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Manunancy

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Posts posted by Manunancy

  1. 5 hours ago, svensson said:

    Lanbril and the Black Fang make good examples of criminal organizations that have enough mystical power to engender spells for themselves, kind of a 'regimental wyter' for a criminal gang. For that matter, there's Eurmal and Orlanth... both have Thief aspects.

    And Nochet is a large enough city with enough wealth [because 'large' and 'wealthy' are NOT the same thing] to support several gangs or conspiracies with enough followers to enable some kind of magical power. If you were feeling REALLY ambitious, you could even try to cobble together some Sorcery spells for them... that has the benefit of not requiring POW from a large group of worshipers. Because 'large group' and 'potential snitches' ARE the same thing 😁

    I'd think a succesful thief cult is likely to be one who has some nasty sprits of reprisals to deal with snitches - if you are forced to initiate to the cult (rather than merely being a lay member) to join the gang, ratting them out ot the autorithies will certainly count as apostasy and bring whatever spirit of reprisal they have on your head. Sorcery can be more convenient but won't bring that sort of protection

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  2. With the daughter's inclination to tinkering, i think Irripi Ontor would be a good fit - and respectable enough to pass muster  with her entourage. If there's a cult linked with respectable arts (scuplture, architecture, painting) it might be a good fit too, depnding if her creation leans more to the technical or artistic side.

    Donandar is too much linked with wandering riffraff perfomers to be acceptable - way too much odds to exposure to Glorantha's equivalent of 'sex, drugs and rock'n roll'

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  3. On 6/5/2022 at 11:10 PM, JRE said:

    A typical way in our games is to take the head with you.

    Depending on who the head belonged to, it has the bonus of drawing suspicion on Thanatar cultists. Who are a handy way to complicate resurection too - without the head AND the sprit, there's not much you can do for the victim...

    That could be a neat side business for a thanatar temple - maybe even a cover, passing htemselves of as a 'normal' assassin cult and making themselves usfeull in the local mover and shaker's feuds to gain influence and protection.

  4. A Krarsht assassin can be a very effective weapon against a Storm Bull berzerker : stay far enough that you don't trigger his 'sense chaos' until he get spassed-out drunk, then just neatly slice his throat while he can't fight back. Problem solved...

    Of course in an open confrontation, things won't look good - but if you feed some low-rank meat into the grinder, sneak around and hamstring/backstab/poison dart him, then rinse and repeat until he croaks off, you're golden.

    Unles you run out of minion before he runs out of health...

  5. though tha tsort of "nope, you local god ist just really our foreign god with a coat of paint' approach with a big mystic push to force it true seems dangerously close to things like the Godess Switch. There might be some problems in the long term....

     

  6. On 3/27/2022 at 4:28 AM, Orlanthatemyhamster said:

     the BAT, which must be one of the best defensive tools ever! It would also mean the Voxsaxi leaving their homes completely defenseless to go and fight...
     

    The bat as a defensive tool has a very big drawback : it's a dman effective weapon, but it's a seriously high-maintenance one - you can't keep it in one spot for long before you need to either move it to greener pastures or start to deplete your tax base and goddwill reserves.

    The Bat is more akin to an SSBM - the big expensive mass destruction weapon you bring out to smash the big and nasty problems. That makes it ill suited to a a guerilla war as the local will lay low until it's somewhere else, attack quickly and melt back in the background before the bat can be back. The bat can be only in one place at  time.

  7. An option for the western cities migh also be some sort of magical 'container' to store the magic (magic point, powers and the like) given by the population and keyed to let  suitable zzaburis draw on that pool when they need to perform heavy-duty magics. Which avoids relying on some otherwordly entity that may have it's own volition and agenda.

  8. Not that i know of - though in my opinion, as most glorathan tongues are derivative of the runic/elemental tongues (firespeech for dara happan/new pelorian, windspeech for sartarite/tarshite/heortian you should apply whatever equivalence you pick for teh 'base' tongue and work up from there.

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  9. If I remember right there's also some Zorak-zoran worshiping smiths that play that game too - though it might be that same group's way to gain some official standing with other trolls. Zorak Zoranis aren't peculiar when it comes to improving their fighting abilities. - if it's not chaotic and it works, it's fair game. forging soem cool war toys for other zorak-zoranis sounds like a good way to get a bunch of figthy friends in case of need.

  10. I'd like to know the locations where those lead traces were found - I'd expect them to be in or near  silver mining area - and in sentivie parts of the fortification such as a gathouse's murder holes rather than outer machilations.

    Basically in situations where the need for something really nasty justifies the cost - lead being 'premium' compared to 'regular' water

     

     

  11. I'd think molten lead wasn't that common either - lead isn't cheap and you need a lot of combustible to melt it.

    the 'boiling stuff' of choice was simple water - and more often than not sewer water as it saves the defender's drinkable water. Sand has been used too in the 'nasty hot stuff that infiltrates under armor' role

  12. 4 hours ago, Jape_Vicho said:

    We know that Orlanth is mostly worshipped in the Provinces through Barntar and Thunderous, which are less "warriory" than Adventurous, but are there any Orlanth initiates serving in the provincial armies? Or do the lunar authorities tend to put them as away from weapons and military training as possible?

    I'd expect them to be somewhat discouraged and those who persist to be sent to either remote/insignificant posting like Corflu or to places wher the likely opponents are religious ennemies to keep them focused on that direction rather than looking back home or making firends with the local opposition. So they'll be kept well clear of Dragon Pass.

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  13. Humakt might not be actively opposed to Chaos just because it's Chaos - but considering the behavoir and mythical association of the Chaos divinities, he ends up quite violently opposed to most of them (with those involved with undeath espcially singled out)

  14. On 5/31/2021 at 1:53 PM, French Desperate WindChild said:

    Thanks for your answers, guys !

    this conducts me to an associated question in fact, probably the same point

    This sentence gave me a resonance:

     

    should the law / tradition in a "honorable" society define death penaly as apropriate punishment ? (at least Orlanthi say honor is a virtue and have to follow it, so they think they are honorable.)

    Is there a myth where/when Orlanth punish one of his tribe with death ? Not because he was angry but because he was fair ?

    After all, if the "judge" follows the community's rule and the executionneer applies the judgement, the question is not the judge's honor or executionneer's honor but more the community's honor ?

     

     

    Having a specialist doing the deed is in my opinion akin to  sort of specialized scapegoat : he takes the blame and dishonor upon himself and in doing this protects the community from it.

    In Orlanthi culture, I'd say this kind of role is probably under Humakt's watch - on sevral levels : it's handling Death (check), It's a legitimate use (Truth) and finally wiht humakt being at a remove from the rest of the Storm Tribe, it keeps blame from flowing back to hte tirbe. It's also a little bit hypocritical, but that's hardly uncommon in Glorantha and far from the worst case of it....

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