The fanatics of these cults will be infertile, sure. However, the origin of the cult of Humakt is via the birth of Arkat Humaktsson.
>Fertilty in Glornatha is a magical thing - a gift from the ancient gods
>of life.
True. Is procreation? Mostali do it (reluctantly).
>If the above view is too extreme for your Glorantha, you could have
>initiates of these cults be fertile only on certain days, or only at the
>lower levels of cultic initiation.
Depending on the variety of the cult you attend, I suppose. Humakt the soldier needn't be celibate in any way - in the real world the passing of an army results in increased fertility.
>Frex, Humakti men may be somewhat
>fertile until they become Swords, or until they sacrifice for their
>first "Sever Spirit" spell.
Perhaps: Children sired by or born to worshippers of these (sub)cults become tools of death.
>Or Humakt and Babs may be temporary paths
>which people undertake until they have completed an oath or a vengeance
>mission - then they revert to their former Orlanth/Ernalda selves.
Any person joining the cult only temporarily ought to bear scars from the experience, magical as well as bodily, but this needn't end all fertility.
>You can, of course, do whatever you like in your Gloranthas, but do
>consider the full implications of the cults that your PC's flock to.
I must be lucky then - none of my players in their right mind chose any deity of death. The ones not in their right mind chose Yelmalio or Orlanth Adventurous...
>Glorantha is a magical world. Can a person really master a realm
>(death, life, fire, darkness) without some sacrifice to its opposite?
Yes. It's called Illumination.
But seriously, Death is not the opposite of Fertility, but its logical partner. Death creates Fertility. Best in Dragon Pass - the bloodier the battles, the better next year's harvest.
Powered by hypermail