>I too liked the clan generation rules, but I do have a criticism. As Ortlanthi
>culture has previously been presented, Orlanth and Ernalda are central. I've
>interpreted this as meaning that a typical clan has an Orlanth temple,
>an Ernalda temple, plus a third temple for the clan speciality (e.g. Humakt
>for war clans). However, the clans we generated at Convulsion were nothing
>like that! The war clan had no Ernalda temple, the other clan had an Earth
>Witch temple but no Orlanth temple. Were our choices wierd, or is this
>intentional?
I think the answer is that most Orlanthi do not need a temple of Orlanth or Ernalda to pray in or gain normal magics from. The Temple of Orlanth that you mention should be seen as the temple of a specialized cult rather than the faith of the masses.
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