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EricW

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Everything posted by EricW

  1. All the gods are gone? So rune magic is gone? It is possible some magic would still work.
  2. In our world cast iron becomes steel by using oxygen to draw out some of the carbon, by melting the iron, then working the hot iron to squash out all the impurities. The pure wrought iron can then be gently recarbonised back to steel by melting the iron mixed with charcoal, though there are many variations on this process. Some superior steels were created when molybdenum chromium or whatever we’re added - the ingredients of modern stainless or high strength steels. Ancient chromium steel must have seemed like magic, bright and shiny after all else rusts away. Of course no way of knowing if post moon fall Glorantha follows any of these rules
  3. It could simply be politics. The Lunars see Orlanth as a threat, so by dragging his feet on squashing an Orlanth manifestation the Hierophant gets to demonstrate independence, proves he is not a Lunar pawn, and maybe squeezes some concessions. The fact Invisible Orlanth leaders haven't suffered an unfortunate accident during a full moon IMO suggests they have access to some impressive magic.
  4. Possibly, but that collapse was caused by a new kind of weapon, or rather sudden widespread availability. The Egyptians knew about iron before the Iron Age, but their only source was meteoric iron, so it was incredibly rare. Possibly some hyper aggressive groups discovered all the shocked and confused survivors were easy pickings, and didn’t need new weapons other than their aggression, so maybe it was similar.
  5. I think if you meet Gloomshark your goose is cooked, Gloomshark is the chaos god of hunger. But maybe a child of Gloomshark?
  6. I see post moon fall as more a post nuclear apocalypse world. I mean the gods no longer answer, magic no longer works, even the memory of magic grows dim, given that when chaos eats things the memory of what was eaten can disappear. Empires would be completely stricken, all their communication and battle magic would simply no longer work. Worse, people would be hungry, too hungry to bother with empires and world affairs. Instead of magicking up a bountiful harvest, people would have to learn from scratch how to grow food. And the first few harvests would be dismal, bugs would eat the food, crops would fail, and nobody would have any idea how to fix it. No wonder it was called the age of illiteracy, anyone who got hold of a book would burn it for warmth. I mean its not like all those colourful descriptions of magic and divinity would be any use to anyone in the post moon fall world.
  7. The Yakuza was sent to retrieve a valuable artefact from the occult professor. The rest are there to help identify the artefact.
  8. Argrath lit the flame of Sartar, and won victories, so Orlanth clearly approves of his dragon and sorcery weirdness. Not sure if anyone else gets a pass, unless they are well known as an Argrath associate. “Do you want to raise another dragon? Idi*t leave the high magic to those what understands wot they are doin!”
  9. There is a real world example to draw on which made me think of Arkat societies when I learned about it, the battles fought in the Bethlehem church of the nativity, between different Christian societies. They all mostly have the same goal, but have big disagreements over who gets to do what, and who the apostate is. The Muslim authorities mostly leave them alone, and have respected the rights of Christians to practice their religion in Bethlehem since the Second Caliph 'Umar ibn al-Khattāb conquered the region in AD 637. Even Saladin allowed some Christians to continue to use the church, after he retook the city from the crusaders.
  10. I always understood "Invisible Orlanth" to be Orlanth as the invisible god, a sorcerous Orlanth cult. There was a thread discussing Invisible Orlanth here. Of course sorcery might not always be an advantage. An "Invisible Orlanth" worshipper who starts wielding sorcery in Sartar, where everyone knows sorcery is an evil magic wielded by Lunars, soulless god learners and illuminates, might receive a hostile reaction - especially if there are any Orlanth shaman tradition types around.
  11. I think the science point is key. Mythos magic is science, alien science beyond human comprehension, except maybe to the very smartest humans. And you really don’t want to expose lots of smart humans to the mythos. ”.., if superior minds were ever placed in fullest contact with the secrets preserved by ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threaten the very integrity of the universe.…” - The Horror at Red Hook, HP Lovecraft.
  12. Both good. "... Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl. ..." - The Festival, by HP Lovecraft. In a sense it doesn't matter. Any adventurer who doesn't burn the village down after saving it is asking for trouble, in the mythos universe. And even the corpse of the creature, rotted into goo or just sitting there, could cause SAN loss and who knows what havoc. Just because it stopped moving, you can't be completely sure it can no longer cause harm - the mythos operates on rules beyond human understanding. "Death is just the beginning" applies with a vengeance to the Cthulhu Mythos. Burnt ashes are more difficult to resurrect, and less likely to cause trouble - though not impossible to resurrect. And if I ever find myself in Arkham, like a real life "In the Mouth of Madness" experience, I'm not drinking the water.
  13. Eurmal gave death to high king elf under dubious circumstances. If you find a trickster who just stole the humakt cult sword back after his Orlanthi pal used the stolen sword to kill a yelm priest, you could probably create a bow which is a heroic manifestation of death. Perhaps a sever spirit with every hit, damage vs power. Of course setting all this up could be a challenge, like finding a trickster willing to walk into a Humakt temple and steal their most treasured relic.
  14. The god which burns water could probably provide an underwater fire spell, but summoning the god was a feat the God Learners performed at the height of their power, so you're probably talking serious hero quest to get access to such magic. I've no idea whether standard speed dart or true spear or whatever works underwater. I'd suggest probably not - you probably need a water magic version of those spells (true harpoon?) to work properly underwater. Though the watery version should probably be penalised if the projectile enters the air, the water gods and air gods have fought several battles.
  15. You can trickster spells up as you go - like I just made up "Trickster Gift" - which causes a random attribute change which you hope will wear off in 15 minutes. Witnesses have to roll int x 5 or collapse laughing. Or "Eurmal's Harmony" - area effect spell, causes everyone to talk over each other and leave the meeting with the impression that everyone agreed to everything they suggested. Or "Telefart" - causes a stink to appear at a chosen location within line of sight of the caster. Or "Eurmal's Flight Spell". This one actually allows the trickster to fly, but requires the user eat a bowl of beans or a hot spicy dish before attempting the spell.
  16. Trickster magic frequently causes things to go wrong without the help of unexpected effects if the PC is playing it right 🙂 Seriously you don’t need unexpected effects for a PC trickster to get into a lot of trouble. Mastery of stealth skills comes quickly to trickster PCs. Consider the spell “Trickster gift”, which causes a random attribute change which you hope will wear off in 15 minutes. Witnesses have to roll int x 5 or collapse laughing.
  17. Playing a trickster is pretty deadly so I would reserve this for tricksters who are treating their magic like a source of power, rather than doing their best to amuse their god with their antics. Or you could play a mythos style system, subtract the number of rune points or learned feats from a hundred, then roll under that number for everything to go right :-). A trickster with a hundred rune points of magic would be fearsome source of disorder
  18. Every cult connection is a hero quest. So to become a Wind Lord I would suggest you need to pay homage to something important from Orlanth’s life, like kill a dangerous monster threatening the tribe.
  19. Eurmal PCs are great fun to play. The other members of the party tend to barely tolerate them because they are so useful, invisibility spells, thief skills, and that awesome lie spell. But of course nobody is immune to the pranks. Eurmal PCs are a lot of trouble to be around. Why bother paying for anything when you can use the formidable magics of your god to steal or cheat? Its pretty much a religious duty. Eurmal PCs never run out of money, between pick pocket or emptying the money box while everyone is busy fighting over WHO STOLE THAT COW, they always have a pocket full of cash. Of course, any associate of the trickster could get in trouble hanging around their "friend" - the cowardly trickster can just turn invisible and hide in the corner, leaving the other PCs to deal with the angry mob. I think its important to hand out power in tiny drabs, otherwise Eurmal players can power game up to pretty much invincible very quickly. Remember there is no rule against tricksters using magic on each other, so approaching a powerful shrine like lie or strike, the PC has a fair chance of becoming a victim to the very magic they are seeking to learn. This of course can involve the entire party in ridiculous delusions or dangerous encounters. Visiting the temple in Slontos would be unimaginably dangerous, Eurmal likely has an infinite range of spells, and a great temple, where all of those spells would be available, would attract powerful trickster heroes who would have no compunction over attacking the PC, if there was anything in it for them.
  20. That's a very good point - maybe the lunar sorcerer could ask the PC a few riddles...
  21. In “Orlanth is Dead” they talk about returned hostages who behave like Lunars (dirtshines) and lots of spies. Think Vichy France. I think Tom would be in big trouble, everyone would assume the Lunar sorcerer was his spy handler. But they would be frightened to act openly, because of the risk of Lunar retaliation. More likely a knife in the night or an accident.
  22. Who caused the rise of the dragon which devoured the reaching moon temple in Sartar? Kallyr? Argrath? Someone else?
  23. The Saint - he steals from criminals, usually by deception, lies a lot, rarely kills people. Sometimes nice to people, tries to give money to victims, sometimes harsh, like when he branded a rapist on the face with a red hot iron. The Stainless Steel Rat - a criminal who rarely kills, who is sometimes persuaded to help hunt worse criminals. Married to one of those worse criminals, a murderous lady who had a conscience surgically implanted, after a career of mayhem. The implanted conscience wears thin every time she thinks he is looking at other women.
  24. Gloranthans can always ask their gods or use a magic compass. There are probably some spectacularly detailed maps, created by sages, EWF and god learners, but most people probably don’t need such precision. ”Hey Eurmal, I need some directions..,” 🙂
  25. An illuminated Trickster is surely a follower of Eurmal the destroyer, Eurmal the world wrecker, who kept stealing death and passing it around for laughs - Eurmal before he got scared of all the vengeful victims relentlessly pursuing him, and ran to Orlanth for help.
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