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Pentallion

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Posts posted by Pentallion

  1. On 11/2/2016 at 1:26 PM, Jeff said:

    New Hrestolism is not about "leveling up" - it is about creating a system whereby birth does not determine your caste. Logic dictates that all human societies are divided between Workers, Guardians, Magicians (which includes both Men-of-All and Wizards), and Rulers. Logic does not dictate that the son of a Worker is best suited for being a Worker; what if they possess the capacity to be an excellent Magician or even a Ruler? Logic dictates that keeping a potential excellent Magician or Ruler as a Worker is an irrational waste - so human institutions must be created to identify those Workers who would make a greater contribution as a member of another caste. And of course, the higher castes must understand the experiences of those they govern. Thus the system of identifying Workers as potential Guardians, recruiting potential Men-of-All from the Guardians (and selecting some Men-of-All to be Wizards), and appointing new Rulers from among the Men-of-All and Wizards. 

    It is fully understood that 90% of the population is best suited to be Workers. The Guardians, Men-of-All, Wizards, and Nobles are make up (to paraphrase W.E.B. DuBois) the "Talented Tenth" of the population.

    Now that the Ban is lifted, who will be the Bernie Sanders to stand up for the 90%?

  2. On 11/2/2016 at 0:25 AM, Jeff said:

    Everyone had merit under King Siglat's reign. Even those who were lazy or indifferent had something that the lazy and indifferent could do. None were sick for there was no disease. The Ban expelled Makan and all outside pollution from Loskalm (of course it went somewhere - see, War, Kingdom of). Man lived in harmony with Logic. If someone was better suited for being a grower of cabbages rather than a tender of goats, Siglat knew and he'd fix the situation. People were assigned to the correct castes based on ability and character, and Siglat taught the tests so that the castes could recruit suitable members. Under King Amprel (1559-1573), Siglat's Commonwealth continued in perfect logic. Even the semi-barbarous folk like those of Kintaem knew their correct place, forming their own "fifth caste" outside of the four true castes. Powerful magical spells and ceremonies aided good government, farming, crafting, and all other human endeavors.

    During the Ban, the people of Loskalm returned to Danmalastan within Time. I can't emphasize that enough. Even the Erasanchula obeyed logic, and were celebrated in art and story (but not with worship). 

    But with the Opening, outside pollution returned and imperfection and flaws appeared. Things that worked smoothly and without complaint became complicated and difficult. The castes recruited people that were not always best suited for the caste, and some say birth, greed, and ambition played an increasing role. Foreigners have brought both wealth and pollution with them, often at the same time. The growing forces of disintegration have tainted Loskalm. The Erasanchula have turned on each other and brought their Gods War back. Even the weather changed for the worse. In short, Time and Compromise returned. Worse yet, where Makan had been banished now erupted in a boil of filth, violence, and hate. If the Ban had been the Fourth Action returned, the end of the Ban brought on the Fifth Action. 

    Sounds like Siglat created a world of Perfect Harmony.  Obviously, the lifting of the Ban in Loskalm wasn't done by White Moonies or a demon summoning, as they claim in (Eastpoint or Riverjoin?  I forget).  It was done by a Trickster who brought Disorder back.  :)

  3. 15 hours ago, Sayerson said:

    Got sick of scrolling through the pages...

    Book of Treasure -Even More Plunder.pdf

    This is really cool and very well done.  There is an error with Zed's Ded Box, however.  You repeated the History section in the Procedure section.  The latter should read:

    Quote

     Bind a large shade into a coffin. Put recently deceased into coffin.

    Instead, that part got put in the Powers section.

    • Like 1
  4. 9 hours ago, Darius West said:

    Yes totally.  In fact tRSoT probably shouldn't even make an appearance.  I was totally joking.  Providing stats for the Red Sword of Tolat such a "Deities and Demigods" thing to do.  But how about the unbreakable sword then huh? huh?

    Wouldn't allow the unbreakable sword in my campaign.  It's too broken ;)

    • Like 1
  5. The Cursed Dagger of Lin Wu

    Description:  A nondescript iron dagger with a bladesharp 4 matrix and 20 AP.
    Cults: Zaktirra, Waha
    Knowledge:  Cult Secret, One of a Kind 
    History: Lin Wu was an eastern sorcerer who lost his love to a Praxians dagger.  Lin Wu hated Praxians so much that he turned to the dark Viridian god Zaktirra to curse the dagger that took his love.  The Cursed Dagger of Lin Wu serves as a warning to all who follow the ways of Waha to beware the evils of the east.  No matter who owns the dagger, how it was disposed of or where it was last seen, it always reappears in Prax.
    Procedure: Be Lin Wu and get Zaktirra to make you a cursed Dagger.
    Powers:  The Cursed Dagger of Lin Wu causes whomever is unfortunate enough to find it to have their rune affinities halved.  Their connection to their god is weakened and their ties to their runes are harder to reach.  The new owner cannot be rid of the dagger.  The Dagger cannot be uncursed, but the Cleansed One Quest is known to allow it's owner to be rid of it.  Somehow, it returns to Prax eventually, however.  Other cleansing quests may also get rid of the dagger.
    Value:  Nothing.  A Praxian wouldn't knowingly touch the dagger with a ten foot high llama bone. 

    • Like 1
  6. Thunder Brew

    Description:  A milky white ale
    Cults: Storm Bull
    Knowledge:  Automatic, Famous, Cult Secret (Yep, all at the same time)
    History:  Thunder Brew is a rare drink created in Prax by Storm Bull cultists. The brew is seldom available outside the cult  but when it is, it can be found at Gimpy's Tavern in New Pavis.  Gimpy will gladly regale anyone with the tale of how he and he alone is so honored to sell Thunder Brew.  Ask him.
    Procedure:  The procedure for creating Thunder Brew is a closely held secret.  Even the sages at Lankhor Mhy refuse to reveal the ingredients used in the making other than to shudder and say "you'd rather not know."
    Powers:  Anyone who quaffs a single mug of Thunder Brew must roll CONx1 or pass out.  A Fumble permanently reduces the imbibers INT by 1 and they suffer temporary blindness lasting no more than a week.  Those who make their rolls have just enough time to get outside before they vomit violently.  The bartender at Gimpy's then cuts them off as they're intoxicated for rest of the night.  If the imbiber can roll INTx1 they'll remember most of the night, else they have no recollection of the night at all.  A Storm Bull cultist who makes the CON roll does not throw up and temporarily increases his Rune Pool by one point for the remainder of the season.  Further consumption of Thunder Brew will have no further affect.  .  If the Storm Bull imbiber also makes his INTx1 roll he gains half that % in his Eternal Battle rune.  This can happen once ever.  Storm Bull cultists who fail their CON roll do not pass out, but remain intoxicated the remainder of the night.  Those that fumble their CON rolls, however, start mooing and head butting everyone and everything until they render themselves unconcious.

    Gimpy's is packed whenever Thunder Brew goes on sale and passersby can hear the chants of "Thunder Brew!  Thunder Brew!  Thunder Brew!" along with the occasional cheering and laughter accompanied by the sound of wretching.

    It is said that one group of adventurers gave a cask of Thunder Brew to a giant, who was felled by the drink and plundered.

    Unknown to anyone in Prax:  Newtlings are immune to the effects of Thunder Brew and if one ever drank any he'd gladly ask for seconds, much to the amazement of everyone.
    Value: 10L a drink at Gimpy's on the rare year it's available.

    • Like 1
  7. 2 hours ago, Nick J. said:

    I don't think Bethesda would get the tone right. Don't get me wrong they make very pretty hiking simulators, but I suspect the game would be about as wide as the ocean and shallow as mud puddle -- they might get the visuals right and a grand sense of scale, but the actual themes and philosophical underpinnings? I dunno?

    Maybe Bethesda fifteen years ago, when they were making Morrowind could pull it off?

    That's funny, cuz when you said "pretty hiking simulators" I immediately thought of Morrowind.  Now Oblivion would be perfect.  Even a Baldur's Gate style would be okay.  Better yet, one that allowed the player to jump from POV to iso as they desired.  And if they started small, say New Pavis, Big Rubble and the Zola Fel  from Bulford to Corflu and no further west than Horn Gate, no further east than Vulture's Country, that would be a great start and leave plenty of room for depth.

  8. Yeah, I'm pretty sure the computer games planned are great games - and not at all what the OP was asking for.  I'd love an Oblivion type computer game set in Pavis or Glorantha.  Which is not to say I don't play KoDP to death, it's just to say I'd love the other type of game to death too.

    • Like 1
  9. 12 hours ago, g33k said:

    I think the poison dart is a needful thing.  My Glorantha has it!!!  :D

    And to be honest, for "fermented lizard ichor" I'm probably just gonna still the little frilled dino from the original Jurassic Park movie -- just for the Geek Factor!

     

    That little guy spit a paralytic so he could eat you alive.  It didn't have any anasthetic qualities to it.  From the book.

    • Like 1
  10. 6 hours ago, metcalph said:

    Since the people of Teleos to the north are said to seem racially similar to the Agimori (apart from the skin colour) Guide p523, I'm inclined to say that the same is true of the Masloi and other Thinobutan descendants.  Most have dark coloured skin but some have red or gray according to the creation myth.

    The mention of escapees from Thinobutu on the ships of the Blue People is a Thinokosan myth (Revealed Mythologies p56) which has them also using tidal powers to defeat the waters in the first torrential war.  However the tidal powers are an Artmali Power and the Thinobutans are not said to be Artmali.  Hence I suspect corruption in the Thinokos myths that were used by the God Learners in compiling the Monomyth and that the Thinokosans acquired tidal powers and blue skins in Ulrana through unknown events.

     

     

    Not sure I see the problem with the Thinkosan myth.  If they escaped Thinobutu on the ships of the Blue People and the Artmali are blue people with tidal powers then it seems reasonable they would use tidal powers to defeat the waters in the first torrential war.  This does not require teh Thinobutans to be Artmali, only that they escaped on Artmali ships.

  11. On 10/12/2016 at 0:53 PM, g33k said:

    ROFL!

    Damn you, Pentallion!  DAMN YOU!

    <I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!  I must NOT read forums in class!>

    Damn ME?!?  I'm the one who had to listen to him humming that accursed song over and over again.   Necro, Necro Duck (Donald Duck voice:  Got to have me a zombie!)  Necro, Necro Duck. 

  12. 26 minutes ago, Darius West said:

    For extra bonus points, who were the only humans to survive the Dragonkill in Dragon Pass? (Delecti wasn't human by then, but immortal).

    Personally, and of course my Glorantha may vary, I think an Orlanthi tribe survived by becoming ducks at the moment Delecti cast his spell.  I think the Godlearners may have had something to do with that, changing the entire myths, but the ducks mythology is suspiciously Orlanthi.  In my Glorantha, that's because they were Orlanthi and that's how they survived the Dragonkill.

    • Like 1
  13. With WarHamster, you can let them affect the battle within their capabilities and not be concerned with them dying an abstract death because you carry out the battle via WarHamster, but then you carry out their fighting via RQ and then apply it to the WarHamster results.  PCs tend to take out the enemy faster than the average soldier.  But you get some great drama unfolding.  In our Battle of Iceland, due completely to their own actions, I had characters who got themselves cut off from their group.  One leapt over a shield wall and inflicted pretty good damage before being swarmed over and left for dead on the battlefield.  Another got dropped fair and square RQ style and had to be pulled from the battlefield by her compatriots.
    One of the rare times I enforced fatigue rules.

    • Like 1
  14. Eurmal's Bell of Discordia

    Description:  A small brass bell.  If examined closely it can be found to have a small crack in it.
    Cults: Trickster
    Knowledge: Cult Secret, Few
    History:  One day Eurmal had an insight.  Things had been extremely boring lately and the world just seemed a duller place.  It occurred to Eurmal that if things got too dull, people would become bland and bored with life.  If that happened, people would be less likely to stand against Chaos and Creation might be undone.  After all, Eurmal mused, what good is Life if it isn't very interesting?  He therefore vowed to protect Creation from Chaos by making Life more interesting.  And thus, the rune Discord was born.  Eurmal then went forth and found a bell that produced a perfect note, as all bells did back then.  He cracked the bell and replaced it amongst its brethren.  That day at Yelm's court the bell produced the first Discordant Note.  No one understood what this meant at the time.  Eurmal stoked a discussion amongst the members of Yelm's Court, taking the side of one theory and then another until everyone was arguing and discord was firmly sown.  Content that the world had just become a much more interesting place, Eurmal then sat back and enjoyed his new creation.  The bell became imbued with the rune of discord and whenever sounded, Harmony would be banished.
    Procedure:  Find a bell that produces a near perfect note.  The finer the bell and more perfect the note it produces the better.  Go on the Heroquest "Eurmals Discordant Note"   Crack the bell, then sneak it into Yelm's Court.  Sow discord into the Court. 
    Powers:  The ringing of the bell will cause all within hearing to become stubborn, or contrary.  To refuse to listen to any other perspective than their own.  They will misunderstand each other and bicker among themselves.  The more perfect the bells note before the quest, the more powerful the effect afterwards.  Long running blood feuds have been started by a well crafted Bell of Discordia.
    Value:  Invaluable to any group seeking to sow discord or disrupt an event.  The Lunar Empire pays a 5000 L bounty for the capture of anyone caught using a Bell of Discordia. 

    • Like 1
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