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    First love - 2nd Edition RQ 1982, Call of Cthulhu, Traveller, D&D, Pathfinder
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    to my disgrace - None
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    Eastern edge of the Kingdom of Mercia
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    The unexamined life is not worth living.

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kr0p0s's Achievements


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  1. As Jeff implies some castes, I imagine any magical abilities will be restricted to Zzaburi and Talar castes. No goodness for the lower castes. Note the term magical abilities. This implies something more specific than a generic increase in intensity manipulation. We shall have to wait until the powers above drip down some more juicy information.
  2. It wouldn't, I was just giving an example. I imagine Talar could be able to command both Hrolari and Dronar. This couldn't be used on those outside Malkions caste system, since they are unruly barbarians and Elder races that cannot be exhorted to conform to RIGHTNESS. I may be misunderstanding you, but only the Zzaburi, and possibly some Talar, have an understanding of sorcery. Hrolar and Dronar use spirit magic. They would have no use of the an ability to increase their manipulation of intensity. Sorcery is proscribed for their castes.
  3. Further, its reasonable to assume that these abilities may scale with RIGHTNESS? As you attune with the expectations of your caste, your ability to express you caste ideal increases. Thus a Zzabur’s INT continues to be enhanced, a Talars POW with respect to commanding Dronar increases etc.
  4. The caste magical abilities will enable the individual castes to perform better - Zzaburi to deal with sorcery, Talars to lead, Horali to fight, Dronar to produce. You will have abilities that enhance INT, allow you to command Dronar, enhanced Battle skill, increase craft skill or output etc. This is all speculation, but I imagine won't be direct spell effects, just magical powers linked to their current RIGHTNESS. Horali and Dronar will have access to spirit healing magical through worship of war gods and local goddesses. However, I imagine that it will be relatively weak. They won't have access to Heal 6, routinely. Except through a visit to the wise woman of dubious RIGHTNESS, out in the wood who whispers to spirits.
  5. I like the idea of not knowing your RIGHTNESS score, and what point losses go with breaking taboos. You would have a rough idea of your RIGHTNESS from any abilities you have gained, but, depending on caste, especially the dronar you would always be worried about your RIGHTNESS. Jeff said "A character with a negative RIGHTNESS may be expelled from their caste by their elders." This implies a caste ability of talars to see RIGHTNESS and judge accordingly. If you can keep dodging the local talar, you should be fine!
  6. This is what Jeff said about caste magic above. I don't think it can necessarily be restricted to spell effects, whether sorcerous or otherwise. There are lots of special abilities within the RQ:G system from spirit powers, cult gifts, heroquest abilities etc that can be described as magical. In that caste abilities derive from RIGHTNESS and following the strictures of Malkion they are sorcerous in nature, but wouldn't require any understanding of Sorcery per se. They are a manifestation of Law within the material world.
  7. A Man-of-All would need to initiate into the cult of Hrestol to be able to fully follow the obligations of that path. I imagine it would involve breaking caste restrictions. Otherwise they would have to strive to be paragons of their caste to mitigate this. I imagine this would be difficult, if not impossible. But without knowing the full caste duties or restrictions it would be difficult to judge *ahem*.
  8. Expanded Intellect would solved the free INT problems discussed in another thread. Sorcerous versions of Magic Defense, Magic Attack, Power Within, Second Sight. Otherworld Pacts. Lots of awkward taboos.
  9. As RIGHTNESS increases do certain castes gain increasing levels of magical abilities? How far down does negative RIGHTNESS go? Does an individual at some point start to obtain negative traits such as Chaos features?
  10. More, Invisible God specific: -- INITIATE MEMBERSHIP Initiation into the Invisible God cult is a prerequisite for full membership in Malkioni society. Initiation follows several years of caste education and training. Each caste has their own set of rituals, Once a person initiates into a given caste, they cannot join a different caste – except by means of the Hrestol cult. CASTE RIGHTNESS Each caste has duties and restrictions which must be maintained to remain a member of the caste. This is represented by the RIGHTNESS characteristic for Malkioni initiates. Initiates start with a RIGHTNESS of one. RIGHTNESS may have a score greater than one, representing the initiate’s reserve of righteousness. If a character’s RIGHTNESS is less than zero, that character may no longer use any caste magic or special abilities and risks being thrown out of their caste and exiled from Malkioni society. RIGHTNESS may be increased by adherence to caste duties and restrictions in adversity in ways that create difficulties for the character and make the game more entertaining. Examples include a talar refusing to perform menial labor even though their survival might depend on it, or a dronar refusing to touch a weapon even in self-defense. The gamemaster should not award RIGHTNESS for good dice rolling, simple puzzle solving, ordinary combat successes or any other of the minor accomplishments that might occur during the course of a session. RIGHTNESS should be reduced by the gamemaster for transgressions against any caste duties and restrictions. For each circumstance, the gamemaster should warn the player that a given action will result in an increase or decrease in RIGHTNESS. If the player insists, then RIGHTNESS should be adjusted accordingly. Initiation into the cult of Hrestol can mitigate this, as a Hrestoli initiate does not lose RIGHTNESS for any action that upholds the Hrestoli code. However, if they violate their caste restrictions in a way that does not uphold the Hrestoli code, they still lose RIGHTNESS. EXPULSION FROM CASTE A character with a zero RIGHTNESS characteristic is no longer in good standing with their caste and cannot use any caste special abilities (such as a talar’s Forced Command ability or a zzaburi’s ability to store magic points in the Spirit World) until their RIGHTNESS is positive. A character with a negative RIGHTNESS may be expelled from their caste by their elders. If this happens they are no longer accepted as members of Malkioni society. If they can get their RIGHTNESS back to positive, they can submit themselves to caste elders to be brought back (this is often called “Return to Rightness”). The elders may impose penances, fines, and other punishments as a condition for return. Until then they are viewed as outlaws, barbarians, or even krjalki (monsters) by other Malkioni. Some sects do not permit a character to return to their caste once expelled. For the Brithini, expulsion is permanent and always results in death. CASTE RESTRICTIONS AND SPECIAL ABILITIES Each caste has restrictions which must be followed to maintain their RIGHTNESS. Some castes have special abilities – magical abilities of the caste members. If they are expelled from the caste for any reason, they lose all special abilities of that caste. RUNE SPELLS AND DIVINE INTERVENTION Unlike other cults, the Invisible God does not provide Rune spells, Divine Intervention, or allied spirits. -- The concept of Rightness gives oodles of scope for role-playing a Malkioni. Really interesting reveal!
  11. Jeff posted some more info on Malkionism and Hrestol on Facebook recently: -- HRESTOL Hrestol was the Ascended Man, son of Froalar, last of the Secret Keepers, and of Xemela, He is the great hero of the West and was born during the God Time. During the Great Darkness, Hrestol prayed to the Unknown God, who sent the gods to destroy the Devil and bring forth the Dawn. A year after the Dawn of Time, Malkion appeared to Hrestol, then a noble warrior of Seshnela in the service of his father. With the wisdom he gained, Hrestol killed the goddess Ifttala, the daughter of Seshna Likita and mother of the Pendali people. Hrestoli died, was judged in the Underworld, and made his way back to the world of the living. He was banished from Seshnela for his crimes but accompanied in exile by the best of his people. Hrestol traveled to Brithos, Akem, and the Vadeli islands, teaching his insights to all who would listen. Hrestol taught that the old Malkioni philosophies were destructive to man’s eternal soul and happiness. He taught how to achieve eternal Joy through unity with the Invisible God. Hrestol shook off the old limitations of caste that Zzabur demanded, in favor of the deeper truths of the world, and became the first Man of All. All modern sects of the Malkioni stem from Hrestol's original contact with the Eternal World. Most modern Malkioni are lay members of Hrestol’s cults; comparatively few initiate to his cult, even in Loskalm. The cult imposes a stringent code on its initiates and demands that they: 1. Uphold justice and fight injustice. The Hrestoli ultimately must determine what is Just and what is Unjust, and fight for what is Just. This includes an obligation to protect the weak (especially women and children) from the strong, but generally excludes barbarians and the Elder Races; indeed this obligation is often celebrated by fighting monsters or Krjalk. Justice is considered more important than such virtues as Loyalty. 2. Sacrifice oneself for the good of others. A Hrestoli is expected to sacrifice themselves to uphold Justice. 3. It is the responsibility of mortals to make a world they can live in. This creed was formed in the early Dawn Ages when humans were weak and few. Its focus is always towards humans, their survival and later their dominance, rather than on co-existence or cooperation with the rest of the cosmos. Initiates of Hrestol do not lose RIGHTNESS when they violate caste restrictions in the service of Justice. Hrestol is associated with Runes of Man and Magic. Initiates may sacrifice POW for Rune Points. Hrestol provides the special Rune spells of Dismiss Magic, Shield, and Spirit Block. -- Is this the model for the ascended masters? The vast majority are lay members with very few initiates and no(?) rune masters? He does provide some rune magic (two of his specials are in the common list, so presumably that is not accessible), but would be the motivation for the few to initiate to Hrestol - to follow his heroquest pathways?
  12. I was just riffing of metcalfs suggestion above: "Looking at the dates, there's a rebellion in 387 by Arbaga who've been in the region since 378. Palangio doesn't get there til 401 or so. That's an extraordinary long period of time for the Bright Empire to send troops to aid a rebellion. What if the main target of Palangio's army was not Herlalia but Arbaga's forces?" Arbaga invites in the Nysalorian missionaries to cure the plague, realises their mistake, cant convince Fodluth of this, rebels and leads krjalki (Uz) to overun Sintith/Wesluk and purge them of Nysalorian influences. Arbaga issues an ultimatum to other city states - get rid of the Nysalorians or we send in the Uz to do it. Sintith and Wesluk have been devastated - HotHP doesn't mention them later when Lukae City (and tribe) unites the last peoples (specifically, Sostor, Sintinth, and Herilia). Of the other regions, only Heralia kills them all quickly (HotHP). Four years later the Bright Empire sends a krjajki army down the Tigronior river (Aldryami?) to deal with Arbaga and his Uz army. They find Wesluk and Sinith devastated and occupied by Uz. But Herlalia, weakened by Bright Empire schemes before killing all the missionaries, ripe for attack and conquest. This happens, but resistance carries on. The Bright Empire krjajki army is sent to Ralios to fight Arkat. Arbaga's krjalki Uz return to Ice Peak after devastating and looting Sinith and Wesluk, or follows them to support Arkat. Not sure how behind the Bright Empire the Aldryami were at this point.
  13. The battle at Kaxtorplose is mention in HotHP as a landmark battle. Hendrik appears with an army to aid Arkat and swing the tide of battle using a Great Leap performed by the Larnsti Seven Group: "Later, the king got word that the foreign army was led by a great master swordsman who worshipped Humakt, and that with him were also many battalions of warriors who worshipped Orlanth. The king said, “We have grow lazy without foes for this year, but not stupid. Thingan has killed five swords already. Change horses and we will go to the pool to see more.” At Er’s Pool the king saw that Harmast the Lightbringer was among the army, though he was not a commander or chief godar. He sat in the farmer’s seat at the warlord’s table. The king said, “Why didn’t anyone tell me this sooner? Sound the horn to muster sword, spear and javelin. Have the Larnsti Seven Group begin their chant, and tell Destorniskis the Jumper to join them.” When the army had assembled the Larnsti Seven Group allowed them to all jump into the pool and to landwhere Harmast the Lightbringer was. The Hendriki army arrived in a most timely manner to destroy the cavalry of Nysalor, and deliver Orlanth’s gift of victory to Master Arkat of the Unbreakable Sword at the Battle of Kaxtorplose. When the Larnsti Seven Group collapsed from exhaustion the Ten Movers and Shakers, as they were called, were stunned into immobility, and killed by Aringor of Olorost, who had sworn to do that. King Hendrik accepted the honors of the victory, but did not remain with Arkat." So you have Kaxtor, the son of a god, fighting a desperate holding battle against a Chaos army with two of the great heroes of the age, Harmast and Arkat. Then Hendrik appears using a suprise attack to destroy Nysalors cavalry and swing the tide of the battle. Cinematic or what!?
  14. Were not the Slime Deer a chaotic perversion created during the Greater Darkness?
  15. As mentioned above the Kaxtori view him as “an avatar of the original and supreme God beyond the world of illusion”, so he would have strong Truth affinity. As well as, I imagine, strong Earth affinity from his mother.
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