Alex:
> I was trying to spare the sensibilities of.... the hapless GM.
Thanks! I have enough problems here :)
Joerg(?)
> It's not like every citizen of Boldhome (under RQ3 terms) burnt off a
> point of POW to the city god (<>Sartar?) and one to whichever cultural
> deity was appropriate (usually O&E).
Under RQ3 rules, that's exactly what they did. And if you want to join Geo's, that's
another point gone. Now add a "specialist" deity (LM? Issaries?), and there's
another point. I always did think this was mind-blowingly stupid. (40% tithes, too).
Right, I've got them back in the clans where we know what we're doing (?). I still have a species and gender mix, and I still want the party to do most stuff together. My vague plans at present are to have a training period (in game terms, this is "add these points to your skills and read these background notes). Then we have three Quests to set up the mythic links. Not sure of the order yet.
All of this would of course cost 1 point of POW. What they get in the way of spells will depend on what they do/attempt on the quests.
Comments, improvements??
Oh, and a thought on a loosely related subject. Back when we were discussing Ernaldan initiation, we decided that women-in-training get taught all the local spirits, esp. those of the fields, and how to keep them happy. Great so far. But whne that woman marries (most do) and leaves for her husband's clan (most do), she's faced with a new lot of spirits to learn. Reducing her efficiency considerably.
Conclusion: clans where the woman goes to the man's home have (slightly) less success with crops than those where the woman stays put and the man moves. But they also have more exposure to new ideas: if the women never move, they never learn new recipes, new weaving techniques, etc. So Orlanth-dominated clans have more Change, Ernalda-dominated clans have more Fertility. I like this!
Jane Williams jane_at_williams.nildram.co.uk http://homepages.nildram.co.uk/~janewill/gloranth/
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