> I have players coming from a D&D background where a cleric dosen't
> really have to do anything in game to be able to cast spells. I know
> that initiates have to spend at least 30% of there time devoted to
> their god. What does this involve?
>
Note that 10% comes from attending the Holy Days (p. 86), which everyone does, even if they're not initiated.
>
> What does a temple look like? Is it like a church?
>
It depends on the cult. Temples to Orlanth, for example, are likely to
be outdoors, and may well be a sacred hilltop or something.
> One player is an initiate of Lhankor Mhy
>
These are usually actual buildings, containing a library, worship hall,
and so on. They tend to be Y-shaped and there's a detailed description
and floorplan of a particularly large one in the Sartar Companion.
> and the other of Yinkin.
>
Yinkin being a hunter god, that could go either way, depending on the
local tribe (and what works for you). If it's a building, its likely to
be a fairly small one, and nice and cosy, probably with lots of cats
hanging around. A rather wilder tribe/clan might instead have something
outdoors, maybe with a stone circle or the like to mark its location, or
a firepit that cats can curl up around. I could even see a large tent,
so long as it contains something sacred.
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/ Not a Dead Communist: http://jrevell.blogspot.com/ Synapsida: http://synapsida.blogspot.com/
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