From: Graeme A Lindsell (graeme.lindsell@anu.edu.au)
Date: Tue 02 Nov 1993 - 20:20:36 EET
Peter Michaels writes
>In this case, perhaps the Uroxi religious emphasis is more
>that of the specialized defender against chaos. (Hmmmm... if
>Humakt was Orlanth's Sword, was Urox Orlanth's Shield?)
IMO one difference between Praxian and Sartarite Storm Bullers is that the later are exclusively male; not that there are many female Praxian Storm Bull initiates, but it one of the few alternatives to Waha/Eiritha in the nomad culture. Women in Sartar with a violent bent would join Babeester Gor or Vinga[Orlanth].
As for the Urox=Shield, I'm not sure. Storm Bull could equally well be a later god to join the pantheon, but he has a unique function. One thing I find odd about Humakt is that he doesn't seem needed in Theyalan culture: they already have two male war gods (Orlanth and Urox) and two female (Vinga and Babeester Go). Why do they need another?
Nick Brooke writes:
>Just leave out the Pyramids (tempting, I know, for the Esrolite
>Necropolis, but I think it'd be going too far).
As far as I know (ie not very far) the Egyptian pyramids were just tombs, unlike the pyramids of the New World. While I'm sure the Pharoah respected his old used-up bodies, I doubt he'd waste that much money on them :-)
>Hey, let's stick a Lighthouse up there...
I'd be surprised if Choralinthor Bay didn't have a network of lighthouses.
[Millions of Malkionist sects deleted]
This is all a very good reason to see a solid cult write-up of the Invisible God. Roll on Strangers in Prax! Though I expect I'll be ignoring the sorcery parts, since I prefer the various mods by Paul Reilly and Burton Choinski (sp?) that have been posted here and on the RQ4 list. Does Greg have any - very long term, I know - plans to do a Malkionist KoS style book? We really need much more detail on them.
David Dunham writes re mobile Orlanthi Temples:
>That's a reasonable interpretation, but not supported by the RQ3 rules,
>which define temples as fixed sites. And casting Sanctify isn't
>necessarily a solution, since you'd need a way to recover your Sanctify
>spell.
Does it define them as fixed sites? I thought they were defined by number of worshippers, with the various "fixed" parts ie temple defenses there for colour more than anything. As long as you had a few hundred worshippers (ie the clan) with you, you could regain the Sanctify.
Divine Intervention.
Yesterday I suggested that perhaps DI should be rolled against sacrificed rune magic rather than power. Just to explain a bit, I usually think of rune magic more in the sense of David Cheng's Runepower concept - that the points sacrificed for rune magic are now part of the god - rather than the more usual "use POW to buy some spells" idea. For someone using the latter interpretation of rune magic, the DI vs Spell Points concept would make less sense.
IMO it has two advantages over the current method of DI: firstly the god doesn't destroy the soul of his/her/its/their worshiper, and secondly the more pious the initiate (ie the more points sacrificed for rune magic) the greater the chance of getting the gods intervention.
Re appropriate DI's: if we were to limit people to those DI's that are within the power of their god, then should PCs be able to DI to associate gods in their pantheon? This might help the problem of pantheons in RQ that has been discussed here lately, and also be a motive to join the more conventional pantheons: an initiate in the Lighbringer pantheon could call for almost any DI through the various associate gods. An initiate of Humakt can really have only two options: a) Lord, turn me into a Death machine or b) Lord, kill me now.
Graeme Lindsell
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