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BrentS

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Everything posted by BrentS

  1. It's probably a spectrum, from simple honouring of deceased ancestors through to active religious devotion. If we were looking at historical precedents.... The imagines (pronounced with a hard "g", not as in the English word "imagines") or death masks of familial ancestors that were kept on display in the houses of Roman patrician families would be at the honouring/veneration end of the spectrum. These served a practical function. They were not only a means of honouring ancestors but visual reminders of the legacy of prominent family members, reinforcing status in society. For funeral processions they were taken down and worn by mourners, again publicly reaffirming family temporal power and status......although given Roman spirituality, you'd also wonder if there were a minor mystic element to symbolically bringing dead family members back to life to walk the streets. Further along the spectrum would be the ancient Greek concept of herodom, with shrines in most poleis dedicated to real or legendary city founders. Greek heroes bridged the mortal and divine (much as they do in Glorantha) and were protected and propitiated through sacrifice for the welfare of the community. This is a more strongly religious / spiritual approach to ancestor worship. The Romans also did this in their own way in the Imperial period with the deification of the genius of deceased Emperors.....which certainly had a political function for unifying the empire but I think it's also clear that there was a state sanctioned belief in the divine power of Rome's premier citizen. The extreme end of the spectrum would be the belief among ancient and tribal peoples across the world in the immediate and enduring presence of their ancestors and the need to ritually appease them to prevent their malign influence and gain their blessing. We can't be certain but the bodies buried directly beneath the floors of the houses of the builders of Catalhoyuk, in close proximity to their living descendants, are highly suggestive of this. I feel like the way spirit cults are represented in Glorantha approaches this sort of direct devotional ancestor worship. On the other hand, the Malkioni humanist approach to spirituality strikes me as pragmatic and rationalist, with its ultimate expression being the God Learners. So I may be completely wrong but it feels to me like they would tend toward honouring ancestors for the legacy of their status and achievements and the reflected temporal power it lends to the worshipper.....with maybe a smidge of mystic overlay....as in the example of the Roman imagines. How this would be handled in mechanical terms in Runequest I don't know. Brent.
  2. I really enjoyed this last edition of the journal (what an enormous amount of work to put these out so regularly, thank you). I didn't know a lot of detail about Malkionism.....for me it's always been part of the far away something other that is the backdrop of core Dragon Pass/Praxian Glorantha.....but in simplistic terms I've understood it to be a Gloranthan equivalent of gnosticism, a belief in individual human connection to some vague, all pervasive, all powerful but insensate cosmic principle (in this case, the Invisible God). Your summation supports and develops that idea, I think. I'd suggest that the ancestor cult angle is a form of veneration, rather than worship, a way to emulate and tap into the success of predecessors who successfully channeled the higher power, for the personal benefit of the individual, as you've said. Of course, given that it has been such a pervasive belief system across many cultures through a long stretch of Gloranthan history, it will have variation in different times and places, and may have taken on the flavour of ancestor or even deity worship in some regions. I also think it's great that it's open to interpretation and not clearly defined, as befits the nature of both gnosticism and Glorantha. All part of the rich and nuanced tapestry of the world. Good stuff ๐Ÿ™‚ Brent.
  3. Yes, I'd certainly put my hand up. Brent.
  4. Thank you, David. I know you posted this as an illustration of what a mammoth task and huge document this would be.....but that's exactly the sort of thing I was asking about and I think would be well worth the effort, maybe as a group community project given the size of the task. It would be an invaluable companion to the Red Book. It would obviously need to wait until the Bumper Book of Cults is available (sorry, I might have confused things by giving it the label of the previous Gloranthan classics publication). Brent.
  5. Thanks Bill. That was the spell-by-Rune reference that came with my Bricks and Mortar pdf. Quite handy but not as a cult reference (although of course there is a vague correlation with cult Rune affinity). What I was asking about may not be a possibility until the Cult Compendium comes out and the cult homes of these spells are clearly identified. It might be possible to compile by trawling the various RQ II publications but we can't be sure that those legacy cult affiliations will be exactly the same in RQG. As it stands, the Red Book feels like a reference for other books, including unreleased ones like the Cult Compendium. It's awesome and its utility will obviously increase when the Cult Compendium is released but at the moment it feels a bit disconnected, at least as far as the Rune spells are concerned. Brent.
  6. Finally got my hands on the Red Book (thanks Santa) and the nice Rune/alphabetical table that came with the Bricks & Mortar pdf. One thing I immediately noticed as I started to browse was that there is no identification of what are obviously cult specific Rune spells. I know there is some listing in the brief cult descriptions in RQG but as the Red Book is a comprehensive spell listing there are obviously a bunch of spells here that are exclusive to specific cults. The first I noticed was Attract Attention, which I know from RQII Trollpak is an exclusive Xiola Umbar Rune spell but that cult doesn't even appear in the RQG core book. I assume the coming Cult Compendium will address this but I thought it would be very handy to have an aplhabetical document that indicates which Red Book Rune spells are associated with which cults. It would probably also be nice to have an alphabetical Spirit magic taught/prohibited by cult list. If using the book not just as reference but as an inspiration for gaming hooks, it would be handy to know the context in which a particular spell could be introduced to the game (what cult does the NPC need to be for me to use this magic as a plot device?) Also handy for players deciding on cult affiliation. Does anything like this exist out there for the Red Book? Thanks, Brent.
  7. Thanks Ludo. I realised your statement was irony. Sorry, my post had turned into something of a treatise. We've obviously had to wrestle with this issue and I've needed to process it. It's one of the elephant-sized mules in the room when talking about Biturian Varosh's travels and Glorantha in general. It wasn't just your mention of it at the start but also discussion of Biturian's motivation for seeking answers to Morak's nature and his reluctance to sell Norayeep's slave collar and bracelets that drew my attention to a problem I was already wrangling with. As an aside I'm confident Biturian didn't sell Norayeep's valuable collar and bracelets, even when insolvent, because he was already in love with her. He couldn't risk the chance of losing her, even if he had not yet received the revelation of his relationship with Issaries and realised that he could not possess by force what was most precious to him. I should say that my position on how I want to deal with this is not a universal statement on how I think everybody should approach it (it may have come across that way). We're fortunate that among my friends and family we don't have direct personal or ancestral heritage of slavery (not that my country's shameful history is free of it, it's just not as overt as it was in some other countries). If there was a player for whom any representation of slavery would trigger personal distress, there is no question that it would be shunted out of the world and the narrative. The same is true of other confronting issues in Glorantha, such as the mating habits of broo. I don't think I could ever bring myself to have it occur to sentient characters in game, such as in the RQ3 River of Cradles campaign, but among mature players I don't feel I need to censor out the knowledge and implied threat of it, as it forms part of the background menace of a violent and dangerous world. However, if even the vague potential of sexual violence put any of my players at risk because of their own the life experience, it would be right out of our Glorantha. It comes down to the same principle each time. I think it's best to discuss potentially triggering topics as adults before play and ensure that everybody is comfortable and can agree on an approach to managing them, even if that means eliminating them from the world. You can't account for all issues that may crop up and players should know that they're free to stop play and let everybody know if something makes them uncomfortable. I can just foresee that these two subjects are obvious pit traps to be addressed ahead of time. None of this surfaced in our teenage romps through Glorantha. I'm ashamed to say that it didn't even occur to us. We weren't monsters but we didn't have the maturity to understand that these were potential issues. Brent.
  8. Thank you for another enjoyable episode and for further delving into Biturian Varoshโ€™s travels. Iโ€™ve enthused about Biturianโ€™s Praxian travelogue before. It has always loomed large in my own understanding of the tone of Glorantha and my personal attachment to Issaries, the cult of my own favourite character. The subject of slavery was vaguely touched on a couple of times in the podcast. Ludo might have ironically suggested in the summary of Biturian's previous encounters at the beginning of the podcast that there was no problem with slavery in gaming material in the 70's. I think there's more to it than that. I don't think the subject of slavery should automatically be taboo in gaming and I don't think it was dealt with off-handedly in Cults of Prax....quite the opposite. Itโ€™s something I have had to deal with in game. For players new to Glorantha I have referred them to Biturianโ€™s travels as the perfect introduction to the feel of the setting and important in informing my vision of Glorantha. At least one of my players expressed shock and outrage at the depiction of slavery in the travelogue and in Glorantha in general and this has required me to talk about what it means and how we would handle it. This is a fraught subject and treacherous to bring up, but I think itโ€™s worth discussing. My personal opinion is that it is handled appropriately in the travels of Biturian Varosh and can be managed in game, if GM and players have a shared understanding of how to do so. Glorantha is an analogue of our ancient world and slavery was endemic not just in that ancient world but through to modern times. We study and are fascinated by ancient Greece and Rome. There is a tendency to celebrate their achievements in politics, law, art, literature, philosophy and architecture as foundational to the development of the modern Western world, while conveniently ignoring the uncomfortable truth that these civilisations were built on imperialism, warfare and enslavement on a horrifying scale. Not only was slavery ubiquitous, it was accepted as normal. There wasnโ€™t the innate revulsion to the institution that we believe is self evident today (except possibly for those enslaved), nor was there any widespread idealistic zeal to abolish the practice. The great Aristotleโ€™s writings on the predestined and innate inferiority of the slave are particularly invidious and indicative of the mindset of even the supposedly philosophically enlightened in the ancient world. I believe that to study the ancient world and ignore its dark side, particularly slavery, is to grossly distort our perception and understanding of history. If we donโ€™t face it and shine a light on it we donโ€™t learn from it. Glorantha is not our ancient world and so does not have to include slavery. However, as an analogue of our world, it is not out of place either and its inclusion contributes to the authenticity which draws so many of us to the setting. I think it can be managed well and sensitively and incorporated in a way that helps us face the fact of its prevalence in our own history, if GM and players share a clear understanding of how it is to be handled. My approach is that it is part of the world and accepted by many of Gloranthaโ€™s cultures but my guarantee is that it will not be treated casually. This is not to say that any of my games would be focused on the topic or provide opportunity for a principled crusade of mass emancipation, because this would break suspension of disbelief. On the other hand I would not feel comfortable with callous and thoughtless slave ownership by player characters. I think the best approach is to offer each individual the opportunity to come to terms with slavery on a personal level. The most important key to this is to make every encountered enslaved NPC a fully realised and developed person, rather than a faceless stat block with no more personality than a players characterโ€™s horse. This requires players to confront the humanity (or elder racedness) of the enslaved and to come to terms with it at an intimate, interpersonal level. A prerequisite for institutional slavery is the dehumanisation of the enslaved. When a rational, moral person is forced to acknowledge the humanity of the slave, then they cannot themselves be enslavers. IMHO this is handled perfectly in the travels of Biturian Varosh, and I directed my affronted player to go back and read all the excerpts, not just respond with a knee-jerk reaction. Biturian is a man embedded in the social mores of his world. He is a merchant and purchases slaves as trade goods. He constrains their physical and spiritual liberty with magical slave collars and bracelets and he beats Norayeep to enforce his authority over her, as he would a recalcitrant pack animal. No points in the plus column for Biturian so far. Yet as his adventures progress and he gets to know his slaves, he is forced to deal with them as people. He starts to feel paternal concern for Morak and eventually goes to some lengths and personal cost to ensure his welfare and safety (I know his motivations were discussed in the podcast but thatโ€™s my reading). And of course he falls in love with Norayeep and frees her. Biturian is no anachronistic enlightened man of the future, preaching general manumission, but comes to accept the humanity of his slaves on individual terms. What I love most about this is that it is also central to his own inner journey, an extension of his revelation about his relationship with his god. He does not acquire to selfishly possess, but to release and pass on. Above all he realises that while he can physically own Norayeep, he cannot possess what he most values in her, her spirit and her love. โ€œHere I see you, seeking nothing for yourself but sharing in all the dangers of a cursed kin. And I recognize your love and nobility. I did long ago, and sought for a time to own it. I cannot do so, nor should I by my cult vows. Yet I wish to share in it.โ€ So this episode is also a confrontation with Biturianโ€™s own humanity and spirituality. So deftly managed. It addresses my desire for the subject of slavery to be depicted with authenticity and not whitewashed, but also satisfies my modern morality. It also provides a template for managing slavery in Glorantha in a credible but sensitive way. Another example of Gregโ€™s magic. Brent.
  9. I'm a long time Runequest and Glorantha fan......avid player and GM in the 80s.....sporadic since (life, career, family, overrated adulthood). I've been re-exploring Glorantha as a reader and part-time GM since the current revival. In our Runequest heyday it was all Prax, Prax, Prax....Pavis, the Rubble, The River of Cradles, the Wastelands. A friend owned Griffin Mountain and there was always the intention for us to head to the Green Place ๐Ÿ™„ Hidden Greens and Gonn Orta's Castle but we never got around to it and so Balazar and the Elder Wilds remained unknown and undiscovered for us. For me, Pavis & the Big Rubble, Borderlands and Cults of Prax have always been the apex of Runequest design (supplemented by the excellent AH publications developing the area), even though I was aware of Griffin Mountain's reputation as a seminal gaming publication. I've just had the pleasure of reading the classics reprint of Griffin Mountain, supplemented by the excellent Balazar and Elder Wilds maps available in the Jonstown Compendium, and I was totally enthralled. I thought the Praxian publications were the apex of Gloranthan material and I'm dumbfounded to discover, decades later, that there was something even better. Has there ever been a roleplaying publication to match this for maturity, richness, depth and possibility......and right at the infancy of the hobby? Lovingly detailed and yet completely open, the ultimate sandbox, and with the light touch and warm humour that characterised the golden age of Runequest. It's a rare gem. No purpose to this post except to enthuse. I wish I'd discovered Griffin Mountain back in the day and regret not having explored it when I was young and adventurous. I may never get around to doing so now but it's worth it just for the inspiration and a reminder of what a special game Runequest has always been and what a unique world Glorantha is. Thanks Greg & Co for creating such an astounding document and to modern Chaosium for making it available again. Brent.
  10. This is well articulated and reflects our own experience. Focusing on combat is a mechanistic approach and if that is the style of game desired by the GM and players, then having a pacifist healer as a battle support tool is probably destined for boredom and failure and best avoided. My wife plays a Chalanna Arroy Initiate in our campaign. This is something we discussed at length and it was a welcome challenge to all of us. Combat is a central feature of RQG, a legacy of its RQII roots, and this can't be ignored.....but Glorantha offers so much more. For me the goal of my campaign and our story is to deeply explore two of the foundational elements of the Gloranthan experience.....the nature of community and the interaction of myth with the mundane world. This means that I have been able to tailor the campaign to her, offering roleplaying and narrative opportunity that she wants and that is not combat based, or that delivers options for combat avoidance. "There is always another way" is a central tenet of this approach and is actually one my explicit mythic themes, voiced frequently by one of the major NPCs of the campaign, an Ernalda priestess. Combat is still featured, the risk is ever present, it is still crunchy and dangerous, but it makes it more meaningful and exciting when it comes as dramatic high points in the narrative, when its impact is not diluted by making it the tedious Playstation dungeon crawl reason for playing. We have done this by making our Chalanna Arroy character integral to the story, not making a story into which she is slotted. She is older than the other less experienced characters and they have been drawn into her orbit and her agenda for various reasons. This does not mean that the entire story revolves around her, but it gives us a coherent framework and justification for where they are at and why. Unforeseen advantages of this approach are that the greater experience of the Chalanna Arroy initiate does not unbalance the player group because her skills are not combat based; that she provides a survivability buffer for the other less experienced characters when combat does occur; and that her own improved survivability allows for a stable and credible centre of continuity for the grand narrative of the campaign. So my advice is to embrace the roleplaying opportunities and to purposefully structure the story around the Chalanna Arroy character. If that's not the style of gaming the players want, then that's fine, but then I think this style of character is not suited to that type of gaming experience......and if a player still wants a Chalanna Arroy character, I think it would be appropriate to have an open discussion with the players about what their goals for the game actually are. Brent.
  11. Hey yes. Good spot. Brent.
  12. I thought chocolate was Central American in origin, last of the world's six cradles of civilisation. Which would be the Olmec, from about 1500 BC. Giant heads, chilli and chocolate.....and I think chocolate definitely qualifies a people as civilised, no matter what your criteria are ๐Ÿ˜€ Brent.
  13. I've drunk wild luwak coffee and still have a sachet of the beans I brought back from our last trip to Bali. I have to say I was a little disappointed....it tasted like coffee flavoured coffee. I didn't have a transcendent experience, didn't meet my animal totem, luwak or otherwise. My wife won't touch it. ๐Ÿคช Brent.
  14. I'm not sure where else to post this and it's not directly podcast related but I'm loving the Wind Whispers newsletter. What a great way to keep those of us short on time up to speed about what's happening with the real world goings on for our favourite fantasy world. My favourite bits are the snippets of archaeological / historical / curiosity stories that have Gloranthan parallels at the end of each newsletter. A real pleasure to discover Wind Whispers #`10 in my inbox this morning and browse it with my morning brew. Thanks so much. Brent. P.S. I was curious if hot beverages were drunk in Glorantha. Coffee is far too recent a discovery in our world to have Bronze Age associations but I could see it having ritual application in Glorantha as a stimulant that brings the shaman closer to the spirit world or prepares the heroquester (now Questworlder? ๐Ÿ˜’) for entry into the Hero Plane. I was intrigued listening to a lecture series on the Ottoman Empire recently to hear a snippet of information about the discovery of coffee....certainly apocryphal but the story has all the humble yet mythic qualities that one would associate with Gloranthan myth..... https://allthatsinteresting.com/kaldi-coffee I can imagine Biturian packing some of these rare, exotic beans in his red leather satchel next to the sugar, although best not to mention the goats when dealing with Orlanthi.
  15. I was fortunate to score an affordable copy of the Chaosium Dragon Pass in good condition earlier this year. We're setting up to play it soon. Fascinating to see how much of the Hero Wars material was already fully realised at that early stage. Top of my totally unrealistic fantasy wish list is Nomad Gods, or even better, an English issue of Les Dieux Nomades. It's been fantastic to have the pdf of the rulebook available but it would be great to have it in playable format (although it technically would be possible on Vassal). Brent.
  16. I would love to have these in fresh, clean editions as my originals of many have reached the point of disintegration, not to mention the horror of my teenage friends (and maybe myself ) having written notes in the margins ๐Ÿ˜ฎ......and Trollpak is long lost ๐Ÿ™. However, the cost of getting any print material shipped from the US is prohibitive and I have only bought hard copy material that is available through local distributors. It is wonderful having pdf copies available directly from Chaosium but there's no substitute for the real thing. Rick, I'm not sure how it works, but is it feasible to have POD products delivered through local fulfilment companies, like Aetherworks who I believe are responsible for Chaosium distribution here in Australia? I realise that I probably have a weak understanding of the shipping and fulfilment arrangements but was wondering how international customers might be able to access these reprints affordably. Thanks, Brent.
  17. Thanks. Unfortunately I work shifts week on, week off, so also work every second Thursday evening ๐Ÿ™ . All my gaming is fortnightly. I guess it would only work if my involvement was half time, which would depend on your game and story requirements. That's a big ask so if that doesn't fit, no problem at all. Maybe I could be a silent Discord observer or even an occasional NPC if that works. Brent.
  18. Hi. I'm a bit late to this thread and may not fit with your regular play schedule, as I work every second Monday evening. I am, however, in Sydney, am very familiar with Runequest and Glorantha and know my way around the Roll20 RQG character sheet. If there's a spot and my schedule would fit with your I'd love to play. Brent.
  19. Following on from this, I had always wondered who wrote the excerpts from the travels of Biturian Varosh. I assumed it must be Greg Stafford as they exhibit a deep understanding of the mythos and tone of Glorantha, an understanding that probably only he possessed at this early stage in the development of the world. What did impress me at the time, and still today, is the quality of the writing. I'm not going to suggest it's Shakepeare, but it does have literary value. I admit to being something of a literary snob and was even more so when I was younger. While some fantasy writers had literary chops in my totally biased opinion (Peake, Bradbury, Tolkein, Le Guin) I set a pretty low bar for other genre writing and particularly roleplaying game writing......which is not to say I didn't enjoy it but I had different expectations. Assuming it was Greg penning Biturian's travels, I actually rated the quality of the writing above most fantasy and certainly gaming work, which is part of what drew me to it. Greg wrote a huge amount of background and historical material, which we are fortunate to have access to, but I know his first efforts at engaging with Glorantha had been through fiction. Given this snippet of writing quality, I think it's a shame we don't have access to more of Greg's fiction work. I wonder what has become of those early manuscripts rejected by publishers. Brent.
  20. Another enjoyable episode, thank gents. More Biturian Varosh did make me very happy ๐Ÿ™‚. The episode at the Paps is one that always fascinated me and raised many questions. Why did the sacred Earth ritual impose risk of a Darkness assault? Why Darkness rather than Chaos? Why would morokanth be involved, betraying their oath to the Covenant and their devotion to Eiritha? Where did the trolls come from, given the implication that there were tunnels leading deeper from the Paps, suggesting a much more complex situation than a well circumscribed centre of Earth worship? I really like your suggestion that the ritual was in some way an aspect of heroquesting, meaning that the role of the morokanth was a ritual one, helping to reenact some part of Eirithaโ€™s sacred mythology, just as as you pointed out that ancient peoples would often have members of their society take the part of protagonists in sacred ritual. In this case they would have been symbolic enemies, not real ones, even if the conflict was bloody and dangerous and anything but symbolic. Viewed in this way the morokanth would have been paying the greatest homage and devotion to Eiritha, including the sacrifice of their own lives. Nice. However, I think there is more to the story, as this episode does not seem to have been a predictable part of the ceremony and took the worshiping Praxians by surprise. In the end I am content to consider that there are deeper levels of mythic subtlety than mortals can understand or rationalise, and this is one example. I am sure Greg Stafford drew from First Nationsโ€™ beliefs and ritual, as you suggested, but this excerpt from Biturianโ€™s journal always reminded me of the Eleusinian mysteries, in its focus on chthonic deities and deep cultic mysteries revealed to initiates but hidden from outsiders. Looking forward to more. Keep up the good work. Brent.
  21. BrentS

    Shields

    I think the difference between soft skills like Sing, Orate and Intimidate is that while they may be culturally important, they are not the focus of the game. This is an heroic fantasy game simulating an experience equivalent to our own ancient societies. Ancient societies placed a premium on warfare and, true to its wargame roots, RQG focuses on combat, a whole chapter on it. We celebrate Glorantha in all its detail, including its rich cultural setting, but for the majority of gaming this supports play focused on violence, or the possibility of it. You only have to look at the official published scenarios to see this. We can certainly all point to games where intrigue, negotiation and social interaction are the central themes, and these sessions are fantastic, but those exceptions to the rule don't escape the fact that RQG is, at its heart, a game about adventure and armed conflict. We might theoretically propose that a game centred on singing would be great, with a full chapter focused on yodelling and intricate, complex rules devoted to it, while combat is reduced to a single Manipulation skill description.....but if we're honest, we know none of us want to play that game ๐Ÿ™‚ This means that there is an onus on design to get its core system of combat right. So integrating shield skills in a satisfying, meaningful and workable way is more important than fine tuning the Sing skill. Interestingly, my next game will have a Chalanna Arroy player, and Sing may well be an important part of her therapeutic toolbox, possibly combined with Comfort Song. This is an exciting challenge and will help foster the setting and narrative focus we want, but part of the game's tension will be how a peaceful person navigates a violent world. I won't be subjecting the other players to a game about singing ๐Ÿ™‚ While I've really enjoyed and learned from all the excellent discussion, I can't include all the suggestions, particularly those that advocate increased complexity or reverting to other rule systems with which I'm unfamiliar. It's actually all helped to convince me that my original simple idea, slightly modified, is my best bet, and that's what I'll trial first. If it doesn't break the game and make us all decide to give up and find an RPG about singing, I'll let you know. ๐Ÿ™‚ Brent.
  22. BrentS

    Herbalism

    This is true of all pharmacology, with variable therapeutic ranges for each drug , and lack of efficacy or toxicity beyond each extreme of that range. The same would be true for herbal remedies, although in the real world that therapeutic range is much broader than it is for manufactured drugs. With a few exceptions, herbals have such low levels of active compound that you would have to suffocate the patient beneath a truckload of leaves before they would come to harm. My preference in Glorantha would be to have real but low level therapeutic effects for herbal remedies, subtle augments of healer skills or host resistance or recovery rates, as suggested above. At toxic levels all pharmacologicals become poisons. Harm could come from abuse or accidental overdose (a fumble on the Treat Disease or Plant Lore roll?). Sedatives and stimulants, which I would consider to include sensory enhancers such as those increasing auditory acuity, would also be likely to be addictive. Glorantha already has hazia but there must be others. My Chalanna Arroy Initiate would understand this in principle. As her cult directive is to cause no harm to other living beings, she would get a warning if it looked like she were being treated as a meth cook. I will also limit the availability of those stronger herbals. Brent.
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