This what we have done in our campaign for the resident Orlanthi and
Vingans. I suspect any large temple of Orlanth would have a shrine
to
various weapons. Some clans may have them as well, depending on
their
worship practices.
The local Cyrling Clan has a shrine to Lightning Spear but none of
the
others, for example.
> An alternate approach is to consider them all one affinity. I think
> this is wrong, since they aren't really related.
They make sense as a set of stand-alone feats.
> Another alternate is to have four affinities, one per subcult. I
> think this is wrong too since Orlanth didn't steal Kyger Litor's
> darkness powers, just the specific ability to move in darkness
(i.e.
> the Sandals of Darkness).
This would work and makes the Magic Weapon subcults very, very
flexible. However, one could always treat it not like a *feat* but
as
an undefined magical item keyword (like the ones in character
creation)
The worshipper has a weapon or item which lets them draw on the power of their namesake. Its certainly not as powerful and others probably won't be able to use them, but they make good focus for these rather obscure cults. Replacing the item should be easy -- worship to dedicate another item could work.
Also, from a game-mechanics/rules-weenie standpoint, if the subcults provided affinities, the requirments for all four would be a considerable outlay of time and sacrifice -- something not really reflected in previous Glornanthan play. My own impression is that a subcult that provides an affinity is about 10% of your time but one that provides a simple feat is subsumed into your current worship. I'm rather happier to err on the side of gaming pleasure rather than
However, if the Hero went on the Lightning Spear heroquest or the Scarf of Mist heroquest and gain a full affinity as they hav ea much better contact with the source material and item. Mmmm. I like that idea a lot.
Jeff Kyer
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