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The Cycle of History

Posted on June 11, 2025

Some notes from a discussion on the Chaosium Discord channel where I discussed what I consider one of the key dynamics of the setting:

The brutality of the Lunar Empire to its foes is well-enough documented that I really don’t need to go into it. There’s an element of ironic cyclical history going on here, with Argrath replacing the Red Goddess in a fight against the Carmanian Empire, now the Lunar Empire. We see that so often in Glorantha. The benevolent and peaceful World Council of Friends became the corrupt Broken Council and was destroyed by Arkat, who in turn created his Dark Empire and sowed the seeds of what would eventually become the Empire of the Wyrms Friends. Which was torn apart as well.

However, I think it is important to note that this is not a conflict of “good versus evil” or some analogy of modern progressives against reactionary traditionalists. It is the dynamics of the Gods War playing itself out again, as it has so many times in Time. And it forms the backdrop for what is at its base a sword and sorcery fantasy adventure game. Going back to the earliest RQ materials, the gods continued their conflicts and rivalries in Time through their cults and their mortal worshipers. Orlanth and Yelm’s rivalry is manifested in the conflicts between Dragon Pass and Dara Happa, and so on. We get these cyclical conflicts which define each Age.

There have been several Lunar key victories where the Red Emperor definitely used Chaotic magic to get that win. Vivamort, Thed, Primal Chaos, Pocharngo, Crimson Bat, even possibly Thanatar, have all been used. Now if you want to get yourself all tied up into sophist knots, you can certainly justify it, but it terrifies and horrifies most people. Even most Lunars who accept it as part of the power of the Red Goddess and the Red Emperor, still find it terrifying.

The Lunars certainly raised the stakes by bringing Chaos into the dynamic and inviting it into the world. Illuminates say that is not “necessarily evil in and of itself” but pretty much everyone knows it is terrifying. Non-illuminated initiates of Lunar cults are still terrified of Chaos, but trust the Red Goddess to use it. Non-Lunar cults that obey the Red Emperor don’t like being reminded of this, but it is there at the very core of the Red Goddess. But you know, that bell isn’t going to get unrung. The deed has been done.

That being said, Lunar Heartlands are for the most part a pretty good place to live. Things are peaceful, there is plenty of food, it is possible for those with skills or talents to rise out of their station, the gods are for the most part benevolent, laws are accepted as fair (or at least accepted traditions) and enforced, and you are far more likely to die of old age than violence. The climate is pleasant, the fields are watered, and life is comparatively easy.

But beyond the Heartlands, Lunar rule can be and often is oppressive. The Crimson Bat needs to be fed. The Red Goddess has no patience with the Old Gods who hate and fear Chaos, and these gods ruled the lands beyond the Heartlands. The Lunars are make use of other Chaos powers and allies – not just the Crimson Bat, but broo, zombies, etc. Their rules are often arbitrary and cruel to the conquered, and so forth. This is the flip-side of the fact that Lunar rule in the Heartlands IS benevolent. There is always a Black Moon when it comes to the Lunar Empire, just as there is always a Full Moon.

A riff on this – the Lunar Heartlands ARE a good place to live. There is plenty of social stratification and hierarchy, but from the perspective of many Heartlanders, even a lowly bonded peasant in the rice farms of Darjiin has an easier (and certainly less dangerous) life than a free Orlanthi farmer in Sartar. When Orlanthi noble families feud, everyone gets involved, nearly tearing the kingdom apart such as when the Elmali clans feuded with the Sartar dynasty or the conflicts between the Malani and Colymar or the Culbrea and the Cinsina – when Heartland nobles feud, the Dart Wars reduce the external impact of those conflicts. Most common people don’t even realise a Dart War is going on! That’s that Full Moon phase in action – it’s always a Full Moon in the Heartlands. You can’t blame a Lunar Heartlander for loving the Lunar Empire.

But at the same time, in the Provinces and conquered territories, Lunar rule is often oppressive. Sometimes terribly oppressive. That’s that Black Moon phase in action. You can’t blame a Lunar provincial or conquered local for hating the Lunar Empire.

Now most of our player characters are from an Orlanthi framework (this includes Yelmalions by the way). Most is probably an understatement. It is PERFECTLY VALID for them to hate and fear the Lunar Empire and view them as the Evil Empire. Orlanth and the Lightbringers (or Ernalda or Yelmalio or whoever) provide them with access to key spiritual truths, and are key to group and personal identity, and these gods strongly reject the Red Goddess and Chaos.

But at the same time, the gm should keep in mind that the Lunars, especially the Lunar Heartlanders do not view themselves as the evil empire. The empire has been good to them, the Seven Mothers provides access to key spiritual truths, etc. And in the Heartlands, gods such as Yelm have accepted and embraced the Red Goddess.

The Lunar Empire is a great lesson on the nuances on imperialism and colonization. Indeed, it’s not a simple “good vs evil” thing, but I think a critical examination of Empire has always been Greg’s intent. I am very reluctant to ascribe any lessons on any -isms into Greg’s writings beyond that all -isms are laden with limitations and dangers. They are far more personal than that and often cut in many directions and on many levels.


Jeff Richard

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