Re: RQ rituals, Aeolian Church

From: Joerg Baumgartner <joe_at_toppoint.de>
Date: Sun, 29 Jun 97 03:24 MET DST


Robert McArthur

>I'm looking at sorcery, especially in the Aeolian Church...

Good. Something I should have done (again) for quite a while, but haven't come around to yet.

>For the rituals described in RQ3 sorcery (ceremony, summon and enchant), do
>they take up 'free int' to learn?

Since there are ritual spells, IMO the spells themselves take up the (outmoded concept of) Free INT (even the magazine formerly bearing that name has been renamed...).

>Do any rituals (hero or otherwise) count against INT in 'storing'?

Depends on your approach. If you're a Stygian, Henotheist, or Aeolian, you always have the option to put this into a divine spell, a variant of Worship Deity as far as I am concerned. If you walk a saint's (i.e. Malkioni cult hero's) path, this might be summed up into Worship Invisible God plus Saint Lore success. If you are a power-grabbing Loskalmi New Hrestoli "Idealist" going to plunder the spirit/hero plane "for the greater good and against the vile Kingdom of War", I think a couple of ritual challenges (without much, if any, magic involved) at the right river crossings, followed by choosing the correct path or guardian, will deliver you to the happy hunting grounds - - Pendragon knightly questing style, use RQ3 Vikings rules and stats for naturals.

Of all the above, only "Worship Invisible God" takes up any INT in storing as per RQ3, and every devout Malkioni should know it anyway.

>Same question for Sandy's sorcery rules...

Now this is getting difficult. My Aeolian Heortland campaign has gone into a hiatus partly over the change in the sorcery rules (we started playtesting the moribund RQ4-AiG, and weren't entirely convinced of the changes to the system) and adaption of the existing characters to the new rules, which we never got around to even before the patches to the rules came out.

Overall, any ceremony ritual is as much a test of Cult Lore as it is of magic, but the Cult Lore asked is specialised. Somebody knowing the myth in question well will perform well in the ritual, IMO, but is this knowledge really of the same kind as the knowledge how to produce a ready-to-run magical effect?

>It seems odd that adepts have to learn all seven Arts before 'graduating'.

Especially since there are quite a couple of heresies (Stygian etc) which might know only some of the Arts.

>I
>would think some of the Arts (permanence in particular and perhaps speed) would
>be the province of either Magus, or particular schools. Likewise, perhaps,
>for the Vessel Vow - adepts (7 years service remember!) can get it with the
>basic Arts of their school - intensity, range, multispell, hold(?).

Adepts of a religious tradition (definitely not counting the independent sorcerers like those from God Forgot, most likely source of these around Dragon Pass) would (and should) replace some of the requirements in Sandy's system by cult lore, and perhaps divine (or saintly) magic.

>Has anyone, besides what is on Loren's page, done any work on the Aeolian
>Church?

<jumping up and down, waving a large piece of cloth> Yes, I have. I have published a RQ3 version (which I now regard as preliminary) late in July 1994 in one of Henk's old digests (not Daily, the theme-oriented, irregularly appearing Digest which was used for longer postings). Should be available among the Berkeley archives. I also put a slightly revised version of the Aeolian history and myth onto my own web page. Hoping the links work, you should find it starting from
http://www.toppoint.de/~joe/homegl.html


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