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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8635582" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 103: January 1995</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Forgotten Deities: Another regular Forgotten Realms column starts up, showing that despite the editorial changes, they're continuing to support this setting more than all the rest put together, even discounting their Living setting locations. Want more lesser known, dead, or otherwise indisposed gods and the details on what powers they grant worshippers to use in your stories? Well, get ready, because they've got a whole load of them for you to enjoy over the next year and a half! (although whether they'll be allowed for Living City clerics remains to be seen.) The first one is Aumaunator, a rather unpleasant ancient sun god who's worship has mostly been taken by the much nicer Lathander. His clergy once ruled Netheril, only to see it all fall apart due to being unable to stop the creeping desertification of Anauroch. Tyranny is fair enough, but being an incompetent tyrant is not a path to a long and comfortable life. His few remaining cultists lurk in secret fortresses, scheming to rise again, but it doesn't look like happening any time soon, particularly if adventurers find them first. With only 5 major spheres, 3 minor ones and no interesting granted powers, he doesn't seem like a particularly appealing bet from a powergamer's perspective, while also having quite high requirements for entry. It seems pretty obvious that his own elitism and arrogance was a big part of his well deserved downfall. Have fun finishing off the last few fanatics still following him despite all the better options out there. </p><p></p><p></p><p></p><p>The Living City: All this time in the Living City and they haven't included a blacksmith to make your weapons & armor? That is a baffling omission that they finally get around to fixing here. Since there's tons of adventurers on top of the mundane uses for ironwork in Raven's Bluff, the Iron Bull Smithy is doing very well for itself. They have a large and tangled family tree, which we get a fair bit of detail on here, and provides several adventure hooks for the PC's if they choose to get to know the people they shop from. Just over the road is an even larger and more profitable horse stable, which is excellent synergy for both businesses. It's owned by a family of Halflings, who obviously have a considerable advantage over humans as jockeys. Not something you see often enough in game despite it's effectiveness. A fairly low-key entry, but one filled with lots of care and attention to detail, the writer has obviously done their research on real world smithies & stables. There are some problems to solve, but no cackling villains to defeat. In lesser hands, that would be boring, but this manages to keep my interest despite the lack of obvious conflict. Got to have some safe homes for the dangerous dungeons to have full impact, as Ed is also showing us lately with his articles on Turmish.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8635582, member: 27780"] [b][u]Polyhedron Issue 103: January 1995[/u][/b] part 2/5 Forgotten Deities: Another regular Forgotten Realms column starts up, showing that despite the editorial changes, they're continuing to support this setting more than all the rest put together, even discounting their Living setting locations. Want more lesser known, dead, or otherwise indisposed gods and the details on what powers they grant worshippers to use in your stories? Well, get ready, because they've got a whole load of them for you to enjoy over the next year and a half! (although whether they'll be allowed for Living City clerics remains to be seen.) The first one is Aumaunator, a rather unpleasant ancient sun god who's worship has mostly been taken by the much nicer Lathander. His clergy once ruled Netheril, only to see it all fall apart due to being unable to stop the creeping desertification of Anauroch. Tyranny is fair enough, but being an incompetent tyrant is not a path to a long and comfortable life. His few remaining cultists lurk in secret fortresses, scheming to rise again, but it doesn't look like happening any time soon, particularly if adventurers find them first. With only 5 major spheres, 3 minor ones and no interesting granted powers, he doesn't seem like a particularly appealing bet from a powergamer's perspective, while also having quite high requirements for entry. It seems pretty obvious that his own elitism and arrogance was a big part of his well deserved downfall. Have fun finishing off the last few fanatics still following him despite all the better options out there. The Living City: All this time in the Living City and they haven't included a blacksmith to make your weapons & armor? That is a baffling omission that they finally get around to fixing here. Since there's tons of adventurers on top of the mundane uses for ironwork in Raven's Bluff, the Iron Bull Smithy is doing very well for itself. They have a large and tangled family tree, which we get a fair bit of detail on here, and provides several adventure hooks for the PC's if they choose to get to know the people they shop from. Just over the road is an even larger and more profitable horse stable, which is excellent synergy for both businesses. It's owned by a family of Halflings, who obviously have a considerable advantage over humans as jockeys. Not something you see often enough in game despite it's effectiveness. A fairly low-key entry, but one filled with lots of care and attention to detail, the writer has obviously done their research on real world smithies & stables. There are some problems to solve, but no cackling villains to defeat. In lesser hands, that would be boring, but this manages to keep my interest despite the lack of obvious conflict. Got to have some safe homes for the dangerous dungeons to have full impact, as Ed is also showing us lately with his articles on Turmish. [/QUOTE]
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