Re: Initiate in exile....what fills their 30% obligation time?

From: Jeff <richaje_at_EATv8a1SXyKygMFXUD8MnIYc0IfqLqanhIFJGMd2fGiIoyUDVzp0RNm8awo0HcX26T1i>
Date: Thu, 18 Aug 2011 04:21:10 -0000


> It has to be said, wandering through the wilderness is a staple of fantasy fiction and gaming. Ignoring the outlaw factor for now, it would seem totally at odds with 30 years of Gloranthan gaming to say an Orlanthi would not be able to adventure in foreign lands without some kind of social support structure in tow.
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> Yes back in 80s RQ we often worried about finnding shrines and temples to maintain our magics but we diidn't worry about the lack of a universal cult structure. If we had hit this problem we probably would have played something else. My MGF has nothing to do with over analysing local religious compatibilities.

Sorry to say it, but the need to find a friendly priest to maintain your magic has always been there in RQ. Why did you think that there were four Orlanthi rune levels hanging out in Trilus?

There's no point in making hard and fast game mechanics for it, but if you are a divine cultists and leave your community, at some point you need to either make a new community or join a new community. That can be as easy or as hard as the Narrator wants to make it. In my own game, it would at least require the character visiting the temple, offering some sort of gift or pledge of loyalty to the priests, and spending a Hero Point.

As for the lack of universal cult structure for Orlanth (and plenty of other cults), that's not new. That's straight out of Cults of Prax.

Jeff            

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