Re: On the summoning of demons and monsters...

From: Richard Hayes <richard_hayes29_at_tNglvFM3iBGJ2iIlcNPZYq7cfavBhRjPdWKVLfDTR1jwdFJ664kyY-ETIEk0>
Date: Wed, 21 Mar 2012 02:27:06 +0000 (GMT)

FWIW my own view is that it takes animists and sorcerors quite a long time to summon otherworld creatures from scratch, using ritual magic. However they can get allies from the otherworld faster if (i) they have made a pact with a named individual upon whom they call; or (ii) they bind a summoned spirit into an object which they release in a controlled fashion, commanding the otherworld creature using magic.

I am probably inclined to say that the standard way of summoning  an otherworld creature using theistic magic should still require a degree of ritual (and it should be easier in a relevant temple than at an ad hoc shrine, harder elsewhere and much harder in enemy territory). 

Perhaps heretically I would still give theist priests and god-talkers the ability to bind a cult spirit into a magic item as well, though the  range of otherworld allies they could Summon and Command would be much narrower (and more cult-specific) than for animists and sorcerors who are more free to explore and experiment. 

I would also allow theists to summon minor cult spirits almost instantly (like the old RQ Summon Elemental spells) by way of a minor Divine Intervention (costing, say, as much POW/non-reusable Feat Points as it would take to summon the creature by orthodox ritual magic, and a low failure rate). 

Indeed the use of cult spirits is probably an undervalued channel through which all deities (and not just some of the lesser Chaotic ones) can effect Divine Intervention in the Material World

Finally success in a specific Heroquest could always produce superior access to a particular ally/class of ally from the Otherworld. 

As for the idea of the binding of Orlanth, is this what happened in Orlanth is Dead when the winds stopped during the time between the fall of Whitewall and the battle of Iceland? (Though IMG the winds were stopped by a further great Lunar ritual at the Temple of the Reaching Moon in Furthest (which my player characters witnessed but could not prevent), though the capture of Whitewall was a necessary precursor to that ritual). 

Richard Hayes

To: Sent: Tuesday, 20 March 2012, 0:59
Subject: Re: On the summoning of demons and monsters...  

> Thankyou for taking the time to answer...and some pretty interesting points made. I've been erring
> towards story and convenience solutions, though I did wonder if there was any more concrete
> answer. What you mention regarding sorcerers I think, is spot on. However, divine magic seems
> to be a lot more personal...more intuitive. Would a ritualistic approach make as much sense? I'm
> really not entirely sure. The connection to the god/rune might indicate what beings one is permitted
> to call upon, but I'm tending towards a near instantaneous response, regardless of power level.
> The Whitewall idea is lovely, by the way.

>  Either way, thanks again. :)

There are references to rituals among the Heortlings, some of which take considerable time. The Sacred Time ceremonies for example.

I think you're right to the extent that a powerful individual can call on the power of their god(dess) instantly. However the majority, even of Heortlings, do not have that close a relationship with their god(dess) so need rituals to get them thinking the way the god(dess) does. Furthermore for really powerful magic in Glorantha you need the support of your community and a ritual gets everyone acting together.

Having said that I think the appearance of divine rituals will be very different from sorcerous ones and spiritualist rituals different again.

Donald Oddy


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