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Darius West

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Posts posted by Darius West

  1. On 3/31/2022 at 8:53 PM, EricW said:

    I've read several contradictory write-ups of Urain, is this a canon source of chaos berserkers? Or is there another chaotic god who gives followers the power to stand toe to toe with the likes of Zorak Zoran and Storm Bull? 

    Honestly, berserking is not all its cracked up to be.  Attack heavy, defense light, and thoughtless offensives are no great problem to a cunning enemy.

    I have seen a berserk Stormbull minotaur utterly die to a single gorp for want of any means to hurt it, as gorps can only be destroyed by fire or magic and the minotaur had neither.

    And how does a berserk Stormbull cope when the shortest distance between them and their enemy is thru a trap?

    Berserkers are tough but they are operating largely on autopilot.  Dumb autopilot. Stupidity isn't strength.

    Now if Orlanth could conquer Stormbull with nothing but a rope and a stick, how much easier will it be for Chaos, who will literally stoop to any depths of rat cunning?

    As for chaos organizations who can stand up to Stormbull, the Lunar Empire has it covered nicely.

    • Like 6
  2. On 3/30/2022 at 2:30 AM, JRE said:

    I can only add that "dai-ichi" is "number one" in Japanese. Seems a strange name for anything found in the Mislari mountains, but your own explanation would fit very well with their description as sprites. Killing demon horses of darkness seems like a sun power.

    While I am no scholar of Japanese, "dai" can mean "big" or "great", and "ichi"  means "one".  It could be that Dai-Ichi is a sideways nod to CoC, as "Great Ones".  Of course it could also mean "big ones", and refer to anything including R.U.S. (Princess Bride ref)

  3. 4 hours ago, svensson said:

     

    Presuming that Raus is ousted [say that three times fast...], there are still a BUNCH of Lunar settlers in the Grantlands. So a PC taking over as 'laird o' th' manor' is gonna have some VERY sticky issues to deal with. These include, but are not limited to:

    - Religion. So, about this Seven Mothers thing...

    - Slavery. THERE'S a sticky one...

    Yes, the political dimensions of this are very interesting svensson and well pointed out for purposes of scenario building.  

    If icebrand wants to make it easier on the players, it could well be that Raus created a plantation-style of settlement, but used slaves taken from Orlanthi territories, who are subsequently freed.  While many may want to pick up and go home, perhaps enough might wish to stay, given that if the new local leader is Pro-Argrath, and the Zola Fel Valley is now under Whitebull control/protection, the area might be considered more peaceful than Sartar is likely to become.

    While I like to opt for more rather than less political complexity, the idea of starting a Pavic-style Orlanth clan, potentially with good relations with Count Rurik of Sun County, seems potentially interesting.  As to Lunars in the Grantlands, well, that depends on whether you think Argrath had them massacred by White Bulls (because Lunars worship Chaos), or they were captured and ransomed en masse, for a ton of money.

    • Like 2
  4. On 3/31/2022 at 1:34 AM, Joerg said:

    With evil cults, I would allow the sacrifice of a sapient victim to make up for quite a number of worshippers to maintain a temple.

    In case of Ikadz, ongoing lethal torture.

    I like this idea, but presently, sacrifice only provides a small bonus to one's Ritual skill in the RQG rules.  We badly need better rules to cover this issue.

  5. On 3/30/2022 at 9:36 PM, icebrand said:

    I wanted my PCs to be able to "upgrade" the settlement (and get useful NPCs) but couldn't come up with anything 🤣

    What do you upgrade? I need material to steal hahaha 🙂

    Well Rausfort needs to turn into at least a manorial holding.  The crucial first steps for the settlement are obviously to create a working economy, because Rausfort cannot grow if it isn't producing money with which to build and develop.  So, the first thing it needs is to put in crops, and that requires fields, and this has already been done at the time when Borderlands is set.  So too we have a fort, which has stone towers, and a well, and what amounts to wicker gabions and earthwork on the cliff-sides, which can be upgraded to adobe.  This implies laborers, a stone mason, and a carpenter.  That's 3 NPCs who are crucial to any future building, and will be around for a long time.  The walls of the fort will likely need to be expanded to protect the projected settlement.

    As cottages are put in, the settlement will require a thatcher, who can harvest reeds from the banks of the Zola Fel and put cheap but effective roofs on the buildings.

    Likely, when the settlement is first created, everyone came down-river by barge, and there is close contact with Pavic fishermen, and friendly newtlings who will be bringing in fish to feed the settlement.  This will creates a need for at least rudimentary boat facilities on the river.  It is a very good idea to clean and scale fish by the river, and not in the settlement due to the smell, even though fish guts make good fertilizer (or garam when properly prepared).

    Rausfort is an agricultural settlement.  There may be mining possible in the area, but that is entirely at the GM's discretion.  As an agricultural settlement, Rausfort has to compete with all the other regional agricultural settlements for the best grain price.  Sun County and the settlements around New Pavis like Garhound will largely have this situation stitched up, but Duke Raus likely had some support from the Lunars in the crucial set-up period to give him a priority grain supply contract for the garrison to make his settlement viable.  Given the poor quality of the majority of the soil, it may become worthwhile for the settlement to perform some measure of herding, but this is fraught because of Praxian nomads and their raiding culture.  Thus the choice of animal becomes important, and it may be that pigs and chickens are a wiser choice than cattle and sheep. 

    Beyond this, going forwards, the settlement will need a smith, a potter (for grain storage), a healer, a leather-worker (cobbler/armorer/bag maker/tailor as leather is cheap in Prax), and of course religious specialists such as an Earth priestess and a Zola Fel representative.  It is also likely that the settlement will have an Issaries rep to manage the market and perhaps run a warehouse or store who is responsible for bringing in goods the settlement doesn't make (but needs).  The settlement may well have a brewer who runs a local tavern as the settlement finds its feet.

    There is also the issue of Weis.  In my game I played Weis for laughs, with an emphasis on the idiocy of rural life.  The idea being that anyone who had decent stats had long since left the area of their own accord or been taken as a slave by Praxians in raids.  The folk of Weis probably weren't originally Oasis people, but they might as well be now.  Tarnak is the titular village head-man, and is a bit of a sleaze-bag.  I also had a fellow called "the gaffer" who was the Weis equivalent of the village wise man, who knew a spell or two, and who had travelled a bit but had fled back to Weis due to trouble with the law decades ago.  The village was also plagued by a very loud, aggressive rooster (simply called The Rooster) who was a rune-lord and champion of Yelm (but nobody knew), who treated the entire settlement as his coop. The Rooster would sometimes still be piously crowing at 11am, having been fervently praising Yelm for 5 hours. There was also the village idiot, who was a very large, very strong but very dim fellow called Jub whose main job in life was to battle the rooster when it wouldn't stop crowing, by popular demand, often damaging the houses in the process (hence why, to a large degree, Weis looked run-down).  The locals were all unctuous, ugly and overly flirtatious towards outsiders, giving visitors the creeps.  My players actually sympathized with Muriah a bit about growing up in Weis.  The prospects for developing the settlement were considered difficult and somewhat distasteful.  Weis really couldn't defend itself against anything Prax could throw at it, and its earnings in terms of tax are minimal, as it is so easily raided or extorted by tribes in the area.  Weis literally relies on these tribes to protect it from destruction by broos.  While the Duke could work to make Weis better, this would require the creation of a garrison and defenses as a precursor, and then he would have to take full responsibility for protecting the settlement, which isn't easy, but then that is what scenarios are all about.

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  6. On 3/11/2022 at 6:24 AM, SaxBasilisk said:

    There might be some places that are better suited for such adventures - Cambria, Cumbria, the Forest Sauvage - but I'm still trying to wrap my head around how this might work in terms of adventures. How strictly do you adhere to real-world geography in your campaigns?

    Do not get too hung-up over it SB.  Everyone knows that Arthur's reign is one where the faeries interfere in the world, and they play havoc with human perceptions of place etc.  Knights are challenged by faerie knights, and often geography takes on a misty unreal nature where bizarre things occur.  Maps are needed when knights start marching armies or need to get to a specific place, but they can be abducted away to faerie at any time.  The difference with Knights and your average Missing 411 is that knights are well armed, and they know faeries exist, and the knights come armed with strong and indomitable spirits as well.

    When dealing with matters historical, political, and economic, maps are very important.  When dealing with adventures, maps can be important, but the narrative is always key, and if the characters can't find their way back afterwards, well, it must have been faeries.

    • Like 2
  7. On 3/15/2022 at 3:14 AM, Zit said:

     so why not replace Raus with an official from the Sun County ?

    I agree.  And if not an official from Sun County, then definitely an Argrath adherent.  Really the GM just has to replace a few NPCs to make it work.  Personally, I tend to upgrade the settlement a bit as well as Raus obviously put some effort into building up Ronegarth as his new seat.

  8. On 3/29/2022 at 2:34 AM, jajagappa said:

    As Elaliol is one of the Three Bad MEN, that would likely exclude Elasa.  Overall it seems a quarrel between the Husband-Protectors.

    So you think lawyers are good people Jaj? (JK)

    I see Elaliol could quite possibly be a tribal law speaker who is making a possibly spurious claim on Goose Hill by custom and law, by twisting words and logic. The usual legal form of casuistry that wins cases regardless of the morality of doing so.

  9. 15 minutes ago, Godlearner said:

    Yes, I have thought about this before as well. I think one of the ways that this is offset is to base it on the amount of magic points sacrificed during the previous holiday vs. the number of worshippers. The system I use is based sacrificing personal magic points only and at a rate of 1mp from a Lay Member, 10mp from an Initiate and max POW from any Rune Level. This way a shrine would require about 10 initiates, and a minor temple about 20 initiates, etc.

    I like this idea GL.  It is a great way to handle this confounding rules problem.

    On the other hand, by way of speculation, (and in a burst of rando "inspiration" brought on by your comment) perhaps every torture victim becomes an Ikadz lay member for the duration of their stay?

    • Like 1
  10. 16 minutes ago, David Scott said:

    Or be an associate god in the temple of a larger one. For example in Loren Miller's version, you would find Ikadz in some Irripi Ontor temples.

    A perfectly valid point, and one I considered having written my prev comment.  On the other hand, I hope Ikadz doesn't have any 2pt or 3pt spells on offer, if you see my point...

  11. On 3/15/2022 at 10:57 PM, Nicochan said:

    1st question: why do Trolls stay in the Surface world? Don't they want/desire to go back in their Underworld?

    They stay for the variety of food primarily.  Plus Yelm still goes to the Underworld every day (or do I mean night?).  Plus they have a stake in overworld politics these days and don't want things getting worse than the debacle that sent them up from the underworld in the first place.  Plus they like trolling the other races.

    On 3/15/2022 at 10:57 PM, Nicochan said:

    2nd question: is the identification Hell=Underworld just a human (or even Orlanthi) simplification? I mean, if trolls are from there, I suppose their Hell is somewhere else..

      Nope.  Wonderhome is in the Underworld in the deepy deepest darkest place, perhaps even under the underworld or even inside Subere.

    • Like 1
  12. 4 hours ago, Martin said:

    Who is Is Elaliol , mentioned in Esrolia LoTTG?

    He was one of the claimants of Goose Hill.  The Goose Hill story (Esrolia LoTTG) does sound a bit like the Hill of Gold legend, but obviously isn't, as it is the Goose Goddess Isbarn/Imarja who claims it by virtue rather than force.  Apparently Herkool was a trickster, Kodig was a King of the Vingkotlings.  Interestingly Kodig is also called Terliol which means Blessed of Ter, and his father's name was Tereen or Chosen of Ter.  If so then Elaliol would likely be the Blessed of "Ela".  So who is Ela?  Likely short for some deity.  Possibilities would include Elmal or Elasa (The Goddess of Wisdom, and therefore making Elaliol a Lhankor Mhy type).  This is just a guess.

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  13. 2 hours ago, Godlearner said:

    I would think it's pretty common among all Civil servant workers in every government. 

    But seriously, I can see a government supported temple structure based on a prison system in any "civilized" culture.

    TBH the whole temple size mechanics rules are something I have always had some issues with.  They mean that a  niche deity like Ikadz, who is unlikely to have more than 3 followers in any city can never get enough worshippers together for a shrine.  I think more niche deities need to follow something closer to the trickster model, or have a special type of Rune Spell that they use in place of the ordinary rules for regaining their spells.

  14. Interestingly, KAP is set around the disaster of 536AD (Worst year ever).  Crops failed, plague was unleashed, people starved, the Sun gave forth only dim rays, mist everywhere, Snow in Summer, etc.  IMO this is the year of the start of the Grail Quest, and it was a time of general calamity, for which people wanted answers.  The issues of the Fisher King and the mystery of the Grail were seen as a mystical process for the restoration of the world which had in fact experienced a huge volcanic eruption that had caused a "nuclear winter" effect.

  15. Wet rules...

    If you get wet, double the weight of all your cloth items, like your bedroll, backpack and clothes until you are dry again.  Being wet adds 1SR to your attacks as you are slowed down and uncomfortable.  Wet light sources can't be lit.

    Encumbrance...

    You need pack animals.  They can carry half their weight, and 55% for mules.

    Caves...

    They are wet, dark, cramped, and muddy. 

    Wet: as above. 

    Dark obviously bring a light source and don't get it wet.

    Cramped:  Use the "Black Broo of Dyskund" spelunking rules for having to use crawl spaces, by forcing the players to fail a SIZ (the bigger you are, the harder it is) roll against a particular SIZ of crawl space. 

    Chicanes in tunnels will make long weapons hard, if not impossible, to transport.  I let players make a weapon skill roll, with a penalty for the turn. 

    Crit: Transport the weapon without issue due to a clever angle. Can get it out again too. Spec:  Weapon negotiates the turn undamaged. Returning may not be so easy. Ordinary Success:  Weapon gets scraped for 1hp.  Fail within penalty margin:  Weapon gets scraped for 1d4hp.  Fail:  You don't even want to TRY negotiating your weapon thru that.  Fumble:  You try to negotiate the tunnel with your weapon, and now it is irrevocably stuck.  You will have to break it to remove it.

    Muddy:  Add +5% to Fumble Chance.  Maneuvering in combat requires Dex x5 to avoid slipping over and falling prone.  If mud is deep, it may require a Str x3 roll to make ordinary progress, otherwise 50%-75% speed penalty. 

     

  16. 34 minutes ago, Nick Brooke said:

    I understand how some knuckle-dragging slaves of the patriarchy might mistake a socially, sexually and intellectually liberated woman for a "chaos horror." Clearly, there is much work yet to be done...

    Nothing to do with gender. All lunars are chaos horrors.  They chose their side when they accepted a chaotic deity.

  17. 1 hour ago, Nick Brooke said:

    My Arabian Nights analogy for the Lunars surely means the "happy ending" of many folk tales will be when the protagonist realises she can marry all three of the handsome princes / warriors / chieftains (or whoever) she's been adventuring with: the marvellous revelation of the Lunar Way means that she doesn't have to choose between them. Everyone wins!

    Tell that to the 3 handsome princes.  Sounds like they just wed an opportunistic narcissist chaos horror to me.😜

  18. Try pages 306 which mentions Oakfed as a Waha associated cult and 379 on RQG for the write-up.  Page 325 has the Create Wildfire Rune Spell.

    His cult write-up in RQ:Gods of Glorantha is on page 206 of the Preview Edition.  It specifies that Oakfed is known as Envirinus by the Pelorians, and that initiates may not learn Extinguish or allow a fire to go out completely, and may only learn Rune Spells if they make a 100L donation (presumably burned?)

    You ask how to empower a Salamander, well Create Wildfire enhances a Salamander's damage.

    Interestingly Cremate Dead seems to be able to destroy any Undead, even vampires, if they overcome the Undead's magic points.

    Oakfed isn't quite a 1 trick pony, but it isn't particularly versatile either.

    I would suggest that you can play a Waha Shaman and take Oakfed as a spirit cult on the side as they are associates.

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  19. Ikadz has some real problems in terms of founding something more than a shrine I'd say.  Not many people will worship the torture god together.  There are probably some state-sponsored torture temples in Afadjann but being a torturer is a pretty niche profession.

  20. Pavic Architecture:

    The driving philosophical aesthetic of Pavic architecture could be dismissed as mere cosmopolitanism, yet there is more at work.  The city was settled by many folk from many parts of Genertela and beyond, and it would often appear to new arrivals that the jumble of building styles was a mere fusion of elements in a haphazard pastiche that appeared novel but was in fact both utterly derivative and appropriationist.  Pastiche is not originality; it is only ever a place-holder for originality, for it is inherently faux, pseudo, and lacking in any holistics.  Pastiche is the art of the artistically bankrupt; the pretenders, the visionless, the soulless; those whom the Muses never kissed and whom the Gods despise.  We might accuse the Palace of Tarsh of being a victim of this, having been at the crossroads of civilizations in Dragon Pass, and changed hands and styles many times over its history, producing something that is unique, but also disjointed and disquieting, where competing agendas fight to subvert each other in the attention of the observer. In the case of Old Pavis, this was almost always the result of individuals of one culture purchasing a building from previous tenants of another culture, and then making the structure conform to the new groups needs and expectations retroactively.

    Of course cosmopolitanism was also the stylistic affectation of the Jrusteli Empire, that being the only truly worldwide empire in Gloranthan history, was the first and perhaps the only society to ever look at the buildings of the world, and deliberately appropriate features from other building styles.  They begin with half-timbered wattle and daub, with high roofs that shed rain and snow, then adopt increasingly mostali building methods, such as the implementation of brick and internal chain, as well as jigsaw cut stone, Timnit hive resins and even the osmotic sung stone structures of the ancient Artmali had a brief renaissance in the Jrusteli Empire.  So when does novelty become affectation, and why? 

    Simply put, the wealth of the Jrusteli was such that their buildings that had once been practical and of materials derived from the soil of Jrustela (when they were a new colonial society on a foreign shore), gave way to ostentation for its own sake.  Families whose fortunes were tied to the conquered lands such as Kralorela and Teshnos would adopt elements of the architectural styles from those lands, not because they were appropriate, but merely to draw attention to their wealth and connections in distant lands, advertising their holdings and their virtues.  Then the authenticity, such as it was might give way to a more sentimental treatment of those styles, or worse, a misinterpretation based on the descriptions of travellers not properly versed in the language of architecture.  Thus Teshnan elephants become bizarre caricatures of the real animal, all but unrecognizable, and mingled haphazardly into Kralorelan pagodas, without even authentically representing even a primitive style from those regions, let alone their truer forms, yet going unquestioned by an ignorant mass of Jrustelans who gawp and expostulate at the exoticism, that is exotic for its own sake, without proper symbolic reference to anything at all. More rarely, one might view more finessed versions of such styles, which were invariably the product of natives of those lands having made good in distant lands, or of those of Jrusteli heritage who were born or raised in distant places, or simply held them in deep affection and valued them for what they were and hence sought authenticity, however decontextualized.

     Having said all this, it is necessary to point out that while Old Pavis architecture often fell within a cosmopolitanism, it was a naïve cosmopolitanism that derives from functionalism, that is forgivable as there is no deliberate agenda, save to live within.  Even the ruins of Robcradle do not portray Jrusteli architecture in its cosmopolitan decadence, for they are all but entirely simple military formations, made to project force over an area in the normal functionalist military fashion.  There was nothing of the edifice of the conquerors about them, for they had yet to truly conquer Prax and so were not in a position to build “propaganda edifices” and similar great projects that dominate and impose themselves upon the people by overwhelming them with their sense of scale.

    This is far from suggesting that grand and outré projects of the imposing and the overwhelming didn’t exist within Old Pavis. Our survey and summary of the city is far from complete.  It is a mere truism to point to the towering walls of the Land within a Wall, built by giants and say “awesome scale”, but you would be wrong, for the giants who built them did not see them so.  The great walls were merely a means of preventing the humans swarming and slaying their precious children in their cradles.  Or we might point to the Faceless Statue and say “scale”, for the whole city is built from this colossal statue-made-man-rune, yet that would also be a falsity, for the statue is long since dismembered and repurposed.  No, to understand the power of edifices of power in Old Pavis I draw your learned attention to the King’s Villa, known today as the Temple of Pavis.  It is constructed of crystalline stones, so similar to the intensely magical Truestone it is uncanny. Each piece imbued with the magic of the Faceless Statue, and yet repurposed into a dwelling on par with anything within any empire of any time, and yet greater than them all.  We can look at the Red Moon, and say there is great magic there, but there is none of the intimacy or intention; only the desire to dominate.  Pavis was a hero, but what he built was the effort of many heroes, and thus while immanent is divine in inspiration, and built to the fervent purpose of a lost age.

    Obviously Lord Pavis and the architecture of his city was deeply affected by the architecture of the Empire of the Wyrms’ Friends, and evidence of that architectural style is evident in many places and affected a great deal that was built within the city, yet I will address it separately in the article “Dragonewt Architecture” below.  It is sufficiently important that it requires a completely separate treatment, for it is seminally important in understanding Atring Mansion and its influences.  Atring Manor is not alone in having been constructed with access to the secrets of the sacred architectures, but it may be unique in that there is no other example of a building that incorporates such diverse and apparently incompatible influences in what must once have been a seamless and serenely integrated whole.  There is great magical power in the building, as one might expect from the product of such singular influences, and yet its source remains a mystery despite centuries of neglectful exposure to the elements and the cruel vagaries of history.

    In discussing the architecture that remains in Old Pavis, I let us draw our attention to a final building.  It has long since been profaned and damaged beyond repair, but with the Lhankor Mhy spell Recreation it is yet possible to roam the structure intact, and for the student of architecture it is well worth the time.  The site is a haunting enigma, and a homily in stone, and some have even suggested that it speaks quietly of impossible things to those who have the wit to understand.  I speak of the Temple of Aldrya on Opili’s Hill.  It is not unknown for humans to have altars and shrines to Aldrya, but the Elf Goddess is elusive, hostile, and alien and the sense of such shrines is always ersatz.  Whether Aldryami or not, the representations of Aldrya used for veneration by humans are inevitably incomplete, alienated, and somehow disquieting, despite their desire to present notions of forest idylls and natural harmony.  In this respect the Temple Hill example is quite unique for many reasons.

    Here we see colonnades, straight and linear on first appearance at a distance, yet as one draws closer, it becomes apparent that this is a trick of perspective, for the columns are mimicking the trunks of trees, yet in stone.  We see subtle uses of jadeite stones, to create a semblance of life in what some might call an homage to the Vegetarian heresy of the Mostali, and we can tell that Lord Pavis Half-Elven himself had some hand in its creation, for how else could this be?  We see beautiful caryatids, forming stone nymphs and dryads slinking forth from similarly unlikely stone trees, and walled sanctums that use crystal to mimic both darkness and the dappled light that falls between branches.  The Temple is formed as a Plant Rune, and once housed a Flamal, a Shanasse and an Aldrya sacred tree in each of the open courtyards of the rings that make the rune.  And yet, when we study the workmanship, there can be no doubt that this is Mostali work. 

    The tracery and detail is beyond anyone else, but goes beyond a naive realism that merely represents what is, to scale, for the trees vary in size and scale, species and composition quite deliberately.  This is like the work of a dwarf, and yet it is art, and not human art trying to depict an Aldryami theme, but something greater and finer than any dwarf or elf or man could possibly create on their own.  This is architecture as art in its truest sense, for we do not know the artist, and yet we see hints of their hand in other buildings and works, including the Atring family mansion.  The record of their name is lost, and it is unlikely that this was the work of a Diamond Dwarf, though the skill required might well be of that order of magnitude.  So we face the mystery, and we are dumbfounded, and because we are dumbfounded and do not speak, we listen and we hear the Silence,  and the impossible whisper of the Silence is holy indeed, and then we understand, that this Temple of Aldrya is impossible.  It embodies the Green Age, and the promise of so much more, and then the Reconstruction spell lapses, and we weep at the loss, for the trolls alas have also made their contribution.

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  21. On 3/19/2022 at 6:08 PM, EricW said:

    Does the founder of a city of atheist sorcerers find themselves unexpectedly attached to the city in the afterlife? So do cities filled with atheists actually have a city god? If so, how do the gods of atheist cities compare to cities with more formal ancestor worship?

    When the Malkioni found a city, it will generally take a patron who will become an ascended master or what used to be called a saint.  Sometimes this will be the founder, and sometimes not. Malkioni are not atheists, its just their God is invisible and a bit abstract for your average intellect to fathom.  In fact, Pavis and Flintnail are likely sorcery cults, but the backwards humans can only worship them in the more theist manner due to their ignorance.  On the other hand, the Theist method isn't without its power.  Even Vadeli aren't atheists; they accept that god's exist, they just only value the power Gods provide in the same manner as Chaos worshippers do.

    • Like 1
  22. On 6/8/2020 at 3:06 AM, mikuel said:

    This popped into my head so I thought I would ask it here.  

    Why don't the Lunar Empire just send a group of soldiers to each clan during the high holy days of Orlanth and Ernalda?  They then could prevent the worship of these gods.  This is probably easier said than done.  I'm sure I'm missing something.  

    For a start, a good portion of Orlanth worship is performed in secret during the Lunar Occupation.  Sartar is riddled with hollows and mountains where the Lunars aren't interested in going.  Sartar is replete with Orlanth holy sites and shrines are easy to make.  Orlanthi only need open air, an altar, and a consecration ritual.  The Lunars also have nothing against Ernalda.  Ernalda however hates Hon-Eel and the Red Goddess. 

    Also, when the fist of the occupying forces that squeeze too hard, it finds the insurgency slipping out between their fingers.  As Leingod has mentioned, it will stretch the Lunar forces too far.  During the occupation, the Lunars mainly had to limit themselves to controlling the cities and crucial choke points like Runegate.  The trick of a well run occupation is to keep enough of a garrison in crucial areas to keep things peaceful enough to harvest taxes, and maintain a small but effective flying force for putting down rebellions when they flare up.  Victory for an occupation is when the land is providing more revenue than it costs to garrison.

    During the occupation, the worship of Orlanth is forbidden in Clans, and their Orlanth Temples are closed.  The Lunars have been trying to encourage the worship of Doburdun, the tame Storm God of Darsen and Pelanda who appears on the Gods Wall in Sartar.  Many Orlanthi have been worshiping Barntar and his secret rebel military subcult that teaches how to manage a field of enemies and reap a bloody crop.

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  23. On 3/23/2022 at 4:49 AM, Ironwall said:

    so the Bestiary states the ogres innate chaotic taint wont give them away when joining non chaos cults. does this extend to  A stormbulls sense chaos?

    Yes, unequivocally a Storm Bull can sense chaos on ogres... That is why any ogre who is self- aware knows they need to get illuminated asap.  That being said, while ogres have a chaos taint and want to eat people, if they resist the urge they need not be considered evil.  Remember also that most Stormbulls regard ALL Lunars as chaos even if they don't detect as such (obviously they are all illuminated).  Any chaos=all chaos.  Nuanced shades of character and values are a bit lost on most Stormbulls.

    The Bull Wind blows bulldust in the face of everyone, the stinging of the dust just hurts chaos worse.

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