cults didn't so much "sell" battle magic as teach it to people willing to fulfill cult obligations
That makes sense, although I understand why the designers would turn to cash payment system instead: "fulfilling cult obligations" could include everything from monster-killing to foot-massages. In D&D 4e you could reduce treasure allocation, and give equally valuable rituals in their place as quest rewards, but RQ was far less systematic in those respects.
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That makes sense, although I understand why the designers would turn to cash payment system instead: "fulfilling cult obligations" could include everything from monster-killing to foot-massages. In D&D 4e you could reduce treasure allocation, and give equally valuable rituals in their place as quest rewards, but RQ was far less systematic in those respects.