Showing posts with label Tekumel. Show all posts
Showing posts with label Tekumel. Show all posts

Sunday, 15 February 2015

Scarabomancy


Ohe! 

Let it be known among the wise that the ancient and most perfect art of Scarabomancy has been rediscovered and that lectures in such will commence in Tumissa on 12 Fesru, at the gong of Awakening in Azure at the Temple of Ksarul .

Herein I shall outline for the curious what this art entails, for in this decadent age few, even among the wisest of the wise the adherents of the Doomed Prince, have even heard of this most marvellous method of divination and interpretation of the knots of Skeins of Destiny.

First you need a scarab beetle, obviously. This attractive little beetle is most sacred to Ksarul, master of the most mighty beetles that roll the planets and moons through the sky, and himself manifest in the great fireproof beast that moves the sun itself. Each scarab is, in a minute and most infinitesimal way, an aspect of Ksarul himself and thus can impart wisdom from beyond this most prosaic of planes.

Second you will need chalk and a bit of flat floor, and on it you shall inscribe the Ten-Fold Circle of Fate and the Fifty-Five glyphs of the Tongue of the Scarab (copies available from myself after the lecture, price 50 kaitars and worth every qirgal). The very best method is to permanently incise the Circle on the floor of a dedicated Shrine of the Scarab, but as the Provost of the Fabric of the Sacred Space has no spare rooms at the moment, I will instruct students in the use of Mriddu’s chalk.

Thirdly, you will need pen, ink and paper, and fourthly, the most important ingredient, dung. Most dung will do, chlen is ideal, but hma and hmelu do just as well. Do not be tempted to use human dung! It is easily available (all too easily given the woeful culinary standards of the Tumissan temple refectory) but the stench is awful, the consistency poor and it will make your scarab ill, if he can be persuaded to approach the stuff at all.

The procedure is as follows:

Ask the questioner (or yourself (but not out loud or people will think you mad (which I am not))), to state their request of the Mightiest and Wisest of Gods in no more than thirteen words and two symbols of punctuation. Write this question, in any language, scarab beetles are perfectly multilingual like their master, on a piece of paper two choptse wide by one hoi long and roll it into as tight a cylinder as you can.

Take a lump of dung, ten mlo will do nicely, but a weak or small beetle might only be able to cope with seven or eight, and roll it into a ball. Insert the question into the ball of dung and place it on the Glyph of Questioning in the very centre of the circle.

Take a Darsha leaf, and roll it round a mlo of Aira grass, a mlo of Chumaz, three mlo of Hnequ weed and a pinch (and believe me, only a pinch) of dried Urugal root. Set fire to the roll of herbs and inhale the smoke in Loruni fashion. When the room has stopped spinning, get your scarab and blow upon it the smoke. When the scarab has stopped waving its legs in the air and coughing place it on the circle at the Glyph of Wisdom (that’s the big square one).

Observe closely the path it takes to the question using the left eye, and then observe closely the path by which it rolls the ball of dung out of the circle using the right eye. Do not use both eyes at once! If this process takes more than two kiren you have probably used too much Aira grass. If you lose consciousness before the end of the process I suggest you use fresher Chumaz, and if you find yourself distracted by the green translucent Vringalu singing Pijenan drinking songs you have used too much Urugal root and should seek professional demonological help immediately.

By analysing the path of the sacred scarab it is possible, with practice, to determine with amazing accuracy the course of the questioners skein of destiny with respect to his question. So if you are asked ‘Ohe, shall I wed the handsome mat weaver or the ugly slave merchant?’ and the scarab crosses the Glyph of the Impaled Ahoggya, the Glyph of the Left-Centre Eye of the Zrne and then abandons its ball of dung on the Glyph of the Missing Finger and bites the questioner, the answer is of course neither you silly person, you are going on a long sea voyage in the course of which you will inevitably drown.

The many relations of Glyphs to knots of fate are detailed in the scroll ‘Key to the Skein of the Scarab, or Silly Answers to Stupid Questions’ by the mighty seer Arkha’anu the five-legged, who himself was a scarab, so he should know. Copies of this are being produced in the scriptorium of the Plume of White clan for those students willing to take ship on this barge of most excellent wisdom to its ultimate destination, the Sea of Fate itself.

Oh, yes, the last stage of the process is wash your hands.

Rusala Yi’isia hiNashomai, Friend of the Scarab, Twitcher of the Refulgent Blue Curtain and Kusijaktodali of the Temple of Azure Ambivalence, Teacher of Scarabomancy

All hail Ksarul!

Wednesday, 28 December 2011

Statement of Intent

This blog will update anyone interested about my current projects and RPG games, as well as acting as a repository for gamey links and materials, and, who knows, maybe a bit of fiction if I feel brave enough.

Things on the Go

G+ Griffin Mountain Campaign
A great success so far with half a dozen players happily ambling round the wilds of Balazar getting themselves ever more deeply involved in the politics of the Citadels. A couple of the players are new to Glorantha, but they have quickly found their feet in a confusing world. This is very much a sandbox game,  but so far I have dangled sub-plots and adventure hooks and used the mechanism of being in the Citadel guard to assign outright missions. I have high hopes that we will reach what I regard as the 'ideal' sandbox state where the players will develop their own goals with regards to the background material and setting and generate their own adventure ideas.

Tékumel Tournament
Tékumel is one of the best RPG settings there is, but gets relatively little actual play. There has been a resurgence of interest of late due to its origins in the days of Old School gaming, and some actual games using the original Empire of the Petal Throne rules. These rules leave something to be desired and the games so far have been exotic dungeon bashes. I am hoping to be able to take the players of these games to the 'next level' so to speak and immerse them more in the baroque aspects of Tsolyáni culture.

I am struggling a bit with a suitable rules set at the moment; I definitely want to update OEPT's magic rules, and I definitely want some kind of game-mechanical way of introducing the concepts of Noble Action and measuring Social Status, but my current draft has run away with itself and I am scrapping the lot and going back to basics.

The aim will be a tournament, sets of different players going through the same adventure and being scored on how they do against the social and natural environment in which they find themselves (and possibly each other for the more skulduggerous types). I have a spare copy of Barker's The Man of Gold I will be offering as a prize.

The Expanding Universe
And if all that wasn't enough I would like to start a Traveller pick up game based on a new cooperatively designed setting.

The nice thing about G+ gaming is that you can start a game at the drop of a hat, just see who is online and at a loose end and in no time you have a game on the go, in whoever's favourite setting with whatever player characters can be shoe-horned into the rules set in operation. Chatter on G+, reports of missions in the most popular dungeons, between session map sales and banter is all great stuff, and I hope to take it a bit further.

The game background will be sketchy, and the map will be all but blank, but participating GMs and players will fill it in as they go along, writing their additions up on a Wiki. When you generate your PC, you invent a homeworld for them and give the planet a name and some basic details. As the background gets fleshed out, starting a new game will be a matter of looking up a place, current adventure hooks, dragging in a few established NPCs and you are off, anyone can come and play and add to the material available.

I intend to retain overall editorial control, but only to chuck out bits that jar against the groundrules of the setting (No giant robots! No friggin' wookies!) and try and keep some kind of consistency.

Now does anyone out there know how to set up a private Wiki?

Enough blathering, onward, upward and outward into the Expanding Universe!