Hi everyone!
New referee to 2e, running some new players through a moderately homebrewed campaign.
Had a couple logistical questions for the venerable grognards.
The cult requirements are a big one. They're all over the place, and some practically preclude adventuring as more than a hobby (looking at you, Lanhkor Mhy and The Seven Mothers). Do you enforce them? I've more or less decided on merely requiring tithes from initiates and rune level characters, the idea being that proper adventurers are rare and valuable commodities to cults. My players are averse to running a rotating cast of characters and, for the moment, I am too. Maybe when someone unceremoniously dies we'll change our minds.
Even requirements for being a lay worshipper can be stiff: mandatory attendance at weekly worship scenarios is tricky in a campaign where I'm enforcing travel times, and random encounters, bad weather and getting lost can all slow you down.
How do you handle cult/tribal relations? While the cults seem to be entities unto themselves, loyalty to one's tribe could come into conflict with cult loyalty. And for cults that are part of tribal life (Waha, Daka Fal, etc), what happens if your tribe comes into conflict with another tribe, but all the leaders are part of the same cult?
Lastly, I've been debating using the optional character creation rules for any replacement characters. But I've noticed sometimes you end up with a character who's ostensibly been trained in weapons they don't have the stats to wield. Any suggestions? Handwavium? Perhaps they were instead trained with a roughly analogous weapon?
Thank you for your wisdom Ancient Ones, and may Arachne Solara bless thee!