Three distinct manifestations!
1 - Sartar the Founder - communal rites, public altars in city markets and tribal centres, and at Orlanth & Issaries temples & shrines. Benefits: few if any since the invasion. 'Peace of the Market' , 'Blessings of the Kingdom', low level feel-good type effects. Perhaps a "Hey, Listen Up Dudes!' crowd feat. Essentially, feeding the wyter of the kingdom. Few if any effects since fall of Boldhome, despite, or because of, Temertain.
2 - Sartar the Ancestor - a bloodline ancestor/heroform cult for descendants and their servants, and perhaps confederation kings linked to da man. Closely tied in with Orlanth the Leader rituals, though distinct and self-contained. Cultic rites badly messed with a generation ago by over-zealous humakti sword priests during the rise to power of the Household of Death cultus. (Jane thinks Salinarg was a humakti: I'm tempted to think Salinarg was called by Humakt but REFUSED - hence all the bad omens and ill wyrd). The cult doesn't work, since:
(Scenario seed: there's an *adoption* rite).
3- Shhhh!! The secret one - Sartar the Issari*, Issaries the Sartari. This is essentially a Transformer/Changebringer aspect of Issaries, a hero/disciple cult pioneered by Sartar himself. Keepers of the rites and quests that brought Sartar his power. Since they're aren't Sartarii disciples hanging off every fence post from Boldhome to Alda Chur, we can assume these rites are very, very difficult, esoteric, or both, or there's a key aspect of Sartar's identity that not even this hero cult appreciates. Yet. And some of the magic widgets mentioned previously will also be needed.
John
At 10:23 3/02/04 +1100, you wrote:
>And Sartar, according to Greg, is at heart an Issaries heroquester.
>
>Think Movement /Change/Transformation.
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