I am happy to give up the "goddess of assassins". Having read more it is clear
that it should be a hero cult. Her assassins just seem to be particularly
feared, seeing as they are the Rune Lords of the cult in all the write ups I
could find.
But I have to say I have looked at everything I could manage to find on
Krarsht. They all seem to make her every bit as much about corrupting society
as about digging and eating things. This seems to be the lesson she learned
from the struggles of Godtime. Be secret. Be patient. Move such that none
can find you and none may follow. Now, I obviously don't have nearly as many
Gloranthan resources as you, so I am quite happy to discover that there are
many versions of the cult I have not read. But from what I have read it
seems that she should provide the physical abilities of her Krarshtkids, and
the corrupting influence that is her raison d'etre. It does seem from Cults
of Terror that the original idea of the Jaws was not as just assassins, but
that they take contracts to do things that further chaos and Krarsht's goals,
thus further supporting the idea that there could be a number of subcults.
I suppose one solution is to restrict Krarsht's magics to those physical
Krarsht things with the idea that she adds on to some other god you worship.
Including even the idea that she can hide you from spirits of reprisal or
something.
It's late, I'd have to think that through tomorrow.
LC
LC
On Wednesday 08 March 2006 5:02 pm, Peter Metcalfe wrote:
> She is not the goddess of assassins any more than the Ismailis were
> a cult of assassins or the catholic church a cult of inquisitors. Her cult
> has assassins but they are a means of extending influence rather than
> an aspect of Krarsht. Krarsht's magics are what Krarshtkids do. You
> could have the assassins as a hero cult but the hiding and other magics
> reek of the Lanbril kitchen-sink approach.
>
> --Peter Metcalfe
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