Aside from putting it together yourself from the existing clues, there's no way to learn The Secrets of the Pethians in game right now and that is unlikely to change.
This seems a good time to repost something Armifer published about the Pethians:
The Prophets of G'nar Peth are a society of perfectly rational archaeologists and historians who follow the mystic philosophy of G'nar Peth on its intellectual and spiritual merits. This is true.
The Prophets of G'nar Peth are imbalanced seers who walk around the wastes of the north, gouging out their eyes to increase the potency of their mad visions. This is also true.
One of the lessons of G'nar Peth is that something may exist in multiple states simultaneously.
All Moon Mages practice mysticism -- using introspection and meditation to attain irrational knowledge of the universe -- but none in such a blatant form as the Prophets of G'nar Peth. The core tenant of the G'nar Pethians is that through prophetic insight and occult lore, a seer can arrive at an understanding of the universe greater than what their imperfect senses can give them. Literally, the eyes of the supplicant cannot compare to the observational power of prophecy and the secret doctrine of G'nar Peth. Someone who follows the path and attains all of G'nar Peth's secrets will find the Garden, which is alternately described as a heavenly realm or a metaphor for transcendent enlightenment.
The Prophets are organized as a mystery religion, somewhat similar to the early 20th century Hermetic orders (or Scientology, for that matter). At the heart of the sect are a set of secret truths about the universe attributed to G'nar Peth himself, which are so profound as to be dangerous to the unprepared. Supplicants must prove themselves by mastering lesser lore, going on vision quests, and otherwise being good G'nar Pethians in a constant effort to learn more of G'nar Peth's wisdom.
Unlike the examples in the real world, the G'nar Pethians no longer have a temple, or much in the way of a sect hall. The lore masters of the G'nar Pethians can be almost as hard to find as the Garden itself. Many G'nar Pethians thus interpret the path as one of self-directed research, that you prove your worthiness to know the secrets of G'nar Peth by finding the secrets of G'nar Peth. These make up some of the most dedicated historians in the Moon Mage Guild and a large fraction of the Moon Mages who do archaeology duty at the ruins of Su Helmas.
The religious aspects of the Prophets are still alive and become a matter of some dissent between G'nar Pethians and their peers. This largely revolves around two points.
1: G'nar Pethians are, to a man, serious about the mystery of G'nar Peth. The G'nar Pethians who have learned some of G'nar Peth's secret doctrine take it to their graves unless they are utterly convinced someone is worthy of it (always another G'nar Pethian). Even the most open-minded and cooperative G'nar Pethian seems to have a transformative moment upon learning one of these occult truths. When asked, the G'nar Pethians repeat the age old answer: some truths are dangerous without greater knowledge, and some secrets are secret for a reason.
2: The whole eye-gouging-insane-seers bit is actually true. G'nar Pethians who devote their lives to the Garden and accumulate libraries worth of secret lore tend to be a bit... weird. They know something you don't (presumably) and react to the world as though through an entirely different system of values. The demeanor of a G'nar Pethian this far into the mysteries can be charitably called ominous, though G'nar Pethians credit it as the sort of fear and discomfort one has before what is divine.
Despite the difference in demeanor, there is no intra-sect conflict. The rank and file Pethians regard the "mad" seers as advanced disciples who practice esoteric rites and deal with strange truths that common men, or even common seers, cannot fully comprehend. The desert-dwelling seers regard the historians and conventional seekers as younger disciples who are going through a rewarding process of discovery. However, both sides have disdain for young G'nar Pethians who take on the trappings of the great seers before they're ready. A common remark among the Prophets is that you should keep your eyes open if you keep running into closed doors.
-Raesh
"The trouble with atheism, is that it offers a limited range of curses.” - Two Serpents Rise
DR-RAESH
BRAISK
Re: The G'nar Pethian and Blindness
08/14/2015 05:38 AM CDT
>Aside from putting it together yourself from the existing clues, there's no way to learn The Secrets of the Pethians in game right now and that is unlikely to change.
Copy that. But you're saying, indirectly, that there are Secrets. You also said, in a previous statement, that it "all made sense" after you joined the GM ranks and went back over the in game clues. (And that means they are logically formed Secrets from your perspective.)
I don't consider this a big issue; not at all. It's a boon to the Sect: we can use any "clues", no matter how incomplete, as a basis for theories, arguments, and debates without it relying purely on roleplaying faith. And while it's unfortunate that "The Secrets" are unlikely to be revealed, that doesn't mean a clue or two won't be added in once in a while, giving our Sect more to drool over.
Overall, the Sect is beautiful. You've established a Lovecraftian Cult with Mad Prophets, esoteric mystery, and cosmic(Universal)-level horrors. There are some conflicting signs, but that's easily written off as a matter of interpretation in a world of insanity. Well done, DR-Gods!
Can we clarify or work on these objectives, however? I'd like to get them straightened out:
1. I still don't understand the Blindfolds. And what I mean is, you've made it clear that they are an Advanced Initiate practice based on a Secret we might never learn. And that means pity to any G'nar Pethian in the game wearing one. (I know the blindfolds came out before your time, but can we make something out of them?) Is there a way we can turn this around to have some sort of meaning? Or should we just throw them in the vault?
How about just turning them in for an Alteration? (Yeah...okay.)
2. Also, I have references that the Prophets gouged out their eyes to increase the potency of their visions. Is it possible we G'nar Pethians could go down this route with a cantrip, spell, or ritual?
Braisk
Roleplaying Faith - IRT a character trying to establish a background or reason for every action he or she does, it is the contrast between the actual game mechanics and design versus the one the character creates for him or herself.
Copy that. But you're saying, indirectly, that there are Secrets. You also said, in a previous statement, that it "all made sense" after you joined the GM ranks and went back over the in game clues. (And that means they are logically formed Secrets from your perspective.)
I don't consider this a big issue; not at all. It's a boon to the Sect: we can use any "clues", no matter how incomplete, as a basis for theories, arguments, and debates without it relying purely on roleplaying faith. And while it's unfortunate that "The Secrets" are unlikely to be revealed, that doesn't mean a clue or two won't be added in once in a while, giving our Sect more to drool over.
Overall, the Sect is beautiful. You've established a Lovecraftian Cult with Mad Prophets, esoteric mystery, and cosmic(Universal)-level horrors. There are some conflicting signs, but that's easily written off as a matter of interpretation in a world of insanity. Well done, DR-Gods!
Can we clarify or work on these objectives, however? I'd like to get them straightened out:
1. I still don't understand the Blindfolds. And what I mean is, you've made it clear that they are an Advanced Initiate practice based on a Secret we might never learn. And that means pity to any G'nar Pethian in the game wearing one. (I know the blindfolds came out before your time, but can we make something out of them?) Is there a way we can turn this around to have some sort of meaning? Or should we just throw them in the vault?
How about just turning them in for an Alteration? (Yeah...okay.)
2. Also, I have references that the Prophets gouged out their eyes to increase the potency of their visions. Is it possible we G'nar Pethians could go down this route with a cantrip, spell, or ritual?
Braisk
Roleplaying Faith - IRT a character trying to establish a background or reason for every action he or she does, it is the contrast between the actual game mechanics and design versus the one the character creates for him or herself.
ABSOLON
Re: The G'nar Pethian and Blindness
08/14/2015 11:56 AM CDT
Blindfolds are symbolic. You can choose to wear one or not. The eye gouging one exists because a GM in the early days of DR thought it would be cool and doesn't necessitate making blindness practical, lore or not.
Re: eye gouging to increase prediction potency. That's the province of NPCs. Not everything that you read in a book or lore is something a PC is going to be capable of. This type of thing exists for all guilds and organizations.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
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Re: eye gouging to increase prediction potency. That's the province of NPCs. Not everything that you read in a book or lore is something a PC is going to be capable of. This type of thing exists for all guilds and organizations.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
BRAISK
Re: The G'nar Pethian and Blindness
08/14/2015 12:00 PM CDT
>Re: eye gouging to increase prediction potency. That's the province of NPCs. Not everything that you read in a book or lore is something a PC is going to be capable of. This type of thing exists for all guilds and organizations.
I recognize that. I was asking if it was a possibility to develop in that direction.
I recognize that. I was asking if it was a possibility to develop in that direction.
DR-RAESH
Re: The G'nar Pethian and Blindness
08/14/2015 03:02 PM CDT
I have no intention at this time of developing blindness for Moon Mages.
FWIW there is a small easter egg, of sorts, in one of the creatures I wrote that interacts with blindness.
-Raesh
"The trouble with atheism, is that it offers a limited range of curses.” - Two Serpents Rise
FWIW there is a small easter egg, of sorts, in one of the creatures I wrote that interacts with blindness.
-Raesh
"The trouble with atheism, is that it offers a limited range of curses.” - Two Serpents Rise
CALLEK
Re: The G'nar Pethian and Blindness
08/14/2015 06:28 PM CDT
Now, I want to know...
Can you give us some hint as to which creature that is, and is the easter egg in any way related to moon mages (e.g. can a trader, empath, ranger, etc see said easter egg).
Some list of "What creatures Raesh worked on" or "What province" and/or "What level range" type of hint.
THAYET
Re: The G'nar Pethian and Blindness
08/14/2015 06:33 PM CDT
It's probably nimbuses.
Thayet
Twitter: @thayelf
Tumblr: thayette.tumblr.com
Thayet
Twitter: @thayelf
Tumblr: thayette.tumblr.com
DR-RAESH
Re: The G'nar Pethian and Blindness
08/14/2015 06:54 PM CDT
I've only written four creatures and only two of them are 24x7 huntable :P
-Raesh
"The trouble with atheism, is that it offers a limited range of curses.” - Two Serpents Rise
-Raesh
"The trouble with atheism, is that it offers a limited range of curses.” - Two Serpents Rise
TEVESHSZAT
Re: The G'nar Pethian and Blindness
08/23/2015 07:25 PM CDT
>>There's a fellow named S'su'yvyn I'm dying for you all to meet one of these days.
Just translated this and now I really want to see how it pans out.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Just translated this and now I really want to see how it pans out.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.