onthetown
2011-08-27, 09:12 AM
This is Runequest, but it's pretty much fluff so I don't think it'll matter if it goes here instead of the other systems.
I'm playing an Orlanthi (worships the wind god Orlanth, and more or less its own little culture) from Sartar in our Runequest game. We've gone pretty far now and we're still early in the game (we've only been playing for a couple of months). I'm working my way up to becoming a Wind Lord, the Orlanthi version of the Rune Lord. Vir the Ramkiller, party thief, is a good little Orlanthi and does her service to the god regularly such as tithing, helping people in need, and defiling Lunar property.
Background: In the Elder Wilds, wayyyyy up north past Sartar and Balazar, we came across two random blue plinths. Detect Magic revealed a woman standing between them. Visibility, which reveals spirits on the spirit plane, didn't show her. While everybody else got paranoid and wouldn't touch her with any other spells for fear of entering Spirit Combat (which only one of our party members has a high enough Power attribute to win consistently), even though we now knew that she was magical and not a spirit, I took my handy quarterstaff with a Dispel Magic matrix on it and, well, dispelled magic.
The woman became physical again and introduced herself to me as Firshala, an old goddess of the fire rune. She was imprisoned between the plinths because she lost a ton of followers and power (or something). She gave me a little blue stone which, I've been told by the DM, has one use of automatic success Divine Intervention (when we get into deep trouble, he gets us to roll a d100 to see how much our god likes us). So basically, I've got Firshala backing me. In thanks to her for the stone, and because I kinda felt sorry for her, I joined her (now nearly-dead) cult.
Joining more than one religion or cult in Runequest is totally okay as long as the gods don't mind each other; as far as I've been told, Orlanth doesn't have any issues with Firshala and vice versa.
My issue is this: We're still continuing with our quest to do... something (I think we're just wandering around trying to kill stuff for money right now, and there's been talk of an Orlanthi artifact in the area), but I want to try to rebuild Firshala's cult along the way. My Fast Talk (basically Diplomacy) skill sucks and the group is fairly RP-light. The plinths are now a holy site, but it's so far into the middle of nowhere that I'm actually the only one who can find it again (and even then, I only have an idea of the general direction). Not to mention the constant random Teleportation encounters that zip us halfway across the Elder Wilds with only shimmering air as a warning... Firshala's shrine is only well protected because it's freaking impossible to find twice.
Ironically, I'm running a campaign in another setting where my player is trying to revive an old god's cult, but I can't get any ideas for actually doing it myself. Besides, it's easier to focus on one thing in a solo campaign; this is with three other people, and their characters all have motivations of their own.
So, ideas? Rebuilding Firshala's cult. We play once a week, so I've got another week before I have a chance to put it into play. I just really need general ideas for when we go into towns and we're around people. Also, if anybody plays RQ and knows where other Firshala holy sites are, that'd be a plus.
And no, as far as I know, this won't interfere with Vir becoming a Wind Lord. I'm holding on to that automatic Divine Intervention stone as long as I possibly can.
I'm playing an Orlanthi (worships the wind god Orlanth, and more or less its own little culture) from Sartar in our Runequest game. We've gone pretty far now and we're still early in the game (we've only been playing for a couple of months). I'm working my way up to becoming a Wind Lord, the Orlanthi version of the Rune Lord. Vir the Ramkiller, party thief, is a good little Orlanthi and does her service to the god regularly such as tithing, helping people in need, and defiling Lunar property.
Background: In the Elder Wilds, wayyyyy up north past Sartar and Balazar, we came across two random blue plinths. Detect Magic revealed a woman standing between them. Visibility, which reveals spirits on the spirit plane, didn't show her. While everybody else got paranoid and wouldn't touch her with any other spells for fear of entering Spirit Combat (which only one of our party members has a high enough Power attribute to win consistently), even though we now knew that she was magical and not a spirit, I took my handy quarterstaff with a Dispel Magic matrix on it and, well, dispelled magic.
The woman became physical again and introduced herself to me as Firshala, an old goddess of the fire rune. She was imprisoned between the plinths because she lost a ton of followers and power (or something). She gave me a little blue stone which, I've been told by the DM, has one use of automatic success Divine Intervention (when we get into deep trouble, he gets us to roll a d100 to see how much our god likes us). So basically, I've got Firshala backing me. In thanks to her for the stone, and because I kinda felt sorry for her, I joined her (now nearly-dead) cult.
Joining more than one religion or cult in Runequest is totally okay as long as the gods don't mind each other; as far as I've been told, Orlanth doesn't have any issues with Firshala and vice versa.
My issue is this: We're still continuing with our quest to do... something (I think we're just wandering around trying to kill stuff for money right now, and there's been talk of an Orlanthi artifact in the area), but I want to try to rebuild Firshala's cult along the way. My Fast Talk (basically Diplomacy) skill sucks and the group is fairly RP-light. The plinths are now a holy site, but it's so far into the middle of nowhere that I'm actually the only one who can find it again (and even then, I only have an idea of the general direction). Not to mention the constant random Teleportation encounters that zip us halfway across the Elder Wilds with only shimmering air as a warning... Firshala's shrine is only well protected because it's freaking impossible to find twice.
Ironically, I'm running a campaign in another setting where my player is trying to revive an old god's cult, but I can't get any ideas for actually doing it myself. Besides, it's easier to focus on one thing in a solo campaign; this is with three other people, and their characters all have motivations of their own.
So, ideas? Rebuilding Firshala's cult. We play once a week, so I've got another week before I have a chance to put it into play. I just really need general ideas for when we go into towns and we're around people. Also, if anybody plays RQ and knows where other Firshala holy sites are, that'd be a plus.
And no, as far as I know, this won't interfere with Vir becoming a Wind Lord. I'm holding on to that automatic Divine Intervention stone as long as I possibly can.