Yeah there seems to be some real confusion here, so let's try to clear it up.
- Under HQ1 when you initiated to many gods it had to be to one of their sub-cults.
- Under HQ Core when you initiate to a god you do not have to join a sub-cult. You can do so if you want to. We suspect many folks will be happy worshipping Orlanth, some folks will want to specialize
- Joining a sub-cult tends to give you some specific ability bonuses around the use of a rune, or a non-standard way in to the religion (such as Vinga allowing women to join Orlanth)
- Where we have listed sub-cults we have tended to focus on 'adventurer' friendly cults, because that is where we believe player's focus to be.
So if you want to be a Hedkoranth guy who hurls Thunderstones you still can, but its an option, not a requirement.
It is closer to the way sub-cults were handled in RQ2, as additional more specialist magic.
>
> Hang on, the sub-cults are in there. We had an Orventili (Ernalda)
> worshipper in our game at tentacles. She could use her rug of peace to
> settle disputes between parties. You can easily flesh these sub-cults
> out if you want. They're just very specialist now. I have some sub-
> cultists in my current campaign and it's really not going to change
> them under the new background.
>
> On 2 Jun 2009, at 22:50, Guy Hoyle wrote:
>
> > I like the subcults, too, but I think there's probably a way to
> > incorporate them without including them in the core rules.
>
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> David
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