David's questions

From: Carlson, Pam <carlsonp_at_wdni.com>
Date: Wed, 18 Dec 1996 14:35:00 -0800


Yea! Yelmic questions!

DC> I too have noted this peculiarity (that Sun Lord is very hard to qualify for and gets few benefits).

Pah! Rules. There are three ways to deal with this.

  1. Social bennies. Sunlords command great respect, and are usually damn fine leaders (human lore is a cult skill). Therefore, people _treat_ them as if they had great power, becuase they can usually sick lots _other_ nasty people on you.
  2. Have them also join other cults - such as Hastatus, Shargash, Antirius, Erissa, etc. This could also be mimiced with the pantheon initiation concept: a Yelmie is associate with all those other cults, anyway, so much of their magic becomes available to him.
  3. If you are using the "little personal power/ lots of group power" model for DH magic, have SunLord's DI chance increase by 1 percent for each subject, each ten subjects, whatever. And maybe have them renew runespells at a faster rate if they have worshippers of solar cults helping them. Therefore, a sunlord overseen 1000 Lodrilli farmers (or Pentan nomads) would likely be more powerful than one wandering on his own in foreign lands.
  4. Don't let one line in GoG rain on your parade. Set up limits for sunlords in keeping with other rune levels in your campaigns.

>The Yelm writeup has all these great Furies that are his spirits of
reprisal, which are really cool. Anyone want to speculate on how these fit
into the fabulous new world of Yelmic myth?

Well, there were those naughty emperors who defiled Yelmic temples - and the offending organs rotted off. Many died in lots of horrible and mysterious ways. IMO, the Hellfuries described in GoG are just one of reprisal spirit.

Pam


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