Cults of RuneQuest is a ten-volume series of supplements each of which is dedicated to the different pantheons of Glorantha. Each entry in the series details the gods—both major and minor—within their pantheon, along with their myths and cults, magics, favoured skills, requirements and restrictions for membership, outlook and relationships with the other gods, and more. Each book is standalone, but because each of the gods and pantheons has connections and often entwining myths with other gods and pantheons, the series will together provide a wider overview of all the gods of Glorantha as well as differing approaches to them. This is further supported by the two companion volumes to the series—Cults of RuneQuest: The Prosopaedia and Cults of RuneQuest: Mythology. The standalone nature of the series means that the Game Master or the player—and it should be made clear that each of the ten volumes in the Cults of RuneQuest is intended to be used by both—can pick or chose their favourite pantheon and use the gods and cults from that book. However, some volumes are quite tightly bound to each other and some are, if not bound geographically, have strong ties to certain regions of Glorantha. So, for example, the first two entries in the series, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses are tightly bound to each other as the myths of their gods often combine and cross paths, not least of which is the fact that the heads of the pantheons in both books are married to each other. Geographically, Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses provide support for the region of Dragon Pass, including Sartar, Esrolia, Prax, and Tarsh, whilst Cults of RuneQuest: The Lunar Way provides similar geographical support for the Lunar Empire and its client states. It also showcases a pantheon whose members are often diametrically opposed to the Gods of the Air and Storm as described in Cults of RuneQuest: The Lightbringers, but then can also be said the pantheon detailed in Cults of RuneQuest: The Gods of Fire and Sky. This is not to say that the presence of the cults in these volumes will not be found elsewhere, but rather that these are the regions where their worship is most prevalent and if a Game Master is running campaigns in these locations, then the relevant geographical volume will be very useful. Lastly, of course, the Gloranthaphile will want all of these volumes because he is a Gloranthaphile.
Each of the entries in the Cults of RuneQuest series is well-organised. The introduction explains the purpose and subject matter for the book, highlights how the book is useful for player and Game Master alike, and examines some of the book’s themes and both their nature as myth and mature treatment of subject matters including death, sex, gender, survival, vengeance, and unconscious fears given form. It also notes that the artwork throughout the book is divided between depictions ‘in-Glorantha’, seen within the world itself, and those seen from without in reading the book. All of this is tailored slightly to the pantheon presented in the particular entry in the series. This is followed by a group depiction of all of the gods of the pantheon—which the book notably returns to a few pages later with a labelled version—and a hymn to them all, and then an overview of the pantheon, answering questions such as, “Where does the world come from?”, “Where do I come from?”, “Why am I here?”, “How do I do magic?”, and more. Lastly, there is a discussion of the relationship that the pantheon has with other pantheons and a listing of all of the gods in the pantheon or associated with it.
In the Hero Wars and in the events leading up to them, both the Orlanthi and the Lunars are enemies. After all, the Lunar Empire invaded Sartar, the home of the Orlanthi, and attempted to annex it as another province of empire, whilst the Orlanthi put up fierce resistance that would lead to the Dragon Rise. Also true is the fact that the barbarous—and the book specifically refers to them as such—Orlanthi rebelled again and again, rejecting the civilising spread of the Lunar Way and the beneficence of the Red Goddess. It is also a matter of perspective, culture and belief. Fundamentally, what Cults of RuneQuest: The Lunar Way does is allow the creation of both Player Characters and NPCs who belong to the cults it details. This expands greatly upon the single cult, that of Seven Mothers, given in the core rulebook. It opens up the possibility of more nuanced characters with different magics and different outlooks, though still loyal to the Lunar Empire, and it also provides a more detailed overview of the Lunar Empire.
The fact that the Lunar Empire invaded Sartar and the Sartarites rebelled is not the only reason why they and their gods hate each other. The primary reason is that the Red Goddess and the Lunar pantheon accept and tolerate Chaos as part of the natural order of the universe whereas the gods of the Storm and Earth pantheons do not and violently oppose Chaos. Worse, the Red Goddess has even harnessed the one of the worst creatures of Chaos as her personal mount—the Crimson Bat, which has its own cult detailed in Cults of RuneQuest: The Lunar Way. The people of Sartar know this Chaos demon all too well, many having served as sacrifices to keep it bound to the Middle Kingdom, their souls permanently lost.
It then goes on to look at the other gods in turn, from Etyries, the goddess of trade, roads, and merchants and also the Messenger of the Red Goddess, to Yara Aranis, goddess of the Glowline—the furthest reach of the Red Moon’s light, and patron goddess of the seven Temples of the Reaching Moon, who was born to terrorize and slay the horse nomads of Pent. Chief amongst these are the Red Goddess and the Red Emperor. Hers is the longest entry in the book, delving deep into her history and her seven steps to becoming a god within Time, able to bring about direct change when her enemies locked in God Time cannot, and so more readily and directly spread her spiritual freedom. Her initiates need to be members of another cult, Illuminated, and willing to accept the Chaos Rune! Just as the magics of all the gods of the Lunar pantheon wax and wane according to the phases of the Red Moon, the power and influence of the Red Goddess waxes and wanes over the course of a twenty-seven-year period. The Red Emperor is her son, resurrected over and over done the centuries, who is worshipped as a god in his own right. His initiates were also initiates of the Red Goddess, but highly loyal to him, so there is a path of worship through the Lunar Way, from the Seven Mothers, both the spiritual and geographical borders of the Lunar Empire, through the worship of the Red Goddess and her required Illumination to that of Red Emperor. The Red Emperor is the supreme high priest for the Lunar faith and for the Yelm cult in the empire and his mother’s representative in the middle world. The path is also one of greater complexity in terms of play, the cults of the Seven Mothers being easier to roleplay and portray, whereas the inner workings of the Red Goddess, the path to Illumination, and then the Red Emperor, less so.
Physically, Cults of RuneQuest: The Lunar Way is very well written and presented, but needs a slight edit here and there. As with the earlier Cults of RuneQuest: The Prosopaedia, Cults of RuneQuest: The Lightbringers, and Cults of RuneQuest: The Earth Goddessess, the artwork in this supplement is of an extremely high quality. From the incredible power of the Red Goddess riding the Crimson Bat to the rich depictions of the gods and demigods at the start of each cult write-up, this is a great looking book. Further, the illuminated seven steps of the Red Goddess, as well as other pieces of art in the book, would also serve as great handouts in play.
In comparison to the mythologies of the previous two books, that of Cults of RuneQuest: The Lunar Way looked to be daunting, even impenetrable. Yet, with this volume, that is very much not the case. It brings to life the gods, their worshippers, and their beliefs, making them highly accessible and easy to grasp, even a subject as potentially difficult as Illumination, whilst also making clear the contradiction of the Lunar Empire’s willingness to bring its civilisation to others and also use a Chaos tool like the Crimson Bat to enforce that civilisation. Cults of RuneQuest: The Lunar Way is the essential guide to the Lunar pantheon and outlook, that no RuneQuest: Roleplaying In Glorantha Game Master should be without.






