Subject: Tails of the Reeking Moan, Volume 7, Number 3 RQDIGESTV07N03 First Distribution: November 21, 1991 This issue: A Sun Dome Joke MOB Speculations on Truestone Robert J. McArthur Latest Developments Regarding RQ MOB Blank Cult: Cult Format for RQIII Troy Bankert What There Might Be In Prax Pack Troy Bankert An Opinion on the White Moon and "She Who Waits"Troy Bankert Prosopaedia Expansion Troy Bankert A Comment on MOB's Character Assassinations Troy Bankert Finnish RuneQuest MOB Making Vampires Frightening Maurice Beyke RuneQuest Stuff for FTP David Gadbois ====================================================================== A SUN DOME JOKE By MOB This gag didn't make it into the final draft of SUN COUNTY. Nevertheless, telling it is prohibited in Sun County, by express order of Count Solanthos. Q: Why are all Sun Domers blonde-haired and brown-eyed? A: 'Cos those who ain't get "Total Celibacy". Anyone else got some Sun Domer jokes, or any jokes of a Gloranthan nature? ====================================================================== From: "Robert J. McArthur"Subject: Speculations on Truestone (wrt game mechanics) Reading some of the backcopies of the digest, I came upon one that states that a typical truestone can hold around 3 spells (points of spell?), a very good one about 6 points, and a phenomenal one 9 points. IMHO this doesn't gel with the writeup of truestone in Elder Secrets (I think). In there, it says that blank truestones can be filled by (ritual ignored) at least one rune-spell knowing person putting their hand(s) on the truestone and filling it. This filling is typically every rune spell the person knows. Now, it is possible to have more than one person help fill the truestone. OK, most blank truestone is going to be found at the base of the block by the Storm Bull patrols who regularly check for truestone and chaos. These will be led by a lord, priest or very high level initiate (we are talking about going close to the marsh and heavy chaos, not a job for a wimpy group led by a simple initiate. This job is likely to be a very important ritual post, as are the members of the patrol. My contention is that, in general, the truestones found will be taken back to the temple and filled there - the leader will characteristically be one of the "strong-willed" people who can resist filling it one the spot. Now, back in the temple, we have a *lot* of rune magic. Priests (and lord's and priest's allied spirits) vary enormously in the amount of rune magic they have. Given it takes (in game mechanics terms) 15 points of reusable rune magic to become a high priest, we could assume in general a hypothetically average rune priest will have 3-6 points, a lord's allied spirit 2-3. From this perspective, a 9 point truestone is not phenomenal, only taking perhaps two priest's repertoire. Of course, the size of the truestone is going to limit the number of people who can fill it: even so, in the tales of Biturian Varosh (sp?) he was talking about a "thumb-sized piece" - a *lot of people can touch that, even using two hands. Also in evidence, I would present Biturian's tale of his wanderings. He was a priest of Issaries and had access to shield, dismiss elemental, path watch and every other spell of Issaries (and even perhaps of the associated cults). These are all mentioned in the text. He put what he felt was useful into the truestone of the Chalana Arroy priest(ess?). Now, either the stone was blank and he filled it; or Issaries spells were cast into it when it was originally filled allowing him to cast them in again (normally only those spells cast when filling the stone can be stored again - it is "set" for those spells only); or some *powerful* ritual allowed him to put them in. Forgetting how for this second, there are still a lot of spells that he could have put in the crystal to help the priest(ess). Given all this, I would like to contribute the following: small truestone (1-2cm sliver): 60% 15% 1-3 pt : an initiate found it and filled it immediately 40% 2-8 pt : a priest found it a filled it immediately 45% 6-12 pt : taken to temple and filled by chief/high priest medium truestone (finger sized shard): 30% 15% 1-3 pt : as before 35% 2-8 pt : as before 50% 8-20 pt : taken to temple and filled by chief/high + 2-4 others large truestone (fist sized rock and higher): 10% 15% 1-3 pt : as before 10% 2-8 pt : as before 35% 4-15 pt : found and filled immediately by priest(s) and initiates 40% 20-70+ pt: taken to temple and filled by 9+ priests in huge ceremony Naturally, the last is a temple treasure and should be treated as such. Also, most truestone will be found filled with generally available rune spells and Storm Bull/associated cult special spells. There are *very* few that have special spells from any other cults. The percentage figures are for around the block, other areas would have vastly different percentages corresponding to the relative chance that truestone is found at all and that the stone found is un-set, as well as who found it and whether they are "strong-willed". I would suggest that the chance of a large un-set stone anywhere but the block or other large concentration of truestone would be 1% or less. Note that all this leads to the conclusion that the storage size is determined at the time of setting, not by the intrinsic size/nature of the stone. The larger the stone, though, the higher the force on the finder to fill it immediately. Again, around the block initiates with rune spells are not selected to search for the stones, only to fill them if necessary. Thus, found stones act on their finder to fill them but usually fail as they don't have rune spells. The finder reports the find to the leader (priest &/or lord) who must then resist. If they fail, they and any others around knowing rune magic will fill the stone and set it (the number here is dependent on the size of the stone). However, even at the block, some stones are found by members other than those on patrol. And some, gasp, by non-Storm Bull scum. What spells are in them? Typically as I said above, they will be standard rune spells for the most part, or some stormbull or associated cult specials. Note that it is not rare to end up with a piece consisting of, for example: 6 points Shield, 1 point Spell Teaching, 1 Summon small sylph The larger pieces may have 20+ points of Shield! I would put the chance of another cult's special magic being in a randomly selected stone at 5% or less - and this I feel is optimistic! There are other places for truestone in Glorantha but none quite as easy to get pieces from on a continuous basis. Who gets all of these pieces? Well, obviously Storm Bull, Eiretha (sp?), Waha, Zorak Zoran and Chalana Arroy do. Chalana Arroy would, I feel, get more than the others simply for the services that must continually be performed! A number are traded, as suggested in the Biturian text, to Issaries and Llankhor Mhy, both of whom visit the Block in great numbers in the sacred time (I think the prices mentioned in the text for truestone at the block may be a bit low though, even for Issaries merchants vs dumb (in a market sense) nomads). Most of the pieces are kept as temple items and lent, or sometimes given, to cult members for services performed, or to be performed. A dim view is taken by authorities when such pieces are lost. The finding and filling of a large truestone has marked the beginning of more than one temple in S.T. and has often formed the principle physical preparation for a hero quest. The problem with the latter is that the hero often forgets to give it back... :-) Phynaldis, Storm Khan (initiate since 1984, only 2.9 years of game-time, newly made Khan!) ====================================================================== LATEST DEVELOPMENTS REGARDING RQ: SOME GOOD NEWS AND SOME EVEN BETTER NEWS By MOB The good news for all is that Nick Atlas is no longer working on RQ and in fact no longer even works for AH. Shortly after Gen-Con he asked his boss to match an offer from another game company, and found himself out on his ear WITHIN FIVE MINUTES. He was not even given an opportunity to clear his desk. Nick is soon to take a position at GDW in Illinois. Given the damage he did to RuneQuest in the eighteen months he was at AH, I can only say that I am glad I don't play any GDW games! Despite this, I don't like to see anyone sacked, and so I'm glad he's got another position to go to (who plays MEGA-TRAVELLER now anyway?) Now that he's no longer in their employ, Nick was prepared to come clean about a few things. At several stages, he promised me, David Hall and other RQers review copies of various RQ releases, which we could then profile in TALES OF THE REACHING MOON etc. They never arrived, despite frequent prompting. Despite Nick's assurances that they had indeed been sent, he now says that they never were: the AH management could not see the point of giving anyone free copies of anything, and so forbade him to give anything away. (I don't know if this also applied to authors of recent RQ releases, but the writers of DAUGHTERS OF DARKNESS still haven't received their copies of it!) Even better news than the demise of Atlas is that, according to my "close to CHAOSIUM sources", Ken Rolston will be taking up the position of RQ Editor at AH as of the 1st of January, 1992. I guess between now and then little is likely to happen, but then, who's going to notice a difference? Even better news would be that AH are finally going to get some professional artists, but we'll have to wait and see.... RQ under Nick Atlas had taken a back seat at AH over recent months, because Nick had been working on a new RPG Avalon Hill. AH, famous for such disasters as POWERS AND PERILS, are bringing out a "zany, whacky" sci-fi RPG called TALES OF THE FLOATING VAGABOND. Here's what a friend of mine who attended Gen-Con had to say about this game and its editor: "I saw Nick Atlas on the first day for five minutes. He was dressed in black, with a ponytail and sunglasses, and proffered one great damp paw for me to shake. While I was gingerly gripping this slimy bloated appendage, he told me that they had a great new game, great game, I should come over and play it, great game. He also told me SUN COUNTY was being edited [by Ken Rolston]. Then he and his lackey sailed off in search of the AH booth... "I saw him at the booth running games over the course of the weekend, but never bothered to step up...Their booth was half-boring old AH set-up and half stupid FLOATING VAGABOND display, with a fake cocktail bar. They would biff people over the head with a rubber bottle, and one extremely tasteful activity planned was called "Roll the Drunk", in which a dummy was to be tossed out into the aisle with prize certificates in its pockets, for which people were supposed to fight and grovel - luckily, they couldn't find a dummy. "FLOATING VAGABOND is awful. One long, unfunny joke, with boring proto-RQ layout, cartoon art (to be fair, the art suits it, and is better than the RQ stuff), and Way Too Many Rules for what it purports to be. It will be played by those gamers who enjoy quoting Monty Python and Hitchhiker's Guide ad nauseum; in other words, those gamers who rational people will cross eight-lane freeways in order to avoid." ====================================================================== From: Troy Bankert [via MOB, via Tim Leask TSL@cs.MU.OZ.AU] Subject: BLANK CULT: Cult Format for RQIII CHAOSIUM have not provided a Blank Cult format for RQIII, an important example, since the content of Cult Ecology and The Cult in World are not exactly clear. MYTHOS AND HISTORY History of the cult before Time, including major actions and conflicts. Races and deities related are usually mentioned. History of the cult since Time began. Life after death promised to cultists. Usually includes notes on funeral customs. Runes associated with the cult. Especially for larger cults, only the major connections are listed. CULT ECOLOGY Reason for the continued existence of the cult. Role of the cult within society. Important likes and dislikes of the cult, including ritual and historical foes and allies. Cult holy days and ceremonies. THE CULT IN THE WORLD Distribution of the cult: where the god is worshipped, and by whom. Temples and holy places of the cult, including the spell or spells available at shrines. Organization of the cult, both within and between the temples. INITIATE MEMBERSHIP Requirements for acceptance for members of the race, culture, or religion. Requirements for acceptance for outsiders. Requirements to remain initiated; will often specify "standard requirements". Benefits of initiation, including spirit magic spells available, skills taught or available, gifts and geases and other special abilities, and divine magic availability. RUNE LORD MEMBERSHIP [Not all cults have this status] General statement of purpose and place in the cult. Requirements for acceptance, including skill and time requirements. Requirements to retain status. Includes ritual requirements as well as training duties and tithes. Benefits, including support, divine intervention and divine spellavailability. SHAMAN MEMBERSHIP [Most cults do not have this status; of those that do, most do not have Acolyte or Priest membership separate from Shaman membership.] General statement of purpose and place in the cult. Requirements for acceptance, both as a cult shaman and to become a shaman (if different from the normal shamanhood procedures). Duties and restrictions, if any. Benefits of membership, including divine spell availability. ACOLYTE MEMBERSHIP [Not all cults have this status.] General statement of purpose and place in the cult. Requirements for acceptance, if different from Priest requirements (see below). Requirements to retain status. Benefits (if any) and divine spell availability (if different from Priest membership, see below). PRIEST MEMBERSHIP [Some religions only have shaman-priests, regular shamans who fulfill the duties of priests and have access to divine magic spells.] General statement of purpose and place in the cult, including the amount of control they exercise. Requirements for acceptance, including time, skill, and spell requirements. Requirements to retain status, including ritual and mundane duties and restrictions. Benefits of ordination, including support and divine spell availability. OTHER CULT LEVELS [Some cults have levels higher than priest, usually only with additional duties and mundane privileges. Format is as for Priest Membership above.] CULT SPECIAL SPIRIT MAGIC/SORCERY SPELLS [Cults will rarely have both.] CULT SPECIAL DIVINE SPELLS [Most cults will have at least one, if not more.] SUBCULTS Cult Spirit of Reprisal, if one is possessed by the cult. If not, actions taken by the cult against apostate members is discussed. Other subcults are listed individually, detailing special cult heroes who are worshipped, special items worshipped as part of the cult, or special spirits available to cult priests. Information includes any special skills or spells provided by the subcult, and any special requirements, privileges, or restrictions. ASSOCIATE CULTS Associate cults are listed individually. Each includes a brief description of the relationship between the two deities or cults, any special training available, and the spells which are provided by the ally. NOTES Includes specific notes on aspects of the cult not mentioned elsewhere. Often includes notes on cult dress, special creatures or objects used by the cult (often to house cult spirits), the role of certain skills or individuals in the cult, or rituals or ceremonies observed by all members of the cult in general situations (eg. Humakti Duel). Notes on variations in the structure or practices of the cult in different areas are also mentioned here. Comments on this article are welcome. Is everything in the right place, and are all the important sections and topics covered? I intend to do an updated version, if neccessary. Troy Bankert will be gaining net access very shortly; alternatively, snail-mail address is: PO Box 272914 Concord, CA 94527-2914 United States. ====================================================================== WHAT THERE MIGHT BE IN PRAX PACK: An addition to MOB's article in RQ DIGEST Vol.6 No.12. By Troy Bankert [via MOB, via Tim Leask TSL@csMU.OZ.AU.] I am in favour of Prax Pack being split into at least two books, one of which has the mundane material, and the other which includes the cults, spirit cults, etc. MOB's list in his article (Vol.6 No.12) was actually incomplete - the Praxian spirit cults he missed include (at the least) the Great Rhino, the Pure Horse Founder, Twin Stars, Redwood, the Grandmother of Spiders, Helpwoman, Frog Woman, Oakfed, Cannibal Cult, and Mahome, all of whom are mentioned either in PAVIS, NOMAD GODS or CULTS OF PRAX as a spirit of Prax (the Great Rhino is most obscure, with one mention under the Seventeen Foes of Waha in PAVIS). The Cult Section should probably also include Thed and Malia, since they are also major cults in Prax, even if only to the broos, and I would include an Oakfed write-up. And a couple of spirits which are implied are Condor, the Skin of Basmol, and Ostrich. Finally, in NOMAD GODS there are *seven* Great Magics of Prax, not five as MOB mentioned (although Greg Stafford never did answer my question as to what the other two were; I am certain the Book of Dale is not one, and doubt that the Lion Skin is either). All would have spirit cult worship. Finally, there are the Pavis gods and spirits to consider, including the oft-mentioned but never-seen Sun Dragon. I guess they're planning on putting them in the PAVIS revision, hunh? *** Also, a brief comment on John Castellucci's article "Some Chaotic Thoughts on the Block" (Vol.06 No.04). I thought it was *great* and I think it should go into PRAX PACK too. This finally answered the question as to why pieces of the supposedly indestructible Block can fall off spontaneously. Especially fascinating was the essentially minor point about Truestone being the only way to take divine spells on HQs - does not seem quite accurate, but worth further thought. However, I feel the write-up of the Devil's Hand was not anywhere near big, nasty, deadly or chaotic enough. As a second thought, perhaps John should expand the whole thing and sent it to AH as a scenario pack. He could expand on some of the scenario hooks, and perhaps Greg Stafford/CHAOSIUM could help fill in the details. ====================================================================== AN OPINION ON THE WHITE MOON AND "SHE WHO WAITS". By Troy Bankert [via MOB, via Tim Leask TSL@csMU.OZ.AU.] A comment on the debate about over the White Moon and "She Who Waits". I personally believe they are the same. As evidence, I cite the fact that the name of the Red Goddess while she was on earth was "She Who Has Come". This fits in with the notion of the Blue Moon as a broken goddess who remains broken, and the Red Goddess as a deity who was broken but has now been healed; the White Moon is a goddess who was never harmed. I would give much to learn what the Lunars call Annilla, although I am sure it is something similar to "She Who Was". ====================================================================== PROSOPAEDIA EXPANSION By Troy Bankert [via MOB, via Tim Leask TSL@csMU.OZ.AU.] I have been compiling an expansion of the Prosop>dia from GODS OF GLORANTHA, a comprehensive listing of every important god, spirit, or hero native to Glorantha. I have dissected *every* published Gloranthan source I know of except "Son of Sartar" #1 and #and the enigmatic "Gloranthan Encyclopaedia". The only beings not included are heroes currently active on the Mundane Plane, such as Harrek and Jar-eel. So far I have compiled over 650 entries, over and above the 240 which CHAOSIUM included in the original. If there are any spirits, gods, heroes, or unique creatures (such as Cwim or the Suckerbunny Tree) mentioned in sources anyone might have inherited, and if you have time to list them with a brief description, and tell me where you got them from, I'd love to add them to my list. It is quite extensive already, but I know there is a lot missing. When I finish it, I can publish it in the RQ DIGEST (with appropriate credit to my sources). Troy Bankert will be gaining net access very shortly; alternatively, snail-mail address is: PO Box 272914 Concord, CA 94527-2914 United States. ====================================================================== A COMMENT ON MOB'S BITURIAN VAROSH/PAULIS LONGVALE CHARACTER ASSASSINATIONS (as appeared in RQ DIGEST ??/??) By Troy Bankert [via MOB via Tim Leask TSL@Cs.MU.OZ.AU] One problem with the Paulis Longvale article, or at least a point that is not addressed. Biturion married whatshername in 1615, according to CoP. However, Paulis was a young man sometime after 1621, since the Reminiscences from CoT have not yet taken place (remember, Ralzakark is slain in them, and that *can't* occur for a least a few years). Still, I suppose the scenario is possible, with a little creativity. Biturion would have to be about 15-20 years older than Paulis though. >MOB: Sounds cool to me. ====================================================================== FINNISH RUNEQUEST By MOB via: TSL@Cs.MU.OZ.AU Like the French, the Finns have embraced RQ in a big way. Finnish RQ appeared on the market in 1988, and some 5000 copies of the Basic Rules have been sold in that language since. To compare, an Avalon Hill print-run is only 5,000 copies of a supplement, and that is for English-language sales world-wide! The Finnish supplements include Apple Lane, Snakepipe Hollow, Troll Realms, Griffin Island, Gods of Glorantha, Elder Races Book (from Elder Secrets), Munchrooms (from Trollpak), Campaign Map (from Trollpak), RQ Cities, Glorantha: Genertela and Riimumestarin Kirja (Advanced RQ rules). A new "Deluxe" version of the rules is to be published in 1992. Eight RPGs have been translated into Finnish - RQ, D&D, MERP, 2300 AD, Twilight 2000, Cyberpunk 2020, Battletech and Astra - but Lauri Tudeer of Fantasiapelit (who publish RQ in Finland) tells me RuneQuest is the most popular. This is borne out in a recent gamers' survey in the Finnish RPG magazine MAGUS, which has RQ out in front by a long shot. Fantasiapelit would dearly like to translate the RQ2 supplements Pavis, Big Rubble, etc. but are only permitted to release material that has appeared in the RQ3 format. Lauri has great hopes of Ken Rolston, that he will re-release the RQ2 material that everyone has been waiting so long for. Other planned releases in Finnish include my own Sun County (featuring the artwork of Tales of the Reaching Moon's very own Mark Baldwin) and Troll Gods. Fantasiapelit use their own layout and artists, except for most of the covers which are the same as the Avalon Hill versions. * * * * * * * * * * * * * * * * * * * * * * MAGUS #9 March, 1991. A4, monthly. 50pp. 25 mk. [Finnish] This is the Finnish RPG pro-zine, produced by Fantasiapelit Oy, who also publish the Finnish language version of RQ. Magus is of a professional standard, with glossy full-colour covers and some very classy art. The maps too, are a treat. Magus takes in a variety of RPGs, including those not yet in translation. RQ gets a good coverage in the three issues I've seen (#7, #8, #9), with issue #9 featuring an article set in Dorastor and a lengthy scenario by Mark Morrison [in Finnish] which will soon appear in Tales of the Reaching Moon [in English!]. My Read Finnish is even worse than David Hall's 2% Read Swedish, so I can't tell you much more! Contact: Magus/Jyrki Tudeer, Rauhankatu 1 c A 1, 20100, TURKU, Finland. P.S. An article of mine recently appeared in an edition of MAGUS (#9). At the end of the article, there was a small boxed section which mentions my name, but I can't read it as I have no Finnish. I am curious to know what is says though. If anyone can read Finnish, could you please have a go at this and tell me what it says: Toutteen Tekijosto Edello ollutta seikkailus ei ole aiemmin julkaistu *missoon* julkaisussa. Michael O'Brien on pitkoon pelannut RQ: a ja tekee myos Avalon Hillille toysimittaisia seikkailuja. O'Brienin tekemio RuneQuest-artikkeleita on myos seuraavissa Maguksissa. ====================================================================== From: Maurice "Boris" Beyke Subject: Making Vampires Frightening I have recently run through a vampire scenario in my RuneQuest III campaign, and came to the conclusion that vampires aren't nearly scary enough. A few simple changes, however, should make them as frightening as they need to be. One problem I found is that vampires cannot make very effective spellcasters. They *cannot* cast spirit magic, not having POW. They may have any divine spells they had while alive, but these would certainly become one-use (I find it hard to believe that any non- chaotic god would continue to allow a chaotic undead to renew divine magic). All that's left is sorcery, and the Creatures Book says that vampires make potent sorcerers. I'm sorry, but if you don't have POW to enchant foci, you're a pretty wimpy sorcerer. You may have all the manipulation skills at 100%, and 200% skill with 4 dozen spells, but you can only have your INT in spells memorized at once, and if that's full, you can't manipulate jack. So, somewhere between 1 and 18 spells, with the reciprocal number of points of manipulation available. Unless you steal foci from your victims (and how many sorcerers are going to wander your way?) you're a pretty pathetic spellcaster. And without magic, vampires are no match for a group with even a low level shaman or sorcerer. With only their own magic points to defend against incoming spells, it's just a matter of time before they're befuddled or something, and then it's all she wrote. Or the shaman can discorporate and engage them in spirit combat. Once reduced to zero magic points, it's goodbye Charlie. This problem can be gotten around if one of the RQII rules for vampires is modified a bit. It says in Cults of Terror, that if a vampire drains a victim down to 3 POW or less the vampire get's one use of the latest rune spell for which the victim sacrificed. The victim looses the spell completely, and must resacrifice for it, not just renew it. Let's change this just a bit. Every time a vampire drains a victim to zero magic points (rendering them unconscious), both the latest spell for which the victim sacrificed and 1 point of POW is stolen. This POW will vanish at the next sunrise, but until then the vampire may use it as if it were ordinary POW; in particular it can be used to enchant items. It even generates magic points if the vampire's magic point level is below their POW level (not often, but it could happen). However, this transferral has other dangers (to the victim, that is). It is a shock to their nervous system; each time they must roll under CONx5 to survive. Also, the vampire must roll under INTx5 to avoid going into a feeding frenzy at the sight of a helpless opponent that has just yeilded their last magic point to him. If the roll is failed, the the vampire will be irresistibly drawn to the victims blood, and will feed until the victim dies unless stopped. This is less likely to happen in combat, as there are other distractions around. Each melee round in combat the vampire has another INTx5 roll to recover if undisturbed, and will notice anyone engaging him in melee (i.e. coming up behind him) if a Scan roll is made. Otherwise, he is still overwhelmed by the sensuous thrill of feeding. Now we have a frightening creature. Loosing magic points to another creature is no major scare to adventurers; they do that whenever they learn a spell. Loosing POW, however, is a frightening occurrence. And so is loosing those divine spells you were counting on to get you through your assault on the vampire lair, even more so when you see them turned against you. Plus, the Vampire Lord can now become a truly formidable mage, more able to enchant foci for his spells than a normal sorcerer. The vampire sorcerer knows the POW will be lost come sunrise, so there is every reason in the world to perform more enchantments. It's not an inexhaustible POW source; only a rare (and unlucky) victim will survive long enough to loose all POW to the vampire, but a given victim could supply 1 or 2, more if taken back to the vampire's lair to recover between drains. And this also provides a mechanic whereby one vampire may make another one. In the Create Vampire sorcery spell, the caster must sacrifice 8 POW in the enchantment (I think, I don't have my books here). Well, now the POW can be stolen from victims. Or, bypassing sorcery altogether, when a victim is drained to zero POW, then Vivamort places the twisted and withered spirit back into the body. Something that's not well explained by a simple draining of magic points, fatigue, or STR. ====================================================================== From: David Gadbois Subject: RQ material available for anonymous FTP I have put a bunch of RuneQuest material up for anonymous FTP on cs.utexas.edu [128.83.139.9]. It is in the directory /pub/ops5/gadbois in the file RQ-stuff-v1.tar.Z. For reasons too inane to mention, the ops5 directory does not allow for listings; connect directly with "cd /pub/ops5/gadbois/" so as to avoid confusion. I will update the version number whenever new stuff appears. Of particular interest are the new cult write descriptions scrounged up by Oliver Jovanovic and scanned in by Mike Derry. A complete listing of the archive follows: hero-quest-info.text inventory.text raccoon-heroquest-v1.text dragons-past-7.text chaos-features.text raccoon-handout-v1.text aleshmara.text bolongo.text hero-quest-rules.text black-fang.text barbester-gor.text wyrms-footnotes-5.text eurmal.text gagarth.text gbaji.text horned-god.text hungry-ghosts.text hykim-and-mikyh.text invisible-god.text jmijie.text maran-gor.text ompalam.text pamalt.text praxian-spirit-cults.text red-moon.text yelm.text barbester-gor.troff path-of-mutation.text --David Gadbois ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. 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