Bell Digest vol06p04.txt

Subject:  The RQ Digest Resurrected,  Volume 6,  Number 4

RQDIGESTV06N04

First Distribution:  May 15,  1991

This issue:
        Chaotic Thoughts on the Block                   John Castellucci
        Boggles                                         Martin Crim
        Review of Daughters of Darkness                 Roderick Robertson
        The RQ III Armor Tables                         Paul Heinz
        The Issue of Spoken and Written Language        Paul Heinz
        Summonable Spirits for Each Cult                Martin Crim

Ed's note:  Apologies for taking so long to get this stuff out -- work/
school committments kept me from doing Digest stuff for a while.  

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

From:  johnhc@autodesk.com (John Castellucci)

Subject:  CHAOTIC THOUGHTS ON THE BLOCK

                     CHAOTIC THOUGHTS ON THE BLOCK 
           (addendium to other material present in the RQ Digest)
                       (C)1991 John Castellucci


Intro
-----  
   This is some of the data that I have gathered/overheard/stolen/made up
on the section of Prax dominated by the BLOCK.  It is by no means 
official or binding.  The BLOCK is someplace that every character should
visit sometime in his adventuring carrer.  The BLOCK can also be a 
loose base of operations for Storm Bull characters.  It is here that
they can report back to their Priests and get new assignments for the 
good of the cult.  Special thanks to Jamie O'Shaughnessy for the comments!


History
-------
   In a nutshell, after a titanic battle with the Devil, The Storm Bull
caused the largest remaining piece of the Cosmic Spike to fall upon 
the Devil and crush him into the ground.  There is some speculation
that it is not actually Wakboth under the BLOCK, but another major
chaos demon instead.  
   Waha the Butcher later came the BLOCK and dug the Good Canal to clear
the area of the Devil's foul remains and make it habitable to his chosen
followers.  Ever since, the BLOCK has been sacred to all Praxians, 
especially the followers of Storm Bull and Waha.


Truestone
---------
   Truestone is notable (and valuable) for two qualities.  First it is
among the hardest of materials know in Glorantha.  It can be made
into adamantite (a secret know only and closely guarded by the 
Mostali).  Adamantite is the only known material that can cut or break
Truestone.  Truestone's other remarkable quality is the ability to
hold Rune Magic within it.  A Rune Spell may be transfered (with the
propper rituals) from a Rune Priest of Lord into a small piece of 
Truestone.  A Piece will usually hold only one spell at any one time.
The larger the piece, the more power the spell that it can hold.  
It is a truly valuable piece that can hold a 3pt. Rune Spell.  There
are rumored to be legendary pieces of Truestone that can hold 
multiple spells of up to 9 power.  Rune Spells cast into Truestones
become one use only.  Also, since all Truestone existed before time 
and is made up of the primal substance of law, it is the only way 
that Rune Magic can be brought across the barrier of Time and 
into the Hero Plane.
   A piece of Truestone as large as the BLOCK must be given special
considerations.  Any physical contact with it will suck all Rune Level
spells from the hapless victim into its enourmous bulk.  Only someone
of Heroic stature can physically touch the BLOCK unharmed, and then only
after much ritual preparation.  Even Storm Bull didn't actually touch
the BLOCK, but instead guided its fall from the heavens.  The BLOCK
(or any other giant piece of Truestone) absorbs Rune Magic in a futile 
attemp to rejoin itself to the Spike, which itself was destroyed by
the intrusion of chaos.
   Truestone may only be removed from the BLOCK in two ways.  The first
is by using adamantite tools.  Adamantite tools are only availiable
through the Mostali, and they would never willingly part with them.
Also the Storm Bull cultists would never allow the Devil's prison to
be weakened by such mining.  The other way of getting Truestone from
the BLOCK is by picking up the small pieces that flake off.  The cult
regulary patrols the BLOCK looking for such pieces and lays claim to
all of them, reguardless of the finder.  When a piece is found, the
cultist then turns it over to his priest who usually rewards him with a
suitable prize (a herdbeast, good weapon, wife, raise in rank, etc.)
If more than one piece is found, or the Truestone is gained in fierce
combat against chaos, a priest will sometimes gift it to the Storm Bull
who found it.
   As for others aquiring Truestone at the BLOCK, the only legitimate
way is through trading with the Storm Bull Priests.  All trading must
be done through a Rune Priest so appointed by the cult.  Independant
Storm Bulls who have Truestone are not allowed to trade at the BLOCK
with anyone but a priest of the cult.  They must leave the area and
try their luck trading elsewhere.


The Spirits of the Dead
-----------------------
   There is some speculation as to all of the causes of pieces of 
Truestone falling off the BLOCK, but one is definitely known.  The many
spirits that haunt the BLOCK will rage from time to time, and the
fury of the greater spirits trapped inside the giant stone trying to
escape cause the fragments to fall.  It is also said that this will
free the spirit from the BLOCK.  These spirits are totally unpredictable
and can be of any origin.  Known spirits have been Chaos Demons, Lesser
Gods, Storm Bulls that have defending the BLOCK, Spirits of Disease
who were unable to escape the pull of the BLOCK after the death of
their hosts, Forgotten Heroes, Greater Animal Spirits, and Great 
Ancestors of the Praxian Tribes.


Physical Appearance
-------------------
   The BLOCK itself is visible for a days journey in all directions.
It is approximatly 2 km tall and 1/2 km on each of its sides.
>From a distance it appears as a giant cube, but closer examination
shows that is irregular in places with small peaks and chunks missing.
The BLOCKS appearance varies greatly with the seasons and the whims
of the gods.  Sometimes it can glow and erie purple that rivals the
luminence of the Glowline.  At other times it is the jet black hue that
also colors the storm clouds that it seems to attract.   Lightning
and thunder constantly rage somewhere near the BLOCK, whether above
it or toward the Storm Hills.  The spirits of the dead that haunt the
BLOCK also whip up tremendous dust storms that sweep across the desert
at the foot of the relic of days gone by.
   There is rumoured to be a very ancient and wise griffin who lives
in a perch upon the BLOCK.  There is also said to be a secret path
up the sides, but the location is a closely guarded secret of the
Storm Bull cult.  It is also rumoured that the cult knows a long and
painful ritual that will temporarily protect against the magic 
absorbing property of the BLOCK.  (This spell was gained due to
Storm Bull's affinity with the BLOCK.  It may only be performed on
holy days and only lasts until the next sunrise.)


The Camp
--------
   The collection of Storm Bull worshippers is often just the scattered
hide tents of those who are present at the BLOCK.  The is a very 
strong tribal prejudice amonst the cultists.  They are always competing
for the best grazing for their herds.  Fighting and bickering is 
constant, and when there is no chaos to battle the cultist fight and
raid each other (see Storm Bull Agression Table).  Murdur and thievery
are usually frowned upon by the priesthood, and the perpetratiors are
banned from the encampment for one or more seasons.
   The population greatly increases for holy days as surrounding 
Storm Bulls journey to the BLOCK.  The camp is an enormous circus by
high holy day, with all the tribes of Prax represented in some form.
Drinking, reveling, and fighting is at its greatest at this time of
year.  Storm Bull cultists at the BLOCK often go berserk (roll POW x 1
on d100 each week for each cultist).  If the go berserk, they must
attack another creature.

   STORM BULL AGRESISSION TABLE (in order of preference)
              1.  Chaos Creatures
              2.  Lunars
              3.  Hostile Cultists
              4.  Horse Cultists/Riders*
              5.  Foreigners            
              6.  Hostile Tribes
              7.  Nuetral Cultists
              8.  Other Tribes
              9.  Allied Cultists
             10.  Other Stormbulls
             11.  Own Tribe
             12.  Own Family
             13.  Own Herdbeast

*Storm Bulls (and Praxians in general) hate horses so much that they
will kill them on site without using the peaceful cut (their spirits do
no belong to Eiretha).  Horse meat is never eaten even by starving
cultists and is left to rot.


The Good Canal
--------------
   Waha dug to Good Canal to cleanse Prax of the Devil.  This worked
in a limited sort of way.  The Devil was so foul that there was no
way to utterly remove his taint.  By digging the canal, Wakboth's
essence was spread out over a great area, and was therefore lessened.  Now
the canal is dry except for Sea Season, when Heler's cleasing rains 
wash away the ichor that has oozed out from under the BLOCK down the
canal.  The rains eventually carry the chaos slime out to sea where it
is devoured at the center of the world in Magasta's Pool.


The Devil's Marsh
-----------------
   This is truely one of the foulest dens of pure chaos that still
exists in Glorantha.  Unlike places like Dorastor where chaos has
become refined in its evil, the Devil's Marsh is totally raw in its
manifestation of chaos.  All of the chaos that oozes from out under
the BLOCK makes its way through the fen on its path out to sea.
   The Devil's Marsh is a foetid swamp, prone to bringing disease and
ill health to all who venture there.  It is not a haunted location
like the BLOCK, and spirits are few.  What is not scarce are the
sometimes giagantic Gorps, multi-headhed Dragon Snails, twisted Broos,
flying Bullsnitch, madness bringing gas, and other chaos horrors.  
The bulk of the Devil's Marsh lies south of 
the BLOCK, but seasonally extends its boundaries.  At the height of
Storm Season, then bog encompasses the entire base of the BLOCK,
greatly hampering the acquisition of Truestone.  The Stormbulls don't
mind this too much since they are so busy destroying the influx of
chaos that comes with the spreading of the marsh. 
   For certain occaisions of great evil, creatures of chaos will make
a pilgrimage from the Chaos Woods and other locations to the marsh for 
unspeakable acts.  Ogres are particulately fond of the Marsh and hold 
regular ceremonies there.


Featured Marsh Creatures (from Nomad Gods!)
-------------------------------------------
CHAOS GAS
   This is a gas that rises from the Devil's Marsh at certain times and
brings madness to all who breath it who don't make a CON x 1 roll on d100.
Those who fail are allowed saves on the next 4 consecutive days, each at
a +1 CON multiple (CON x 2 on day two - CON x 5 on day five).  Those who
fail the final roll a permanently affected (they can be healed by
Chalana Arroy Rune Magic).  A roll of 96+ is always a failure.
   The maddening effect of the gas is left up to the GM, but I suggest
giving the player a couple of major disorders and phobias out of the
insanity section of Call of Cthulhu.  Insane characters are prone
to walk out into the chapparel and never been seen again.

BULLSNITCH
   These are fist-sized bugs whose long noses are capable slipping
through chinks in armor, piercing even Rhino hides, and whose poison
drives creatures mad.  Everytime the Bullsnitch causes damage to a
creature, that creature must roll under CON x 5 or go insane.  This
insanity lasts 1d6 days unless the roll is fumbled (96+), in which
case the madness is permanent.  See Chaos Gas for insanity.

HP 1-4                               Location Body (1-20)  0/hp
POW 2d6
Mov 10 flying
Defense: 25%
STING   SR 6   Attack 35%   Damage 1d4
Note:  The Bullsnitch's Sting ignores all armor, but not protection
       spells

THE DEVIL'S HAND
   This is the only part of the Devil that has remained intact from the
God's Age.  It crawls out of the marsh to attack unsuspecting travellers.
It is a giant 3 fingered hand that can squeeze or gouge opponents.
The Hand's regenerative ability makes it unkillable, so traveller's only
hopes are to flee it's deadly grasp.  The Hand is particularily 
vulnerable to magic, and all spells are treated as being one level
higher.

HP    25                                   Thumb      10/10
POW   20                                   Finger 1   10/9
Mov    5                                   Finger 2   10/9
Defense: 20%                               Finger 3   10/8
CRUSH   SR 9  Attack 75%   Damage 3d10     Palm       10/15
CLAW    SR 7  Attack 90%   Damage 3d6
Chaos Features:  Appears Confusing (20% Defence)
                 Regenerates 3pt/round per location even after dead
                 All spells cast at it are treated as 1 level higher  
                                                

The Bones of the Devil
----------------------
   Only the heartiest of Storm Khans and Priests dare to journey beneath
the BLOCK itself and dare to tread the Bones of the Devil.  The Devil's
flesh was smeared into goo and most of his bones were ground into dust,
but a few remained, hollow tunnels in the earth oozing chaos.  All
know entrances to this warren have been destroyed, but occaisionally a
chaos horror erupts from them and after it has been delt with, the 
bravest of Storm Bulls will journey into the earth to make sure that
no more horrors are ready to issue forth and then seal the tunnel.  There
is rumoured to be a Krarsht Temple as well as an entrance to the Hero
Plane located somewhere in the Bones of the Devil.  The spirits of 
Chaos demons abound, as well as one that claims to be that of the Devil
itself.
   Of great prize to creatures of chaos are the tainted power crystals
that were formed from the drops of the Devil's blood as he was wounded
by Storm Bull.  Most of these have been destroyed by the cult over the
years, but every now and then a new one surfaces.


Storm Bull Rituals
------------------
   The BLOCK Party:  Each year during Storm Season,  Storm Bulls from
all over Prax converge on the BLOCK to celebrate the marriage of the
Storm Bull to Eiretha.  The celebrants work themselves into a fury
each night, culminating of Wild day of Stasis week, the High Holy Day.

   Drunken Revelry:  It is not uncommon for several worshippers to 
get drunk and take up the challenge of Devil's Marsh.  The participants
mount up their herd animals and ride south toward the fens.  The 
challange is to see which can kill a creature of chaos first.  They
carry their great bullhorns with them, and the first to score a kill
blows upon his to let all know that he is the most valliant of that
hunt.


Adventure Ideas
---------------
   A Broo village has been devined deep in the Devil's Marsh.  The 
cult elders think that this would be a test for some young initiates.

   The cult is in need of more slaves.  You must take herd animals to
Pimper's Block to trade.  Any extra slaves you capture on the way
will bring accomodation.  Beware Hender's Ruins!

   Storm Bull himself has been bellowing a challenge from the Storm
Hills for cultists to journey there.  Who knows what (hero)quest he will 
send his Storm Khans on!

   Rumour has it that a band of Humakti has come to Tourney Alter and
has defeated all challengers.  No self respecting Storm Bull could
sleep at night knowing that worshippers of an Invader God are putting
all Praxian Nomads to shame.

   A three headed Chaos Creature (a giant chimerae?) has burst from the
earth near the BLOCK.  It must not only be deafeated, but its origin
must also be found and destroyed.

   Dwarves are marching toward the BLOCK with their adamantite tools, 
ready to carve it up for themselves.  The problem is that they've hired
a Giant to be their bodyguard.

   Traders are always comming to the BLOCK in the hopes of getting a 
small piece of the precious Truestone.  They are always in need of
guards on their strange and far reaching travels.

   A small tribe of unfriendly Griffins has been mercilessly stalking 
Sky Bulls in the skies of Prax.  They must be tracked down to the den 
in the Storm Hills and made to stop this carnage by negotion or force.

   Cacodemon himself has been summoned to the Devil's Marsh.  He leads a
horde of Ogre's and lesser chaos creature to battle against the BLOCK.
Cacodemon's form is said to to be that of a horrible two headed demon.

   The Morokanth have raided a nearby tribe friendly to the worshippers
at the BLOCK.  A party must be quickly organized to pursue them 
southwest into Morokanth lands before than can magic their prisoners into
herdmen and then eat them.

   A tremendous storm has come up unexpectedly, and a flash flood has
caused the Devil's Marsh to overflow and chaos is being washed 
through the heart of the main settlement.

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

From:  CRIMMARTI@urvax.urich.edu (Martin Crim)

Subject:  BOGGLES

                             BOGGLES

        A Boggle is a Disorder spirit.  As such, it requires a
certain attitude and aptitude from the GM.  A Boggle should never
act predictably--except when no one could have predicted it
would.  A Boggle delights in breaking things, true, but also in
more sophisticated mischief.  To run a Boggle, the GM should give
vent to every malicious (but not necessarily lethal) urge that
strikes him.  
        A Boggle's appearance is no more predictable than his
behavior.  Some appear as long-limbed and long-nosed humanoids,
others as talking animals (coyote, crow, giant spider, goat),
still others as unclassifiable in-betweeners (coyote with a human
head, hyena with bat's wings, etc.).  Few will recognize the
being as a Boggle.  A Disorder cultist may do so with a
successful Cult Lore (or Human/Troll Lore) roll.  Others will not
recognize the being unless they have studied the manifestations
of Disorder.
        Boggles always appear singly, leading some rash scholars to
the conclusion that only one exists in the whole world.  We
should be so lucky.  
        The Boggle always gives a name different from any name a
Boggle (or The Boggle) has used in the past.  It always speaks
the characters' language.  It almost always lies, usually
unconvincingly.  One time it appeared as a huge, gangly duck with
bright red plumage, called itself Barbarnikinikihumuhumunukunuku-
wapawaha, and claimed to be a travelling salesman.
        A Boggle will remain and bother a person or group as long as
it amuses him to do so.  He may leave within a few seconds, or
stay for the rest of a person's life (which may come earlier than
expected).  He may leave and return semi-regularly for a while,
and then vanish just when people were getting used to him.
        Dealing with a Boggle always poses difficulties.  Boggles
tend to make themselves impossible to ignore, by doing things
like stealing a PC's allied spirit.  One can trick a Boggle, but
one cannot persuade it through reason.  A tricked Boggle always
disappears, but it may reappear later.
        Attacking a Boggle creates some strange situations, best
handled by going outside the game system.  Normal weapons rarely
damage the Boggle.  Only a successful surprise attack will affect
him, and it usually will only knock him down.  He stays down a
number of Strike Ranks equal to the damage he took.  While he is
down, he can be struck, but it only tickles him.  Once a Boggle
has been surprised in a particular way by someone, he will never
be surprised that way again by that person or anyone present when
the surprise occurred.  
        A critical success with a surprising attack causes the
Boggle's eyes to cross and then roll up in its head, after which
the Boggle's body goes stiff and it falls over backwards,
disappearing.  Any character with a sense of humor will laugh at
this sight.
        The manner of a Boggle's disappearance varies constantly. 
Sometimes he just fades away, other times he disappears in a puff
of smoke, and other times he breaks apart into sand.

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

From:  ROBERTSON@sc.intel.com

Subject:  Review of Daughters of Darkness

A review of Daughters of Darkness
Chaosium, $14.95
Tom Hickie & Robert Innes
96 Pages, Double sided map

  Being somewhat of a completist in collecting RuneQuest material (especially 
that produced by Chaosium), I picked up this little 'gem' almost as soon as I 
saw it. I feel now that I was *very* wrong to do so. 

   The Introduction states:

     "Daughters of Darkness is a compilation of Runequest Scenarios
      and background information for use by gamemasters seeking 
      material which can be fitted into an on-going campaign with
      minimal work on their own parts. ..."

   This is a nice purpose, but really means 
     "We wrote this, and we thought it was neat, and we ran this for 
      our group, and they thought it was neat, so we submitted it to 
      Avalon Hill, and *they* thought it was neat, so they published it."

   The quality of material here is not quite abysmal, but is very bad. The
first part of the book gives an over-view of the area in which the adventures
take place. This has no known links to *any* previous product, and no
suggestions for links (not even to QuestWorld). The location is the Autocracy 
of Menetia, an ex-Kingdom (after Regicide, the most powerful nobles formed 
their own government). 
   
   Three pages of text cover the geography, people, flora and fauna of the
area, four cover Government, two and a half for Gods & Mythology, nine
and a half form the framework for the adventures, mostly NPC descriptions and
stats, and the remaining seventy (there are a number of full-page
illustrations, so page counts will not add up here) detail nine scenarios, of
which five are from a paragraph to one-half a page in length. the remaining
four adventures are involved and tend to be of the 'hose the characters' type.

   The monsters mentioned as being present include Walkatpus, Broo, Werewolf,
Jack-o-Bear and Ogre plus two 'new' monsters, the Gargoyle (this was in RQII,
but didn't make it to RQ III), and a chaos bat. Elf, Dwarf and Troll
settlements are mentioned, but inter-species interaction is glossed over. It
seems that all adventurers will be Human. 

   The primary focus of most of the adventures is the city of Santon, run by a
corrupt Warden, and the inn called the Sailor's Rest. The Gamemaster hints
suggest that the characters come from outside the area, and that they are
broke, so that they must take on jobs provided by the InnKeeper or other
stranger to remain solvent. This stuff is the worst tradition of Convention
games, where the game-master must get a bunch of strangers into the adventure.

   The illustrations included in the product are the (by now) usual bad Avalon 
Hill pencil work. I think that AH should be able to find an artist able to do 
interior illustration (and Exterior color artwork), after all, they *are* in 
the publishing biz.. There was a note a while back about who to contact at AH 
to protest their standards, this might be the time to re-issue that 
information.

   A major source of irritation for me was the names of some of the 
characters. Cruella? last time I heard that name was in 1001 Dalmations, and I 
didn't find it evocative then (at least not of anything bad, as far as I am 
concerned, it is a comical name), yet here the meanest, baddest b***h in town 
is named Cruella. Or how about the ship Pequod, and her crew? (you should be 
able to guess the names). I am sorry, but in my experience, if you assign 
known names to a game character, they tend to get treated with a bit less 
respect (especially when I quote the beginning of Moby Dick as "Call me 
Fishmeal"...). 

   I am not sure if the authors of this product are just young & misguided (as
RPG players), or things are different in Britain as far as state of the art 
role-playing (at least one of the authors is British). I can only give this 
product about half a star. 

My Disclaimer:  I am not asociated in any way with any of the people or 
companies mentioned, except in the consumereal sense.

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

From:  runelord@nacjack.gen.nz (Paul "RuneLord" Heinz)

Subject:  The RQ III Armor Tables

                            THE RQ III ARMOUR TABLES
The system for determining what size armour you need and what the ENC and cost
of said armour will be is a trifle annoying. RQ 3 tried to get away from the
old lumpy break-point idea in general, so why not for armour ? The tables
below provide for specific ENCs and costs of armour based upon the SIZ of the
intended wearer.

ARMOUR TYPE    AP    ENC     HELM TYPE       ARMOUR ITEMS       %Age
Cloth           0     10     Cloth           Leggings/Greaves    40 (pair)
Soft Leather    1     15     Soft Hood       Skirt/Taces         10
Stiff Leather   2     20     Thick Hood      Byrnie/Cuirass      20
Cuirboulli      3     20     Hard Cap        Sleeves/Vambraces   20 (pair)
Bezainted       4     30     Composite       Pants/Trews         50
Ringmail        5     40     Ring Coif       Hauberk             30
Scale           6     70     Scale Coif      Helm/Hood,etc.      10
Lamellar        6     80     Open Helm       Hauberk/Hambergon   50
Brigandine      7     80     Chain Coif
Chainmail       7     90     Visored Helm
Plate           8    100     Closed Helm

The ENC calculation is as follows: take the ENC factor and divide by 10, this
is the base ENC of the armour, then add in the SIZ of the suit using the ENC
factor as a percentage.

Examples:
SIZ 13 set of Cloth:  10 ENC -> base ENC  1.0 +  10% x 13 =  1.0 +  1.3 =  2.3
SIZ 10 set of Chain:  90 ENC -> base ENC  9.0 +  90% x 10 =  9.0 +  9.0 = 18.0
SIZ 17 set of Plate: 100 ENC -> base ENC 10.0 + 100% x 17 = 10.0 + 17.0 = 27.0

For those of you wondering about the strange calculation, this is to keep the
existing systems "biasing" whereby the ENC to SIZ ratio is not entirely linear
but makes small SIZ armour slightly higher in ENC and high SIZ armour slightly
lower in ENC. For those of you who wish a straight linear SIZ to ENC ratio,
just double my ENC factors and use those as a direct percentage of SIZ.

Examples:
SIZ 13 set of Cloth:  10 ENC ->  10 x2 =  20% of 13 = 2.6
SIZ 10 set of Chain:  90 ENC ->  90 x2 = 180% of 10 = 18.0
SIZ 17 set of Plate: 100 ENC -> 100 x2 = 200% of 17 = 34.0

(c) 1991 Paul "RuneLord" Heinz                   email:
runelord@nacjack.gen.nz

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

From:  runelord@nacjack.gen.nz (Paul "RuneLord" Heinz)

Subject:  THE ISSUE OF SPOKEN AND WRITTEN LANGUAGE


I would be using the same script, namely the Roman/English alphabet, to write
it. This is because a script is a system for taking sound and transcribing it
onto paper, and is effectively independent of the meaning we attach to those
sounds, which are rooted in the spoken language itself.

As a generalisation, each language family of our world has evolved it's own
script with which to enscribe it. For example, we have the Arabic script,
Japanese and Chinese pictograms, etc. I feel that this should also apply
within the context of Glorantha. Each language family would probably have
a script which is was generally associated with and the languages were
written in.

With the publication of the Glorantha box, these families of language were
detailed for us and I would posit that we can essentially determine the likely
range of scripts from that. I would thus expect the following scripts to be
extant in Genertela:

Hsunchen languages family: the hsunchen are primitive peoples and are unlikely
to have reached the level whereby they have a script.

Pelorian languages family: the script would be widespread through out Peloria
and would be the official script of the Lunar empire.

Pentan languages family: it is debatable if whether the nomads of pent would
have developed a script of their own or would use the Pelorian script.

Praxian languages family: the praxian do not have a script as such as far as
I can determine, however, there is praxian knot writing which uses strips of
animal skin and patterns of knots to convey limited amounts of information.

Teshnan languges family: likewise, it is also debatable whether the peoples
of Teshnos would have a local script or use the pictogram style of Vithela.

Theyalan languages family: this script would be widespread throughout the
regions of the Holy Country, Sartar and neighbouring Tarsh. I would also
expect that Tradetalk, being the creation of Issaries, an associate of
Orlanth, would also commonly be written in Theyalan script.

Vithelan languages family: with Vithela being the Gloranthan analogue of
mythic Nippon, it is only reasonable to assume the use of a pictogram style
script similar to the Japanese script of today.

Western languages family: this would be the script of the Brithini and other
such western Malkioni. In the language notes, it is specifically mentioned
that there is a single written language which all Westerners use and can
understand.  This script is said to be derived from the original Brithini
language itself,  and thus based on thr language roots of all the Western
tongues.

Each of the established Elder Races would also have it's own script most
likely,  i.e. Aldryami, Mostali, Uz. It is said in the language notes that a
script was devised by some clever EWF scholars for writing Draconic, a most
complicated language.

So my list of human scripts would go as follows:
Pelorian, Theyalan, Vithelan, Western and possibly Pentan, and Teshnan.

Someone who is being taught to read and write will commonly be taught the
script of the prevalent language for the region, thus both a Sartarite and
an Esrolian would be taught the Theyalan script. A characters attempts to
write a given spoken language in a script are limited by his spoken skill
with the language in question. Thus a sartar noble with 50% Speak
Sartarite, 25% Speak Esrolian, and 40% Write Theyalan would have a 40%
chance of success when writing Sartarite but only a 25% chance when writing
Esrolian.

The essential result of all this is that a character need not learn to read
and write both Esrolian and Sartarite as they are both assocoiated with the
common script of Theyalan, thus the single skill of Read/Write Theyalan would
suffice for both, in fact for all languages of that family.

Note that any human spoken language can still be transcribed by any script in
general. In fact one could expect to find Hsunchen vocalisations written down
in Theyalan script, indeed I would suspect the Lhankhor Mhy temples to require
Theyalan script for all their transcripts, where possible, for cataloguing and
administration purposes.

Still, this does not stop someone from writing Sartarite in the Pelorian
script,  (although at a few minuses). In the Kingdom of Tarsh, it would have
been decreed that all official documents henceforth be written in the
Pelorian script by the order of the Empire, thus Tarshite (a member of the
Theyalan family) may now be commonly written with Pelorian script, at least
in Tarsh's higher circles.

(c) 1991 Paul "RuneLord" Heinz                   email:
runelord@nacjack.gen.nz

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

From:  runelord@nacjack.gen.nz (Paul "RuneLord" Heinz)

Subject:  The RQ III Fatigue and Encumberance System

                   THE RQ III FATIGUE AND ENCUMBERANCE SYSTEM
Well, I think it sucks. The whole thing is flawed. Basically, they tried to
combine a system for short term exertion right in with a system for long term
exertion, and this just won't work with a single number, short term tiredness
ie. getting winded, is not the same as long term exhaustion. Also, I don't
like the effect of ENC on Dodge and Magic, it's too sudden. I feel the average
person should be able to wear clothes, carry a knife or two, and not have
their
Dodge (or Magic for that matter) impaired. Now, I wouldn't bring this all up
if I didn't have a solution to all this... the RuneLord ENC/Fatigue variant:

The effect of ENC on Dodge and Magic is limited to that ENC which is in excess
of the characters DEX. Thus a DEX 11 person gets to wear and/or carry 11 ENC
before suffering a 1% penalty for each ENC point beyond that.

Now, onto the fatigue system...
1)  Characters have Fatigue points equal to their current CON.

2)  Characters have an ENC multiple equal to their current STR.

3)  Thus each character has a basic Fatigue cost equal to their total ENC
    divided by their current STR (and rounded appropriately).

4)  When zero Fatigue points is reached, the character must make a Heroic
    action roll to continue with each Fatigue point worth of further
    extertion.  Should this roll be missed, the character will collapse and
    can not be roused until such time as Fatigue goes above zero.

5)  Each negative fatigue point is a -10% penalty on all rolls and will cause
    the loss of 1d6 total Hit points at the end of the day (see below).

When a character exhausts his Fatigue points through extertion, they must stop
or make Heroic action rolls to continue activity each round!

For each general form of exertion, a character will lose his basic Fatigue
cost times the rated cost for that activity.

Types of Exertion       Rate            Examples
None                    0.0/hour        easy walking
Easy                    0.5/hours       easy riding, easy rowing
Light                   1.0/hour        hiking, hard riding, rowing, rituals
Medium                  2.0/hour        jogging, easy climbing
Heavy                   4.0/hour        swimming, hard climbing, hard rowing
Extreme                 8.0/hour        running, fighting

Thus a STR 10 character carrying 20 ENC of gear while hiking for 4 hours will
have used 2 x 1.0 x 4 = 8 Fatigue points, and with a CON of 10, will be
starting to feel it with only 2 Fatigue points left, ie. time for a rest...

Types of Rest           Rate            Examples
None                    0.0/hour
Lounging                0.5/hour        sitting, talking, drinking
Resting                 1.0/hour        lying down, peace and quiet
Sleeping                2.0/hour
Eating a good meal      1.0             maximum 4 per day, 4-5 hours apart

The sleeping rate has a special consideration: only after 4 undisturbed hours
of sleeping does the rate of recovery increase from 1.0/hour (ie. the resting
rate) to 2.0/hour (the sleeping rate). Thus 8 hours of sleep would gain 4 x
1.0 for the 1st four hours plus 4 x 2.0 for the 2nd four for a total of 12.
This means people must in general, get a decent amount of uninterrupted sleep,
or feel dead lousy in the morning (Hell, I know I do!) and whoever has to
wake up at 2 am for the middle watch is going to be much more tired than his
"lucky" watchmates.  Oh,  anybody with ideas about sleeping in armour can
forget about the 2.0/hour rate.  This only applies to people who are actually
comfortable. Similarly, sleeping on broken ground without bedding (bugger,
dungeon floors for a joke!) or in extreme temperatures, for those unused to
them, are right out. (Don't you just hate them hot summer nights, they take
me a few of nights of lousy sleep to get used to).

All the above fatigue rules handle long term exertion and it's effects. Next,
we get on to the subject of Wind points, those for short term exertion which,
in essence, function just like the current Fatigue points of RQ 3 but...

1)  A character starts with Wind points equal to his current Fatigue points.
    If you've been hiking for 7 hours, don't expect to be able to leap round
    in melee for a good 5 minutes. Face it buddy, you're beat! A party of
    tired veterans may have some trouble if ambushed by some "fresh"
    greenhorns.

2)  When Wind points go below zero,at each multiple of CON in the negatives,
    the character will require a CON x5 roll to keep going and will have used
    a further 1 Fatigue point. The next roll must be be CON x4, then CON x3,
    etc.  If such a roll is failed the character can not do anything until
    Wind goes above zero.

Thus a STR 10, CON 10 Soldier carrying 20 ENC has been marching for 2 hours to
to get to battle thus leaving 10 - 2 x 2 x 1.0 = 6 Fatigue points. Thus, he
goes into battle with 6 Wind points. After 16 rounds of hard fighting, -10
Wind is reached and he must make a CON x5 roll to keep going and will now have
only 6 -1 = 5 Fatigue points when the fight is finally over.

                             THE EFFECTS OF DAMAGE
Losing consciousness due to being at 1-2 Hit Points or being zero in the head
causes the loss of all positive Wind Points and 1 Fatigue point. Likewise,
going into shock due to limbs being severed, crushed, etc. causes loss of all
positive Wind points and 1 Fatigue point. As an option I have yet to try,
each Hit point of damage taken may cost a Wind point also. Being wounded
doesn't exactly leave you feeling "chipper".

                          EXPOSURE, HUNGER, AND THIRST
As indicated in the RQ III Players book, a character suffering stifling heat
or freezing cold suffers double (or higher) Fatigue and Wind point costs for
each type of activity. A character who goes without food for more than two
days will likewise suffer double fatigue costs as will a character without
food after just one day without fluid. While exposed, hungry or thirsty,
simple rest will not restore Fatigue or Wind points.

On any day that a characters Fatigue points go below zero, or on any day that
a characters Fatigue points stay at zero, 1d6 damage is taken directly to
total Hit points and the end of the day. Once Hit points are reduced to zero
or below,  death will follow by the next morning. Note that this loss is not
sudden, but rather a gradual loss of consciousness and finally, death.
Characters may try Heroic action rolls to stay conscious and alive for just
one more hour.

                 THE EFFECTS OF MAGIC (AND MONSTERS) ON FATIGUE
Each point of the spirit spell of Endurance adds either 5 Wind points or 1
Fatigue point (casters choice) to the targets totals up to a maximum of their
current CON. Wind points may exceed Fatigue points (albeit briefly) via the
use of this spell.

The sorcery spell of Drain will cause the loss of 1d6 Wind points per point of
intensity. The effects of negative Wind points apply as normal with resultant
losses of Fatigue and potentially Hit points if Fatigue is reduced below zero.

The Voria divine spell of Invigorate restores both Fatigue and Wind totals up
to the targets maximum, which is the caster current CON.

Blood loss will lower a characters Wind, and once this is zero, they will lose
Fatigue points at a ration of 1d6 Wind point loss to 1 point Fstigue loss. If
the characters reaches zero Fatigue, STR points will be lost instead.

Vampires, Lamia, and other such undead bloodsuckers do not have Wind points
and do not lose them from exertion. They do have a form of Fatigue points
and lose 1d6 such points each day to sustain their undead existence. For
each 1d6 points of Wind, or 1 point of either Fatigue or STR they drain,
they get 1 such Fatigue point. These are the only ways they either gain or
lose their Fatigue.

                           YOU GOT TO BE KIDDING ME!
Ok, ok, this may seem like really complicated but it's not that bad. Take your
average bunch of characters, they load up for the day (calculate ENC
multiple), travel by road or mount for a few hours (lose a few Fatigue),
leap into combat (Wind points equal to Fatigue), have some lunch (gain a few
Fatigue), travel some more (lose the rest of their Fatigue), and then catch
some sleep (gain back their Fatigue) ready for the next day. And all those
horrible side effects of the old system, ie. characters drops pack, instantly
gains 5 fatigue - uggh!

(c) 1991 Paul "RuneLord" Heinz                   email:
runelord@nacjack.gen.nz

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

From:  Martin Crim 

Subject:  Summonable Spirits for Each Cult

            LIST OF SUMMONABLE SPIRITS FOR EACH CULT

        Often, it is difficult to determine what spirits a cult can
summon.  Summon (Species) is a common spell, and most cults
either show they have all common spells or just list Summon
(Species) as if it were one spell.  Nowhere do the published
materials specify which exact species a cult can summon.  We can
deduce some species from the materials, and guess at others.
        Where the cult teaches Command Cult Spirit, also a common
spell, it should also teach Summon spells for all the standard
varieties of Cult Spirit: intellect, magic, power, spell, and
allied (see the "cult spirits" section on page 21 of the Cults
Book in GoG).  Thus, the notation below of "cult spirits"
indicates that the cult teaches those four basic Summoning
spells, with exceptions as noted.  (Priests normally summon spell
spirits through the Spellteaching spell.)
        GoG also mentions that, for example, Kyger Litor has cult
Fear spirits, which implies that the cults mentioned have the
Summon spells for those spirits.  The list of allied spirit
animals and objects in GoG lets us determine which cults can
summon allied spirits.
        Where the cult teaches another Command spell, whether by
itself or through an associate, cultists probably should be able
to Summon it.  Some of the Summon spells below follow from this
rule.
        Many exotic varieties of spirit also exist, which some cults
may summon.  The otherworld contains various forms of "demons,"
or intelligent rune-manifesting beings.  

ALDRYA: cult spirits, Hamadryad [otherworld Dryad], Gnome,
     Healing Spirit [all as spirit spells]
ANCESTOR WORSHIP (including DAKA FAL, PHARGON, WAERTAG, etc.):
     Ancestor [see also Horned Man]
ANNILLA: cult spirits, Blue Demon, Hunting Demon, Selene, Wraith,
     various other demons
ARGAN ARGAR: cult spirits, Shade 
ARKAT: all non-chaotic otherworld beings [no Allied Spirits] [all
     as sorcery spells]
ASRELIA: cult spirits [except Allied Spirit--use awakened dog],
     Ghost, Gnome

BABEESTER GOR: cult spirits, Ghost, Gnome, Wraith
BAGOG: cult spirits [except Allied Spirit--use awakened animals]
BASKO, THE BLACK SUN: cult spirits, Dehori [darkness demon]
BLOODY TUSK: cult spirits, Ghost, Wraith [note that the cult
     description gives Leaders (such a colorful name) Command
     Cult Spirit, but no Summon spells]
BOLONGO: Boggle [use awakened animals as Allied Spirits]
BRASTALOS: cult spirits, Sylph

CACODEMON: Fiend (cheaper but slower than divine intervention)
CALADRA & AURELION: cult spirits, Gnome, Salamander
CHALANA ARROY: cult spirits [except Allied Spirit--use awakened
     animals], Healing Spirit
CITY GODS: [varies, but never have Allied Spirits]
CRIMSON BAT: cult spirits [except Allied Spirit--use awakened
     bat], Madness Spirit, Wraith

DALIATH: cult spirits, Undine
DANFIVE XARON: cult spirits, Ghost, Wraith
DAYZATAR: [none]
DEEZOLA: cult spirits, Gnome, Healing Spirit
DONANDAR: Allied Spirit
DORMAL: cult spirits [all sorcery]

EIRITHA: cult spirits [except Allied Spirit--use awakened
     animals], Gnome
ERNALDA (including DENDARA): cult spirits [except Allied Spirit--
     use awakened animals], Gatan [earth demon], Gnome, Healing
     Spirit, Oread
ETYRIES: cult spirits
        EURMAL: Boggle (one shrine only) [use awakened animals as Allied
     Spirits]

FLAMAL: [none--use awakened plant as Allied Spirit]

GAGARTH: [none--cult shamans provide spells and spirits]
GARK: cult spirits, Ghost, Ghoul, Vampire
GLOOMSHARK: [none]
GODUNYA: Allied Spirit
GOLDEN BOW: cult spirits, Salamander
GORGORMA: cult spirits [except Allied Spirit--use awakened
     animals], Fear Spirit, Gnome, Dehori [darkness demon],
     Wraith
GRAIN GODDESSES: [none]

HELER: cult spirits, Undine
HENOTHEISTS: all non-chaotic otherworldly creatures
HIMILE: cult spirits, Ice Spirit
HON-EEL: cult spirits, Gnome
HORNED MAN/BAD MAN (including spirit cults, DEHORE, EARTH WITCH,
     FRAMANTHE, LUX, etc.): cult spirits [except Allied Spirit],
     various others, including appropriate elementals [all as
     spirit spells]
HRESTOLI: [none]
HUMAKT: cult spirits, Ghost
HUNTER: [none]
HWARIN DALTHIPPA: cult spirits, Lune
HYALOR: cult spirits
HYKIM & MYKIH (including ARANEA, GOLOD, GORAKIKI, SWEMS,
     THOLAINA, etc.) [none--some use awakened animals as Allied
     Spirits]

IRRIPPI ONTOR: cult spirits
ISSARIES: cult spirits 

JAKALEEL: cult spirits, Dehori [darkness demon], Fear Spirit,
     Lune, Shade

KRARSHT: Krarshtide
KYGER LITOR: cult spirits, Dehori, Fear Spirit, Shade 

LHANKOR MHY: cult spirits
LIGHTFORE: cult spirits, Luxi [light demon]
LODRIL (including GUSTBRAN, MAHOME, and OAKFED): cult spirits,
     Salamander
LOKARNOS: cult spirits, Salamander
LORIAN: cult spirits, Undine

MAGASTA: cult spirits, Fear Spirit, Ghost, Naiad, Undine, Wraith
MALIA: Disease Spirit [note that priests are also shamans of the
     Bad Man and that their Allied Spirits are awakened animals]
MARAN GOR: cult spirits, Ghost, Gnome, Wraith
MASTAKOS: cult spirits [except Allied Spirit]
MEE VORALA: cult spirits
MIRINTHA: cult spirits, Naiad, Undine
MOLANNI: cult spirits, Sylph
MOORGARKI: cult spirits, Ghost 
MOSTAL: Tin caste: Gnome, Gobbler Spirit, Jolant Spirit, Nilmerg
     Spirit; Silver Caste: cult spirits [except Allied Spirit]
     [all as sorcery spells]
MURTHDRYA: cult spirits, Undine

NELAT: cult spirits, Undine

OMPALAM: cult spirits, Pain Spirit
ORLANTH: cult spirits, Sylph, Umbroli [storm demon]

PAMALT: cult spirits, Gnome
POCHARNGO: [none--use awakened gorp as Allied Spirit]
POLARIS: cult spirits, Salamander
PRIMAL CHAOS: [none]

RED GODDESS: Dhrevanewrz [tax demon], Gnome, Lune, Moon Demon,
     Salamander, Shade, Undine
RIVER GODS: cult spirits [except Allied Spirit], Naiad, Undine
ROKARI: cult spirits [except Allied Spirit], Hellion

SESEINE: Succubus
SEVEN MOTHERS: cult spirits, Lune, Madness Demon, Madness Spirit,
     Moon Demon
STORM BULL: cult spirits, Fury Spirit (passion spirit of
     berserkness), Sylph
SUBERE: cult spirits [except Allied Spirit], Chonchon, Dehori
     [darkness demon], various kinds of Demon, Ghost, Ghoul
     Spirit, Hag, Hellion, Lamia, Shade, Wraith

TANIAN: cult spirits, Undine
TEELO NORRI: [none]
THANATAR: cult spirits, Spirit of Teaching, Voice of Atyar
THED: cult spirits [except Allied Spirit--use awakened goat] 
THIEF GODS: [usually none]
THOLAINA: cult spirits [except Allied Spirit--use awakened fish]
TRIOLINA: cult spirits [except Allied Spirit--use awakened fish],
     Undine
TSANKTH: Allied Spirit
TY KORA TEK: cult spirits, Dead [Call Dead spell described],
     Ghost, Gnome, Wraith

ULERIA: Tilntae (love demon) [use awakened dove as Allied Spirit]

VALIND: cult spirits, Sylph
VARCHULANGA: cult spirits, Undine
VIVAMORT: cult spirits, Ghoul, Lamia, Pain Spirit, Vampire,
     Wraith [all as sorcery]
VORIA: [none]

WACHAZA: cult spirits, Undine
WAHA: Gnome, Spirit of Law [use awakened riding animal for Allied
     Spirit]

XENTHA: cult spirits, Shade
XIOLA UMBAR: cult spirits, Healing Spirit, Shade

YANAFAL TARNILS: cult spirits
YARA ARANIS: cult spirits, Dehori [darkness demon]
YELM: cult spirits [except Allied Spirit--use awakened animals],
     Angel, Salamander
YELMALIO: cult spirits
YELORNA: cult spirits, Salamander
YINKIN: cult spirits [except Allied Spirit--use awakened shadow
     cat]

ZORAK ZORAN: cult spirits, Fear Demon, Ghost, Hate Spirit
     (passion spirit of berserkness: a/k/a Fury Spirit),
     Salamander (through Amanstan), Shade, Wraith


Note: Angels, Dehori, Umbroli, other demons, and Nymphs will
demand that their summoner prove his worth before the spirit will
perform a task.  Most spirits just require a showing that the
summoner is powerful.  Angels and some other spirits with more
sophisticated ethics will require a proof of spiritual
worthiness, and will refuse to perform unethical deeds.  Demons
often slay summoners who fail to prove their worth.



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