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RHW

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  1. That's pretty much expected when you tick off a Vinga Thunderous Priestess.
  2. Posted Yelmalio for comparison's sake. Here's my Elmal. Same Caveats apply. Also, in my game, each follower of a god with subcults each chose a single aspect/subcult to follow. Following more than one aspect of a god requires heroquesting. ELMAL (The Loyal Sun) Elmal is the loyal sun god of the Orlanthi. Or used to be. In recent times, his cult has been rift by schism. Most Elmali converted to the worship of Yelmalio, a god very much like Elmal but loyal to Yelm, the Dara Happan Sun Emperor. Since the Yelmalians have been helpful to the Lunars, they’ve thrived while the loyal Elmali have dwindled. Still, there are a few hold-out Elmali left. Elmal’s runes are Light and Death. Elmal do have far more fire related spells than Yelmalians. Elmali says that makes Elmali better. Yelmalians say that makes Elmali less pure and refined. Followers of Elmal are always men, unless they are in the Redalda subcult, in which case they must be women. Elmal Rune Levels are Rune Lords called Light Thanes. They must have 90%+ in 1h or 2h pierce, 90%+ in Bow or Thrown Weapon, 90%+ in Scan, and 90%+ in two additional skills chosen from: Ride, Stay Awake, Steadfast, Listen, Search, Sneak, or Defense. They must have Mythology (Elmal) at 50%+. Light Thanes roll 1d10 on DI. CULT PERSONALITY SKILLS: Brave, Steadfast CULT RUNES: Fire, Truth CULT SKILLS: Endure Pain, Stay Awake, Mythology (Elmal), Pike and Shield CULT BATTLE MAGIC: Farsee, Firearrow (2), Fireblade (4), Ignite, Lantern (2) Light, Shimmer. Elmal’s specialty spell is Shimmer. Lantern (Battle Magic, 2pts) When cast upon a shield or other polished metal surface, the target becomes a light source. This light is as bright as full daylight for a 50m cone in front of the light source and provides low light for 10m around the light source. CULT RUNE METALS: Iron, Gold COMMON RUNE MAGIC: All ELMAL’S COMMON RUNE MAGIC (available to all worshippers regardless of subcult) FIRE RUNE MAGIC BLAZING SPEAR (Rune Magic, Touch, Stackable, 1 pt). Replaces Spear damage with 3d6 Fire damage. Each additional pt adds +1d6 Fire damage. SHIELD FIGHT CHAOS (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Chaos things. FIGHT UZ (Rune Magic, Ranged, Touch, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Uz (Trolls). UNFALTERING DEFENSE (Rune Magic, Self, Stackable, 3 pts). While under the influence of this spell, the caster can parry all incoming melee attacks without reducing skill. BLINDING FLASH (Rune Magic, Stackable, Ranged, 1 pt.) Temporarily blinds the target. Roll a Resistance Roll against the target. For each pt the Resistance is overcome, the target is blind for 1 round. Additional pts add +25% to the resistance roll, double the range, or add 1 target. SUNBRIGHT RESIST DARKNESS (Rune Magic, Ranged, Instant, Stackable, 1 pt). Each pt of the spell adds 25% to Resistance checks vs Darkness related spells (Such as Blindess) or against Darkness Elemental attacks and provides 1 AP vs Darkness related damage (such as Crush or a Shade’s Damage Aura). CATSEYE SUBCULTS Elmal has several major subcults. ________________________________________________________________________ ANATYR THE CHIEFTAIN (God of Clan Chieftains) When Orlanth left on the Lightbringers quest, he left Elmal in charge of his tula. Anatyr, Elmal’s son, continued this succession. Pre-schism, some clans used to have Elmali leadership. If this ever happens again, the leader can initiate into the subcult of Anatyr in addition to any other subcult so long as he’s chieftain. Anatyr gives lots of leadership magic beyond the scope of current game play. Moving along. ________________________________________________________________________ BEREN THE RIDER (God of Horses and Horsemen) CULT PERSONALITY SKILL: Love Horses CULT SKILLS: Herd Horses, Kuschile Horse Archery, Ride By Attack BEAST RUNE MAGIC BEFRIEND HORSE (Rune Magic, Ranged, 1 pt.) If the caster overcomes a horse’s resistance with this spell, the horse will trust him and allow him to ride it. SPEAK TO HORSE (Rune Magic, Ranged, 1 pt.) Allows the caster to speak with horses. SPEED HORSE (Rune Magic, Touch, Stackable, 1 pt) Doubles the movement rate of the target horse. Each additional pt adds an additional 1x. So 2pts = 3x normal, 3pts = 4x normal. STAY MOUNTED (Rune Magic, Self, 1 pt.) The caster must be mounted when casting this spell. While under the influence of this spell, the caster automatically succeeds in any riding check to stay mounted. He can add his Ride/10 to his MPs to resist any spell that would unhorse him. STEADY HOURSE (Rune Magic, Touch, 1 pt) If the caster overcomes a horse’s resistance with this spell, the horse will act as if battle trained for the duration of the spell. This also renders the horse immune to fear effects for the duration of the spell. RAPID CHARGE (Rune Magic, Touch, 1 pt) The caster must be mounted when casting this spell. As soon as this spell is cast, the rider may immediately move up to his mounts full movement in a straight line. He may attack any one enemy at the end of this charge. Casting the spell, the move, and the attack all count as a single action. FIRE RUNE MAGIC SURESHOT (Rune Magic, Self, 1 pt) The caster’s next missile weapon shot is +100%to attack. BEREN’S SECRET BECOME ONE WITH HORSE (Rune Magic, Self, 3 pts) The caster must be mounted when casting this spell. While under the influence of this spell, the caster automatically succeeds in any riding check to stay mounted. He can add his Ride/10 to his MPs to resist any spell that would unhorse him. Additionally, the caster’s riding skill no longer limits any of his other skills while mounted. Instead the rider applies his Ride/5 as a bonus to all skills used while mounted. Finally, the caster and the horse are in Mindlink, as per the spell and the caster can use the Horse’s MPs as if it were a bound spirit. Hostile horses can resist this spell, but trained mounts or sentient horse allies will usually not. ________________________________________________________________________ ELMAL HEARTHGUARD (Watchman, Guard, Weaponthane) The default Elmal subcult. This is the cult of stedguards, defenders, and loyal thanes. CULT SKILLS: Tactics, Design Fortifications TRUTH RUNE MAGIC DEFEND WALL (Rune Magic, Touch, Stackable, 1 pt.) Each pt gives a targeted defensive structure 2 ap and 2 pts of countermagic. Additionally, spells targeting the structure must overcome the Elmali’s MP to affect the structure (unless the structure has more MP on its own) ENDURE WOUND (Rune Magic, Touch, 1 pt) Cast on a single wound on a still living target. The targeted wound can be ignored for the duration of this spell. It does not count against total HP, injured or lost limbs are restored to function. Once the spell expires or is dispelled, the full effect of the wound returns. LOCK PORTAL (Rune Magic, Ranged, Stackable, 1 pt.) This spell glues shut a targeted doorway, gate, or other portal with a STR of 20. Each additional pt adds +20 STR. REFLECTION STANDFAST (Rune Magic, Ranged, 1 pt.) This spell makes the target immune to Fear and Demoralize effects. Each additional point allows for one additional target. DEATH RUNE MAGIC MULTIPLE JAVELIN SPELL (Rune Magic, Touch, Stackable, 1 pt.) Adds an additional javelin to a Javilen Throw. Each pt adds one more Javelin. This spell does not stack with Multimissile, but does stack with other missile weapon enhancing magic, such as Firearrow (which affects each extra javelin). UNBREAKABLE SPEAR (Rune Magic, Touch, Stackable, 1 pt) The targeted spear cannot be broken, even by Sunder attacks or other spells, for the duration of this spell. SECRET SURVIVE UNTIL DAWN (Rune Magic, Self, Duration = Special, 3 pts.) If the caster is killed while under the influence of this spell, he is returned to life and is stabilized at 0 hp and cannot be killed by any means until the following dawn. He remains alive but comatose until the next dawn (24 hours maximum), at which point the spell expires and the caster dies. If the caster is healed in the interim, he will not die at dawn. The caster can only be stabilized in this way once per casting, so if the caster dies, is healed to consciousness, then dies again, he will be truly dead. If the caster casts this spell and is not killed before the following dawn, the spell expires. ________________________________________________________________________ ELMALHARA THE GROWER Elmal’s Fertility aspect. Helps the crops grow. Good for farmers. Boring for you. Moving on. ________________________________________________________________________ REDALDA Horse-mother. A way in to Elmal membership for women. A few Redaldans fight in the fyrd with the Vingans. Not really an adventurer cult otherwise. LIGHT RUNE SPELLS: Comforting Glow, Rekindle Hearth Fire SECRET: Become Horse ________________________________________________________________________ RIGSDAL (Polestar and Nightwatchman) The Night Watchman. This star god can be worshipped on his own or as a subcult of Humakt, Elmal, or Vinga. CULT SKILLS: Star Lore CULT RUNE METAL: Silver LIGHT RUNE SPELLS CLOUD CLEAR DARK VISION SEE INTO BRIGHTNESS (Rune Magic, Touch, Duration = 6 hours, Stackable, 1 pt) This spell makes the target immune to blinding by bright light, glare, or other negative modifiers to sight based skills based on harsh light, both natural and magical. Each additional pt doubles the number of targets. This spell does not reverse blindness if already in effect. ________________________________________________________________________ ELMAL HERO CULTS Elmal has many, many hero cults. Each offers access to either a rune spell, a magic gift, or a special combat technique in exchange for taking on a geas. Here are just a few: KUSCHILE THE HORSE ARCHER This Hero Cult celebrates an ancient Elmali hero. SKILL PROVIDED: Start Kuschile Horse Archery at 25% or get +25% to Kuschile Horse Archery if already known. GEAS: Never let a horse suffer needlessly. CULT BEHAVIOR: Members of this hero cult always wear a yellow feather on their armor. LASTERNOS LONGSEER MAGICAL GIFT PROVIDED: Permanent Farsee (as per the spell) GEAS: Never eat the meat of birds. SON OF THE SUN SPELL PROVIDED: Members may sacrifice for the rune spell Cloud Clear. GEAS: Never seek shelter from Storms. MAHOME THE HEARTH GODDESS Elmal was a protector of Mahome in the Darkness Times. MAGICAL GIFT PROVIDED: Take only ½ damage from fire. GEAS: Never help, cooperate with, speak to, flee from or surrender to any Troll or Darkness worshipper.
  3. YELMALIO (unnerfed) The cults for my house campaign were based on HERO WARS books with feats turned into Rune spells, spirit magic, or skills, depending. As a result, all the gods had WAY more unique rune magic. So Yelmalio will probably look OP out of context. That said: YELMALIO (Son of the Sun, God of the Sun Dome Temples) Yelmalio is either another form of Elmal or a different god entirely, depending on whom you talk to. Yelmalians claim that Elmal was kidnapped, tricked and/or deluded by the Storm Tribe, who made him a servant and a slave, but that his true identity is and always has been Yelmalio, son of Orlanth’s mortal enemy, Yelm. Their great hero, Monro, proved this through heroquests and “freed” Yelmalio. He converted many of the Elmal centered bloodlines of Sartar to his new religion and lead a great exodus to the south, where the Yelmalians founded their Sun Dome Temple, a theocracy ruled by the cult. The Sun Dome is the source of the famous Sun Dome Templars, a mercenary army whose unbreakable phalanxes fight for the highest bidder (currently the Lunars). The cult also has ties to the elves, who worship Yelmalio as the bright forest defender. Yelmalio are stereotypically honorable, disciplined and calm. Unlike most Sartarites, they are also somewhat puritanical in sexual mores and disapprove of women who take on non-traditional gender roles. The Elmali still loyal to Orlanth point out that Yelmalio is inferior to the true Elmal, who can still use fire, while Yelmalio can use only light. Yelmalio Rune Levels are Rune Lords called Light Sons. They must have 90%+ in Spear, 90%+ in Bow or Thrown Weapon, 90%+ in Scan, and 90%+ in two additional skills chosen from: Light, Truth, Defense, Kuschile Horse Archery, Listen, March Far, Phalanx Tactics, Pike and Shield, Scan,. They must have Mythology (Yelmalio) at 50%+ and a POW of 15+. Light Sons roll 1d10 on DI. Light Sons never wear red. MEMBERSHIP REQUIREMENTS: Must be a male citizen of a Sun Dome county or an elf. CULT PERSONALITY SKILLS: Disciplined, Brave, Honorable, Honest CULT SKILLS: Phalanx Tactics, March Far, Pike and Shield, Second Rank Spear. See also Hero Cults. CULT BATTLE MAGIC: Bladesharp, Farsee, Lantern (2), Light, Protection, Speeddart, Vigor. Yelmalio’s specialty spell is Protection. Yelmalians may never cast Ignite, Firearrow, or Fireblade or any other fire-based magic. Lantern (Battle Magic, Touch, 2pts) When cast upon a shield or other polished metal surface, the target becomes a light source. This light is as bright as full daylight for a 50m cone in front of the light source and provides low light for 10m around the light source. CULT RUNE METALS: Iron, Gold COMMON RUNE MAGIC: All YELMALIO’S COMMON RUNE MAGIC (available to all worshippers regardless of subcult) LIGHT RUNE MAGIC FIGHT UZ (Rune Magic, Ranged, Touch, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Uz (Trolls). SURESHOT (Rune Magic, Touch, Non-Stackable, 1 pt) This spell is cast on a ranged attack weapon (an arrow, missile, javelin, etc.) The next attack using that projectile is +100% to hit. TRUESPEAR (Rune Magic, Touch, Stackable, 1 pt.) The targeted spear does double weapon damage (roll the dice twice). Normal spears require 1 pt of Truespear. Pikes and Naginatas require 2 pts. CATSEYE RESIST DARKNESS (Rune Magic, Ranged, Instant, Stackable, 1 pt). Each pt of the spell adds 25% to Resistance checks vs Darkness related spells (Such as Blindness) or against Darkness Elemental attacks and provides 1 AP vs Darkness related damage (such as Crush or a Shade’s Damage Aura). SHIELD SUNBRIGHT TRUTH RUNE MAGIC ENDURE WOUND (Rune Magic, Touch, 1 pt) Cast on a single wound on a still living target. The targeted wound can be ignored for the duration of this spell. It does not count against total HP, injured or lost limbs are restored to function. Once the spell expires or is dispelled, the full effect of the wound returns. STANDFAST (Rune Magic, Ranged, 1 pt.) This spell makes the target immune to Fear and Demoralize or other negative morale effects. The target may not use fear-based personality skills and is immune to morale effecting spells like Death Song Berserk and Terrifying Aura. Additional pts double the number of targets (so long as they are in spell range.) MORALE (Rune Magic, Ritual, Target = special, Duration = 1 day, 3 pts.) This spell takes 15 minutes to cast, during which the caster makes an inspiring speech. It targets members of a phalanx who are pledged to follow the caster. At the conclusion of the speech, the caster makes an Orate check. If successful, members of the unit each receive a bonus to attack = the caster’s Orate/5 for the duration of the combat. This bonus does not stack with fanaticism, Berserk, offensive stance, or other morale based bonuses. NOTE: Morale cannot be extended with Extension. FORCE MARCH (Rune Magic, PBAE = 50 meters, 2 pts.) This spell targets members of a phalanx who are pledged to follow the caster. All followers within range of the caster move in synch with the caster, moving in the same general direction at the same speed. They can move at the caster’s move rate even if it’s higher than their own. They are immune to tripping, falling or any spell that hinders movement so long as the caster is not affected by such spells or conditions. If a follower moves outside the range of the spell, these bonuses are lost. (NOTE: For purpose of statement of intent, the caster’s move statements override and replace any stated actions by the targets. In the caster’s move phase, the caster moves all targets under the influence of this spell. Spell can be resisted if the target chooses to do so.) SHIELD WALL (Rune Magic, PBAE = 50 meters, 3 pts.) This spell targets members of a phalanx who are pledged to follow the caster. This gives all followers within range of the caster a bonus equal to the caster’s Phalanx Tactics/20 to their shield AP. UNBREAKABLE SPEAR (Rune Magic, Touch, Stackable, 1 pt) The targeted spear cannot be broken by Sunder attacks or spells for the duration of this spell. VOICE OF COMMAND (Rune Magic, Self, Stackable, 1 pt.) Adds +50m to the radius of the caster’s Shield Wall or Force March spells. YELMALIO’S SECRET SURVIVE UNTIL DAWN (Rune Magic, Self, Duration = Special, 3 pts.) If the caster is killed while under the influence of this spell, he is returned to life and is stabilized at 0 hp and cannot be killed by any means until the following dawn. He remains alive but comatose until the next dawn (24 hours maximum), at which point the spell expires and the caster dies. If the caster is healed in the interim, he will not die at dawn. The caster can only be stabilized in this way once per casting, so if the caster dies, is healed to consciousness, then dies again, he will be truly dead. If the caster casts this spell and is not killed before the following dawn, the spell expires. ________________________________________________________________________ ________________________________________________________________________ SUBCULTS Yelmalio has no subcults, though he has many hero cults. Each hero cult teaches one or two Rune Spells or skills to members, who meet certain qualifications and abide by certain geas. An initiate of Yelmalio may only dedicate himself to a single Hero Cult. A Light Son may join any number. ________________________________________________________________________ ARINSOR THE LEADER This is the Hero Cult of the central authorities of the Sun Dome. MEMBERSHIP REQUIREMENTS: Must be a High Priest of Yelmalio. High Priests typically have 100%+ pts in Mythology (Yelmalio) and 20+ pts of Rune Magic. They must be active in the main Sun Dome hierarchy and appointed by the Great High Priest. GEAS: Never disobey a direct order from a superior. SKILL PROVIDED: Force of Will Force of Will (Personality Skill) The priest has a powerful physical presence. The Priest’s Force of Will can be intimidating and even the elements can be forced to obey. SPELL PROVIDED: Radiate Authority LIGHT RUNE MAGIC RADIATE AUTHORITY (Rune Magic, Self, Stackable, 1 pt.) Each pt of this spell adds +10% to the casters Orate, Force of Will, or similar skill when being used to exert authority. Against other worshipers of Yelmalio, this effect is doubled. _______________________________________________________________________ EROKOS THE PROVIDER This subcult celebrates Yelmalio as the bringer of light for crops. GEAS: Never love any but an Earth worshipper SPELL PROVIDED: Bless Crops ________________________________________________________________________ HUSBAND-PROTECTOR This Hero Cult celebrates the many Husbands of Ernalda. CULT REQUIREMENT: Be a Rune Level or Argan Argar, Orlanth, Elmal (or Yelmalio), Rozgali the Sea, or Vestkarthen (Lodril). Marry a Rune Level of Ernalda or Esrola CULT BEHAVIOR: Members of this hero cult always wear a wedding ring on their left hand. In the Holy Country they may claim the title “Sir.” DISADVANTAGES: Subject to all Husband-controlling magic provided by Ernalda. CULT SKILL: Yes Dear. SPELL PROVIDED: Dismiss Elemental EARTH RUNE MAGIC DISMISS ELEMENTAL ________________________________________________________________________ KUSCHILE THE HORSE ARCHER This Hero Cult celebrates an ancient Yelmalian hero. GEAS: Never let a horse suffer needlessly. SKILL PROVIDED: Start Kuschile Horse Archery at 25% or get +25% to Kuschile Horse Archery if already known. CULT BEHAVIOR: Members of this hero cult always wear a yellow feather on their armor. ________________________________________________________________________ LASTERNOS LONGSEER A companion of Monro renowned for his excellent vision. GEAS: Never eat the meat of birds. MAGICAL GIFT PROVIDED: Permanent Farsee (as per the spell) ________________________________________________________________________ MONRO THE INTRACTIBLE Monro is the founder of the modern Yelmalio cult. GEAS: Remain celibate every Fire Day, Truth Week and Fire Season. Dedicated followers pledge total celibacy. SPELL PROVIDED: Bless Worshipers TRUTH RUNE MAGIC BLESS WORSHIPERS (Rune Magic, Ranged, Stackable, 1 pt.) Each pt of Bless Worshipers allows the caster to target one additional friendly target with a beneficial spell. This spell is cast simultaneously to the beneficial spell. So for example, a Light Son who wishes to cast Shield 3 on himself and 4 other worshipers may do so by casting a single use of Shield 3 and 4 pts of Bless Worshipers. ________________________________________________________________________ NAROKORIS THE WARRIOR This is the Hero Cult of the Phalanxes. MEMBERSHIP REQUIREMENT: Be a member of a Sun Dome Templar company. GEAS REQUIRED: Wear no metal armor on one randomly determined hit location. SKILLS PROVIDED: (Enemy) Tactics SPELL PROVIDED: Spear of Accuracy LIGHT RUNE MAGIC SPEAR OF ACCURACY (Rune Magic, Touch, 1 pt.) The next attack with the targeted spear ignores armor if it hits. ________________________________________________________________________ PALISHON THE SAGE Palishon ruled Sun County from 1224-1273, and established the first comprehensive archives, preserving the cult’s religious and cultural lore, and spent his adult life painstakingly documenting and illustrating Yelmalio’s ways for future generations. His followers struggled and died during the Solitude of Testing, trying to preserve their charge. His worship has only recently been renewed. MEMBERSHIP REQUIREMENTS: Apprenticeship to an existing Sun County Sage. Worshippers are exclusively Sun County Scholars and few of these privileged individuals exist. GEAS REQUIRED: Speak only truth to everyone. SKILLS PROVIDED: Research, Maintain Archive SPELLS PROVIDED: Illuminate Obscure Fact, Illuminate Falsehood TRUTH RUNE MAGIC ILLUMINATE OBSCURE FACT (Rune Magic, Self, Non-Stackable, 1 pt.) Gives the Caster +100% to his next use of any Lore or Research skill. ILLUMINATE FALSEHOOD (Rune Magic, Ranged = AE 5 m, 1 pt.) The caster can tell if anyone is lying within 5m of the casting point. If lies are spoken, the speakers mouth appears to radiate sickly green light, visible to any worshipper of Yelmalio. ________________________________________________________________________ SON OF THE SUN An ancient demigod or aspect or Yelmalio who taught the Mystery of the Thousand Suns. GEAS REQUIRED: Never seek shelter from Storms. SPELL PROVIDED: Cloud Clear LIGHT RUNE MAGIC CLOUD CLEAR ________________________________________________________________________ TOGTUVEI THE SEEKER Togtuvei was a hero in the time of the Darkness. He led his people to safety across the shattered world by traveling between the few outposts of Light and Life that remained. GEAS REQUIRED: Never bathe. SKILLS PROVIDED: Scout (Terrain) SPELLS PROVIDED: Find the Path, Sense Sun Dome Temple. TRUTH RUNE MAGIC FIND THE PATH (Rune Magic, Self, 1 pt) This spell gives the caster +100%to World Lore, Scout (Terrain) or similar skills for the purposes of finding a safe route through difficult terrain or similar feats. SENSE SUN DOME TEMPLE (Rune Magic, Self, 1 pt) This spell gives the distance and duration of the nearest Sun Dome Temple. ________________________________________________________________________ YELM THE EMPEROR MEMBERSHIP REQUIREMENT: Must be a member of the Arinsor the Leader hero cult for at least five years. GEAS REQUIRED: Never speak to or cooperate with Trolls or other Darkness worhippers or creatures. SPELL PROVIED: Sunspear FIRE RUNE MAGIC SUNSPEAR ________________________________________________________________________ ________________________________________________________________________ CULTURAL NOTE Orlanthi Riddle Contests and Yelmalio Rune Levels of Orlanth Adventurous are required to challenge any Rune Level of Yelm they meet to a ritual riddle contest. Thought it’s not required, some Orlanth Rune Lords choose to treat Yelmalians as if they were worshipers of Yelm and engage them with the greeting: Wandering Sun, Jealous Uncle I have a new Toy here, see it? Test me, twice if you can For a Gold Piece each right answer. If the Yelmalio worshipper agrees, they engage in a riddle contest of at least one question each, with a Gold Wheel given to the winner of each question. Purists point out that Yelmalio is Orlanth’s cousin, not his uncle. That is, if Yelmalio is even a real god, not some God Learner (ptewwy) corruption of righteous Elmal.
  4. I did a full Elmal and an unnerfed Yelmalio for my house game years ago. Can post if anyone's interested.
  5. ChatGPT and other LLM are essentially plagiarism machines. They're the proverbial infinite monkeys, except they've been fed everything that's ever been on the internet, including our beloved little mythworld. Every word they say is basically stolen then reassembled like some kind of binary mad lib. Sadly, in our world, Orlanth isn't around to Steelfall this new Zistor.
  6. Less esoteric: Lunars drink djinn. Carmanians drink wodka. Cocktail parties are a regular part of upper class Lunar culture, including in the officers' tents, even when deployed. Every Lunar unit hauls around a fully stocked and deployable cocktail bar for the senior staff, including appropriate glasswear. There is a fierce debate between Carmanian and Dara Happan officers on whether a proper martinet is made with wodka or djinn. Duels to the death have been fought over this issue. The amount of wormwine and other garnishes to add is also up for debate, though this is more an individual than cultural taste. Traditional Orlanthi mostly drink beer, but on special occasions, they indulge in uiskey or brandevin. They believe that clear liquors are an evil Gbaji trick. The Minlinster cult pastes up posters of Beer Street and Gin Lane in Boldhome and other Orlanthi cities. Lunars have imposed a special tax on uiskey, which is one of the major causes of the Rebellion. Lunars smash stills whenever they find them, and Orlanthi raiders will spill out wodka and especially djinn if they capture it.
  7. In my Glorantha, the more magical power you accumulate, the more weirdness you draw to you, including other people and creatures with magical power, for good or ill. And the more you're drawn toward them. Think of it as like gravity. Powerful PCs distort the world, the same way big massive objects distort space-time, and that's why they're always running into Beanpot. Eventually everyone who's anyone in Glorantha meets Beanpot. If you're lucky, he'll just get really drunk and moan about his relationship with Jar-Eel. If you're not, he'll chop you to little bits with his cleavers. Sometimes he'll do both! Then cook you a nice dinner. It's also basically inevitable that powerful people will meet Argrath(s), which is even worse. Pretty much no one knows this is true except maybe some crazy God Learner remnants and/or a few paranoid Lhankor Mhys and they use this knowledge to carefully avoid anyone powerful.
  8. All the cults I wrote up are based on STORM TRIBE and THUNDER REBELS, with keywords translated into spells. So I'm sure these were based on the right cults when those came out, but I'm not sure they're right RIGHT NOW. YGMW. The three subcults that had the most Herbalism and Alchemy stuff were Torvald for Lhankor Mhy, Jera for Ernalda, and Minlinster for Orlanth (Yay! Beer!). Plus Chalana Arroy has Brew Healing Potion as a skill.
  9. Jera the Herbalist, a subcult of Ernalda that does Herbalism and a bit of Alchemy. JERA THE HERBALIST (Goddess of Herbalism and Medicine) Jera is the goddess of healing potions and medicine. She’s a popular subcult of Ernalda the Healer. CULT SKILLS: Preserve Herbs (Manipulation), Brew Antidote (Manipulation), Brew Healing Potion. Brew Antidote (Manipulation Skill): Antidotes require special ingredients that can be gathered via Plant Lore or Animal Lore, usually a sample of the poison being countered. Antidotes have a potency equal to the source, up to a max of the crafter's Skill/5. Crafting an antidote takes a full day per dose. Antidotes attack Poison in a Potency vs Potency resistance roll. If the Antidote hits, the poison loses potency equal to the potency of the Antidote. If not, the poison loses half the Antidote’s Potency. Antidotes must be taken either before the poison is drunk/injected or before the poison’s delay expires. Brew Healing Potion (Manipulation Skill): Healing potions require special ingredients that can be gathered via Plant Lore. Brewing a single dose of a potion takes a full day. Potions heal Skill/15 pts of damage when drunk or poured on a wound. Drinking or applying a potion is a move action. 6 Pt Heal Potions can reattach limbs if both parts are intact. HARMONY RUNE SPELLS RESTORE HEALTH EARTH RUNE SPELLS IMBUE POTION (Rune Magic, Ritual, 3 pts) This spell must be cast on a dose of Healing Potion created by the Brew Healing Potion skill. This allows the caster to imbue the Potion with a single spell, either Battle Magic or Divine, which is cast upon the drinker when the Potion is imbibed. The caster must either know the spell herself or have the assistance of someone who does. Magic points are spent normally and Divine spells are considered cast and must be recovered normally. Only spells with positive effects can be imbued into a potion and the drinker can choose to resist the effect freely if desired. The entire process of creating an Imbued Potion takes three full days and creates a single small flask (one dose). The new Imbued effect replaces the normal healing qualities of the potion. The potion must have a starting potency of 1 for every point of Battle Magic imbued, 2 for every point of Divine Magic imbued RESTORATIVE POTION (Rune Magic, Ritual, Stackable, 1 pt) This ritual takes an entire day. The caster casts this spell on a Healing Potion, then spends MPs equal to the potency of the Potion. When drunk, the Restorative Potion will restore MPs instead of damage. MPs expended to make the Potion are regained normally. Each extra point allows for the creation of an additional dose during the same ritual, though MPs must be spent normally to create each potion. JERA’S SECRET EARTHPOWER
  10. My take on Lhankor Mhy alchemy, fwiw. TORVALD subcult. TORVALD THE ALCHEMIST God of Alchemy. In order to join the subcult of Torvald, Lhankor Mhy initiates or Rune Levels must join the Alchemists Guild, which costs them 1000 sp. Outsiders may join the Alchemists’ Guild for 2000sp and the sacrifice of 1 POW. They are essentially initiates of Torvald but not of Lhankor Mhy. Members tithe the Guild 10% of all profits made by selling potions. Benefits of Membership: Can learn all the skills taught by Torvald. Can sacrifice for cult Rune Magic as per initiate. Master Alchemist: A Master Alchemist is a special devotee of Torvald. A Master Alchemist must know five of the following skills at 90%+, Brew Potion Base, Brew Poison, Brew Antidote, Brew Healing Potion, Plant Lore, Animal Lore, Mineral Lore, or Craft Alchemical Gear. Master Alchemists may learn all the cult spells (but not his Secret) as if she were a priest, but may not learn any other Lhankor Mhy magic. Professor of Potions: Requirements are as above, but the Alchemists must also be an initiate of Lhankor Mhy with no other subcult, have a POW of 15+ and Mythology of Lhankor Mhy at 50%+. A Professor of Potions is a Rune Lord of Lhankor Mhy with all the normal benefits and obligations and may sacrifice for all of Torvald's spells, including his secret. Grandmaster Alchemist: A Grandmaster Alchemist must be the head of an Alchemists Guild division. He must have at least 50 Alchemist followers. Grandmaster Alchemists can learn all of Torvald’s spells at normal cost, regardless of their cult affiliation. Grandmaster Alchemists may also learn Torvald’s Secret. CULT PERSONALITY SKILLS: Obsessive, Detached CULT SKILLS: Brew Potion Base, Brew Poison, Brew Antidote, Brew Healing Potion Brew Healing Potion (Manipulation Skill): Healing potions require special ingredients that can be gathered via Plant Lore. Potions heal Skill/15. Each additional potion made in the same batch (provided sufficient ingredients) reduces the potency by 1. EXAMPLE: Trix Dangerfoe has a skill of 85%, enough to make a Heal 6 potion. In one batch, he can make 1 Heal 6 potion, 2 x Heal 5 potions, 3 x Heal 4 potions, 5 x Heal 2 potions or 6 xHeal 1 potions. Brew Antidote (Manipulation Skill): Antidotes require special ingredients that can be gathered via Plant Lore or Animal Lore. Antidotes only work against the specific venom of the source ingredients. Antidotes include Scorpion (and Scorpionman) Antidote, Spider Antidote, Snake Antidote, Blade Venom Antidote, Elf Poison Arrow Antidote, etc. Antidotes have a potency = Skill/5. Each additional potion made in the same batch (provided sufficient ingredients) reduces the potency by 3. EXAMPLE: Trix has a skill of 75%, enough to make a potency 15 antidote. In one batch, he can make 1 Pot 15 antidote, 2 x Pot 12 antidotes, 3 x Pot 9s, etc. On a crafting fumble, the alchemist is exposed to the source poison. Brew Poison (Manipulation Skill): Poisons require special ingredients that can be gathered via Plant Lore or Animal Lore. Poisons have a potency = Skill/5. Each additional poison made in the same batch (provided sufficient ingredients) reduces the potency by 3, as per antidotes above. On a crafting fumble, the alchemist is exposed to the source poison. This creates an imbibable poison only. For contact poison (aka Blade Venom) see below. Brew Potion Base (Manipulation Skill) Allows the crafter to brew a potion base. Ingredients for Potions are rare and expensive, usually costing approximately 50s per point of potency. Once the potion base if finished, the Alchemist can imbue it with IMBUE POTION. See below. Max spell power = Skill/15. Each additional potion made in the same batch (provided sufficient ingredients) reduces the potency by 1. See Brew Healing Potion above. Each potion requires a separate casting of the spell, so brewing 3 Shimmer 4 potions cost 12 magic points and 600s. TRUTH RUNE MAGIC ENCHANT ALCHEMISTS STONE (Rune Magic, Ritual, One-Use, Stackable, 1 pt.) This 24 hour long ritual creates an Alchemist’s Stone. For each pt of the spell used, the resulting Stone adds +5% to all the Alchemist’s Brewing skills, so long as it is in her possession. Later castings can increase the strength of the Stone, so 1 pt of Enchant Alchemist’s Stone can be used to turn a +15% Stone into a +20% Stone. An Alchemist’s Stone is only usable by the Alchemist who created it. IMBUE SPELL POTION (Rune Magic, Ritual, 3 pts) This spell must be cast on a dose of Potion Base created by the Brew Potion Base skill. This allows the caster to imbue the Potion with a single spell, either Battle Magic or Divine, which is cast upon the drinker when the Potion is imbibed. The caster must either know the spell himself or have the assistance of someone who does. Magic points are spent normally and Divine spells are considered cast and must be recovered normally. One-Use Divine spells are consumed. If the spell is harmful, it only works on a resistance check of the base strength vs POW of the imbiber. For this reason, spell potions are usually beneficial. Examples: Shimmer, Vigor, Protection, Countermagic, etc. The Base must have a potency of 1 for every point of Battle Magic or Sorcery imbued, 2 for every point of Divine Magic imbued. IMBUE RESTORATIVE POTION (Rune Magic, Ritual, Stackable, 1 pt) This ritual takes an entire day. The caster casts this spell on a Potion Base, then spends MPs equal to the potency of the Potion Base. When drunk, the Restorative Potion will restore MPs equal to its potency. MPs expended to make the Potion are regained normally. The caster may imbue multiple potion bases created in the same batch per the batch rules above, with the MP cost equal to the total points on the batch. So 1 x MP Restoring 6 Potion costs 6 MP, but 3 x Restore 4 Potion cost 12 MP. Also, each additional potion costs 1 extra point of IMBUE RESTORATIVE POTION. REFINE BLADE VENOM (Rune Magic, Ritual, Stackable, 1 pt) This spell must be case on a single dose of poison and takes 24 hours to cast. It turns the poison into Blade Venom. Blade Venom may be applied to any weapon with cutting or puncturing surfaces (including spiked or phlanged maces or mauls). If the weapon strikes a living target and does damage, the Poison affects the target as if it had been ingested, with the same potency and delay (generally 1d4+1 rounds). Each extra point allows for the creation of an additional dose during the same ritual. TORVALD'S SECRET (Stasis Rune Magic) BREW ELIXER OF LIFE (Rune Magic, Ritual, One-Use, 3 pts) The Alchemist must have an Alchemist’s Stone to cast this spell. Through intense concentration and focus and over the course of an entire week, the Alchemist creates a potion that has two basic effects. If drunk by a living person, that person will not age for a number of seasons equal to the potency of the potion (potency = Alchemist’s Brew Potion Base skill/5). Alternatively, the Alchemist can pour the potion into the mouth of a recently dead person. So long as the person is only mostly dead (dead for less than the Elixer’s potency in hours and the body is relatively whole, head, chest and abdomen attached to each other and with at least 1 positive HP each), the person will return to life. If the corpse had negative HP, the revived target will have 1 total HP. If the caster fumbles his Brew Potion Base skill while casting this spell, he dies instantly and the spell fails and is lost. On a crit, the Elixer is created and the spell may be regained as if it were reusable, without additional POW sacrifice.
  11. I've read these words several times, but I still can't make any sense of them.
  12. Also, if you're pre-liberation, there are a LOT of Argrath's running around. Here's a bit I wrote for my players: ARGRATH Some of your characters got excited when they met one of Kallyr’s lieutenants, a handsome Orlanthi named Argrath Maniskisson in the caves under Wilmskirk. This is because there’s a prophecy, said to be uttered by Sartar himself, that in the Kingdom’s darkest hour, “Argrath will come.” So “the Coming of Argrath” is kind of the Sartarite version of the coming of the Messiah. But there are several confusing factors to this prophecy. Argrath is a name based on the Sartarite word for “Liberator” or “Victor.” It’s also a variation of the name “Arkat.” Arkat was a hero several hundred years ago who defeated an evil god named Gbaji. Like Alexander the Great, variations of his name are pretty much everywhere he conquered (and he conquered a lot of places). So “Argrath” has always been a fairly popular name in Sartar. And since the Lunars started pressuring Sartar over the past several decades, lots of boys (and some girls, too) have been named Argrath or variations thereof. It’s now one of the most widespread names in Sartar. Further complicating matter, “Argrath” or “the Argrath” is also title sometimes applied to military leaders. Kallyr Starbrow, notorious rebel, is sometimes called Kallyr the Argrath. Think of “Argrath” as being like the name “Victor” or “Caesar” or “Rex” or “Roy” with the same double meanings. Variations of the name Argrath include Argarath, Sargarath, Argath, Argat, Arkarat, Arkarath, Garrath and Garret. “Arry,” “Gar” and “Rath” are some of the diminutive forms. Female versions include Argreta, Aragreta, Aragratha, Arkarata, Arkata and Gratha. “Greta,” “Gerta,” “Gara,” “Kat,” and “Kara” are all diminutives. Again, think of all the variations on “Alexander” in our own world. So far you’ve met a few noteworthy Argraths: Kallyr Starbrow the Argrath, rebel leader Argrath Manikisson, lieutenant of Kallyr Sargarath Sureblade, Humakti, also a follower of or ally of Kallyr It’s also worth noting that Keener Varmandsson, the son of your clan chieftain, Varmand Varmandsson, is actually named Argrath. “Keener” is a nickname. Rath the Bull is also most certainly an Argrath. It’s quite possible that other characters are also named Argrath. Clearly “Scar,” “Orm,” “Oxe,” “Griffon,” and “Um” are all nicknames. “Haus” might be a nickname, too. Interestingly, Njyl is already using “Argarth Smith” as a nom de plume. For the record, Mhorhys’s real name is… well… Mhorhys. Hopefully that makes things sufficiently confusing.
  13. Your Argrath may vary. Below is a write up of my Treefell Clan campaign, which ended just after the Dragonrise (if you don't like your PCs working for Argrath "Garrath" Sharpsword, this is a great timeframe for a campaign). Relevant bits in bold. __________________________________ KEENER’S SAGA Most times I hear it told that it were Kallyr the Argrath what saved Sartar from the Red Moon. Out in Prax and in the ruins of Pavis, there are them what say it was that flea-bitten ass-fucker Garrath Sharpsword. But up here on the mountain, close to the Storm where the windchildren play and the dragonnewts dance, we know the truth of it. It was Keener and his lot that did the trick. Argrath Varmondsson was his birthname. But “Keener” is what we all called him. ‘Cause when it come to killing Lunars, no one was keener than Keener. When it come to fighting, fucking, hunting, talking, and painting himself blue, Keener was keener. Lightning flickered from his blade, the EWF crown sat proud on his head, dragons bowed to him, giants smiled when he walked by, women swooned, and when his voice boomed war, even the cows charged to fight. Crucified he was, and beheaded, and tortured and cut, and frozen and burned. Battles he fought, against the Sun, the Moon and the Stars, against the Dark and the Predark, against the Men of Wood and the Soldiers of Stone. Prizes he won and a good woman he married and children he sired and a country he freed. He did it because it was his destiny. He did it because it were fate. He did it because it needed doing and when it came to doing what needed doing, no one was keener than Keener. And in the end, when the Devil came again, Keener said, “Let’s get it done.” Because he was keener. So you can say someone else was Argrath. But you’d better not say it around here. And allies he had. Names that the lowlanders may not know, but up here where Orlanth’s breath blows pure, we know them. We know Jak Byrtyn and his furious fists. Some even called him Argrath and when the votes were counted, he got his share. “It’s all in the reflexes,” said he as he woke the New Dragon and killed the proudest of the Moon. “Let the Cow fight for us,” he laughed and made the Sun General burn himself with his own anger. “I never fly faster than I can see,” said he as he dropped from the sky and put the Dragon to sleep. Jak carried the Six-Demon Bag and talked to whoever out there would listen. And when Jak killed Willandring and crowned himself Balmyr King, they asked “Have you paid your dues, Jak?” And Jak said “Yessir.” We know Yves Quickfoot, who could run across the world before breakfast. Yves wasn’t Argrath, couldn’t fight, couldn’t drink, and couldn’t wrestle. But he could run away like nobody’s business. Here is a list of things Yves ran from, around, out of, to, for or against: The Lunar Army. Some Yelmalio mercenaries. A hotfoot spell. Winter. A giant. An evil tree. A duck assassin. Harrek the Berserk. Bean-Pot. The Bat. Eurmal’s ass. Mastakos himself. Castle Blue. The Spike. Hell itself, more than once. And Death. And he was faster than them all, right up until the end when Death found him lying in his bed, an old, old man, rich, and with many children and grandchildren. And Yves said, “Hold on. Let me put on my shoes.” And Death killed him right then and there. Because Death knew if Yves got his shoes on, he’d still be running today. We know Um. As much as anyone ever could. And maybe he was Argarth too. But if he was, no one can remember. And that’s how he liked it. And Keener and Jak they had two cats. And Six-Hits and Kat were their names. And they fucked the Moon and they fucked-up the Bat And they put them all to shame. Sharp were their claws, swift were their darts Spirits and werewolves felt their quick cuts And preening and smiling were also their arts Because every good party needs a couple good sluts We know Mhorhys the Explainer, who could’ve explained all this much better than me, but not in such a way as you’d understand a damn word of it. Mhorry knew a powerful lot of things. He knew the ways of the World, though he couldn’t recognize his own wife when she wore a beard. He knew how to swing a sword almost as sharp as his tongue, but he didn’t know how to stop himself from bleeding. He knew how to lecture on almost anything, but he never knew when to shut up. Mhorhys drank from the Well of Wisdom, and argued Law before the Gods at Castle Blue, and invented the Lightning War, and held the Sword of Truth. But the best thing he learned was this: When the Devil took the Throne of the North and the young men came to Mhorhys in his old age and said “Be our general,” Mhorhys refused. Because he’d finally learned to quit while he was ahead. When the children of the Treefell skip rope, this is what they sing: Yurok was a Basmol. Then Yurok was not. Yurok was a Daka Fal. Then Yurok was not. Yurok was almost a troll. But that’s another story. Yurok had a big axe and he made it plenty gory. Yurok knew he could take ‘em and he liked big strife. Yurok feared nothing except his wife. Harrek once hit Yurok and he got back up. Yurok once hit Beanpot, but he got back up. Yurok was Life then Yurok was Death. Yurok ate a lotta meat and had bad breath. Yurok said he was Argrath and everybody frowned. Then he hit ‘em with his big axe and they all fell down! Two Humakti we knew. Or was it two Uroxi? It’s hard to remember and it was a long time ago. Oxe was one, Scar was another. Rath was one. And so was Orm. What they had in common was this. Their real names were mostly Argrath. They killed things. They hit hard. They were variously drunks and buggerers and liars and splittongues. But they were loyal and brave and fought well and were hard men in a pinch. They did the dirty work and bashed in the necessary heads and no one would have been Argrath without them. Some could sing, some could play drums, some could drink you under the table, some couldn’t drink at all. But the most important part is this… their lives were brutal and short. Except for the one who lived. Whichever one that was. And we know the others too. They came and went, but they did their part. For every man who is great in memory, there are hundreds who helped him be great or who did the real work or who made it all possible. And maybe they were greater than the Great Man and maybe they should get more credit and maybe if things had gone a little differently, this would be their saga, not his, but sometimes life isn’t fair. Here in Treefell, we do our best to remember them too. So we give them their stanza. And this is it: Scorcha was a Vestkarthan and blew it up good. Haus was a cranky healer who did what he could. Gryffon was an Elmal and he held the fort. The Loud Slinger slung loudly and did stuff of that sort. The Huntress stayed home and made sure people stayed fed. The Issaries made a profit and enjoyed his feather bed. Njyl wrote the songs that the whole world sings The Tricksters farted and threw their poo at things. The Sneaky Duck stole the gold but kept his feathers clean. And the Silver Dwarf said it was all for a Functional World Machine! These are the things we know about Keener and have written down. But there are too many tales for the words to hold proper. So more was done than was known. And some things that are known were probably never truly done. Still, maybe there’s one last thing worth knowing. In these parts, when Sacred Time ends, and the White Orbiter wanders across the sky, and the first flowers bloom, and the Sun rises, and the cows start to calf, and the Pratt tumbles down its Falls in the joke that never gets old, we take in the miracle that are the World, and we say this… “Keener and them.” Mhorhys would say that’s an idiom. Because we’re saying a thing that represents another thing. So what we mean is “Life is Good. Don't take it for granted.” Idiomatically. But what we’re saying is: “If not for Keener and his friends, none of this would exist.” And that’s worth knowing.
  14. The Invisible Orlanth movement is a long con by the cult of Daak the Stranger to steal power and worship from both Orlanth and the Invisible God. The con will ultimately fail because some intrepid heroquestor will prove Daak was Orlanth in disguise by murdering the last Good Emperor. Or maybe that was the con all along?
  15. Yeah, I don't see it as "typical." It's a distinguishing feature of the character. But to me it still means iron isn't impossible to find in Dragon Pass and that the Dwarf of Dwarf Run does provide it to humans in certain circumstances. To address the original question, when I GM I generally gift a new Rune Lord with a single piece of iron if they're from a martial cult, though they have to attune it, so it costs POW (not sure if this is still true in RQG). Over time, IMG players almost always are able to accumulate a full set, usually from adventuring or as rewards from a patron or their cult for completing especially difficult tasks. Pretty much no one is going to sell iron to anyone else though.
  16. FWIW according to THE COMING STORM, the Dwarf regularly provides iron to the Cinsina Tribe via the Cold Iron Tribute, allowing them (for a high price) to obtain iron weapons to fight the Telmori. It's stated they have the most iron of any Sartarite tribe and seem to have a LOT. An example PC, a mere initiate of Yinkin, starts with an iron hunting knife and iron tipped arrows (PLURAL!) If Isdilian gives iron to one tribe, I don't see him never giving it to any others. My guess is Isdilian is relatively openhanded (nyuk-nyuk) when it comes to giving humans access to iron. YGMV
  17. I'm pretty sure one of the dirty little secrets of all the Elder Races is that they're cannibals. Uz are open about it. Dragonnewts occasionally randomly cryptically just wtf eat some people. Mostali have their canned food of mysterious origin. IMG Aldryami are more "waste not want not" types happy to consume "organic matter" that's "fallen to the forest floor." Also, they regularly fertilize their dryad trees with "protein rich nutritional sources." As far as eating other Aldryami, you know, sometimes there's... let's call it "unrest" in the forest. Trouble with the trees. You get these situations where the maples want more sunlight, and the oaks ignore their pleas. Worst case, that can result in hatchet, axe, and saw. After which... Waste not want not.
  18. Ironhoof absolutely fits this mold! I should've thought of him.
  19. I was thinking The Queen of the Kiss is a Zorian mini-Red Emperor, and the current Avatar usurped that power and is Up To No Good.
  20. Which raises the question, which entities do this? THE ONES WE KNOW FOR SURE-ISH: Belintar (RIP) Takenegi Great Sister The Sun Emperor (currently also Takenegi) STRONG MAYBES: The Queen of the Kiss seems like a strong candidate. The Only Old One (RIP) POSSIBLE: Pavis (via his Champion)? The White Bull? I feel like there have been other White Bulls in the past, even if the lore doesn't say so specifically. The Dragon Emperor of Kralorela? (If so the process is super secret and the changes are concealed from the people) The High King Elf of any given Aldryami Forest? REMOTELY POSSIBLE: Jaldon Toothmaker? How does he return? It could involve someone embodying him as an avatar. There may be an aspect of this for the King of Dragon Pass, but that feels like a different thing. It's possible Argrath channels TWO different divine energies if this is true, the White Bull and the King of Dragon Pass. Vingkot. Broyan may be tapping into a divine kingship with aspects of this. HIGHLY DOUBTFUL: I don't think Cragspider does this. She was never mortal to begin with. I doubt Ethelrist does. He seems too ego-attached to his body. NO: Jar-eel Harrack
  21. With Jar-Eel, the army is implied.
  22. If you invite the Humakti, you invite the Humakti's greatsword. It's his plus one.
  23. I just wanted to say that this LIFE IN HELL reference did not go unnoticed.
  24. I feel like somewhere I read that Orlanthi hang Tricksters. Slow hanging makes sense as an Orlanthi execution because it robs the victim of air. Also if Orlanth loves you, you don't dangle, you fly, so you'd survive (as long as it's a slow hanging as opposed to a sharp drop). EDITTED: Just saw Eric's post saying the same thing, essentially, so this is really just an "I agree with Eric."
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