Orlanth

From: David Cake <davidc_at_cyllene.uwa.edu.au>
Date: Thu, 6 Mar 1997 11:47:14 +0800


>Already Cults of
>Prax states that the cult of Orlanth (Adventurous) published there differs
>from the cult of Orlanth in Orlanthi mainlands. (p.78, top of the second
>column, details how the other aspects of Orlanth as worshipped in
>neighbouring lands have no place in Prax, without giving much info on them.)

        The longer Orlanth writeup was published in Heroes. The main difference is the Orlanth Rex cult. I find the decision to not include Orlanth Rex in River of Cradles extremely irritating - while it is applaudable from the point of view of authenticity, it is extremely irritating as that is the only long form to have appeared in an accessible supplement.

        For the benefit of those who don't the longer writeup - the Orlanth Rex cult is entered upon attaining position in the clan. Chiefs are permanent members, and others gain temporary membership upon getting a seat on the clan council. Priests must OK new Orlanth Rex members. Orlanth Rex gives access to three new divine spells - Detect Honour, Command Worshippers, and Command Priests.

        Briefly - Detect Honour is 1 pt, lets you know is someone is honourable. Command Worshippers calls all worshippers within 5km (you have to overcome mps if they don't want to heed the call), Command Priests means priests cannot cast their spells without the express permission of the caster.

        This is all from memory, so there may be some mistakes.

On a completely different subject - the Risklands stuff, odd though it may be to have a rural mid power roleplaying emphasis campaign juxtaposed (both in the book and geographically) with the horrors of Dorastor, is a fine piece of work. I've run a couple of sesssions and enjoyed running them a lot, and learnt some things about GMing in doing so.

        Cheers

                David


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