[Rq-rules] *** JUNK MAIL ***Re: spirits cults versus religion
Simon Phipp
soltakss at yahoo.com
Sat Jul 21 06:24:55 PDT 2007
Clive Wickens:
> Here's another question then: Is there any reason why the spirit worshipped in a spirit cult
> HAS to give a divine magic spell ? How about a really high powered spirit magic spell ( say;
> Bladesharp 10 ) or possibly a single ability, such as a humakti gift or something similiar. This
> might work quite well with MRQ and the whole legendary abilities thing.
Absolutely not. (To the "must give a divine spell" part)
A spirit cult would be worshipped for several main reasons:
1. Because it is a divine being and is worthy of worship
2. Because our family/clan/tribe/people has always worshipped it
3. Because it is here and demands worship
4. Because it gives us powerful/different skills
5. Because it gives us powerful/different abilities
6. Because it gives us powerful/different magic
Some cults will only teach skills, so a hunting spirit might teach you Run Quietly, to allow you to run after game without being heard. Another might teach a Spirit Magic spell, so you might contact the Blackberry spirit who teaches Food Song and requires that his worshippers use Food Song when eating harvesting blackberries, but also teaches where to find the best blackberries. I can see no reason why a spirit can't teach Legendary Abilities or gifts. In my version of Raven, Sun hawk and Thunder Bird, they each give a worshipper a special kind of spirit that possesses the worshipper and grants a special ability. Vikings had worship without Godi, and gave spirits that gave a magical benefit through covert possession. That would be a great benefit of worshipping a spirit.
The only thing, I wouldn't normally allow a spirit cult to teach something like Bladesharp 10. Generally, a being grants a spell because it has access to the power of the spell via some God Time or Heroic act. So, Humakt wields the Death Sword, as did Orlanth, so they get access to a minor form of this and can teach Bladesharp. But, they can teach the spell up to as many points are available to the temple. Normally, this means up to 4 points at a small temple, up to 8 points at a Large Temple and perhaps more than 8 points at a Great Temple. Allowing a Spirit Cult to teach Bladesharp 10 means that it is as powerful as Humakt or Orlanth, which is unusual. If you have a rationale, say this spirit was a shard that broke off Humakt's Sword and lay undiscovered for millenia, then was found by a shaman who contacted DeathSword, then fine. But you have to be careful about that kind of thing.
I'd create new Spirit magic spells rather than just have powerful existing ones.
However, I try to blur the distinction between Animist and Divine in my games, so my Spirit Cults normally teach Spirit and Divine Spells. Many of my Sorcerous cults also teach Spirit/Divine spells as well as sorcery, especially if they are connected with the Waertagi/Arkat/Aoelian sects, but I rarely use Sorcery in my games so it doesn't normally come up.
Hope that helps.
See Ya
Simon
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