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  1. Within Glorantha, many societies perform sacrifices as part of their worship rituals. Presently the rules on RQG p316 cover the idea of sacrifice, but they only provide a small bonus to a priest's chances of a successful worship roll. This doesn't seem sufficient imo, especially given that the priest can pre-boost their roll by 10% per 2 magic points they use. Given that magic points are replenished daily, why would anyone ever sacrifice 300L worth of animals or goods for a benefit that amounts to 4MP? Most adventuring parties would be very happy to receive 300L as their payout for an adventure, and the notion that they would spend this for a minor bonus on a worship skill roll seems like spending a small fortune for a wholly inadequate return, especially as a decently skilled priest likely doesn't need the skill boost at all. We are also not getting a sense of the role that such sacrifices perform in the life of the clans and tribes, which should be substantial. I don't know if the upcoming Game Master's Book for RQG is going to have rules that cover this in more detail, and it may be considered an unpleasant topic for some people, but these forms of worship were and still are performed by many cultures irl, and RQG is incorporating these ideas to some degree within the game, not actually harming animals. Personally I would like to talk about creating a more in-depth system that incorporates systems of sacrifice into RQG in a balanced fashion, producing larger results. I suspect that sacrifices and special worship ceremonies may be very important for the life of a clan, a tribe, and each of the individuals within them. I like the idea that the sacrifice creates powerful magical energies that might be channeled into powering a Wyter, or preparing for a hero quest, or creating generalized magical effects that the tribe can call upon on a daily basis as a result of their efforts. I also like to suppose that if an individual shows particular piety by offering a large sacrifice, that they stand to be rewarded with more than a bonus to their worship skill. On the other hand, how do we balance such things? What do people think? What systems are like-minded GMs presently using?
  2. Tripartite Worship of a Chaos Entity The Thanatar cult is an oddity in modern Glorantha. An attempt to revere a Chaos entity lost in the Gods War, it is a syncretism of different magical groups. Some blame its resurgence on the sort of magical meddling that backfired on the God Learners; others say the Lunars, Shamans, or Sorcerers are to blame. As the Thanatari are extraordinarily secretive and their works are routinely burned when found, the truth may never be known. What is clear, however, is that the combination of groups provided complementary abilities and services that have created a greater threat than the individual parts were before. Scholars of the Horned Society are reputed to have helped Than practitioners perfect their gruesome head-creation rituals. Than assassins have been found to be using Tien feats in their attacks, and so on. Truly, three separate nightmares have combined to form a looming disaster. The threat is great enough that even normally-hostile groups, such as Sartarites and Lunars, sometimes team up when a temple is discovered to eradicate all traces of Thanatari. Entry Requirements: Prospective members must convince an existing member of their worthiness and sincerity. Many require bribes of lore or money before they will admit new members. Since the whole organization is persecuted and hunted, even finding someone to admit them is a challenge for non-chaotics. Abilities: Chaos Lore, Worship Thanatar. Virtues: Secretive. Core Elements: The organization consists of three subgroups: the Horned Society (which reveres Atyar as the Devourer of Knowledge), the Than Practice (which worships Than as the Headless Spirit), and the cult of Tien the Severed God. Magic: Members receive their magic from their subgroup. Despite being members of either a wizardry school, a spiritual practice, or a theistic cult, Thanatari can read grimoires from the Horned Society as if they were students, gain charms from the Than Practice as if they were spiritists, or learn affinities from Thanatar as if they were initiates without penalty. Such is the nature of Chaos. Great Secret: None. Other Side: Thanatar’s worshippers go to the Place of Waiting, which has connections to the God World, the Spirit World, and Essence Planes. The Place of Waiting is reputed to be that part of the Underworld where Tien was beheaded. Chaos brings marvels and terrors alike. Disadvantages: Worshippers may never use fire or light abilities, even if those powers are stolen. Their propensity for attacking members of other groups and stealing their secrets has left the group hated and feared by all others. The Thanatar religion is rife with internal politics. Adherents constantly labor under the threat of assassination for posing a threat to a rival, suffering censure for being allied to someone who poses a political threat to an elite, being sent on a suicide mission to aid the cause of other Thanatari, being manipulated into becoming a scapegoat for a rival, and so on. Many of the Secrets of the religion benefit from ritual support but little support can be gathered. Why aid someone who will later become a roadblock on your own path to power? Loyalty is rare among the Thanatari. The Horned Society School of the Horned Skull The Horned Society is a scourge that has operated in secret for centuries. Established by a rogue priest of Lhankor Mhy named Treack Markhor, this sorcery school is dedicated to the theft of magical secrets. The sage discovered a horned skull worshipped as a spirit of death on an unnamed island. Intrigued by the power he sensed within he took the skull with him, keeping it secret from his brother sages. Through decades of study he unlocked its secrets, naming the skull Atyar, Devourer of Knowledge. He drew a number of like-minded individuals into his service, and they formed a secret society. The group began stealing magic from other groups, first targeting small, outsider cults and other secret societies. Eventually their hunger for knowledge grew too powerful and more prominent religions and churches were plundered. The authorities moved to purge the group. The senior members of the Horned Society met one more time in its secret underground sanctum and secured the skull of Atyar in a vault protected by the most powerful magics they had—their own powers and those stolen from others. Then the Society broke up and went out into the world. The Horned Society operates in cells, usually composed of two to four adepts, supported by about two to three times as many apprentices. Individual members hoard their stolen knowledge, loathe to trade even the simplest magic except for a greater power. Members steal from each other as well as others. The Portal of Power created by adepts of the Horned Society is the Entropic Equation. Abilities: Create Portal of Power, Focused Will, Read [Language], Rule of Treack Markhor, Symbolic Sight, Write [Language]. Relationships: Member of [Horned Society Cell]. Virtues: Hate Truth Gods, Paranoid. Grimoires: [Truth] Feast of Forgotten Lore (Confuse Foe, Decode Grimoire, Devour Book, Frighten Mortal, Ingest Scroll, Recognize Secrets, Sense Learning, Transfer Thoughts [D+20 to steal mundane secrets]) [Chaos] Gospel of Atyar (Absorb Feat, Dismay Victim, Dissect Spell, Inspire Zealotry, Prophetic Voice of Atyar [D+20], Summon Essence of Teaching, Unravel Charm) School Secret Requirements: Chaos Lore 1W2, Use Feast of Forgotten Lore 1W2, Use Gospel of Atyar 1W2. Secret: Consume Mind ritual (Chaos magic. The adept attempts to consume the mind of a helpless individual, in a ritual held over the course of Truth week in any season. It does not work on devotees or disciples of Lhankor Mhy. The ritual is dangerous and risky, and most Atyari only conduct it in their most secret of sanctums. Use of the ritual results in you receiving a chaos feature.) Talismans: Atyari typically make talismans in the shape of small horned skull pendants formed of tarnished silver. Other Benefits: Apprentices may roll for a random Thanatar gift; upon promotion to adept status, you may roll for another gift and may take another every High Holy Day. Other Side: Treack Markhor established a node on the Founder Plane. Known as the Athenaeum of Dark Truths, it is constructed out of parts stolen from other nodes. The Athenaeum has secret, hidden connections to other Founder nodes (unbeknownst to those Founders!), and also connects to the Place of Waiting. Disadvantages: Atyari must still adhere to taboos of spirit relationships they have stolen, or else the spirit will become hostile as normal. Than The Headless Spirit Even diminished, Than had power. When contacted by shamans searching the periphery of well-known myths for new power, he had a new outlet in the world. And as the son of the Devil, Than drew followers—rapacious Orlanthi headhunters who stalked the dark places in the Dawn Age, stealing the heads and powers of rivals and enemies. The Thanics formed a secret group of religious assassins, ritually strangling sacrifices with their garrotes to keep their patron strong and bring closer the day when Than would be made whole again. Reviled and hunted, Thanics remained a persecuted minority on the fringes of the Empire. They learned to operate in secrecy; many found security only in communities of chaotic-tainted folk. Their sign of the coiled garrote became feared, evoking dread from the people of the frontiers. Many times, authorities hunted down the shamans and their circles of followers, but they proved persistent and fanatical. Eventually, the strongholds of Than worship were eliminated. But still, Than waits in the wild places of the Spirit World for mortals to contact him again. Abilities: Endure Wounds, Garrotte Attack, Than Practice Knowledge, Sense Way when Blind, Spirit Face. Relationships: Follower of [Than Practitioner]. Virtues: Hate Anti-Chaos Gods, Zealous. Practice Spirits: [Chaos] Chaos spirits—Spirits of Tien’s horde (Destroy Daimon 15 to 10W, Extinguish Essence 20, 10 to 5W, Sever Spirit 18 to 12W, ). [Darkness] Gloom spirits—Spirits of the darkness (Animate Skeleton ritual 20, Create Zombie ritual 10 to 5W, Extinguish Flame 18 to 8W, Smother Sound 16 to 6W, Summon Dehori 17, Wall of Shadows 8 to 7W). [Death] Guardian spirits—Spirits of dead worshippers (Usually any two abilities like Crushing Grip, Wiresharp Garrote, Disrupt Foe, or Repair Tool: 14 to 1W). [Spirit] Sacrifice spirits—Spirits of beheaded victims (Abilities specific to the victim, usually at 13 to 1W2. These are always hostile and the practitioner does not have to be related to them to bind them to his service.) Practice Secret Requirements: Chaos Lore 1W2, Spirit Face 1W2, Than Practice Knowledge 1W2. Secret: Create Major Head ritual (Chaos magic. The practitioner attempts to bind the spirit, soul, or essence of a helpless individual into their own severed head as a form of gruesome fetish, in a ritual held over the course of Death week in any season.) Spirit Ally: Members of the Than Practice may receive a Guardian spirit as spirit ally in exchange for a random geas. Charms and Fetishes: Than charms and fetishes are usually made of the bones of victims chased with tarnished silver. Sacrifice spirits are bound into charms and fetishes made from the victim’s own severed, animated heads; these lesser magic items are called “minor heads” by Thanics and are held in lesser esteem than the full heads created by the Secret, but all ritually severed heads are sacred objects to followers. Other Connections: Spiritists may roll for a random Thanatar gift; upon promotion to practitioner status, you may roll for another gift and may take another every High Holy Day. Other Side: Followers of Than go to the Blasted Void, a gloomy mire in the Spirit World that remains where the Spike exploded. Hidden paths lead to the Place of Waiting. Or, using enslaved spirits as guides, followers may journey beyond the edge of the Blasted Void to other parts of the Spirit World, such as the Vale of Four Winds or the Wild Wolf Forest. Tien The Severed God It is clear the Chaos god Tien, son of the Devil, was severed in the God Time. Nevertheless, since Time began, a group was able to recreate the entity to an extent. The combined god is typically called Thanatar, although that name is also used for the entire organization consisting of the three factions: the Horned Society, the Than Practice, and the theistic Cult. To avoid confusion, we will use “Tien” for the theistic cult, and “Thanatar” for the entire religion. Mystery surrounds the origin of the cult. Some say the broo Hero Greegrog retrieved the Skull of Atyar and reconnected it to the Majestic Spirit of Than, recreating the god Tien and being made immortal for his pains. Others say that the Horned Skull still resides in a vault under a ruined city, and that the Broken Council recreated the god as an experiment preliminary to the creation of Osentalka. Due to the organization’s characteristic secrecy, the truth may remain forever unknown. Abilities: Devotee of Tien or Initiate of Tien, Mythology of Thanatar, Shortsword and Shield Fighting, Soul Vision. Relationships: Member of [Tien Temple]. Virtues: Fatalistic, Manipulative. Affinities and Feats: [Death] Severing (Command Ghost, Sever Soul, Summon Daimon of Reprisal ritual, Survive Beheading [D+20], True Garrote) [Truth] Knowledge (Find Hidden Knowledge, Sense Weakness, Summon Teaching Daimon ritual) [Darkness] Shadows (Command Darkness Daimon, Darklight, Replenishing Sleep, Summon Darkness Daimon ritual) Secret: Summon Specific Guardian ritual (Otherworld magic. The Tien worshipper must travel to the Otherworld to bring back a Thanatari they are trying to resurrect. The quest is difficult, but the Thanatari need not be resurrected into their original body; the only requirement is that seven days cannot have elapsed since death. If the Tien worshipper fails, the Thanatari immediately goes to the Place of Waiting, even if the full seven days have not yet elapsed.) Other Connections: Initiates may roll for a random Thanatar gift; upon promotion to devotee status, you may roll for another gift and may take another every High Holy Day. Other Side: Tien worshippers who die are escorted to the Place of Waiting by a cult entity called the Gatherer of Souls. From the Place of Waiting theists may journey to the Darkness Age, or they may follow hidden ways to the Blasted Void or the Athenaeum of Dark Truths. A Note on Thanatari Magic Thanatar is a religion for those who wish to possess lore or mastery of skills or magic, but do not wish to do the work to gain such themselves; rather, they steal this power from others. They are greedy and miserly and do not give up magical power that they have stolen. Thanatari magic possesses features of all other magical methods. The magic itself is inherently chaotic, and dabbling in Thanatar’s powers is a certain way to acquire a taint or even turn into a chaos horror. Nevertheless, their studies and activities give the Thanatari many advantages. Anyone who can convince a current member to sponsor them and can sway the examiners can join the religion. They can treat the Horned Society as just another sorcery school, the Than Practice as just another practice, or the Tien cult as just another cult. For these members, the elements function as normal magical groups, and are subject to concentration as normal. It is worth keeping in mind that the Thanatari religion is an enemy to most other religions, and any follower discovering a cell of Thanatari in their neighborhood is likely to turn them in to the authorities. This fact contributes to the Thanatari virtue of extreme secrecy. It is also possible for a follower to concentrate their Thanatari magic. Such followers join the ranks of favored lower-level members in the organization, a group called “The Doomed.” In this case, they may pay the concentrated hero point costs for any Thanatari magic, but must pay double costs for any other kind of magic they wish to learn. A follower who has concentrated their Thanatari magic can learn abilities from other branches of the religion. An apprentice of the Horned Society can receive charms for Than spirits or learn affinities from Tien; a spiritist of the Than practice can learn spells from the Horned Society or affinities from Tien; and, an initiate of Tien can learn spells from the Horned Society or receive charms for Than spirits, all paying the concentrated cost for these magics. Adepts of the Horned Society can use Than fetishes, using their Worship Thanatar ability [D+10] in place of Than Practice Knowledge when releasing the spirits, or learn feats from Tien. Practitioners of Than can learn Use [Grimoire] abilities and learn spells from those grimoires, or learn feats from Tien. Devotees of Tien can learn Use [Grimoire] abilities, or use Than fetishes, using their Worship Thanatar ability [D+10] in place of Than Practice Knowledge when releasing the spirits. The one magic that cannot so easily be stolen is the Cult and Practice Secrets of gods and spirits. Thanatar elite must heroquest mightily for even a fraction of these powers, and the discipline to succeed with such an exertion is foreign to most Thanatari━━this is why they joined a knowledge-stealing religion in the first place! Thanatari Gifts and Geases As followers of a Chaos entity, Thanatari of any faction receive random gifts. These are slightly adapted and updated from Nikk Effingham's list. Thanatar's Gifts d20 Gift Required Geases 1-2 +5 to all Atyar or Scholar keyword abilities 3 3-4 +5 to all Than or Thief keyword abilities 2 5-7 +5 to Shortsword and Shield Fighting 1 8-9 +10 to Shortsword and Shield Fighting 3 10-12 +5 to Garrotte Attack 1 13 Begin a Resist Fire/Sky Magic ability at 13 or raise it by +5 2 14-15 +5 to one Knowledge, Lore, or Mythology ability 1 16 Sprout ram's horns, which act as average weapons (HeroQuest page 78) 1 17 Skin/fur turns pitch black, and gives an automatic augment of +10 to hiding 2 18 Skin/fur toughens, and acts as light armor (HeroQuest page 78) 1 19 Receive a guardian as a spirit ally 3 20 Select one gift, and receive random geases. n/a Thanatar's Geases d20 Geas 1 Eat the flesh of sentient creatures at each meal. 2 Always eat the flesh of each victim. 3 Never use minted coins. 4 Never use an edged weapon. 5 Never speak to non-Thanatari. 6 Never ride an animal. 7 Wear no head protection. 8 Never go into sunlight or risk permanent blindness; roll your best defense versus the intensity of the light (usually from 14W2 to 14W3). 9 Never go into non-cult light or risk permanent blindness; roll your best defense versus the intensity of the light (usually from 14 to 14W3). 10 Never use fire in any form, including Darklight. 11 Gain a useful chaos feature at a rating of either 13 or your Worship Thanatar ability minus 20, whichever is higher. 12 Gain a detrimental chaos feature at a rating of either 18 or your Worship Thanatar minus 20, whichever is lower. 13 Always challenge Lhankor Mhy, Urox, or Storm Bull worshippers. 14 Never eat non-sentient plants. 15 Never wear metal other than tarnished silver. 16 Never eat the flesh of any cloven-hoofed creature. 17 Never lie to a fellow Thanatari. 18 Never harm an undead creation. 19 Never attack with a weapon. 20 Roll 1d20. On a roll of 1-10, roll two times and take both geases. On a roll of 11-15, roll three times and take all three geases. On a 16-20, you are favoured by Thanatar this time and receive no geas.
  3. I haven't wrote one of these in a while. So, I am returning with what I hope will be a fun discussion of Maniria: CHAOS! Usually, I start with a general background post or two, and then go into some specifics. I'm not going to do that this time for a few reasons. First, there is almost no discussion of Manirian Chaos in the Guide, so it is harder for me to summarize the "canon" position. I suppose that could mean Maniria is an extremely low Chaos region, but (1) where's the fun in that, and (2) that seems extraordinarily unlikely given its history. So, instead, this post will start with a quote from Jeff, and then I'm going to babble about Manirian Ogres who I argue are distinct, because I'd imagine Ogre culture varies by region as much as human culture does. So, over in the thread on the Holy Country, Jajagappa quoted Jeff: So, two things catch my eye in this quote: As most would expect, a massive catastrophe like the Sinking of Slontos creates fertile ground for Chaos to flourish. I'd also imagine the Devastation of the Vent created a similar Chaos bloom in eastern Maniria also. Less expected, however, is the phrase, "a small ogre kingdom tried to gain ascendancy along the Vankthi River." I want to make sense of that Lets acknowledge that Ogres aren't "Chaotic Stupid": they aren't so blindly committed to Chaos that they aren't able to plan or coordinate action. That said, they don't tend to take over or rule. Partly, this is because of their magical resources: Cacodemon doesn't really give people the resources to become rulers. Also, it's a matter of context: a small network of Ogres on the margins of human society will likely try to erode that society rather than foment revolution. However, this second point is false in Maniria after the Sinking. An Ogre in Highwater could be forgiven for looking at the destruction, shrugging and going, "Well. Mission accomplished I guess? ...Now what?" What comes next, it appears, is an interim state of affairs where Ogres create and rule a state-level society with the intent of collecting the resources necessary create a stable flow of humans to eat, and to conduct a large number of Cacodemon rituals. Yes, the eventual goal is still complete ruin of everything (ALL HAIL THE CACODEMON), but compromises must be made in the meantime. And now I get to the weird bit: to help build their Kingdom of Ogres, Manirian Ogres worship another Chaos deity that will help maintain & centralize political power. This Chaos deity is rarely worshipped in Genertela by anyone, but the Ogres of Slontos would likely know about him: Ompalam, the God of Slavery and degenerate centralization. Ompalam would be a perfect secondary deity to Ogres with dreams of creating a kingdom that would export Cacodemon cults into the rest of Genertela. Manirian Ogres whisper dreams of centralization into the ears of the Trader Princes, Greymayne, and the Takers of Ramalia. Order today for lawlessness and destruction tomorrow. There will, of course, be purist Ogres who oppose Ompalam's worship by Ogres at any level, and there will be zealots who think Ogres should really give up on Cacodemon and prioritize worship of Ompalam in the name of tasty tasty humans. ....Does this work?
  4. I'm going to start a long term campaing involving the "awakening" of Gbaji's pieces in Dragon Pass. Since our Shaman apprentice is going to become a Shaman as the prologue of the campaign, I would like to find a way to interlace his "awakening" ritual with Gbaji's fist piece awakening. In order to do this I'd like some insight on how Chaos interacts with spirits and the Spirit World: this will be my input to create "my glorantha" in this regards, functionally to the campaing i have in mind.
  5. Hi! I bring an Adventure seed. 🙂 This idea that came to me when I saw the image. Ritual to drive out "jack o'bears" and make them the others problem. If you are not going to develop and direct the adventure, better not continue. The PCs come to a clan or mountain village, depending on the area and culture. It seems that there are preparations for some kind of festivity and everyone is busy but happy. When see the PCs arrive, the people receive them with great joy and invite them to participate in the party. No one asks for money or barter; everything is free, food, drink, even shelter. Complete hospitality. All free? Well, they prefer foreigners for the ritual. It is a great honor, they just have to run around the area a bit. One of the PCs (the most appropriate) should put on the "rare bear" costume. The other PCs must flee from him along the path that leads them away from clan / village. Everything seems like a normal representation until the mythical world gains strength. The "bear" PC begins to feel a compulsion to catch and devour his prey, he could even feel the caress of Chaos. Meanwhile, his prey, the other PCs, transformed into heroes that maybe not recognize, feel the urge to get him away from there. Everything will end when they guide the beast to innocent travelers camped on the road or the edge of another village or clan, where the "bear" PC will find unaware victims. Is this how the story ends or will they take the risk to change it? What will happen to the "jack o'bear" PC if he devours human flesh during the Ritual? Photo owned by National Geographic.
  6. If say a non-chaotic creature (like a human Orlanthi) got a chaotic feature, would you say they also get the Chaos rune? And if yes, at what % would they start?
  7. Hello. I've been a fan of Glorantha for decades but I've only lately become active in the wider community. This is also my first (though not last) post on this forum. I'm normally pretty shy at starting forum topics, but it so happens that I'm going to hold a talk at Ropecon, a Finnish role playing convention held on July 2018, on the subject of illumination: how it works in the real world on one hand and in Glorantha on the other. For the real world I'm mostly focusing on Japanese buddhism since that's what I'm most familiar with. Just to make things clear (disclaimer time), my practical purpose for establishing this thread is to ask the fine people of this forum to help me sound out some ideas and gain tips and insight for the talk, although as a Gloranthist I'm also otherwise extremely interested in what will come up. In my talk I will publicly give credit and my heartfelt thanks to the participants of this thread, and post a link to the video of the talk here if it ever gets uploaded (some of them do). Please understand that some of the ideas you post here may end up in the talk, so if you don't want that to happen, please say so in your comment. And of course, no comment posted after the end of July 2018 will even make it in. I am not getting a monetary compensation for holding the talk, although it will gain me a free entry to the event. Now, as I understand, enlightenment in Glorantha comes in two basic flavors: Nysalorian and Draconic illumination. Because Nysalorian revelations give you the power to ignore cult restrictions and embrace chaos with few repercussions, I've always had the understanding that the revelations themselves are chaotic in origin, or more accurately transcend the dichotomy between gods and chaos. I guess they are probably based on some insight that all stuff is fundamentally made of primal chaos or such. This form of illumination seems to hold up with the buddhist view that the world is based on nothingness and that the world is ultimately a chaotic and random existence. At least Heroquest Glorantha treats draconic enlightenment as something similar to Nysalorean in terms of gaming rules, but I think the two are quite different. First, where Nysalorean illumination features a dichotomy of gods and chaos, the Draconic kind only focuses on dragons and how to become one. Godunya doesn't seem to do any chaotic or otherwise anti-draconic stuff while meditating to become a dragon (although who knows...), nor is chaos a big part of the Kralorean setting when compared to the lunar one. It's also hard to imagine Argrath's Dragonically illuminated warlocks sprouting tentacles. In short, if you consider all this and the stuff that draconewts and EWF do and did, draconic enlightenment seems to hold up better with another facet of real world enlightenment: the liberation of the soul, or the reaching of a transcended state of existence through meditation. As a side note, although the runic goal of illumination seems to be the gaining of the infinity rune, Orlanthi mystics are also doing something similar with the mastery rune high up on the mountains. In short, it seems to me that the different Gloranthan traditions of illumination are drawing from different aspects of real world enlightenment, and that they are actually quite different from one another. What are your thoughts on this? Also, does anybody know where the illuminated Riddlers and draconic mystics go in the afterlife? Not the primordial chaos, I bet.
  8. Spoiler warning: In the incredibly unlikely event that you are going to be playing in one of my games at u-con in November, please don't read this thread. First time poster here. I'm running a Gloranthan murder mystery using the Cortex + system at a convention in November and I have a question. The setup is that during the time of the Imperial occupation a Heortling stick-picker has found the bones of a murdered Imperial citizen lodged amongst the mud in the banks of the Stream near Duck Point. The PCs are going to be a motley association of Lunar-penumbra characters who get pulled in by the provincial overseer of Duck Point to help investigate with the threat of heavy-handed action from the Imperial Army hanging over them if they don't move quickly. Ideally, I want to be able to reveal that the victim was involved in some extremely unsavory practices -- something that would be shocking, even for cynical, world-weary Lunars. The obvious Gloranthan taboo is consorting with Chaos, but given the Empire's permissive attitude towards Chaos I'm not sure that makes sense...? Any thoughts on what would make for a good reveal? I'd like to stay away from the standard icky-boos like rape and child abuse because 1) they're hackneyed and 2) I want to keep it PG-13 as I don't know what kind of audience I'll get at the con.
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