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Darius West

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Posts posted by Darius West

  1. Name:  The Truthful Toe
    Description: An ovoid and abrasive leathery pad about an inch and a half in diameter at its longest and about half an inch at its shortest.  It is about a quarter of an inch thick.  It is marked with a truth rune and detects as magical.
    Cults:  ASSOCIATED - Buserian  FRIENDLY - Issaries, Eiritha  UNFRIENDLY - Lhankor Mhy, Trickster.
    Knowledge:  Known and valued among knowledge deities and truth rune cults.
    History:  In the days before the Spike was destroyed Llama was widely appreciated for his profound wisdom.  He watched the stars with a natural mysticism that allowed his neck to grow so he could see further, and he never ever told a lie.  His kindness, honesty and devotion won him the affection and admiration of the Lady of the Light of Wisdom.  Given his gregarious and affable nature, Llama was popular with deities of harmony and communication as well, and became great friends with Issaries.  During the darkness Llama conducted himself with stoicism, and fortitude, and did what he could to help people survive, particularly by teaching them what canny young Waha had learned.  He also traveled far and wide and had great discussions with Buserian about the stars.  Llama was so popular that he was well on his way towards becoming a god in his own right, but he had an enemy and rival of whom he was unaware; the jealous Lhankor Mhy, who resented the competition for his lady's affections and his friendship with Issaries.  So it was that when it came time for the lottery to decide which of Waha's followers would become herd beasts and which would remain sentient, Lhankor Mhy enlisted Eurmal the trickster to find a way to insure that Llama lost his wits.  As Llama had often seen through Eurmal's methods in the past, Trickster was overjoyed to be involved, and the lottery saw the sage-like Llama turned into a beast through Trickster's chicanery.  Of those times and the wisdom of Llama little is left except the Truthful Toe.
    Procedure:  Take the toe pad of a High Llama and consecrate it in the name of the Goddess of the Light of Wisdom in a temple of Buserian.  Expend 2POW and carve into it the truth rune which is then consecrated with one's own blood (1hp).  Thereafter the item is completed, and may be used.
    Powers:  The Truthful Toe has the power to remove falsehood and errors.  If it is run over letters, whether on parchment, papyrus, paper, clay or stone, even tattoos, it will erase all falsehood and any mistakes, leaving a clear surface ready for corrections.  It can also be used to destroy illusions.  Despite the item's potential usefulness, Lhankor Mhy cultists who come into possession of a Truthful Toe are required to burn it on an altar to their god, so the Goddess of the Light of Wisdom will not remember her old flame.  Tricksters and Chaos creatures who touch the Truthful toe will take 2hp worth of acid damage per round as it erases them.  It may only be used 50 times before it abrades away into the mere dust of the prairie, but it can generally be used to erase 10 pages per use.
    Value:  5000L.

  2. Name:  The Hump of the Blessed
    Description:  A foul smelling hairy lump of fur and skin.  If cut open it reveals blood and fat.  It detects as magical and Praxians can sense its holiness.
    Cults: ASSOCIATED - Eiritha.  FRIENDLY - Waha, Storm Bull.  Enemy - Chaos
    Knowledge:  Cult Secret, sadly also known to Praxian broos.
    History:  With the terrible events of the God's War in Prax, Eiritha took steps to protect certain of her children with extra physical powers to improve their chances of survival in the harsh wastes that had taken the place of the verdant lands of Genert.
    Procedure:  Perform an Eiritha hero quest in the Paps, and win the favor of the Goddess such that she gifts you with a piece of herself.
    Powers:  The item must be grafted onto a living beast with a successful use of the Peaceful Cut.  This will not slay the beast, but will make the implanting of the item less painful and distressing.  The item merges with the animal and allows them to extend the period which they can go without water by 3 weeks.  The beast is also able to regenerate 1hp per combat round (but not after death).  The item may subsequently removed after the beast's death with another peaceful cut.  If one possesses the hump it is possible to cut it open and subsist on the fat and blood within indefinitely if it is healed 3hp after each meal, as each meal does around 3hp damage.  It can take 15hp damage before the item is destroyed, as it doesn't regenerate on its own.  If this item is grafted onto a human they gain the powers but have their intelligence fixed as a herd man.  Broos are particularly enamored of the item as they can graft them onto themselves without issue, while gaining the water and regenerative powers.
    Value: 10,000L.  More to Praxians who will probably pay in livestock (or treachery).

    • Like 5
  3. Name: Sir Dagobert's Tail Coat
    Description:  A flowing fur cloak made of white and black tufts of fur, dusty but in surprisingly good condition.  A successful beast lore roll will reveal that it is made from a series of impala tails sewn together.  The inside is lined with green Kralorelan silk embroidered with beautiful illustrations of horses at the gallop, and tastefully integrated runes of illusion, beast, mobility and stasis.  It detects as strongly magical.
    Cults:  ASSOCIATED - Hwarosian Mysteries  FRIENDLY - Malkioni, Pure Horse, Chaos  ENEMY - Prax Nomads
    Knowledge:  Forgotten save to perhaps the most avid scholars of God Learnerism
    History:  Sir Dagobert was a Jrustelan hero of the Second Age who came from a long lineage of horse breeders.  He was posted to Prax, a land known for its absurd mounts, and so he invested in a cargo of fine Brevan coursers that he assumed he could sell to the locals at a good return. Imagine his surprise when the ungrateful Praxian pygmie wretches slaughtered his horses.  Sir Dagobert made it a point of honor to assert Jrustelan cavalry supremacy in Prax, challenging all comers to joust, but routinely simply slaughtering the locals.  His particular hatred was meted out to the pygmies, whom his sorcerously fast warhorse "Short Shrift" trampled without mercy. Ultimately he discovered the secret of the ball of tails, and had this God Learner travesty constructed to firmly demonstrate his contempt for Prax and its people.  It is said that Sir Dagobert died during the stomping of Robcradle, but mention of his coat is subsequently linked to one Rhegus the Blurry who is said to have died in the fall of Zistorwall.
    Procedure:  Steal the secrets of the Praxians, take the tails of many impalas, and pervert them through the foul rites of the Hwarosian Sorcery, and then proudly wear the obscenely ostentatious monstrosity
    Powers: The tail coat subtracts 25% from all missile attacks against the wearer.  It has 222 points of magic point storage.  It has been enchanted to provide the wearer with 12AP and immunity to suffocation.  It is estimated there are 18 impala tails in the coat.  It has one more power which is  not obvious;  it makes flies avoid the cloak wearer and his mount.
    Value:  Some would pay of an order of 250,000L for this item.  Praxians who realize what it is will almost certainly attack without warning.

    • Like 1
  4. Of course this neglects the most horrifying weapon of the Dwarves... their tinned food.

    Also, in terms of mytho-tech, we also have the contributions of the Jrusteli and the Feldichi.

  5. What is known about this location?  I have been gathering what snippets I can. So far I have learned...

    Back in the Second Age it was known as the Dragon Mount and has a Dragonewt EWF temple beneath it.  The Blind King was probably King Jhanas Kyree (second last king of the Arrowsmith Dynasty) who proclaimed that Jaldon Toothmaker was broken and no longer a threat to Pavis.  There is currently a castle, more or less intact atop the hill.  That castle is filled with Vampiric Beastfolk, likely to be victims/servants of Delecti including vampiric Ducks and a notoriously dangerous Vampiric Centaur.  One may only guess what their purpose in the Rubble is.  Rurik the Restless had an early gig holding other people's horses outside the place, where he met a baboon with a hankering for basashi http://www.halfwayanywhere.com/asia/japan/basashi-eating-raw-horse-meat/

    Are there any maps of the place?  I have heard hints and rumors of a published scenario for RQ1.  What do ye honored daughters of Pavis and erudite Grey Sages of Mhy know of this matter?

     

    • Like 2
  6. Hi Jajagappa.  Interesting ideas oh great cynocephalic psychopomp.  A sensible counter argument even. YGMV.  I have yet to purchase GtG sadly, but my birthday is rapidly approaching and I will yet obtain this lore...

    As to Yelm's Light, well, if matters require Rufelza's consent then all bets are off.  I have always assumed that a form of sympathetic magic was employed. wherein a large chunk of moon rock was placed within a symbolic representation of the "Face of Rufelza" which was placed above the temple, and remained ritually fixed thereafter.  Of course the crater makers could level it, but the empire would probably veto the idea as no doubt they will recapture the temple anon...

  7. I agree with what mvincent has written .  Arkham isn't a large city, so response times will be about 15-20 minutes.  They will prefer to show up AFTER the shooting is over.  The police almost always drive Model T fords. Paddy Wagons, as they were known were named as an ethnic slur on the Irish, who were often police.  Arkham police will, according to the supplement be armed with .45 Revolvers, probably Colt M1917s as illustrated below, and nightsticks.

    ww2 gun

    Depending on the level of professionalism of the police they may adopt a number of different investigative techniques.  They will certainly ring local clinics and hospitals for admissions with gun wounds.  It is quite possible that both the player party and the cultists will wind up in the same cell or interrogation room if the police are being incompetent.  On the other hand, to the advantage of players, the Arkham police have a LOT of unexplained disappearances to solve, and continuous rumors about witches and so forth, so some officers might give characters who raise such concerns a better hearing (Credit Rating?).  If all else fails, you might try bribery, in which case it is a good idea to have a standing payola agreement with the police as a bootlegger might.  Competent police will probably separate players for a very repetitive and long questioning process where they get the characters to repeat what happened over and over again, and only ask slightly different questions.  Or they might tell the players that their friends have confessed and incriminated them so they better "sing". 

    In short, if you don't want trouble with the police, follow the old CoC maxim of "don't use guns"... as if that ever worked?

     

  8. One would suppose that Lhankor Mhy lawspeakers would be pretty good at memorizing or recording clan genealogies to prevent accidental incest.  Incest after all leads to kinstrife and ogres and broos (oh my!).  I suspect that such things would be immensely important to the Earth religions too, as you might not be sure who the father is, but of the mother we can generally be pretty certain.

    • Like 1
  9. Hi Yelm's Light.  I seriously think almost the entire Lunar Secret Service are illuminates, and if they aren't, they should learn.  Point taken, in fact I think you can see strong evidence of the Lunars being really good at infiltrating Earth cults e.g. Hon Eel, Jar Eel, Hwarin Dalthippa etc.

    Think about what I wrote in these terms.  You are playing Argrath for a moment.  You gave recently conquered Tarsh, Holay, Ithmer, and Saird.  Like it or not, you are now in much the same position as the Lunars were in when they conquered Sartar.  You have a largely hostile population, and you can't extract much wealth from corpses, so you need to keep them alive to tax them.  On the up-side, due to your propaganda efforts, some of them would be quite prepared to come over to your side if it weren't for the fact that you trashed the Temple of the Reaching Moon and now their magic is sort of weak... until they get back inside the Glow Line.  Solution?  Rebuild the Temple of the Reaching Moon, and "tweak" it for your own use.  Thus is born the Reaching Storm.

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