Bell Digest vol06p01.txt

Subject:  RQ Indigestion,  Volume 6,  Number 1

RQDIGESTV06N01

First Distribution:  February 25,  1991

This issue:
	Grandfather Baboon				Jamie O'Shaughnessy
	Chaotic Vegetation in Your Campaigns		Jamie O'Shaughnessy
	The Circus is Coming!				Paul Reilly
	Three Orlanthi Hero Cults			Paul Reilly

======================================================================

From: Jamie O'Shaughnessy 

Subject: Grandfather Baboon

                GRANDFATHER BABOON (MONKEY GOD).
                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                originally by Mark Powell, 1986.
                re-written and adapted for RQIII by
                        Jamie O'Shaughnessy, 1991.

I. MYTHOS AND HISTORY
        A. BEFORE TIME
        The worship of Grandfather Baboon began after Time began.
Grandfather Baboon was the first Baboon to walk the earth. He roamed The
Spike foraging and gathering to live. He is the common ancestor of all
Baboons.
        B. SINCE TIME BEGAN
        The cult of Grandfather Baboon is known by some as the Monkey God.
This is not exactly correct. Grandfather Baboon is not a monkey but monkeys
do worship him as their god.
        C. LIFE AFTER DEATH
        Grandfather Baboon assures his worshipers that they will have a
personalized existence after death and will always be contactable with
their family. He cannot guarantee any quality, nor any future for that
existence.
        D. RUNIC ASSOCIATIONS
        The cult of Grandfather Baboon Is associated with the runes of
Beast, Man and Spirit.

II. NATURE OF THE CULT
        A. REASONS FOR CONTINUED EXISTENCE
        The cult of Grandfather Baboon is used as a link between Baboons
and their dead. It supports the reality of their strife and allows them to
draw upon their dead for strength. It is also the only true Baboon strong-
hold of power and fulfills their needs in the world.
        B. SOCIAL/POLITICAL POSITION AND POWER
        Although the cult is widespread in Baboon terms, it is of very
little importance in the world of humans. In the world of Baboons, the
cult is the law by which they live. The cult will survive as long as there
are Baboons on the earth.
        C. PARTICULAR LIKES AND DISLIKES
        The cult dislikes Chaos. It is hostile to the cults of Humakt and
Zorak Zoran because they bring much death to the world. Daka Fal,
obviously, is an associated cult. The cult of Aldrya is a friendly cult as
they provide protection to the forests in which the Baboons sometimes
live. The cult is also friendly to Kyger Litor. Otherwise, Grandfather
Baboon takes a neutral stance on cult relations.

III. ORGANIZATION
        A. INTER-CULT ORGANIZATION
        There is very little inter-cult organization.
        B. INTRA-TEMPLE ORGANIZATION
        Rune Lords of Grandfather Baboon are the leaders of the cult,
these, however, are quite rare so Priests usually are in charge. A Priest
who is also a Shaman will usually have a higher standing than just a
normal Priest. This is not always the case.
        C. CENTER OF POWER, HOLY PLACES
        One of the major holy sites for Baboons is the Wild Temple in
Beast Valley, Sartar. There are a few small temples in Prax but usually
the wandering troops carry their own Shrines. Monkey Ruins, south of The
Block by about 60km, is also a holy place for Baboons. It is said that
this was once the center of a massive Monkey Empire. It is uncertain as to
whether this is true or not.
        D. HOLY DAYS AND HIGH HOLY DAYS
        The cult of Grandfather Baboon has its holy days in the Sacred
Time. Its High Holy Days are on both Wilddays of The Sacred Time.

IV. LAY MEMBERSHIP
        A. REQUIREMENTS TO JOIN
        All Baboons are automatically in this cult at birth. Other
beastmen, dragonewts and even humans may join if they wish. The
examination to pass is usually POW * 5 on 1d100 for baboons. Other races
must pass the test of (POW - 5) * 5 on 1d100.
        B. REQUIREMENTS TO BELONG
        Members of the cult are encouraged to never harm any baboon (or
monkey) they ever meet. This is not always possible in some cases. Lay
Members must also sacrifice a Magic Point during worship on holy days. Lay
Members may never use animals as familiars.
        C. MUNDANE BENEFITS
        All Lay Members will receive free board and food in a Baboon
community if they ask.
        D. SKILLS
        All members are taught Track, Scan and Sneak up to 30% free, after
that they are taught the skills mentioned at half-price.
        E. SPIRIT MAGIC
        Lay Members receive the following benefits from being in the
cult:-
        FREE - Clawsharp*, Furstiff&, Speedart
        REDUCED COST (half-price) - Multimissile, Bladesharp
* - Clawsharp is identical to Ironhand except that is only used on Claws
and Bite attacks.
& - Furstiff works in the same way as protection but if anyone grapples
the Baboon they will take damage, equal to the number of points of the
spell, from the "sharpened" fur.

V. INITIATE MEMBERSHIP
        A. REQUIREMENTS FOR INITIATION
        Candidates must have been Lay Members for at least 2 years. They
must know all the special skill plus Baboon at 60% or more and must
have at least one point of all the spells mentioned above. The exam they
must pass is (POW + 100's of Lunars / 3) * 5 on 1d100. They must sacrifice
a permanent point of POW to the god.
        B. REQUIREMENTS TO REMAIN INITIATED
        Initiates must give 10% of their income to the cult. They must
spend 6 weeks a year aiding their priest. During Holy Days they must
sacrifice two Magic Points. They are bound by the cult likes and dislikes.
Initiates must also fulfill the same requirements as Lay Members to remain
in the cult.
        C. MUNDANE BENEFITS
        All Initiates are given some sort of spear and a sling free. The
cult will always heal or attempt to rescue Initiates being held for ransom
or in trouble. Initiates also receive the same benefits as Lay Members and
the other usual Initiate benefits.
        D. SKILLS
        Initiates are taught all the Lay Member skills at the same price,
they may also learn other skills and the ones below at the costs
mentioned.
        REDUCED COST (half-price) - Baboon, Track, Scan, Search,
        Sneak, Sling Attack, Claw Attack, Bite Attack, Devise, Jump,
        Climb, Listen, Hide, Conceal
        NORMAL COST - all other skills
        E. SPELLS
        Initiates gain the following benefits from their closer ties with
their god than Lay Members.
        FREE - as for Lay Members
        REDUCED COSTS (half-price) - Co-ordination, Strength, Vigor
        NORMAL - all standard Spirit Magic
        Initiates may sacrifice permanent POW for one-use Divine Magic.

VI. RUNE LORD MEMBERSHIP
        A. GENERAL STATEMENT
        Rune Lords of the cult (Baboon Lords) are master hunters and
defenders of the family group. It is their responsibility to co-ordinate
any hunting missions or welfare of any missing members of the cult. They
are the rulers of the families and communities. Rune Lords are quite rare
in small Baboon troops, they are often found in larger more static
communities of Baboons, as in Beast Valley, or in the larger families on
the plains of Prax.
        Rune Lords are always the Alpha males of a group although Alph
males are NOT always Rune Lords.
        B. REQUIREMENTS FOR ACCEPTANCE
        Candidates must have been Initiates in good standing for at least
5 year and must have 90% in five of the following skills - Claw Attack,
Bite Attack, Spear Attack, Sling Attack, Javelin Attack, Track, Devise,
Scan or Any Other Weapon+. They must have a POW of at least 15.
Prospective candidates must also convince the examiners of their worth.
+ - it is very rare for a baboon to master a weapon not mentioned above,
although it is possible as some baboons have been seen wielding swords and
even shields.
        Convincing the examiners consists of calling an Ancestor by using
the SUMMON ANCESTOR DIVINE SPELL. The candidate must then enter into
spirit combat with the spirit, if he reduces the spirit's MP's to 3 or
less, then the spirit will submit and become  his allied spirit. Upon
acceptance the Rune Lord must sacrifice another permanent point of it to
gain a stronger link with their god.
        C. RESTRICTIONS
        Rune Lords of Grandfather Baboon must give 905 of their income to
the cult and must spend 50% of their time on cult business.
        D. BENEFITS
        The Rune Lord will be given as much iron as possible by the cult
(usually very little if any). They gain all the standard benefits of Rune
Lords in RuneQuest. They usually house their allied spirits in trinkets,
such as bones tied round their neck, feathers, etc.

        VII. RUNE PRIESTHOOD
        A. GENERAL STATEMENTS
        Rune Priests are more common than Rune Lords. Priests are quite
often Shamans as well, but not always. Priests are the healers of the
family group and they teach the troop its spells. Priests are also used
to communicate to the deceased members of their family. They are well
respected and are allowed to command any of the group to do as they wish.
Only Rune Lords have more clout in the group than do Priests. Larger
baboon family groups often contain a few Priests while most smaller ones
contain only one (and no Rune Lord). Priests may be male or female.
        B. REQUIREMENTS FOR ACCEPTANCE
        Prospective candidates must be able to speak Baboon at 80%
and have a POW of at least 18. They must have been a loyal Initiate of the
cult for at least 5 years and be in good standing with their Priest. If a
candidate fulfills these requirements then he/she must pass the same spirit
summoning test as a Rune Lord. Rune Priests do not need to sacrifice
another permanent point of POW. Rune Priests are urged to become a shaman
if they are not already.
        C. RESTRICTIONS
        Rune Priest must sever any other cult connections. Rune Priests
are reduced to DEX * 5 for all non-cult DEX based skills. Priests must
give 90% of their income to the cult and spend 90% of their time on cult
business.
        D. BENEFITS
        Rune Priests may be a shaman. They get all the usual Priestly
benefits.
        E. DIVINE MAGIC SPELL COMPATIBILITY
        Because Grandfather Baboon isn't as powerful as most gods, Priests
don't have access to the standard Divine Magic. The ones they can obtain
are - Divination, Divine Intervention, Extension, Mindlink, Spell
Teaching, Spirit Block, Warding and Worship Grandfather Baboon.
        F. CULT SPECIAL DIVINE MAGIC
        The cult has access to the Divine Spell of Sureshot and Shield
(see RuneQuest Magic Book). Due to Grandfather Baboon being an extension
of the Ancestor Worship cult, Grandfather Baboon's Priests gain access to
all the Ancestor Worship Special Divine spells of Axis Mundi, Free Ghost,
Gift Power, Gift Spell, Incarnate Ancestor, Resurrect (one-use), Spirit
Guardian, Spirit Melding and Summon Ancestor.

VIII. SUBSERVIENT CULTS
        Grandfather Baboon has no subservient cults. Neither has
Grandfather Baboon any spirits of retribution. If any member of the cult
breaks cult law, they will be exiled from the family and community and
even in some cases, hunted down and killed.

IX. ASSOCIATED CULTS
        A. DAKA FAL
        For obvious reasons Daka Fal is associated with Grandfather
Baboon.
        B. GRANDFATHER MORTAL
        Grandfather Mortal is thought to have been Daka Fal during the
divine age of the early creation. For this reason, Grandfather Baboon is
obviously related.
        C. HYKIM
        Hykim, Father of Animals, is Grandfather Baboon's father. This
explains their association.

X. MISCELLANEOUS NOTES
        Baboons, like humans, have individual "families" in their lives,
these are often called troops. Baboons also have a much more closely tied
common ancestry than their human cousins, as a consequence of this,
Grandfather Baboon teaches that all Baboon belong to one common family.
        Humans who have known of this cult often label it the Monkey God.
As Grandfather Baboon was not a Monkey, this is incorrect. However,
Grandfather Baboon also takes the place of the God of the Monkeys so there
is some element of truth in these misunderstandings.
        In the past scholars have often thought that all Baboons
worshiped their ancestors alone* (i.e. worshiped Daka Fal). With the
information given above coming into light, we can see this is not correct.
There is much to be learned about the Baboon's lifestyle and culture that
is not already known.
* - The cults of Grandfather Baboon and Daka Fal are so closely related
that it is often hard to distinguish between the two when a service is
being performed. Members of the respective cults can, of course, tell the
difference.


CULT COMPATIBILITY (as of Cults of Terror table)

             D S W E   H S P Y   I C L O   K Z A  G*  P M B T V T C K N
             F B         M         A M     L Z    B   C     H     B
*Grandfather 4 2 2 2   1 2 2 2   2 2 2 2   3 1 3  -   0 0 0 2 0 0 0 0 2
Baboon
======================================================================

From: Jamie O'Shaughnessy 

Subject: Chaotic Vegetation in Your Campaigns

        CHAOTIC VEGETATION IN YOUR CAMPAIGNS.
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                by Jamie O'Shaughnessy 1991.

        The one thing to remember when incorporating the following into
your campaign is that these are very rare. They should not be placed in
accessible area to normal daily life of humans. They should only be
encountered in specific situations. just remember - rare!
        The Chaotic Carrot is a fully written up version in Gloranthan
Bestiary style. All the others are reduced format. Feel free to add
your own favorite veggies if they're missing. Remember root vegetable
tend to work best. They look very effective pulling themselves out of
the ground as they sprout little arms and legs.
        All chaotic veggies have their POW*2 or less on 1d100 of having
a chaotic feature. Yes, a fire breathing carrot!!! Or a turnip with
15 point skin!!!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Chaotic Carrot.

        (carrotus-chaoticus - no, only joking!)

        Chaotic Carrots look like any normal carrot except that they
have little thin arms and legs. They also have a face on the front with
a big toothy grin and round popping eyes. When they are asleep in the
ground growing they contract their arms and legs and close their eyes
making them indistinguishable from normal carrots.

characteristics average attributes
STR 1d4           2-3   Move    : 1m/SR, jump 4m
CON 2d6            7    HP      : 4
SIZ  1             1    Fatigue : 9-10
INT  1             1    MP      : 10-11
POW 3d6          10-11  DEX SR  : 3
DEX 2d6+6         13

location        melee   missile points
carrot          1-20    1-20    0/4

weapon  SR      att%    damage
bite    6       5-10    1d4

Combat Note : When a chaotic carrot is killed (HP<0) it explodes doing
its POW in damage to all within 3m.

Chaotic Features : Chaotic Carrots have their POW*2 chance of having a
                   chaotic feature.

Dodge 25%

Magic    : none.
Skills   : none.
Language : none.
Armour   : none.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chaotic Cabbages.

STR 1d6         Move    : 1m/SR, jump 2m
CON 1d6+6       HP      : 6
SIZ 1d4         Fatigue : 13
INT  1          MP      : 13
POW 2d6+6       DEX SR  : 3
DEX 3d6

location        melee   missile points
cabbage         1-20    1-20    1/5

weapon  SR      att%    damage
bite    6       10-15   1d6

Combat Note : When a chaotic cabbage is killed, it explodes releasing a
poisonous cloud (diameter=SIZ) which is of potency equal to the
cabbage's POW.

Dodge 20%

Armour : 1 point leaves.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chaotic Turnips.


STR 1d6         Move    : 1m/SR, jump 2m
CON 1d6+6       HP      : 5
SIZ 1d3         Fatigue : 13
INT  1          MP      : 10-11
POW 3d6         DEX SR  : 3
DEX 3d6

location        melee   missile points
turnip          1-20    1-20    0/5

weapon  SR      att%    damage
bite    6       15-20   1d4+2

Combat Note : When a chaotic cabbage is killed, it explodes releasing
its acidic blood of potency equal to the turnip's POW. This covers
everything within SIZ/2 of the turnip in meters.

Dodge 20%

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chaotic Leeks.


STR 1d4         Move    : 1m/SR, jump 3m
CON 2d6         HP      : 4
SIZ 1d2         Fatigue : 9-10
INT  1          MP      : 10-11
POW 3d6         DEX SR  : 3
DEX 2d6+6

location        melee   missile points
bite            1-20    1-20    1/4

weapon  SR      att%    damage
bite    6       10-15   1d6

Combat Note : When a chaotic leek is killed, it explodes in a very
bright flash. Victims must roll their Current MP's*5 or less on 1d100
or be blinded for the chaotic leek's POW in rounds.

Dodge 15%

Armour : 1 point skins.

======================================================================

From: paul@venus.phyast.pitt.edu (Paul Reilly)

Subject:  The Circus is Coming!

{Did anyone else notice that the Genertela Player's Book listed "Entertainer"
as one of the two recommended occupations for Holy Country PCs?  Well, here is
a group of NPC Entertainers from Kethaela who may be found there or anywhere
else easily reached, such as Sartar or the Western seacoast states...}


Vimini's Six Circles of Delight
  Vimini is one of the greatest entertainers of Esrolia and indeed of
Kethaela.  Old but still hearty, he has achieved his life's desire by
appearing before the Pharoah.  He did it by organizing some of the best
available entertainment from each of the six Kethaelan provinces and
billing this show as a patriotic tribute to the Holy Country and the
Pharoah.  Each of the six major acts appears with backdrops, props, and
scripted dialogue supposedly representative of the native life in their
province.
  There are several "minor acts" also that take place in between the major
acts.  After the Holy Performance, the troop became so well-known that they
are regularly featured in such places as the Great Market Fair of Nochet and
other Kethaelan fairs and festivals.  Recently they have been going out of
the Holy Country after a suggestion from the Pharoah's Foreign Relations
Office that they might serve well as "goodwill ambassadors" to various
nations such as Nolos and even Loskalm.  Vimini suspects that one or more
government agents are in his troop, using their travels as a cover, but he
doesn't know who.

 The Procession:
  When entering a major town or city, and before a performance if the "stage"
area can accommodate the whole circus, Vimini's artistes will stage a parade
showing off most or all of their members, although some of the acts are
deliberately kept secret until they perform, such as the Big Black Wagon.

   The order of the rest of the acts and the exact nature of their
performances is highly dependent on the venue.  Normally the performance
might go on  all day, with possible extensions into several days ready if
appropriate.
  When all is done, after encores and whatever else, the performers usually
do a rousing song and dance with some magical effects and then "vanish"
into their tents or somewhere, only to return about half an hour later and
begin cleaning up.

The Six Major Acts:
Gerard's Flaming Dancers
  Gerard's Dancers represent the best of the ritual fire dancers of
Caladraland and brave death by dancing on hot coals and in flames.  Gerard
always instructs the audience not to distract the dancers by applause or
heckling while they are in the flame-trance lest they break the trance and
cause serious burns to the dancers.

Mikah's Aerial Acrobats
  Mikah has a well-trained family of acrobats who perform death-defying feats
skillfully and aesthetically.  These acrobats represent the Orlanthi of
Heortland, supported as they are only by the wind.  Their acts include human
pyramids, jumping with various "see-saw" type assists, and tigh-rope-walking.
Rather than a net they have several one-use Fly spells, as they are mostly
Orlanth initiates.  They are quite devout and the family patriarch Mikah is
a qualified acolyte, with a little mobile shrine that he sets up to conduct
Orlanth Worship services at for his family and for any initiates in the
audience who accept his invitation to attend.  The shrine offers Worship
Orlanth.  This spell is known to Micah, as are Sanctify, Mindlink*3, Heal
Wound, Decrease Wind, and Shield 3.

Gretella's Gorgeous Girls
  These sixteen lovelies will "perform the sacred dances of Ernalda before
your very eyes" and are housed in their own tent.  Gretella is in fact a
Donander priestess, but he and the girls in fact are all from Esrolia, as
advertised.  Each of the girls wears a representation of the Earth and
Fertility Runes and as little more as local custom allows.
  Gretella has several uses of Harmonize and sometimes uses this on the newer
girls or for a particularly tricky maneuver.
  Gretella has a portable shrine and will hold services for the girls and
initiates, or separate service that include lay members.  Often new male lay
members join for a single Worship ceremony (for a moderate fee) in the hopes
of meeting these beauties backstage, as it were.
  Consider these girls to run about 20 APP and 20 DEX given their natural
high characteristics and the sorcerous enhancements of Scarabus.

  The Marshwalkers
  These men on stilts represent the people of the Rightarm Islands and their
comical acrobatics and mime are actually often based on subtleties of Rightarmi
culture; Rightarm Islanders who see the act usually laugh twice as hard as
anyone else rather than become offended.  (The act typically depicts a sort of
ridiculous home life with all the normal tasks thereof, such as cooking, games,
and fistfights, played out entirely on stilts.  For those readers unfamiliar
with the Rightarm Islands, they are separated by shallow water at high tide
and only by marsh at low tide and the people who live there normally live by
fishing, harvesting marsh birds, etc.  Some of them actually use stilts, which
are mentally associated with all the Islanders by many outsiders, ridiculous
though this may seem to the Islanders themselves.  They see a caricature of
foreigner's ignorant opinions in the antics of these clown-like entertainers.)
  Sometimes these people have their own act (and always during a "crown
performance") and sometimes they are used as "in-betweeners", depending on
Vimini's professional judgement and how many in-betweeners are available.

Scarabus the Sorcerer
  Supposedly trained by the Brithini of Refuge, this stage magician augments
his sorcerous displays with cunning artifice and prestidigitation.  He
represents the God Forgot Islands in the show.  He presents spells, tricks,
mind-reading,  and phantasms which vary depending on what he has prepared
and the tastes of the audience.  For example, any Western audience is jaded
with sorcery and will be more amazed by illusions such as levitating a
lovely young assistant when the Wizards in the audience are invited to
verify that this miracle is performed using _no_magic_of_any_kind.
  Scarabus is often the second-to-last act, presenting his illusions after
sundown when the lower ambient light level renders them more impressive.
   Scarabus has several spells of use to the entire company, such as
Enhance DEX, beloved by acrobats, and Enhance APP, popular with the dancers
and some of the other entertainers.  With his 17 INT, he can usually keep
these stats upped by four or five points on everyone who needs them.

  The Big Black Wagon
  This wagon is kept a big mystery.  At some point it will be wheeled out and
a strange drumming will sound from within.  Then out billows the darkness,
rendering the whole place spooky and cold.  Strange wailing and chanting in
Darktongue comes out of the wagon, then out come the trolls, clad in black and
red.  Some are huge, some tiny; all are well-schooled in their acts which
depict various aspects of life on the Shadow Plateau.  They have a sling
sharp shooter, a magician who controls the darkness, some great troll and
trollkin slaves.
  While these people are very popular in Kethaela due to the relative
familiarity and trust Kethaelans have in trolls nowadays (and the sense of
security and triumph engendered by the human Pharoah's defeat of the trollish
Only Old One) they often are left behind when the circus goes to countries
unfamiliar with or hostile to trolls.
  The trolls also serve some of the same functions as the elephants in a
circus:  they provide great strength when it is needed and consume vast
quantities of  food all the time.
  This is often the last act in Kethaela, taking place well after sundown
when the trolls are most comfortable.

"In-Betweeners"
  These acts are usually done by one or a few people in a smaller area while
everyone else cooperates to get things ready for the next major act.  These
acts come and go according to how popular they are and circumstance;
often when travelling Vimini will pick up "local talent" to serve this
function and to build up local goodwill.  Three examples of in-betweeners
who have been with the circus awhile are listed below.

Hypatia Felicita
  Originally bought as a slave from Sartarite traders, Hypatia has proven a
valuable addition to the circus for her dancing and sable-riding skills.  She
also knows how to cook, clean, and sew and does this in addition to her act.
{Political reason for inclusion: to show a captured Lunar}

Xylara's Amazing Animals
  Xylara is very exotic looking herself, as she certainly has at least half
Agimori blood.  She is originally from Prax and was traded as a slave until
she wound up in Vimini's ownership; he had divined her amazing skill with
animals.  In her homeland she was an Eiritha acolyte or priestess before
being captured into slavery by the High Llama tribe and sold at Pimper's
Block.
  Xylara has many tame animals that she uses in her act, including two zebras,
a mountain cat, two black panthers, some giant beetles (!), and a violet-and-
black giant butterfly or moth.  All of these animals do tricks and would
defend Xylara if it is within their idiom, because they love her to
distraction.

  Ditali Tribal Dancers
  Actually Esrolians dressed up as Ditali, poorly but amusingly aping some of
the better-known caperings of the deer-men.  Actual Ditali may be very offended
but Vimini is sharp enough to cut the act if these appear in his audience.

  Wandor the Wanderer.
  Wandor is supposedly a great barbarian warrior who will wrestle or swordfight
with all comers (one at a time, of course.)  Anyone wishing to fight him must
put up a stake which varies according to the venue but is usually around one
Theyalan shilling, about 80 RQ3 pennies.  Return is (usually) a Theyalan pound
(960 RQ3 P) if he is defeated, or two shillings if you last three minutes.
  {Wandor's actual background is up to the GM to determine; he may be anything
from an actual "barbarian" warrior, to a disinherited Western Knight, to an
ogre exceptionally good at fighting and acting, to an outcast Vormaini ronin
shipwrecked and picked up by Vimini.  In any case, he will be good enough to
beat twelve out of thirteen opponents who challenge him, which should
include all but the greatest PC's.  Remember that his challengers will be the
best that any local place can offer.  Since he is so specialized and does this
all the time, his Sword and Grapple skills should be over 100%; how much more
depends on your campaign.}
  Wandor is truly one of the great swordsmen of the day, who could be out
slaying tremendous monsters or fighting at the front of armies if that was what
he felt like doing.  He prefers the circus life, and professes to not like
hurting anyone.  He will warn people who challenge him that they risk getting
hurt, and if they then agree to fight, he will feel no guilt if they get hurt.
  When asked if it wouldn't be more honorable to find a liege lord and join
an army, he will reply, "Better that one man should fight for the entertainment
of hundreds than that hundreds of men fight for the entertainment of one."

======================================================================

From: paul@vulcan.phyast.pitt.edu (Paul Reilly)

Subject:  Three Orlanthi Hero Cults

   These are all subcults of Orlanth.  The first two are for the Orlanthi in
Ralios (although they might be known in Jonatela) and the third is a Fronelan
hero-cult.
  Note that the first sub-cult outlined is really a sub-sub-cult; i.e., the
Seven Brothers of Thunder are subordinate to Sigolf Cloudcrusher, an important
Hero of Orlanth worshiped in northern Ralios.



Ralios
  Seven Brothers of Thunder
  These kinsmen opposed Sigolf Cloudcrusher's desire to lead the Orlanth cult
in Ralios.  First he defeated them and stole their magic, then he convinced
them to follow him freely and returned it.  Now they are overshadowed by the
greater hero, but people remember them as part of his story and still sacrifice
in their shrine to obtain the magic of Thunder Voice.  Normally one must be a
part of the Sigolf Cloudcrusher sub-cult to obtain this spell, but descendants
of the Thunder Brothers may sacrifice freely for it as long as they are friendly
with the Orlanth cult in northern Ralios.

  Thunder Voice
   Self Only; Temporal; Reusable; Stackable
  The user of this spell can project his voice in a thunderous tone audible for
kilometers around.  His speech is intelligible to those listening within
approximately one kilometer per point of the spell in normal conditions and
audible for about three times that.  Extreme quiet or loud noise will interfere
with his magically amplified voice just as it would a normal one.
  The user may hush his voice down to around a normal conversational tone after
he has practiced with the spell awhile.  It will still have a sort of "echo
chamber" quality, however, and whispering will also be amplified.

  People within 100 meters who fail a CON*5 roll will suffer tinnatus; other
effects can be extrapolated by the game master.  Boorish Wind Lords will
occasionally use this spell to intimidate merchants or weaklings standing one
meter away; its normal use, however, is to address a huge crowd, to shout orders
to an army in battle, or to shout boasts at an enemy army.

----------
  Orlanthi Hero Cult

   Wakim Hellroarer

  Wakim was a Second Age Hero who used Arkat's own Heroquesting methods to
resist the incursions of the Dark Empire onto tribal land.  He quested, met
Orlanth and became a Hero, and introduced several new ideas to his tribe, some
of which are still used today.

  The Bullroarer is used in Orlanthi clan rituals and sacred ceremonies; Wakim
introduced its use as a battle signal and clan rallying sign.

  Wakim introduced the Rune magic of Howling Wind, which is available in many
small shrines, usually attached to Orlanth temples, in eastern Ralios, and at a
few shrines elsewhere.

  Howling Wind
  Ranged, Temporal, Stackable up to a variable limit
  This spell can be cast on an existing wind or stacked with Orlanthi spells
such as Increase Wind.  One point of the spell causes a "shushing" sound, two
points a loud wind that drowns out normal conversation, three a howling that one
must shout loudly over to be heard ten feet away, and four drowns out any normal
human voice over the area of the spell (which is the same as Increase Wind.)
The spell must be stacked with a wind intensity at least that caused by an
Increase Wind of the same force.
  The main advantage to be had in this spell is that it drowns out all normal
communication, including battle commands.  This typically handicaps civilized
armies more than it does the barbarian Orlanthi, each of whom operates
relatively independently.
  People in the Howling Wind subtract 25% from their Listen per point of the
spell.

  Wakim accepts almost any Initiate of Orlanth as an Initiate of his subcult; a
96-00 roll on percentile dice indicates that the applicant has been turned down
due to "bad omens".  Once turned down, the Initiate may not reapply, in general.

------------
Fronela:
Orlanthi Hero Cult
  Vorash the Storm Walker was an Orlanthi Hero of Retrint in the Second Age.  He
opposed the coming of the God Learners and the spread of the Kingdom of Loskalm
into Orlanthi tribal lands; while eventually defeated, he nonetheless led many
successful raids against the God Learners and was "canonized" as a local cult
hero in western Fronela (Retrint, Oranor, etc.) after his death.
  Vorash turned the God Learner's own methods against them and raided the Hero
plane for several special powers.  Two of them are available as special spells
at certain Orlanth Temples.
  To buy these spells, an initiate must join the subcult of Vorash the Storm
Walker.  While no additional POW sacrifice is necessary, the initiate must
succeed in a test of World Lore, and due to Vorash's hatred of the God Learners,
must forget any sorcery known before joining.  Vorash does not accept shamans
or initiates of gods other than Orlanth into his subcult (even friendly gods).
  Candidates are tested and accepted during Storm Season.
  If a prospective initiate otherwise qualified fails the test of World Lore,
he may take it again next Storm Season with a 10% cumulative bonus for knowing
the nature of the test.  Thus a candidate who tries every year for ten years
will almost certainly get in, even if his World Lore is low.  96-00 still fails.

Vorashi Rune Magic
 Storm Strength (N point spell, check Wachaza)
   Rune Magic, temporal, nonstackable, reusable
  This spell will double the base strength of an Orlanth initiate on whom it is
cast during an electrical storm, snow hurricane, or similarly violent storm.
The spell will have a lesser effect of adding 50% to the strength of an initiate
in a lesser storm.
   The recipient of the spell gains the extra strength only while in contact
with the wind of the storm.

  Stsrrrrsrrorm Sense
  1 pt. Rune Magic, temporal, nonstackable, reusable
  This spell will give an Orlanthi on whom it is cast a "feel" for the wind
conditions about him, allowing the initiate to sense wind currents, etc.  Very
useful if you are flying in a storm.  Occasionally seamen will join the
subcult of Vorash just to get this spell.
  People do learn to use the sense better after some experience with the spell;
one might define a new skill of Storm Sense to fully use the
information provided by the spell.  This could be a Perception skill with a base
of 25%.

-----------------------
  Spirit Cults

   Rustum Bowbreaker was a very early folk hero of the Hsunchen.  He hated the
new-fangled bow that allowed distant slaying, and his spirit offers the Rune
Magic of Break Bow.
  Rustum can be contacted almost anywhere that Hsunchen once warred with elves
during Godtime, such as most of Fronela.  Many shamans know how to call him.
  More than one type of Hsunchen has an ancestral hero in this niche, often
with a name that sounds like Rustum, but always of their own great tribe.
The God Learners concocted many possible explanations of this anomaly, but the
mystery of who Rustum was and what his animal type was remains unsolved.

  Break Bow
  Instant, Stackable, Ranged.
  This spell will shatter a bow, crossbow, or similar tension-operated
projectile device.  Even siege weapons are not immune.  Slings are unaffected.
  To break a bow in someone's possession, their MPs must be overcome.  The MPs
of the entire crew of a siege weapon must be overcome in separate rolls.  In
the case of an Elf Bow, the greater of the MPs of the bow or its holder must be
overcome.
  Every additional point of the spell adds 25% to the chance of overcoming the
MPs of the bow-holder.



-------

  Cunning Viper

  Cunning Viper was reputedly a dark shaman of the despised Viper Hsunchen.
While they are believed extinct, his spirit still offers two Rune spells to
shamans who are able to contact him (or her) via a piece of the Shattered Snake
Stone.  Most of the known pieces are scattered in the forest of Fronela; some
are held at the Great Library of Loskalm at Northpoint, more as curiousities
than as a spirit contact point.  It is thought that the Stone originated in
Pamaltela; there may be more fragments there.
  Cunning Viper offers the spell of Slow Poison to those shamans depraved
enough to want it.  It is rumored that he also offers other spells if a large
enough cult is built up.

  Slow Poison (2 points)
  Ranged, Duration until broken.
  This spell is somewhat reminiscent of the Trickster Lie spell.  It is cast
at the same time as the shaman (or initiate of the cult) tells someone a piece
of information, true or false.  If the caster overcomes the MPs of the victim,
he or she becomes gradually obsessed with the implanted idea until either
it is obviously shown to be false, like the Lie spell, the Slow Poison is
dispelled, or drastic action is taken by the victim.  Often it is used to
plant a suspicion that will turn a loyal friend, liege man, or lover against
someone they would normally be loyal to; in this case it may take weeks or
months to grow.

*************

New Spirit Magic (for shamanic peoples)
  These spells can be obtained from certain spell spirits; they are not too
uncommon.


  Spirit Magic

Suck Poison
Touch, Instant, Variable
  The focus for this spell is generally a black lump of charcoal or something
similar held in the mouth of the caster.  The caster places his mouth to the
poisoned wound (or the stomach or mouth of someone who has ingested poison) and
sucks while spending the MPs for the spell.

  The focus typically becomes hot and smoking and is ejected from the caster's
mouth as quickly as possible.

  Each point of the spell will remove one point of CON damage from poison or
2 points of regular damage from Blade Venom or acid.  Only the strongest Suck
Poison will help the target if more than one is cast, e.g. a 3-point spell will
repair 3 points of CON damage, but a 6-point spell cast later on the same
victim will repair only 3 additional points, and a two-point spell will have no
effect.  Shamans often know Suck Poison 6 in areas where poison is common.
  Suck Poison can be "stacked" with First Aid.

Call Arrow
  Ranged, Instant, Variable
  Calls an arrow shot by the caster back to his hand.  The arrow takes three
strike ranks to return.
  Can be used to call someone else's arrow if their POW is overcome.
  Works on sling stones, darts, javelins, etc. also.  The spell returns weapons
of one ENC per point of spell.  Call Arrow 2 is usually called Call Spear.

  Forest Walk
  3 Points; Touch;
  This spell must be learned by the shaman or tribesman from a spell spirit of
the forest in which it is to be used; thus it is most useful in places like
Rathorela which are essentially one huge forest.
  The spell adds 15% each to the Stealth Skills of the target and also to the
Conceal skill if it is employed using material of the forest such as leaves and
mud.  The spell also removes one point of any movement penalty normally
imposed by the forest terrain.
  Shamans are rumored to have extracted continuing service from forest spirits
which give them the effect of this spell for long periods.
  A more powerful version of this spell is rumored to exist but is very hard
to learn.


***************

Trickster Rune Magic
Boratory  (1 point?  2 points?)
  Ranged Temporal Nonstackable
  A spell known to priests of Eurmal and few others.  Cast on a person,
every word out of his mouth becomes stupefyingly dull.  If he succeeds in his
regular Oratory roll, people listen anyway but become restless, tapping their
feet, humming, etc.  A special success will send older listeners to sleep and
cause yawning, heckling, etc. among the livelier members of the audience.
  A critical success requires a (POW + CON) x 1 for listeners to remain awake.
Even the Borator himself may fall asleep if he fails (POW + CON) x 4.  Even
those listeners who remain awake are stupefied and are easily surprised, etc.
  Cast on an unwilling Orator, this spell is resisted; Eurmali often cast
it on themselves or on pompous Orlanthi Wind Voices or Wind Lords.

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