took mortal minds time to come to understand it. Many real world religions have changed their stances on any number of issues, including something of the nature of their gods, and have had to contend with the issue of why their god would change and how their old prophets could have not had it all picture perfect. Read modern Christian interpretation of Isaiah or Ezekiel for examples of this "God hasn't changed, but our understanding of the universe has changed in a way that lets us understand him differently" thought.

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On 2/24/2005 at 1:26am, Bankuei wrote:
RE: Religion and Homeland

Hi Mike,

Chris, I like your stages of mixture. As usual, the changes to the religion coming from the people must be the result of heroquests. Because why would the gods themselves change over time to mix like this?


I was simply laying out an arbitrary set of stages for real world examples. Glorantha-wise, you can follow that people heroquested to make the gods like this, because it was what they believed. If I intentionally/unintentionally happen on a heroquest to do something that mixes two religions- the heroquest itself is a form of "proof" of that belief.

To take a plausible Gloranthan example- if two cultures cohabit an area, and both religious practices involve a heroquest to bless the crops on the same day, odds are decent that the heroquesters from both groups might meet each other on the other side. What if they unite, because their causes are similar? Then both heroquests change to meet the new conditions. Both groups come back successful, and they tell their people, "Hey, you know the Red Cow guys over the hill? Turns out our Black Snake spirit is her brother! We never knew! Imagine what this means for all of our stories!" Everybody is wowed by the tale, and experimenting more towards that, slowly shift their belief system and entire religion around that idea.

But, that's my take on it. If we're talking non-Gloranthan situations, it could either be- people alter the gods based on their belief, misapplied worship, etc. You'd have to figure out the setting based reasons for any alterations for whatever game world you'd be playing in specificially.

Chris

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On 2/24/2005 at 2:19am, joshua neff wrote:
RE: Religion and Homeland

Brand_Robins wrote: I have a feeling this is right. There is also an oddity around the Lunars in that while there are writeups for Lunar cults (the much cited Natha, for example) there is no Lunar Religion Keyword that I can find. There is an Imperial Citizen homeland, there are cult writeups, but there is no SR type write up of the Lunar Religion in either the MRB or the ILH. So….


Check the Tarsh homeland in the main rulebook.

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On 2/24/2005 at 2:24am, Donald wrote:
RE: Religion and Homeland

BTW, the point about the term Nation is well taken, and perhaps Empire is a better one. But, basically, I meant geo-political unit. Sartar is theoretically a Kingdom, and within it there are likely many cultures and religions. There's no Sartar Keyword, but there is a Tarsh Keyword, and that's also kingdom if I'm not mistaken. The point being that there is some overlap between what you can assume about what a Keyword represents. Heortling is most definitely cultural - a culture that exists geographically in Sartar, Heortland, Tarsh, etc. But Tarsh, to be a culture, would maybe more properly be "Lunarized Tarshite" or somesuch (or "Those Candy-Assed Surrender Monkies from the North" to the Heortlings).

I'd agree that the Tarsh homeland in HQ should more properly described as Lunarized Tarsh. ILH1 has a Lunar Provinces homeland which includes Tarsh. I'd be inclinded to split it down further into Tarsh Lowlanders, Tarsh Highlanders and Tarsh Exiles based on the Unspoken Word publications because there are differences but it depends on how much detail you want to go into.

I bet there's a Sun County keyword floating around somewhere, which if true would suggest that it's the cultural homogeneity that matters.

I believe there are people arguing about the Sartar Sun County keyword and how it differs from the keyword for Sun County in the River of Cradles.
Actually more importantly, can one be a practitioner of Jakaleel, and an intiate of Yelm (no matter the likely rarity of such a combination)? That is, outside of particular social barriers in-game, or the spirits or gods objecting on grounds of philosophical problems, is there a game limit that represents this just being too much of a stretch.

There are two answers to this question - as far as the game rules are concerned - yes you can. As far as Gloranthan canon goes - it is so rare as to be almost unknown, the social and magical barriers are that great. The only example I can think of is the Red Goddess herself who appears as a saint to the Carmenians, a wife of Yelm to the Dara Happens and a great spirit to the Char-Un. And it took her several experimental heroquests to achieve that.
Because, again what I'm worried about is the usefulness of concentration as a rule.

Basically concentration restricts your use of common magic, you're restricted to magic your god knows about and accepts. So a theist loses any common magic charms and can't use any charms they are given by someone else. Again it's very related to Gloranthan magic although there is a metagame element of balancing the lower cost of boosting your specialised magic with restrictions on what magic you can use.
At what point will a Power say that belonging to another Sect bars you from admission?

That depends on which Power is involved, and the mortal members of the sect tend to be more strict than the actual Power. Furthermore individuals can change the attitude of the Power by heroquesting to prove their point.
Summarized here are the questions:
1. Can one gain magic keywords from Sects that do not belong in one's religion in any way?
2. Can one gain magic keywords from Sects that belong to your macro religion, but to different religions inside that overall macro religion?
3. Can one gain magic keywords from the same religion if they have different otherworld origins? For questions 1 and 2, does otherworld make a difference?

In general I would answer no to all these, at least partically because of a discussion I saw which indicated you don't get any new keywords in play. The keyword is intended as a means of generating characters quickly - in play you buy each affinity, spirit or whatever with HPs. While I can see changing religion might justify a new keyword I would certainly rule that anything outside the confines of the sect had to be bought that way and the player would also have to justify it in the context of the game.

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On 2/24/2005 at 3:21am, Brand_Robins wrote:
RE: Religion and Homeland

joshua neff wrote: Check the Tarsh homeland in the main rulebook.


Right! Damn that was a dumb oversight on my part.

Still, I do find it minorly odd that the Lunar Keyword is the SR for Tarsh, but not for any of the people in the established Lunar Empire. Missionary fervor, I suppose.

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On 2/24/2005 at 9:52am, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote:
Because, again what I'm worried about is the usefulness of concentration as a rule. If, in fact, you can only be a member of one "religion within a religion" in the Lunar Way, then pretty much you're automatically limited to only one otherworld. It's only if one is allowed to take on cults, practices and schools from more than one religion that the concentration limit applies.

Yeah, which is why concentration is kind of a gimme. What concentration really does is prevent you from using common magic of types not supported by your particular thing -- so a Heortling who concentrates will lose all his Flesh Man talents (which, of course, is why Heortling players seldom take any Flesh Man talents). Additionally, some religions include magic of multiple types -- Seven Mothers Church is the obvious one, but also, IIRC, Uz religions? I'm not sure how concentration changes this.

As for whether you can be an Initiate of Destor and a Kolating, my immediate response is to say no. That might not be true of the Lunar shamanic practices or traditions, though.

Check out p. 155 of the rulebook, where joining a church forces Hazeel to "give up all [his] other magic." Mind you, he's talking about learning spells. No one mentions Mr. Puma losing his magic when he joins a church as a congregation member, though.

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On 2/24/2005 at 10:11am, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote:


Just to look at that quickly, could you clarify something you've said? You say that a character can be Lunar and Solar, for instance, a macro with an associated regular religion. The implication here is that you can, in fact, gain magic from specialized keywords in each of these religions. That is, the macro-religion that subsumes the regular religion in this case also has specialized magic keywords. Which is interesting. Basically the only time that we have this occuring is in the odd case of the Lunar religion. Other macro-religions, it sounds like, don't have this case. So, if we assume that it's an oddity of the Lunar religion, then we can assume that the general case is that nobody can have magic from more than one religion.


I think that's right -- the Lunar religion bootjacked the existing Dara Happan Solar pantheon and set up this big umbrella religion over it and other northern religions. Solar religion was trundling along fine before the Red Goddess came along. Eventually, this will probably be resolved -- like in the way the Yanafal Tarnils cult is shoehorning worshippers of traditional Dara Happan wargods out of leadership posts in the army.


This makes for an easy ruling, but a depressing one. Very rimply, each specialized religion could be solely one otherworld, and the limit can be that you can only learn from one religion at a time. Simple, but again it means that Concentration is pretty meaningless.

I don't know how you can read the wishy-washy explanation of "why doesn't everyone concentrate their magic" on p. 108 and see concentration as anything but next to meaningless.

However, there are exceptions, as always. Take a look at Urox, for example: the Heortling god Urox and the Praxian spirit Storm Bull are the same entity, and anyone dumb enough to visit Urox's Eternal Battle and hard enough to survive can learn magic from a different Otherworld. Of course, you have to be a Devotee and learn Urox's Secret, but you can do it if you like.

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On 2/24/2005 at 6:05pm, Mike Holmes wrote:
Concentration

Wow, lots to cover today.

It looks like people's opinions are that concentration is, a somebody said, a gimme. I won't rant about why that's disapointing, instead I'm going to try to fix it for my game. Let's see, I have a world that has a very long history, and one in which macro-religions are likely very mixed. And in which I have a built in excuse for why it is that the magic types don't conflict as much.

To go over that, again:
1. Nobody worships a monotheist god. They do use essence, however, so basically all of these people are sorcerers (using the Gloranthan term). Yes, some Powers might see such as impinging on their rights to give out supernatural abilities, and as such may prohibit the use of essence by their users. But, many macro-religions will include a general OK for use of such magics, and so essence can often be known by somebody, and it's not an impediment to getting into other religious groups.
2. The spirits come from the gods in this setting, so there's a basic notion that they can work with each other. Again, some macro-religions will not allow this for whatever reason, but in many places there's no essential conflict between these sorts of beings. As such, as long as they're in a relaed mythology, one can know both kinds of magic.

So, basically where a particular macro-religion places it's restrictions on what magic is available will vary based on what the gods and spirits agree is OK.

Anyhow, I don't think that any of this bends the HQ rules way out of shape (in fact, this whole thread is really brought about by a lack of clarity on these issues). So what I get are three benefits:
1. It matches the canon of my world better - characters are supposed to be able to cross "realms" of power.
2. Concentration is back in as something to really consider, which again matches canon, as being "multi-realm" has a cost to it in the canon.
3. I get in the ability of characters to have more sorts of abilities, potentially.

Mechanically its all very "clean." Each religion is defined as (likely) a single otherworld sort, and has everything it needs from the ground up, including a religion keyword. One can have more than one religion, as long as they're both in the same macro-religion - meaning that the Powers of the sects tend to be OK with the worship of the Powers of the Sects of all of the other religions.


For Glorantha, I think that I agree that the strict ruling is what's intended, or at least what works mechanically - only one religion at a time.

Other random notes:
*As for "gaining Keywords" I admit that I put that sorta incorrectly. I meant abilities from other magic keywords. That said, another topic entirely, if you use the Saga system (which I do) there are some adjustments to some of these meaning that one has to look at.

*Everyone should read the article on "Natural Magic" if you haven't already. It's an important (mostly official, IIRC) adjustment to the magic system of HQ. http://www.glorantha.com/support/natural_magic.html What this means is that Mr. Puma's abilities are "natural magic" and so never go away under any circumstances. Now whether or not a particular Power would say no to a Puma person because of his natural magic abilities is another question.

*The Lunar Way being listed in Tarsh is just evidence of the "modularity" of religion keywords. It's there because they needed to get it into the main book. They already had the Heortling religion in that section, so why reiterate it for Tarsh? Otherwise they probably would have put in the Storm Pantheon in Tarsh, and the Lunar Way in the Dara Happan homeland keyword instead. Just a matter of saving space sorta. And it happens to match what's likely pedominant the way they have it. So you just list one religion per homeland, and assume that people will mix and match homelands and religions where appropriate. I think.

*Splitting up Tarsh into it's constituent parts is something that I actually use as an example in my "Improvising Keyword" article. http://www.glorantha.com/support/na_keywords.html The point is that I think that one should always be adjusting keywords. What I'm looking for here in this thread is discussion of how to do this with respect to religion keywords.

*It's interesting to see the example of the Red Goddess as multi-world, because I have a character who's a Carmanian Adept currently. So this is yet another reason why this all interests me. I'm trying to understand what he believes with regard to other religions. I think I have it right now as this: Sedenya is a prophet (saint) who tells that all of the religions of the Lunar Way are all just somehow aspects of the One God, and therefore acceptable to him. Which is all internally consistent from the Carmanian side of things (though I wonder how it plays from the Yelmic POV). The question, however, is whether or not a member of the order of Saint Henshelek, another wizardry Sect in the Lunar Way, would teach Henshelek's Grimoires to my Carmanian, and whether or not my Carmanian would even ask to learn them (or worry that he'd become apostate if he did). Given the hands-off attitude of the One God, I think it's at the very least technically possible for an Adept to learn the magic from any grimoire (or one could never be a sorcerer). In this case, the question is a social one.

*Donald, you say that the people of a Sect will be more cautious than the will of their Power in handing out memberships. Why would this be? Generally there seems to be an opinion that people don't know their god well, or that understanding evolves over time. But I think this is a very "real world" sort of observation. That is, I believe that the Powers of Glorantha are supposed to be very real and very involved. As such, I'm not understanding how they get so misunderstood. If we regularly have rituatls to open up the otherworld, and commune with the diety, and if they're not relativisitic, then why the problems?

*If anyone reads me as saying that I don't care about in-game rationales for how this stuff all happens, please be disabused of this notion. Once again, I understand that these things might be hard, rare, even "near impossible." I'm not worried about that. I'm only worried about what makes sense to have as hard metagame rule restrictions. Should players even consider some of these things? Or not? In play I'll be working as GM to ensure that it's all appropriately difficult or whatever.

*Just to be pedantic, Chris, the heroquesters don't have to do the blessing on the same day. Being a timeless place, as I understand it, the people in question are likely to come across each other even if they do it on very different days. But, yes, I think that this must be how this sort of change occurs, with heroquesting.

*Brand, so the gods lie to people who believe in them incorrectly in order to keep them? Well, the problem here is that the particular incorrect belief had to start somewhere. At some point Aeol or whoever had to "discover" the "reality" of the Saints of the church he formed. The real question is why he was wrong to start with. Wouldn't the Heortling gods have said, "Hold on there, bucko, we're not beholden to your one god; we're gods ourselves, not Saints!" And if they did, why did Aeol ignore them? "Nope, I've seen the truth, and y'all are Saints!" despite being objectively incorrect to the tune of -20.

*There is the question of 'Power Specific Concentration', that being where one concentrates not on an otherworld, but on a specific Power (discussed somewhere else than the MRB). This is almost more problematic, because it points out how non-Power specific normal concentration is. Concentration to me is almost occupational, much less about worshiping any specific entity. I like it as a rule, because I think that the different forms of worship are pretty different, and hard to learn without focusing on them. This is what i'd like concentration to be about. As it happens, power specific concentration does allow one to be concentrated and have magic from different otherworlds (as does the other exception, Self-Rock Teaching).

Mike

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On 2/24/2005 at 6:40pm, Mike Holmes wrote:
RE: Religion and Homeland

Following up with a second post, rather than editing the first, there's still the hairy problem with "single cult religions."

Brand, what you're saying seems to be that some cultures do worship this way. I think that it's reasonable to assume, too. The question with regard to HQ enumeration, is whether or not they have a specialized religion keyword. That is, you say that the "Vishnu Only" cults in question were "demonstrably Hindu." So would they share the Hindu religion keyword with other Hindu's? It seems to me that the problem here is that the religion keyword ususally serves largely to give a "Worship Pantheon" ability. If these cultists really don't do that, they shouldn't have such, correct? That is, it seems to me like they could get away with having nothing but the abilities that are listed under the Sect.

Now this all gets back to the "relative diety" problem. If those in the general religion are worshipping Vishnu and getting abilities from him and from other dieties, and the "Vishnu Only" people are getting abilities from Vishnu, then one of the following must be true:
1. Vishnu plays different ways for different people. He basically lies about his nature, or allows himself to be misunderstood by somebody.
2. There are two or more Vishnu's. Is the Orlanth of the Storm Pantheon the same Orlanth of the Earth Pantheon? Ernalda? They seem very different.
3. The gods are not objective, but set by the beliefs of the people who hold the beliefs that they do.

Is the reality here one of those "unknowable" things? If so, what do we do on the character sheets? I'm OK with the metaphysics being ineffable internally, but not with not knowing how to enumerate things in game terms. Right now, what I'm left with is Powers acting in irreconcilable ways, and enumerating them as such, and then leaving the question of why they do so as an unanswered in-game question (the gods are odd). The other option would be to decide how the Power is, in an in-game objective way, and then force all of the religions to match that.

Or is there a third option that I'm missing?

So it seems to me that some Powers are, in fact, worshipped by some as religions unto themselves - nobody is telling me otherwise. I think that you still have to have a religion keyword for such a being, if for no other reason that some people will be base level worshippers of the being, and that the characters should get the magic from that base level even if higher. That is, if we're talking a diety here, there could still be communal worshippers, and even those that advanced to Initiate would still have the ability to call on their deity for divine intervention. (Hmm. In fact, I'd be tempted to allow the communal worshippers of a "one diety religion" to use the 10W3 resistance that devotees do for divine intervention.) Other than that, I'd think that the religion keyword doesn't have much of anything that the specialized magic keyword will have.

One thing that I've done is to sort of expand the pantheons of some of the dieties worshipped this way. I think that as long as I'm going to have to accept the "unkown relativity" of Powers that this is OK to do. That is, basically, a Power can be in one religion as a simple member of a panethon or such, but in another they are the head of their own pantheon (Um, somewhat like the Orlanth as pertains to the Storm Pantheon and Earth Pantheon, actually, again).

The only problem with all of this is that a specific Power may need to be written up several times. I mean this really multiplies the total number of keywords that are potentially available. I was sorta hoping to avoid that and to modular, but I don't think it's going to work.

Mike

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On 2/24/2005 at 8:02pm, Bryan_T wrote:
RE: Religion and Homeland

Two unrelated points that I want to respond to.

First of all, that concentration is a gimme. I suspect that most heroes in Glorantha would concentrate eventually, because that is way things work in Glorantha, great magical power comes from focussed sources. The rules support that pretty well too with the increased cost to improve.

But I'm not sure at all that it is a gimme for starting heroes. The non-concentration cost does not affect your starting magic score, but may cut out useful common magic. Further, it will probably limit you from learning other common magic. Two HP to gain another useful augment at +2 is not horrible, cheaper than the three HP to get a new skill up to 15, even assuming in game justification.

In the particular case of theist initiates, 3HP per +1 in affinities, for something that you will only normally use to augment at first, isn't all that attractive anyway. Normally more appealing, I think, to raise skills, personality traits, and relationships. Not that affiinities won't be raised if you are concentrated, as a long term investment, or due to piety reasons.

I guess for me as a player, having common magic that helps me with say healing and combat, when my main magic does neither, is pretty appealing. So for me at least, concentrating right at the start is not a gimme.

Second, Mike said:

At some point Aeol or whoever had to "discover" the "reality" of the Saints of the church he formed. The real question is why he was wrong to start with. Wouldn't the Heortling gods have said, "Hold on there, bucko, we're not beholden to your one god; we're gods ourselves, not Saints!" And if they did, why did Aeol ignore them? "


Well, I wasn't there personally, but I can spectulate :) He was a wizard of great skill and power. Either inspiration came to him, or he went exploring--either way he was looking for the source of hte power of the storms. He found a node that provided these powers, and which resonated with a certain ethic. He wrote instructions for others on how to behave and worship to draw power from that node. Note that nodes don't talk. he was never in the God world, from his point of view, he never interacted with gods, he and his followers only know nodes on the saint plane (One wizardly order that will hopefully be in ILH2 has an interesting story about finding its node, then later finding out where that power really came from).

He doesn't have the omniscient view to know that this node is strange, he's probably at most experienced one other node before. Others who come to explore his discoveries may never have experienced any other nodes--but hey, they found related nodes on the sain plane! See, there is a lot to this approach! They probably almost never meet other practioners or wizards with identical spells, and if they did they would probably not openly share notes on how hard they had to work to learn this ability. And even if they get an inkling, the KNOW they have the right approach to the world, that is what belief is about. You can't belong to the Aeol church by worshipping some other being, or by being a theist, so you do it this way or you don't do it at all.

--Bryan

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On 2/24/2005 at 9:43pm, Brand_Robins wrote:
RE: Religion and Homeland

Brand, so the gods lie to people who believe in them incorrectly in order to keep them? Well, the problem here is that the particular incorrect belief had to start somewhere. At some point Aeol or whoever had to "discover" the "reality" of the Saints of the church he formed. The real question is why he was wrong to start with. Wouldn't the Heortling gods have said, "Hold on there, bucko, we're not beholden to your one god; we're gods ourselves, not Saints!" And if they did, why did Aeol ignore them? "Nope, I've seen the truth, and y'all are Saints!" despite being objectively incorrect to the tune of -20.


Because I very much doubt it happened that way.

First, though, the gods lying was more tongue in cheek than anything else. I meant it more as a casual and funny way to explain how divine motives and human perceptions may not always meet up. So I’ll now let that failed joke die a horrid death, and move on to the real point.

In just about any religion you will get “through a glass darkly” statements* indicating that we do not, as humans, know the full measure of the divine. Really, how do Christians deal with the fact that God ordered the Jews to live by one law, and the Christians to live by another – or that he changed the laws in the middle there? Does God change? Was God just messing with Moses?

Whenever you get into the philosophy of religion you end up coming up against a nearly Kantian level divide between the real as is and the real as perceived. Kantians compare it to a bunch of people who have never seen an elephant going into a dark tent and groping about at a part of the elephant, then all of them coming back out and trying to figure out what the elephant looks like by comparing notes. They may get parts of it right, but they’ll get parts of it wrong, and miss the whole of the thing every time.**

Dealing with gods in Glorantha is much the same. Sure, the gods of Glorantha are real – so is the elephant. Sure, they can talk to you – the elephant can trumpet. Certainly they give you powers – um, the metaphor doesn’t quite hold here. The point, however, is that the true nature of a god is a big thing that exists in the dark to most of humanity, and so when they go in and get a feel or hear a few words, they try to make sense of it as best they can. Sometimes they get pretty close, mostly due to great men and repeated, close contact with the god.

However, we are told point blank in some of the material that the true forms of the greatest gods are more than most (any?) humans can deal with on a personal level or understand at anything more than the widest of philosophical levels. That’s the reason that most great gods have aspects, because humans have to be able to break them down that way in order to be able to interact with them on any level that is meaningful to the human individual.

When you think of it that way it starts to make more sense. The gods, in some times and some places, accept that humanity does not understand them fully because humanity cannot understand them fully. If the greatest of gods goes down to the priest and reveals the full truth of himself to the priest we don’t get a priest who comes out and says, “Oh wow guys, we were so wrong – they’re actually theist gods!” You get a priest who probably goes mad, possibly dies, and certainly misinterprets what is going on and comes out the next day saying, “GLORIOUS IS OUR LORD WHO IS THE THUNDER, WE MUST CONQUER THE HEATHENS FOR THEY HAVE STOLEN HIS TRUE NAME AND HIDE IT FROM US IN THEIR FOUL SHRINES!”

Gods can communicate with humanity, but only at a couple removes – only through the glass darkly. The reason that gods are willing to deal with different forms of worship in different places is because they know that the humans in those places aren’t yet ready to get it “right” and need more time, more contact, and more context before they can understand.

As for the -20, well, how many people will be able to tell the difficulty of communicating across otherworlds apart from the difficulty of encountering an entirely new and/or forgotten face of god? When you hit bricks in the dark you don’t know if it’s a house or a wall.

I'm OK with the metaphysics being ineffable internally, but not with not knowing how to enumerate things in game terms.


A very sensible way to look at it, I think.

Right now, what I'm left with is Powers acting in irreconcilable ways, and enumerating them as such, and then leaving the question of why they do so as an unanswered in-game question (the gods are odd). The other option would be to decide how the Power is, in an in-game objective way, and then force all of the religions to match that.


The second way is certainly easier. It won’t, however, generate religions that have the complexity and depth of real life religions. Not that such is a bad thing, because very few RPGers I know actually want to deal with messes like the Council of Nicea and how it changed the nature of God. You also can still have lots of inter-religious strife, as people try to force their ways on each other with an objective god behind them. (What does it mean when your god says Yes and mine says No – do we have to kill each other?)

The first way, however, may have some strength if you rephrase it to be “We do not now know why the gods do this/allow this. We have ideas, we have partial doctrine, but we are still on this side of the glass. With time, however, we can figure it out/find out more about god/Heroquest to get the information/make god change to fit us.”

Thus rather than the contradictions between cults being simply something we cannot understand, it becomes motivation for people to look into it, to mess about with the nature of reality, and to define what the truth is for themselves – and to get into all sorts of trouble doing it. It also still allows for the conflicts of the other solution, and so will result in more story potential overall.



* “For we know in part, and we prophesy in part. But when that which is perfect is come, then that which is in part shall be done away.When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things. For now we see through a glass, darkly; but then face to face: now I know in part; but then shall I know even as also I am known.”

** I also have to say that one of the reasons we’re having the conversation is because of our Western post-enlightenment ideas about objectivity, knowledge, and the nature of truth. There is a very real way in which we’re stumbling about trying to explain things because we’re using the fully wrong set of tools to do it. To many of the ancients questions like “Why does your Vishnu say this and my Vishnu say that” or “Why does Zeus not kick Nuada’s ass?” wouldn’t make sense, or even occur to them. It’s really our scientific rational secular humanist minds stumbling about trying to understand people with a radically different paradigm. We assume that all God has to do is up and say, "This me, here I am, Uncle God, thank you mam!" and we'll get it because the nature of things is knowable through explination and observation. That, however, isn't the way that things have historically worked, nor the way that faith learning works even in the eyes of modern religions.

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On 2/25/2005 at 1:00am, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote: (Um, somewhat like the Orlanth as pertains to the Storm Pantheon and Earth Pantheon, actually, again).

The only problem with all of this is that a specific Power may need to be written up several times. I mean this really multiplies the total number of keywords that are potentially available. I was sorta hoping to avoid that and to modular, but I don't think it's going to work.

Mike

Well, specific deities appear in multiple keywords in HQ, too. Daxdarius the War Bear (ILH1 p. 35) and Daxdarius the General (ILH1 p. 39) are probably the same deity -- they even share two affinities. They're also from right next to each other, one in Doblian and one in Pelanda.

Different aspects of Orlanth appearing in different pantheons is hardly a problem considering that within the Storm Pantheon dozens of different Orlanth subcults are worshipped -- so you would just say that Orlanthdovar and Durev and Orlanthcarl and so on are worshipped in Esrolia (and maybe even by the vendref of the grazelands? Or are they forbidden to worship Orlanth?), but not Orlanth Rex or Orlanthanandrin or whoever.

So, yeah, "a specific power may need to be written up several times" is the way Gloranthat went with it. Thunder Rebels devotes 18 pages (wee little digest pages) to detailing different Ernalda subcults.

The good news is that the subcults aren't very different from each other: they differ from their main aspect in only one Affinity and a couple of Feats.

The easiest way out of this is to say that there exists, somewhere, this great big entity called Orlanth, and that he embodies, generally speaking, three main characteristics: ruler-ness, warrior-ness, and wind-ness. And people worship these according to their own myths and whatever, because the warrior totality of the Storm God is just too big for them to grasp -- or if they did, they'd be total badasses.

That covers the role of Orlanth in the Earth Pantheon nicely; an Esrolian male Orlanth worshipper who worshipped Orstan the Carpenter could change his worship to something a little more ass-whupping with no problem at all, just like a "proper" Orlanthi from Dragon Pass. He'd just a) have to find someone to initiate him, and b) even if he did get his cousin from Sartar to do it, avoid being ostracized for fucking with the social order. But rules-wise, easy peasy.

The question of Orlanthi deities appearing in Esvulari religion is a tough one. On the face of it, only a bonehead would play an Esvulari initiate of anyone other than Dormal or the other non-misapplied saints. I think it may just be that the Esvulari, who have a history of being distrustful of religion in general, just kind of suck at magic.

But as to why Orlanth didn't appear to the guy in a cloud and say "I am not a saint, dummy"... Orlanth doesn't generally do that sort of thing, or he'd be up in Moonson's face right now saying "let my people go!" And the last guy he can appear to give wise advice to is some guy who doesn't even believe in him correctly.

And, once again, there's a social aspect. "Oh no, your red-hatted awesomeness, we worship the Invisible God, not "Orlanth." There will be no need to crush us under your mighty heel."

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On 2/25/2005 at 1:44am, Donald wrote:
RE: Religion and Homeland

*As for "gaining Keywords" I admit that I put that sorta incorrectly. I meant abilities from other magic keywords.


Then my answer changes, aquiring individual feats, spells or spirits is a major part of what heros do. They can search for them on the hero plane and either trade for them or steal them from other heros. They can find someone on the mundane plane to teach them or in the case of spells steal a grimoire. They can even think up a cool idea and do a HQ to try and get it. The easiest way is to find someone on the mundane plane to teach them but all are possible to heroic mortals.

The point is that I think that one should always be adjusting keywords. What I'm looking for here in this thread is discussion of how to do this with respect to religion keywords.


The best indication of how to do this is in the subcults published in TR and ST. Basically the subcult gets two affinities from the main god and then a third from the subcult. If you want another subcult describe the affinity and how it relates to the main god you've chosen. There are also hero cults which just have a single affinity - again decide what you want and write up a story to justify it.

*It's interesting to see the example of the Red Goddess as multi-world, because I have a character who's a Carmanian Adept currently. So this is yet another reason why this all interests me. I'm trying to understand what he believes with regard to other religions. I think I have it right now as this: Sedenya is a prophet (saint) who tells that all of the religions of the Lunar Way are all just somehow aspects of the One God, and therefore acceptable to him. Which is all internally consistent from the Carmanian side of things (though I wonder how it plays from the Yelmic POV).


I'm pretty sure that the missionaries of the Red Goddess don't tell the same story to everyone - more likely they tell the story which is most likely to convince. Reconciling these stories is either a Lunar Mystery you will understand when you've progressed far enough or proof the whole Lunar religion is a con.

The question, however, is whether or not a member of the order of Saint Henshelek, another wizardry Sect in the Lunar Way, would teach Henshelek's Grimoires to my Carmanian, and whether or not my Carmanian would even ask to learn them (or worry that he'd become apostate if he did). Given the hands-off attitude of the One God, I think it's at the very least technically possible for an Adept to learn the magic from any grimoire (or one could never be a sorcerer). In this case, the question is a social one.


The Lunar Colleges of Magic encourage this sort of thing unlike many religious and magical groups so yes it's a social issue.

*Donald, you say that the people of a Sect will be more cautious than the will of their Power in handing out memberships. Why would this be? Generally there seems to be an opinion that people don't know their god well, or that understanding evolves over time. But I think this is a very "real world" sort of observation. That is, I believe that the Powers of Glorantha are supposed to be very real and very involved. As such, I'm not understanding how they get so misunderstood. If we regularly have rituatls to open up the otherworld, and commune with the diety, and if they're not relativisitic, then why the problems?


Because the priestly hierarchy don't full understand their Power and the Power doesn't fully understand mortals. To illustrate - Lhankor Mhy priests all wear beards. When the first woman was accepted there was a problem - she couldn't grow a beard. Now did someone ask the god what to do? or did they just come up with the idea of artificial beards and see if that was acceptable? If they did ask, how did the god reply? "Yes" or "I always wear a beard" or something even more obscure? And if someone else asks at a later stage do they get the same answer?

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On 2/25/2005 at 4:36pm, Mike Holmes wrote:
RE: Religion and Homeland

Bryan_T wrote: But I'm not sure at all that it is a gimme for starting heroes. The non-concentration cost does not affect your starting magic score, but may cut out useful common magic.
No, see from what I understand you're never cut off from "useful common magic." If you concentrate, yes, you can only take common magic of that particular sort. But, if I understand it correctly, you can take any ability as any sort of common magic. Again, if you like the Flesh Man talents, but are even thinking you might concentrate later in some Orlanthi cult, then you can take all of the Flesh Man talents as Feats. That's not saying that you're getting the magic from Flesh Man, but that players are allowed under the rules for common magic to make up whatever ability they want that fits the common magic mold, and make it whatever sort of common magic they want. They simply don't have to take common magic from the listed sources in the book for that homeland, they can take anything they want. So the only reason for a player who wants a particular common magic ability to actually be a Flesh Man talent would be color. The mechanics suggest that one never take Flesh Man, and instead that one should take any common magic one wants as Feats. Then there's absolutely no impediment to the character concentrating in theism.

In any case, this all assumes that the narrator allows both common magic and specialized magic keywords for starting characters, which they might not. If they don't allow it, then concentration becomes completely and totally irrelevant, with the exeption of a character who starts out with common magic, and then picks up a specialized magic keyword in play. And, again, if the player plans at all, that's irelevant too.

Yes, I suppose a canny player looking to make concentration an interesting in-game choice could intentionally take the "wrong" sort of common magic and not concentrate to start. But what I'm looking for is for it to always be an interesting choice, and not a gimme under any circumstances.

As far as how Aeol found the saints of his religion, it wasn't on the Saint plane. Because Orlanth and the rest never were there. See, they -20 indicates that, in fact what's happening is that they're using veneration rites to open up the god plane. So they see the god plane through different lenses (symbolic sight), and force what's there to operate incorrectly. They find Orlanth there, and determine that he's a Saint. They operate as if there are nodes, but there are none. Instead they're incorrectly summoning the theistic powers of Orlanth. Somewhere along the line Orlanth never bothers to tell them that they're using the wrong method to get his magic.

Brand, as for your point, I'd like to kid myself at least that I have the "non-western" tools it takes to understand stuff like this. As I've said, I don't really have all that much a problem with it in terms of it being an in-game mystery. Hell, I was raised Catholic, and am therefore able to wrap my head around the holy trinity. So I have no problem with that sort of thing. Again, it's the enumeration.

The -20 thing really does bug me. See, if it were there for what you say it's there for, I'd have no problem with it. That is, if indeed it was a "getting to know your Powers" period that the -20 represented, then I'd be all for it. But, in fact, there are other mysteries that do not entail the -20. And there's no indication that the -20 ever goes away. No, it's not "getting to know" you Power, it's "You're doing it wrong, and it'll always be wrong." If at some point the -20 could go away, or you could get similar penalites for worshipping a new form of Orlanth in another thesitic society, then it would make sense. But the rule is saying that it's not a mystery, Orlanth is a god, and the poor Aeolings will never know better until they convert to worshipping the storm pantheon.

It's precisely because the rules treat these mysteries with modern western analysis that I find them so odd. In a world where you can alter the metaphysics of things to say that you can't have two aspects of a being that are from different otherworlds seems to be making one detail "hard" while all the others remain maleable. Basically we have this dichotomy of positions in the rules that are somewhat ireconcilable.

I now agree that the better way to look at it is to go with the "mysteries all over" method. But, for me, that means eliminating the -20 for "misapplied worship" and at most replacing it with a "getting to know your Power" penalty that's applied on case by case basis.

It's not as easy to do the "relativistic" Powers approach, but I agree that it's superior for various reasons. James, you're completely correct, and I actually slapped myself on the head after my last post thinking, "Wait, even Orlanth has many aspects, what's a few extra foreign ones." Basically I came to the same conclusion that you did. One of the things that was attracting me to the non-relativistic Powers method was that it's a lot easier to enumerate everything. For example, I have these twin gods Kieron and Jaysek who are constantly popping up in different incarnations, including as a single two-faced god. I was thinking that if I could only say that they had one single form each and that all of the variations were just somehow incorrect, that it would be much easier to write these guys up. And with the setting as it is, I could probably get away with that (the gods are actually sorta just aliens from another dimension in Shadow World). But it's just not as fun.

So I'm going with the more work, more fun version.

Then my answer changes, aquiring individual feats, spells or spirits is a major part of what heros do. They can search for them on the hero plane and either trade for them or steal them from other heros. They can find someone on the mundane plane to teach them or in the case of spells steal a grimoire. They can even think up a cool idea and do a HQ to try and get it. The easiest way is to find someone on the mundane plane to teach them but all are possible to heroic mortals.
Well, see, I think the rules imply that they can't do these things. That's what everyone's been getting at. If you're an initiate of an Orlanthi cult, and you steal a grimoire, you still can't learn the spells from it, because your diety will cut you off. That's the implication. It's an impious thing to do to learn magic from another source, is the argument, because you necessarily have to worship another being in order to get the abilities to work. You can't just pick up a new charm and have it work for you, you have to get to know the spirit first. And your Power doesn't like this if the Power in question is outside of the religion. Yes, an initiate can expressly initiate to other dieties in his own religion. Because, by definition, his diety is not adverse to those beings. But you can't get a feat from a diety without either initiating or the diety being a sub-cult of your diety. You can't "steal" a feat, because only the diety can give it to you, and they know if you're pious or not.

This was all laid out very expressly by Greg in response to a post that I had about this sort of thing. http://games.groups.yahoo.com/group/HeroQuest-rules/message/19378
Then Rory followed up with: http://games.groups.yahoo.com/group/HeroQuest-rules/message/19419

The point was that you can only be in one religion at a time. Common Magic Religions not counting here, due to their "minor" nature. So while you can get common magic from anywhere, you can only get specialized magic from one religion. Specialized Magic, I've been given to understand, is gaining power from the otherworld in question by opening up a channel to the Power in question, and it doesn't work unless the Power feels that the person on the other end is pious. Since it's a tenet of all religions (with the possible exception of the Lunar Way) that all other religions are not the "right way," having enough belief in the other Powers in question for them to deliver the magic in question is unpious and thus they will not deliver.

The best I can get out of them is that the rules as written perhaps don't prevent these things, that "religion" as Rory interperets it means what we've been calling macro-religions here, and that under rare circumstances that you can have specialized magic from more than one otherworld as long as the biengs are all part of one "way." But even that seems contentious, given that we've never ever seen an example of it. When Kolat is officially published, or if we assume that Stephen's write up is accurate and that it is considered to be part of the same macro-religion, then we have our first example of this. The Lunar Way, again, being the indeterminate exception. Other than that, we're told to "make up" what we need here.

BTW, it was somewhere in all of that rigamrole that it was revealed that the problems of the Lunar Way are because it's really it's own otherworld that it's tapped into. Which means we can't use it as an example.

Now, heroquests... I don't know. Yes they're supposed to allow you to change the rules. But I think that what happens in most cases is that the ability would be co-opted as one of your Power's abilities. That is, your god isn't going to accept it if you pop out of the hero plane, and now have some fetish. He's going to demand that you not worship that spirit, and the spirit will do likewise. Instead, I think that the power in question would become part of the diety instead, so that it's now the diety who's giving you the new matching feat. So the heroquest would be something like proving that it wasn't this one spirit who healed somebody of their broken heart, but Ernalda who did, and thus the Heal Broken Heart Feat is hers. That would work for sure.

BTW, I want to mention something interesting. The One God does not restrict anyone from using the essence - hence sorcerers are possible. What this means is that theoretically anyone can use spells. But practically speaking, if you have magic from another religion, that means that you can only learn spells if you drop the magic from that religion. So the same problem exists that you can't actually learn from more than one otherworld (unless we rule that, in fact, you can cross otherworlds within the bounds of macro-religions).


Donald, I'm not talking about how to adjust Specialized Magic Keywords. I have no problem with that. What we've been talking about is religion keywords, the ones that are attached to the homeland keywords.

I'm pretty sure that the missionaries of the Red Goddess don't tell the same story to everyone - more likely they tell the story which is most likely to convince. Reconciling these stories is either a Lunar Mystery you will understand when you've progressed far enough or proof the whole Lunar religion is a con.
Well, I hope it's a mystery for my character's sake. I'd hate to think that he's been duped. I'm sure that folks ask, "So, does everyone in the Lunar Way believe as you have taught us that the One God is above all, and that all the beings of the Lunar Way are just aspects?" What's the answer? "No, they do no believe that, but the Goddess, um I mean prophet, makes all beliefs one."

It seems to me to be a particularly problematic proposition for the Carmanians, because I think that the other religions all accept that Sedenya is at an apex "above" the spirits and dieties of the other religions. Even the Cerise Church apparently sees Sedenya as a direct manifestation of the One God, IIRC. So don't the Carmanians have this sense of superiority that only they know the one being that's above all others in the Lunar religion?

That said, I got the idea of the Carmanian religion from stuff like this: http://www.etyries.com/sects/carmanian.htm

So I may have it wrong in some way.

Thanks for reminding me about the Lunar Colleges and how they deal with magic. That does seem to support the idea that the different wizardry religions inside the Lunar Way would trade spells.


Anyhow, thanks again everyone. I think we're making some interesting headway here.

Mike

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On 2/25/2005 at 6:19pm, Brand_Robins wrote:
RE: Religion and Homeland

Brand, as for your point, I'd like to kid myself at least that I have the "non-western" tools it takes to understand stuff like this. As I've said, I don't really have all that much a problem with it in terms of it being an in-game mystery. Hell, I was raised Catholic, and am therefore able to wrap my head around the holy trinity. So I have no problem with that sort of thing. Again, it's the enumeration.


Yea, you’re probably right. I was overly judgmental. The point isn’t that we can’t get it theoretically, it’s that it becomes really hard to enumerate it in game terms in ways that support it. We’re trying to mix two streams, and like the Ghostbusters it may be bad.

Now, as to misapplied worship*, the -20 is something that exists, we know about that. There is one thing in Glorantha that is (for the current time, at least) unavoidable and objectively true – there are three (at least) separate otherworlds that are alien landscapes to each other. They aren’t just places where people of different religions think their gods live, they are actual sources and origins for the powers. In fact, they cross religious borders. It doesn’t matter if your god is Lunar, Teshnite, or Orlanthi – if they’re a theistic god they all come from the same otherworld. It also doesn’t matter if your gods somehow ended up in the same pantheon but one is a god and one a spirit – they come from different otherworlds and are fundamentally different beings.

Draped across that fact we have the more diffuse ideas of religion and worship, which are done much more like the confusing and mired faiths of the real world. However, there is a degree to which the confusion doesn’t hold up from an out-of-game mechanics/metaphysics perspective – because we know damn full well that these things do not go together. It’s easy enough to say “well in this example we have something that is like that example in reality,” but in reality we don’t have the three otherworlds (or at least do not have factual knowledge of their existence). So when we come to misapplied worship we do hit a big bump, and one that is a bit hazy and shaky.

So how do we resolve this? Well, I don’t know that I can. I’m not a Glorantha expert so I’m SOL on that front. As far as your game goes, however, there may be some options. One might be that there is not a base -20 otherworlds penalty, until you concentrate. The otherworlds are there, and are different, but they are also not so all invasive and alien as those of Glorantha (from how I understand it). So people who do not concentrate can get magic from different sources and use it without penalty, because they are simply using the forces already present in the world around them (something like common magic in Glorantha, but more flavored). People who concentrate, however, devote themselves to one particular otherworld, to the point at which dealing with forces that fall outside its rules becomes more difficult. Under a paradigm like that common people may worship lots of things without knowing what they are (or caring), but the savants and masters know the different forms, and argue and wrangle over them.


*I’ve always hated misapplied worship. Back when I was first reading the book, before I got all steeped in Glorantha lore, it made my lip curl back. Now that I know Glorantha a little better it makes sense, and fits, but I still have an instinctive bad reaction to it.

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On 2/25/2005 at 6:48pm, Mike Holmes wrote:
RE: Religion and Homeland

Well, I think my solution is going to be ignoring the -20.

Again, the way I see it, if you can have multiple Orlanths, why can't one of them be a spirit Orlanth. Especially if his own darn brother is a spirit? Yes, if in fact you actually were misworshipping across otherworld borders, then I'd apply the penalty. That makes sense. But if the heroquesters have managed to make a spirit version of an otherwise theist god, then there's no problem, right?

I guess that's what I've been getting at. I'd prefer it to be like Donald's idea, that Aeol found a version of Orlanth on the Saint plane. But the original material says that just can't be the case. Or at least it's not the case with the Aeolings. They've found Orlanth and gang, but they found him using the wrong tools, and that hasn't created an actual Saint Orlanth (or whatever the church calls him).

So, sure, I'll apply modifiers when I think there's something "unresolved" in terms of getting a religion straight. But I'm just not going to assume that there's only one sort of a particular Power, and that it can't hop otherworlds. Pretty simple. In fact, unless a player asks for that sort of problem in his religion, I think that I'll assume that every religion has been established correctly.

Mike

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On 3/1/2005 at 9:14pm, Mike Holmes wrote:
RE: Religion and Homeland

A little of the history of Aeol, just because (from the HW notes on the Glorantha site):

A tribe of barbarians living in the forests around Aladis made another effort to destroy the good peoples. They summoned Raging Thunder to cast snarling lightning upon their foes. Aeol prayed to Malkion for guidance and help, then personally confronted the great wind. Malkion protected Aeol while the two beings confronted each other. They turned the world around and each set their uttermost Truth against each other. Naturally the Truth of the One God prevailed, and the terrible storm became just a person, who served Aeol thereafter as a personal servant. Aeol proved that the foreign gods were just humans who had obtained great powers, and that God had a greater truth and Solace.

Then he proved the tremendous power of God. Aeol showed the people that, within his own grimoire, were the sacrifices that he (and thus they too) would make to the men who claimed to be gods. Aeol replaced all blood sacrifices with offerings of bread shaped like animals. Aeol summoned the revealed men to come to the altar and they did, and they accepted the sacrifice, and they agreed to be Great Allies of the Church and grant feats to their followers who made the sacrifices. Only Great Thunder did not receive this, because he had already accepted the veneration of Malkion and become human.
So Aeol goes on a big Heroquest to face Orlanth, and wins, and makes him into a man who "had already accepted the veneration of Malkion and become human." IOW, he made a Saint out of Orlanth. Except that he didn't. Because, apparently, this is the one thing you can't change. So, instead, Orlanth remained a god, and Aeol was fooled about him changing.

I'm almost convinced by the example, and then again not.

Mike

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On 3/3/2005 at 10:42am, contracycle wrote:
RE: Religion and Homeland

Indeed. Because the essence of that exchange lies in the Truth that was allegedly contested. Malkion proved that Orlanth was just a man. But in the Orlanthi version, Orlanth will no doubt "prove" just the opposite.

This is why I completely fail to understand how lunar conversion works - a fact not at all aided by the suggestion above that Lunar missionaries simply find "whatever story works" - because that implies they don't know or actually believe anything themselves. In ohter words, they don;t actually convert, or preach - they are more like itinerant con-artists if that is the sum of analysis of the their actions. Worse, anything that Lunars can prove Orlanthi can counter-prove, so how anyone ever becomes convinced to change religions at all is unknown.

And yet as you have already discussed in this lengthy thread, its strongly implied that religions are not merely a case of local cultural conditioning - the gods are claimed to actually exist in Glorantha, actually perform magic, actually give insights to their worshippers.

I don't find this situation at all satisfying.

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On 3/3/2005 at 6:53pm, Mike Holmes wrote:
RE: Religion and Homeland

Well, I don't have quite the problem with any of this that you have, Gareth. But we've been over this back and forth a lot.

Again, I don't have a problem with the mysteries, or with people rationalizing the mysteries - I think it's quite within the realm of human experience and behavior to do so. And if you want your character to be "smarter," and not fall for these godly shennanegins, then you can do that in Glorantha as well. See the God Learners.

It's having a mechanical structure placed over it that's supposed to inform our metagame knowledge of how these things work that I find problematic. I simply don't see the advantages of denoting when a culture is specifically wrong about how to worship a particular god.

Actually the worst part about it, from my perspective is a simple game balance problem. I really don't see players wanting to play a character who is charged double the metagame cost for abilities for something that's supposedly an in-game problem, and having to suffer a -20 on many of their activities. I mean it's just not fun. It's making the Esvulari into a culture of NPCs.

Mike

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On 3/4/2005 at 2:15am, Donald wrote:
RE: Religion and Homeland

Then my answer changes, aquiring individual feats, spells or spirits is a major part of what heros do. They can search for them on the hero plane and either trade for them or steal them from other heros. They can find someone on the mundane plane to teach them or in the case of spells steal a grimoire. They can even think up a cool idea and do a HQ to try and get it. The easiest way is to find someone on the mundane plane to teach them but all are possible to heroic mortals.

Well, see, I think the rules imply that they can't do these things. That's what everyone's been getting at. If you're an initiate of an Orlanthi cult, and you steal a grimoire, you still can't learn the spells from it, because your diety will cut you off. That's the implication.


Which is an issue of the characters relationship with their god, not a rules issue. Orlanth regards sorcerers as evil, and possibly chaotic, so denies his magic to anyone who uses spells. The Red Goddess clearly does not as Seven Mothers initiates and devotees obtain both spirits and feats from the cult. I have no doubt that a 7M hero could get a Lunar sorcercer to teach him a spell with a good enough reason and there would be no adverse effect.

Actually gaining magic in defiance of your deity is also possible, extremely difficult but still possible - the only described example is Arkat who started out as a Malkoni, became a troll and then founded his own monotheistic religion.

But you can't get a feat from a diety without either initiating or the diety being a sub-cult of your diety. You can't "steal" a feat, because only the diety can give it to you, and they know if you're pious or not.


Yes you can, you do it by creating a HQ in which the deity you worship steals the feat from the other deity. Or challenges them to a gambling game and wins, or any other way the PC thinks would work. Depending on the level of HQ attempted this will work just for yourself, your community or possibly for the whole of Glorantha. The classic example is Zorak Zoran taking Yelmalio's fire powers at the Hill of Gold. If an individual Zorani doesn't win in that HQ he doesn't get the power of fire.

Donald, I'm not talking about how to adjust Specialized Magic Keywords. I have no problem with that. What we've been talking about is religion keywords, the ones that are attached to the homeland keywords.


I'm completely misunderstanding something here. What do you see as the difference between "Specialised Magic" and "Religion" keywords? As far as I can see they are the same thing, they are attached to a particular homeland for convenience and to illustrate the most common magic/religion practiced there.

That said, I got the idea of the Carmanian religion from stuff like this: <http://www.etyries.com/sects/carmanian.htm>
So I may have it wrong in some way.


Most of that is pre-HW so I was hoping referring to ILH1 would clarify the issue but it makes things worse. The Carmenian pantheon is a theistic one headed by Idovanous but with an associated wizardry school which doesn't allow wizards to use theistic magic nor theists to use spells. Again the restriction could be a social constraint rather than a complete incompatibility.

This is why I completely fail to understand how lunar conversion works - a fact not at all aided by the suggestion above that Lunar missionaries simply find "whatever story works" - because that implies they don't know or actually believe anything themselves. In ohter words, they don;t actually convert, or preach - they are more like itinerant con-artists if that is the sum of analysis of the their actions. Worse, anything that Lunars can prove Orlanthi can counter-prove, so how anyone ever becomes convinced to change religions at all is unknown.


I was possibly a bit flippant in my description here. The Seven Mothers missionaries are made up of people who believe all sorts of different explanations and the head sends those missionaries who they believe will be most likely to convince the people they are targetting. So most of the missionaries in Sartar are from Tarsh and explain things in terms of replacing the disruptive outlaw Orlanth with more civilised gods. "You're a farmer, why not worship Barntar rather than Orlanthcarl? if you do Ernalda HonEel will show you how to grow maize".

An Orlanthi will respond that HonEel is a foreign goddess disguised as Ernalda and while Barntar is a good god he's far too inclined to accept the oppressive rule of the evil emperor (Yelm).

Who wins this argument is what the hero wars are all about. Individuals will be convinced by all sorts of reasons just as the are in the real world. Both arguments can be proved by HQing but to do so on a scale which would convince large numbers of people is not something that can easily be done.

As far as the issue of misapplied worship goes, I didn't like it much when HW came out, was hardly convinced when I heard the explanation although I could understand it in relation to Glorantha and would still prefer a better way of modelling it. I certainly wouldn't consider transferring it to another world unless there was a very good reason to do so.

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On 3/4/2005 at 8:55am, contracycle wrote:
RE: Religion and Homeland

Mike Holmes wrote:
Again, I don't have a problem with the mysteries, or with people rationalizing the mysteries - I think it's quite within the realm of human experience and behavior to do so. And if you want your character to be "smarter," and not fall for these godly shennanegins, then you can do that in Glorantha as well. See the God Learners.


Thats a non-starter for several reasons. Firstly, becuase fgiven the emphasis on religion in Glorantha, it would have been stupid of me tyo buy this if I have no interest in the topic. Second, becuase people reoutinely perform real god-given magic in this world, so there are no "shenanigins" rerally, and thirdly becuase the God Learners were allegedly destroyed for that very arrogance.


It's having a mechanical structure placed over it that's supposed to inform our metagame knowledge of how these things work that I find problematic. I simply don't see the advantages of denoting when a culture is specifically wrong about how to worship a particular god.


Well I agree, thats my point - the mechanical structure does not in fact align with what is going on. I actually like the idea of misapplied worship in principle - its a fuirther way to manipualte things, which I always like - but this implies ceertain facts about the game world that, as you have discussed, are themselves contradicted elsewhere.

And further, given the centrality of religious conflict in the Dragonpass region, one might have expected that more effrot would have been placed into how this actually works.

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On 3/4/2005 at 9:59am, James Holloway wrote:
RE: Religion and Homeland

contracycle wrote: Worse, anything that Lunars can prove Orlanthi can counter-prove, so how anyone ever becomes convinced to change religions at all is unknown.

I just wanted to point out that the Lunars aren't trying to suggest that Orlanth doesn't exist; they're merely trying to say that he is bad. No one in the 7M or the Lunar religion in general denies the existence of Orlanth, just as no Orlanthi deny the existence of the Red Moon -- they can see it with their own eyes. The conflict is about whether the Orlanthi virtues of individuality and spontaneity are better or worse than the Lunar values of cooperation and inclusiveness or, if you like, whether barbarism is better than civilization.

How people are convinced to change religions is pretty straightforward -- there are a lot of benefits to changing. Among these are "the Lunar army doesn't kill you and burn your house down," "the Lunar Empire helps you out with bullying and dominating your neighbors," and "you can escape some of of the restrictions of Orlanthi culture."

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On 3/4/2005 at 10:50am, contracycle wrote:
RE: Religion and Homeland

James Holloway wrote:
How people are convinced to change religions is pretty straightforward -- there are a lot of benefits to changing. Among these are "the Lunar army doesn't kill you and burn your house down," "the Lunar Empire helps you out with bullying and dominating your neighbors," and "you can escape some of of the restrictions of Orlanthi culture."


Yes but we have plenty of examples in real religion of people being willing to die for their beliefs. Are you then saying that there is no such thing as martyrdom in Glorantha, and that all belief is materialistically opportunist? That in fact nobody actually believes in Orlanth, but that all Orlanthi just go along pretending to do so for social acceptance?

Nonetheless, even if it were true, that still does not explain why the kind of magic I get from Orlanth changes. Even if I agreed with the argument that Orlanth is bad - [although in fact I cannot agree with that, as I can always use my faith in Orlanth to prove that he is good] - then why would the nature of the magic provided by Orlanth change? And yet it does, becuase while the Orlanth cults in the Lunar tradition are thematically similar to the Orlanth cults proper, they are not identical.

So, I still don't understand how conversion happens. Every person can use their personal magic to prove that their beliefs are true. Conversion is impossible under that premise, and meaningless if it is dropped.

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On 3/4/2005 at 12:58pm, James Holloway wrote:
RE: Religion and Homeland

contracycle wrote:
Yes but we have plenty of examples in real religion of people being willing to die for their beliefs.

And plenty of examples in Dragon Pass, too; an entire guerilla war is being fought by people willing to die for their beliefs. Likewise, in the real world there are lots of examples of people converting for social or economic or whatever reasons.

contracycle wrote: while the Orlanth cults in the Lunar tradition are thematically similar to the Orlanth cults proper, they are not identical.


The Lunars do not permit the worship of Orlanth in any of his subcults, do they? Or are you talking about Doburdun? They permit the worship of other deities which are considered members of the Storm Pantheon by the Heortlings, but these deities are also worshipped in other places.

You keep saying that people can use their magic to prove their beliefs are true, but I'm not sure what you mean by this. Both the religion of the Orlanthi and the religion of the Red Moon are true. There really is a Red Goddess, and there really is an Orlanth. The question is: which of these truths is better?

But by now I'm getting well off topic, and I suspect from your previous posts that I'm not going to convince you on this point.

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On 3/4/2005 at 1:18pm, contracycle wrote:
RE: Religion and Homeland

James Holloway wrote:
But by now I'm getting well off topic, and I suspect from your previous posts that I'm not going to convince you on this point.


None of this is off topic, it all bears directly on the question of homelands and religion. Having read this thread from beginning to end, it seems to me that Mike is travelling exactly the same path of (non) discovery that I traversed.

And plenty of examples in Dragon Pass, too; an entire guerilla war is being fought by people willing to die for their beliefs. Likewise, in the real world there are lots of examples of people converting for social or economic or whatever reasons.


Yes thats true, but its inexplicable: because according to this present argument, your "beliefes" are not in fact beliefs but aesthetic or economic preferences. Its difficult to imagine someone fighting to the death over something so trivial.

And its certainly true that in the real world there are socio-economic conversions, but of course in the real world people do not routinely perform magic given by their gods; a greater degree of uncertainty is understandable. In Glorantha, the gods are a daily reality and bronze is the very bones of the gods. Thus they are not comparable at all.


The Lunars do not permit the worship of Orlanth in any of his subcults, do they? Or are you talking about Doburdun? They permit the worship of other deities which are considered members of the Storm Pantheon by the Heortlings, but these deities are also worshipped in other places.


Well you tell me - as I undrestand the argument recently advanced above, Doburdun IS Orlanth just operating under another name in a different pantheon.

You keep saying that people can use their magic to prove their beliefs are true, but I'm not sure what you mean by this. Both the religion of the Orlanthi and the religion of the Red Moon are true. There really is a Red Goddess, and there really is an Orlanth. The question is: which of these truths is better?


Well, by the performance of their god-given magic, as I understand it. That was roughly the answer given on the yahoo group. You see its not just the case the the Lunar Religion and the Orlanthi religion are true, they are allegedly ALL true, and provably so, despite their clear contradictions. If there Really Is and Orlanth, then Doburden MUST BE Orlanth in person, and so must the Orlanth saint in the Malkioni religion. Which brings us back to the question of misaplied worship et al.

Further, is the questions of which of these truths is "better", how is "better" judged? That does not sound like any kind of religious belief, but rather more comparative shopping. If religion in Glorantha is so unemotional and opportunistic, then why are people dying for it, as discussed at the top of this post?

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On 3/4/2005 at 1:34pm, James Holloway wrote:
RE: Religion and Homeland

contracycle wrote:

Yes thats true, but its inexplicable: because according to this present argument, your "beliefes" are not in fact beliefs but aesthetic or economic preferences. Its difficult to imagine someone fighting to the death over something so trivial.


Way of life isn't trivial; feelings aren't trivial; relationships aren't trivial. Devotees of Orlanth have an intense personal relationship with their god; that relationship is worth fighting for.


Well you tell me - as I undrestand the argument recently advanced above, Doburdun IS Orlanth just operating under another name in a different pantheon.

Doburdun is like Orlanth, in that he has some of the same attributes, but he's different from Orlanth in a lot of ways -- he has no leadership magic, and he's subservient to Yelm. He's close enough to Orlanth that people who tend to think that, say, all storm gods are expressions of the Wind Rune or whatever, might say "well, you call him Orlanth, we call him Doburdun, but basically it's the same thing." Whether or not this person is lying depends on what exactly you mean by "basically."


If there Really Is and Orlanth, then Doburden MUST BE Orlanth in person.

Why? They're similar; need they be the same? Is Elmal the same as Yelmalio? Maybe at some fundamental level they're the same, in that they are both sun gods (or storm gods, or whatever), but they clearly have different personalities and goals.

The Aeolian church is a bit odd, all right; Worlath clearly "is" Orlanth in some sense. In fact, the Aeolians acknowledge this. They think that Orlanth, the pagan god, somehow "became" Worlath.

There is no religion in Glorantha (that I know of; once we get outside central Genertela I start to fade) based on the idea that the beliefs of another religion are factually incorrect.


Further, is the questions of which of these truths is "better", how is "better" judged? That does not sound like any kind of religious belief, but rather more comparative shopping. If religion in Glorantha is so unemotional and opportunistic, then why are people dying for it, as discussed at the top of this post?

People compare things in an emotional way all the time: 19th-century abolitionists believed that freedom was better than slavery, Hitler believed that Aryans were better than Jews, some Orlanthi believe that freedom is better than order. They make value judgements; they are hardly "unemotional" about it.

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On 3/4/2005 at 1:44pm, James Holloway wrote:
RE: Religion and Homeland

I was going to edit my previous post to add this point about conversion:

most people have Worship Orlanthcarl or whatever at 17. That's an OK rating, but it's not super great. Their god-talkers will tend to have much higher ratings. But it's the Orlanthi god-talkers who get chopped down first by the Lunars or by ambitious non-Orlanthi.

So most people, just like today, aren't very religious. They know that religion can help them do magic, but theistic magic is kind of a long run for a short slide. To really get the good stuff, you have to spend most of your life in worship, and that's costly. For most people, although they know the gods are real, it's much less important to them than living a peaceful life. But it also takes a certain amount of effort to change people from their traditions, particularly in a society where almost all males worship Orlanth.

Which is why the religious question in Sartar is so vexed: a small, highly-motivated group can change a lot.

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On 3/4/2005 at 3:25pm, Mike Holmes wrote:
RE: Religion and Homeland

I've had this discussion with you before, Gasreth, and I think that we're just not going to see eye to eye on it - I agree with Donald's points. I think that HQ might be broken for you, because of this, but it's just not for others. And not because we're sticking our heads in the sand. It's a fantasy world, and we can buy whatever conventions about it we want to buy. What breaks your suspension of disbelief just doesn't break anyone else's.

Actually I so think that this topic is far enough removed from what I wanted to discuss in this thread that I think it should have it's own thread. I don't have any of the problems you have with understanding how it's supposed to work, I have one little problem with one little game mechanic for the players (and the vast majority of the thread was not about that, but about how culture relates to religions in terms of keyword mechanisms). I don't have a problem with any of the in-game propositions.

Mike

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On 3/4/2005 at 3:31pm, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote:

Actually I so think that this topic is far enough removed from what I wanted to discuss in this thread that I think it should have it's own thread.

And with that, I'll close my head. Actually, this conversation made me think a bit about the metaphysics and what I want to emphasize in my early Sartar game, so I'm pretty happy I had it.

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On 3/4/2005 at 4:29pm, contracycle wrote:
RE: Religion and Homeland

Mike Holmes wrote:
Actually I so think that this topic is far enough removed from what I wanted to discuss in this thread that I think it should have it's own thread.


I find this totally inexplicable - your posts in this thread lay out exactly the problems I discussed with you previously. I don't have Some Other objection.

I don't have any of the problems you have with understanding how it's supposed to work,


The please enlighten me - I am all ears.


I have one little problem with one little game mechanic for the players (and the vast majority of the thread was not about that, but about how culture relates to religions in terms of keyword mechanisms). I don't have a problem with any of the in-game propositions.


Actually, the problem with disasociating culture and religion is exactly that problem.

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On 3/4/2005 at 6:25pm, Mike Holmes wrote:
RE: Religion and Homeland

I've said twice in this thread (at least, may be more), that I don't have any problem with the idea of the people of Glorantha having to suffer through "mysteries." That end of it all works for me. What I don't get is why one would want to make some part of this cosmology spill over to the metagame mechanisms. Basically, the problem that I have with misapplied worship is that it makes Esvulari characters less powerful than non-Esvulari characters, which would make players less likely to play them. It's unbalanced.

All of the other argument about the in-game nature was to show why I didn't see an absolute need for a mechanism to represent the misapplied worship. That if it's a mystery in-game that you certainly don't have to represent that metagame.

James, "close your head?" Not sure what you're getting at. If you want to pursue this line of discussion, start another thread and do so. You don't need my thread to do that.

None of what you two are discussing has any impact that I can see on how to represent cases of mixed cultures/religions. That is, if I go with James, which I do, then I'm right back where I started. If I go with Gareth...I dunno, I guess I'd have to not play HQ.

If either of you can explain how the subject applies to the mechanics, then I might be interesting in continuing the discussion in this thread.

Mike

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On 3/4/2005 at 7:29pm, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote:
James, "close your head?" Not sure what you're getting at. If you want to pursue this line of discussion, start another thread and do so. You don't need my thread to do that.

"Close your head" is 1930s slang for "shut your mouth," that's all. I just meant I'd hush up.

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On 3/4/2005 at 7:32pm, James Holloway wrote:
RE: Religion and Homeland

Mike Holmes wrote: Basically, the problem that I have with misapplied worship is that it makes Esvulari characters less powerful than non-Esvulari characters, which would make players less likely to play them. It's unbalanced.

On this point, I agree with you completely, except that I think it'll just mean that people don't play Esvulari characters who don't worship St. Dormal.

It's possible to design a low-magic Esvulari, I suppose. In fact, I think that's kind of the point of the Esvulari. But, yeah, I agree, I think this is a bit of a flaw. It's possible that when the relevant book comes out, they'll be un-nerfed in some way.

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On 3/10/2005 at 10:24pm, Mike Holmes wrote:
RE: Religion and Homeland

There seems to have been a post to this thread that got lost in the hack attack. If you posted recently to the thread, check to see that your last post is still there.

Thanks,
Mike

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On 3/21/2005 at 7:41am, lightcastle wrote:
RE: Religion and Homeland

This whole Misapplied Worship and Concentration thing still bugs me.

As you said Mike, mechanically it just seems to not work right.

I have considered making the otherworlds -10 for unconcentrated people, and 0 for concentrated in their own otherworld, -20 for concentrated in an alien one. Assuming your group HeroQuests a lot, that at least gives some teeth to that.

But since you can apparantly concentrate to either an otherworld or a power, I'm not sure what that's supposed to be. (Add the fact that Theism concentration also gets that bonus of halving their improvisational penalties.)

And yeah, Misapplied worship bugs the hell out of me. I sort of understand it, but since the world CAN be changed by HeroQuesting according to canon, I don't understand why it exists.

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On 3/21/2005 at 6:10pm, Mike Holmes wrote:
RE: Religion and Homeland

lightcastle wrote: I have considered making the otherworlds -10 for unconcentrated people, and 0 for concentrated in their own otherworld, -20 for concentrated in an alien one. Assuming your group HeroQuests a lot, that at least gives some teeth to that.
Hmmm. Interesting idea. I might get rid of the -10, however; I just don't see the need for any more in incentive to concentrate. Basically the -20 would only apply for a character who was concentrated in the wrong world.

But since you can apparantly concentrate to either an otherworld or a power, I'm not sure what that's supposed to be.
I'd count them as unconcentrated for this purpose. That is, -10 for otherworlds that the being is not supposed to come from.

(Add the fact that Theism concentration also gets that bonus of halving their improvisational penalties.)
Not sure what you're getting at here.

And yeah, Misapplied worship bugs the hell out of me. I sort of understand it, but since the world CAN be changed by HeroQuesting according to canon, I don't understand why it exists.
I can come up with in-game rationales - maybe it's about winning the Hero Wars, and the gods are not "made" but converted theselves or something. But, again, that's not my problem with it. My problem is that a player is penalized for his creative choice, by lessening the impact of his player currency - basically being punished for his character's error. That I just don't get. The problem occurs, I don't doubt, because of the slight confusion that occurs between HP being about in-game character "improvement" and between being a metagame mechanic. There are some things about the HP system that indicate an incoherence here. The double cost (or, rather, inability to gain the advantages of concentration) for missapplied worship is one of them.

Mike

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On 3/21/2005 at 7:13pm, lightcastle wrote:
RE: Religion and Homeland

Quote:
(Add the fact that Theism concentration also gets that bonus of halving their improvisational penalties.)
Not sure what you're getting at here.


Improvising feats from affinities is a -10 modifier. It goes down to -5 for concentrated theists. As far as I can tell, there is no equivalent in Animism or Wizardry.

And while I have some problems with misapplied worship from within the game world, you are absolutely correct that the real problem is the incentive situation.

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On 3/21/2005 at 8:17pm, Mike Holmes wrote:
RE: Religion and Homeland

lightcastle wrote:
Quote:
(Add the fact that Theism concentration also gets that bonus of halving their improvisational penalties.)
Not sure what you're getting at here.


Improvising feats from affinities is a -10 modifier. It goes down to -5 for concentrated theists. As far as I can tell, there is no equivalent in Animism or Wizardry.
Right, but how does that relate to the problem in question? Actually, concentrated practitioners can get Spirit Allies, so that's a concentration related bonus for a "First Level" magic keyword that's not theism.

Mike

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On 3/21/2005 at 8:21pm, lightcastle wrote:
RE: Religion and Homeland

I hadn't remembered that. I was bringing it up just in the way that it seems weird and mechanically inconsistent. (Concentration.) That it gived some bonuses to Theism only seemed to add to that in my view. I had forgotten the animisim thing.

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