fun w/ resurrection

From: Pam Carlson <carlsonp_at_wolfenet.com>
Date: Tue, 21 Apr 1998 23:24:49 -0700


Availability

On the topic of resurrection, a few years ago Sandy provided an excellent argument for the tendancy of CA healers to save their big healing/resurrection spells for the chief, important people in their communitites, or their children families. Wandering adventurers with piles of cash ranked dead last on the privileged list. Heck, Theya Two mothers wouldn't even cast her last Heal Body on ANYONE as long as either her husband or brothers were still in danger. (She managed to avoid sensitive requests, because no one was certain how many castings she had.) And warriors of another tribe? Phah! She let them suffer and become crippled, reserving her spells to keep her family members alive during the winters. I am certain most Sartarite women would do the same. Even CA's live in a community.

Nature of the Quest

If you want to put the possibility of the big R in your campaign, play up the heroquesty part. Even the terribly simplified spell description says that the priestess has to defeat the deceased's soul and bring it back tot he land of the living. This could mean confronting a warrior and dragging him from the gates of Orlanth's Hall, fighting minions of TyKora Tek for the soul of a woman or a child, and who knows what all bizzare encounters she would have trying to resurrest a non-Orlanthi. (A Sun domer? A Pavic worshipper? A Praxian? A Pentan? A Lunar?) How would she know where to look for their soul? Could she even get there?

Ressurection is not a trivial thing - more like a serious heroquest with huge potentials for things to go all higgledy-piggledy....

Pam


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