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Yaldabaoth

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  • RPG Biography
    I have been involved in RPGs for over 30 years.
  • Current games
    Play?
  • Location
    Des Moines, IA
  • Blurb
    Opinionated loser.

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  1. A complete ripoff/debasing of the Lead Robbster "All You Care To Devour" concept first developed by trolls and merfolk in Malusoll. I mean, yeah, it's just nets of random sea findings dumped on top of you, and the contents may fight you back... but the Shredder Bay Biscuits...?! Speaking of trolls, they reason that they have not lifted the Curse of Kin is that they have been looking in the wrong place. The curse on Korasting has been mitigated for a long time (thus uzdo existing and trolls being able to bear uzko at all). Trolls have completely forgotten to look at male fertility. Uz males are still cursed, and they can "reinfect" females with the curse, which causes the cycle of female purification and trying again later after bearing enlo. Trolls are so gynocentric that this possibility has never been considered. However, when Harrek the Berzerk begins his wooing of Cragspider to breed his own Tusk Rider family.... "Careless Whisper" begins playing in the background
  2. IMG: In a "This World" Heroquest, you are dragging the Hero Plane to mundane Glorantha. "I'm Orlanth at the Plundering of Zanibulus." Depending on your power, preparation, etc., things in mundane Glorantha start taking on attributes of things in the Heroquest. Your buddies become more like Thunder Brothers. The stream between your clan's land and the enemy's estate becomes more like the Wet Wall. Your enemies become more like the Cross Brothers, whether they realize it or not. You have a better chance of success if your enemies are already like the Cross Brothers, such as being able to chuck things (such as crosses) at people with great strength or prone to bickering or whatever. Synchronicity is common in Glorantha, and your enemies may have preemptively decided that they were "The Shining Legion at the Refusal of the Strange God Losers". Then it's a fight to see whose vision holds sway. Assuming that your enemies are magically impotent chumps, you will control the Heroquest, and all parties will fall into their roles in the myth. Your team will be sneaky and clever and will leap over the stream, and get the people representing the Cross Brothers to fight amongst themselves, and THEN you'll make off with Gryphon Necklace. Well, you're not going to get the mythological Gryphon Necklace, you're going to get something in mundane Glorantha that takes the place in the story, such as whatever single item of fine loot that you know your enemies have. When the Heroquest is over, it's done, the benefits are whatever the effects are of what you did now that the ritual is over. Synopsis: It's like a massive & extended Identity Challenge. It's a process of mythological identification that eases tasks in the mundane world by magically overlaying Hero Plane myths over mundane acts. In an "Other World" Heroquest, you are thrusting yourself from mundane Glorantha into the Hero Plane. "I'm Orlanth at the Plundering of Zanibulus." You fully take the role of Orlanth in the myth. You don't leap the stream by your tula, because you are really at the Wet Wall, and it roars it's defiance at you. You breeze over its thrashing and anger (if your Air magic is strong enough!), and the Thunder Brothers following you get into a low Goose V, ready to blow to Zanibulus. A massive construction of wood whizzes past your head and crushes Manli. His breath was knocked out of him under the gargantuan cross, but the rest of you all land safely and scatter into the Kitten Scurry before anyone else takes significant damage (if your Motion magic is powerful!). On a breeze, you hear the bickering of the Cross Brothers, each wanting the next throw. You use your Scarf of Mist (You have a Scarf of Mist or Illusion magics, RIGHT?) and witness two massive, squat mountains of flesh arguing with each other on the palace walls. With the guile of the King of the Gods, you convince the Cross Brothers that the best way to determine who is stronger (and thus best suited to throwing their crosses at you) is for each of them to hit each other as hard as possible with a cross at the same time (you are persuasive, yes?). After this show of stupidity, your band waltz into Zanibulus, fight some minor guards, and loot the place. You choose the Gryphon Necklace as your prize, and return to your hall. ...And here you can end the Heroquest. You return to mundane Glorantha with an honest-to-goodness Gryphon Necklace. For a while, at least, until its mythic resonance fades, or its magic manifests as a weaker version of the real thing. Good job! But wait! In the myth, Orlanth took this prize as a gift to his faithful thane, Elmal. Seeing Elmal being so generously gifted made the rest of the Thunder Brothers proud to have Orlanth as their king. If you keep the Gryphon Necklace for yourself, the effects could wear off really fast, as its not being used as it "should be". Or perhaps it causes your band of adventurers to subtly see you as greedy, or unworthy of their allegiance. Or maybe it will make your friend fail at an important power that they otherwise use reliably, as if it is missing. Then again, maybe gifting away the Gryphon Necklace will forge bonds of appreciation and service, and cause the Necklace to be more efficacious for a longer period of time. Maybe it (and your friend) will save everyone at an important moment, just like the original. Synopsis: It's like a magical Japanese game show obstacle course, where you can win a piece of the Hero Plane to smuggle back to mundane Glorantha, either in an identity, or in an item, or in some sort of magical understanding. The mythic journey is a process which produces the end result: heroquesters experience the myth to achieve some benefit caused by the mythic interactions.
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