From runequest Sat May 15 10:27:48 1993 From news@glorantha Wed May 12 17:16:29 1993 Return-Path:Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA05203; Wed, 12 May 93 17:16:28 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA29480; Wed, 12 May 93 17:16:23 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA14753; Wed, 12 May 93 17:15:33 +0200 Date: Wed, 12 May 93 17:15:33 +0200 Message-Id: <9305121515.AA14753@glorantha.Holland.Sun.COM> From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Wed, 12 May 1993, part 2 Precedence: junk Status: OR This is the automated Daily RuneQuest Digest. Send submissions only to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the ~Subject: line from the default Re: RuneQuest Daily... on replying. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. -Henk Langeveld -- Send Submissions to: Enquiries to: The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Maintainer: Henk.Langeveld@Sun.COM --------------------- ~From: hebert@uclink.berkeley.edu (Brian Hebert) ~Subject: Submission for Digest Message-ID: <45154.hebert@uclink.Berkeley.EDU> ~Date: 11 May 93 19:32:33 GMT Hello. I would like to offer the following cult write-up. It is obviously unofficial and slightly satirical. It is a Duck cult and reflects my views of ducks in Glorantha; as comic/tragic figures. Weak and maligned, they generally do their best to stay out of everyone's way. But occasionally a core of dignity and greatness gleams through. Make of it what you will. The Cult of Dha-Naald and Dha-Fhee I. Mythos & History The origins of the Duck race are shrouded in obscurity. The prevailing opinion is that they were cursed for their cowardice in the war against Chaos, but there were no survivors of the Great Darkness, divine or mortal, who would swear true knowledge of their creation or nature. All that is known for sure is that at some point during the Godtime, the Ducks appeared. While it was clear to all that they were formed of the runes of Beast and Man, no measure of debate or inquiry could determine which was ascendant (and certainly no one tried very hard to discover the truth). Were the ducks Men who had been tainted with the nature of beasts or beasts who had risen to the stature of Men? Which came first? Opinions on the nature of ducks varied widely and were largely dependant on local circumstance and prejudice. If ducks, through some act of valor or grace, were held in favor at the moment, then they were considered to be Men and treated with due respect. When, through some error or iniquity, they lost this favor, they were persecuted and hunted as beasts. Because of the volatility of these opinions Ducks were always dependent on the patronage of friendly gods or tribes to protect them from the wrath (or indifferent hunger) of those who would prefer them out from underfoot (and on a platter). The Ducks were tossed by the winds of fate from safe haven to safe haven, never sure of their status or future. This deep uncertainty and division of identity has plagued Ducks to the present day. Never taken seriously by any other race and lacking a historical sense of their own identity, all Ducks, to a greater or lesser degree, suffer from insecurity and anxiety. While, most Ducks waddle stoically through life, accepting its shortcomings and indignities as a matter of necessity, there have always been those whose sense of pride or desire for acceptance have driven them to extremes. Such were the Duck Heroes, Dha-Naald and Dha-Fhee. Dha-Naald and Dha-Fhee were nest-mates, hatched during the Second Council of the First Age. Both were exceptional individuals given to extremes of ability and behavior at an early age. Dha-Naald, faced with the humiliation of his kin by a tax collector of the local human chieftain, went into a rage. He slew the tax man and his guards and fled into the wilds. There in the wilderness he had a vision and was seized by the certainty and dignity of his Beast nature. Swearing never again to bow his head to any Man he became an initiate of Humakt. Through devotion to truth and mastery of death he would earn the respect of all, not as a diminished man, but as Beast triumphant. Although Dha-Fhee grew up in the same circumstances, suffering the same provocations, he drew very different conclusions and turned to an entirely different path. It was his belief that Ducks were fallen Men, cursed by the mingling of beast influence, but that this curse, if acknowledged and exploited, could lead to redemption. He joined the cult of Eurmal the Trickster and with his clowning and self-abasement found great favor in the lands of Men. He served as court jester in the houses of the mighty and wandered widely with the Puppeteers. Though playing the Fool, the respect he earned was genuine and his name was known and honored throughout many lands. As the two nest-mates grew in stature and fame a secret ambition grew within their breasts. Each stepped firmly onto the Hero's Path, questing again and again to gain the knowledge and skills required to survive upon the higher planes of existence and achieve their aims. Dha-Naald's hope was to return to the moment of Duck creation and, serving as hatching-helper, bind the Air Rune to (or prevent its departure from -- he was never sure which) the ancestral ducklings. It was his dream to restore flight to his people so that they could fulfill their Beast nature and become the equals of any of the races of Men. Dha-Fhee, though happy in his work, knew that many of his people would never be satisfied in the role of Fool. He set out, like his brother, to find the Duck genesis and intervene. Using what he had learned in the lands of Men, he would strengthen and nurture the Man rune within the ancestral ducklings, removing all doubt of his people's nature. Man would treat with Duck as equals ever after. In order to accomplish these goals, they were forced to strike away from the Path's of Humakt and Eurmal into the uncharted realms of myth. Many and great were the dangers. Dha-Naald was forced to slay so often that he grew sick of death. Dha-Fhee used all his Trickster powers to negotiate the hazards he encountered until he was weary and without any remaining guile or wit. Finally each found the place they sought -- simultaneously. They faced each other over a nest of four eggs ready to hatch. Dha-Naald made as if to slay Dha-Fhee but could not. Dha-Fhee plotted to lead his brother away from the nest but could think of no suitable subterfuge. Each settled down to a single egg and began to work the magics they had prepared. Dha-Naald's egg hatched first and from it emerged a perfectly formed water fowl, no larger than a hare. It leaped upward into the sky and flew away. Dha-Fhee's egg hatched nex They sat then and watched the birth of Father and Mother Duck and rejoiced in their perfection. Their questions over duck nature remained unanswered, their private hopes denied, but the two brothers reached a pact there at the birthplace of their race. They forged a bond of harmony between them and took it within themselves where it worked great good at healing all their buried pains and fears. They returned to the mortal world and founded their cult together. II. Cult Ecology The cult's main purpose in Duck society is to ease the pain of uncertainty and humiliation which has been the burden of Duck-kind forever. The Founders serve as archetypes of the two competing tendencies in all ducks; to lash out at humans and earn their respect through strength and honor, and to play the fool, to abase themselves and earn the liking (if not often the respect) of Men. The priests and lords of this cult have learned to accept their dual nature and forge harmony between these competing influences. Theirs is the voice of moderation and wisdom and they hold many positions of influence within Duck society. They also commonly play the part of emissary or spokesduck when dealing with strangers. Their relative self assurance and dignity makes them well suited to this task. While too well respected (and powerful) to be openly challenged, there are many ducks who do not embrace the cult's platitudes of acceptance and harmony. Occasionally these ducks will mount opposition to the influence of the cult, but more often these rogues will simply leave to join a foreign cult and never be seen again. There are many stories of such hotheads returning many years later, chastened, to seek solace in the uncritical acceptance of Dha-Naald & Dha-Fhee. The holy day of Dha-Naald & Dha-Fhee falls on Godsday, Harmony Week, Earth Season. The cult is associated with the Man, Beast and Harmony Runes. III. The Cult in the World Temples are found only in areas where ducks congregate (although wandering Dha-Fheeni troupes can be found just about anywhere that Ducks are tolerated.) The largest temple is located in Duckpoint. Temples follow no set rules on design, but are generally built in three sections. One section houses the priests and contains worship space open to the public. Another section houses the Dha-Naaldi initiates and their Lords. The last section houses the Dha-Fheeni initiates and their Lords, though they are frequently absent and the space may be converted temporarily to other uses. All temples are answerable to the High Priests of Dha-Naald and Dha-Fhee. These important personages reside at the Major Temple in Duckpoint. Shrines teach Smoothfeathers. IV. Initiates Initiates of the cult are generally duck extremists who have finally grown weary of their struggles for external acceptance and have turned to the cult to be taught the techniques of internal peace. Applicants generally fall into one of the two behavioral archetypes and are segregated by the cult to avoid unnecessary conflict. The Dha-Naaldi initiates continue their training in arms and other physical skills and serve as a militia base for the cult. Dha-Fheeni initiates are encouraged to develop their skills as performers. They routinely travel in troupes led by a Lord and attempt to generate income for the cult. Life for initiates is difficult as they must continually master their extreme impulses. Dha-Naaldi are taunted by non-cult rogues and feel humiliated by their formal association with the undignified Dha-Fheeni. Likewise the Dha-Fheeni feel debased by their association with the bestial Dha-Naaldi. It is the Lords who serve to temper these feelings and bring harmony and acceptance. Training available to initiates depends on the masters who belong to that temple. These skills are segregated by initiate type. Initiates of Dha-Naald will be taught weapons skills and martially oriented agility, manipulation and perception skills. A typical temple might teach One-Handed Spear, One-Handed Sword, Climb and Scan. Initiates of Dha-Fhee are taught performance skills as well as performance oriented agility, manipulation and perception skills. A typical temple might teach Sing, Jest, Acrobatics, Conceal and Disguise. Cult-provided training is offered at half price. Initiates are also allowed to pursue, at their own expense, any similar training outside the temple but must petition their Lord for permission. This training can be used toward advancement to Rune Level. This is a common way for initiates of small temples to advance. Candidates for initiation must pass the standard tests, including success in three of five skill tests (four skills appropriate to Dha-Naaldi or Dha-Fhee plus Ceremony) and, if successful, must sacrifice a point of POW. Spirit Magic is offered to Initiates on similar terms to training. They are taught whatever is deemed appropriate and is available to the temple's priests. A Dha-Naaldi might be taught Bladesharp, a Dha-Fheeni Glamour. There are no discounts available for learning Spirit Magic. Divine Intervention and Rune Magic are not available to Initiates. V. Rune Lords The Rune Lords of this cult are those who have mastered themselves sufficiently to heal the breach within their nature. Their primary responsibilities include acting as mentors and masters to initiates and representing the community as spokesducks. Lords who rose from the ranks of the Dha-Naaldi are assigned to one of the Dha-Fheeni troupes and Lords of Dha-Fheeni origin are commissioned as officers of the Dha-Naaldi troops. They are sophisticated counselors and spend a great deal of time getting to know their initiates and showing them, by word and deed, the dignity inherent in acceptance of the duck totality. To become a Rune Lord a duck must have been an initiate in good standing for at least two years and have mastered three of the skills taught them as initiates. They may then make a roll, once a year against POW x 2 to see if they have the inner courage for the next step. Once successful they begin training in one or more skills from the other initiate training list. As soon as it has been mastered they are accepted as Lords. They may not train in any skills from their original list until they have mastered three from the second list. After that they are free to train in any skills taught. (Example: Grimquack was a Humakt initiate who converted to Dha-Naald. After many years of service he has mastered One-Handed Sword Attack, Shield Parry and Detect Ambush. For three years he tries to overcome his revulsion at the thought of learning a Dha-Fheeni skill. Finally he succeeds and begins to study singing. Years later he is a master singer and is accepted as a Lord. He is assigned to work with a troupe which is just leaving for the Holy Country. While travelling he starts learning the lute and juggling. Once he masters these he will be free to study any skill he chooses, including his Dha-Naaldi skills.) Rune Lords continue to receive training from other Lords at half price. They must also provide training in the skills they have mastered to cult members at the same price. Rune Lords have standard access to Divine Intervention and may also sacrifice for one-use Rune Magic. Rune Lords dedicate 90% of their time and income to the Cult. Income donated to the Cult may be used to purchase training or spells. VI. Priests Those initiates or Rune Lords who choose to delve more deeply into the spiritual aspects of the faith may attempt to become Priests. Priests officiate at worship services, provide magical support to the cult and administer the temples. Though not as publicly visible as Lords they are still held in high esteem by those who value the cult's contributions. A candidate for Priest must have been an initiate or Lord for at least five years, have a POW of 18 or more and have a skill of 50% or better in four skills appropriate to Dha-Naald or Dha-Fhee (at least one from each category) and in Ceremony. They must also pass the test of Holiness (POW x 3). Priests may sacrifice for the following common Rune Magic: Divination, Sanctify, Spellteaching, Warding, Worship Dha-Naald & Dha-Fhee In addition to this, Dha-Naald and Dha-Fhee devised the following special Rune Spell for the cult: Smoothfeathers 1 Point Temporal, Stackable, Reusable When cast, every duck within range of this spell will feel a sense of profound well being and worth. They will feel united within themselves and within their community. Psychological spells directed at ducks under this spell (ie Fear Shock, Befuddle, Demoralize, etc) must overcome its power to have any effect. When confronting outsiders all bargaining and negotiating skills will be increased by half again their original values. Outsiders will perceive a sense of serenity, dignity and solidity within those affected. The spell affects an area 3 yards in radius. Each additional point stacked can be used to double either the range or duration. Multiple priests can cast this spell simultaneously and all of the points cast will be combined into a single stacked spell. This spell is cast at religious observances, celebrations, important negotiations with outsiders and contentious meetings of the duck community. The deeply pleasurable effects of this spell significantly contribute to cult recruitment. --------------------------------------------------------------------- Brian Hebert, Technology Planning and Information Systems Telecommunications UC Berkeley (510) 643-8353 (voice), (510) 643-8245 (fax) --------------------- ~From: james@dumbcat.sf.ca.us (James Kundert) ~Subject: Cult of Lodril Message-ID: <9305120315.AA10796@dumbcat.sf.ca.us> ~Date: 12 May 93 03:15:44 GMT The Cult of Lodril was written up more fully in White Wolf Magazine #20 (green cover w/black armored knight in trouble). James Kundert james@dumbcat.sf.ca.us --------------------- ~From: eco0kkn@cabell.vcu.edu (Kirsten K. Niemann) ~Subject: Lhankor Mhy Filing Systems Message-ID: <9305121439.AA02749@cabell.vcu.edu> ~Date: 12 May 93 14:39:46 GMT Mike Dawson throwing in his clack In the dim recesses of my mind, I seem to recall that an elementary school teacher explaining the dewy decimal system talked a little about the systems that existed before the DD. THese come to mind as some of her examples: Books arranged by: Color of Binding Size of binding Here are a few extrapolations from those ideas Age of the book fragility of the book (changes over time!) popularity of the book value illustrated or non-illustrated by a LM scholor or not type of material it is made of (vellum, papyrus, rag paper, etc) dangerousness of the ideas Of course, Chief librarians, in an effort to be more efficient, might combine several of these categories as the axes (axi?) of categorization. Why, some of these schemes would require more than 3 dimensions to graph! For example, a small library like the one in Wilm's Church might only be orgainzed by color. But at the great library in Naskorion, the books get catagorized according to age, size, and value. "Oh, you need to find a reference to the founding of the city? Let's start in the section of books from that period. Of course, we'll start in the Second Age Open Collection of Quarto Volumes. If necessary, then we'll go on to the Second Age Premium Collection of Quartos, then perhaps into the Premium collection of of Odd Sizes...." Paul Reilly I wonder if we are the only two RQ fanatic SCA polearmsmen on the Digest. We should get together at the War. I'll be in the Atlantian Royal Encampment. M>|< --------------------- ~From: pearton@unpsun1.cc.unp.ac.za (Dave Pearton Biochemistry) ~Subject: Red Emperor Message-ID: <9305120956.AA21880@unpsun1.cc.unp.ac.za> ~Date: 12 May 93 13:56:49 GMT A question about the Red Emperor. In Dragon Pass he is said to be a demi-god and the son of the Red Godess, in view of this does he have his own cult? There is precedent in this in the cult of the dragon emperor in the east and also (on earth) of the imperial cult in Rome. If so what form would this cult take, an independant cult or as a sub-cult (hero cult?) of the Red Godess? I would think the latter. Of course these questions might have been adressed in KOSor the mags, but we haven't got such "up-to-date" stuff here on the Southern tip of Africa :^(. Yak Still looking for a tribe of Yak nomads, but as yet no mountains in Prax ;^(. From runequest Sat May 15 10:27:48 1993 From news@glorantha Wed May 12 17:15:58 1993 Return-Path: Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA05198; Wed, 12 May 93 17:15:57 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA29438; Wed, 12 May 93 17:15:51 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA14638; Wed, 12 May 93 17:15:17 +0200 Date: Wed, 12 May 93 17:15:17 +0200 Message-Id: <9305121515.AA14638@glorantha.Holland.Sun.COM> From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Wed, 12 May 1993, part 1 Precedence: junk Status: OR This is the automated Daily RuneQuest Digest. Send submissions only to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the ~Subject: line from the default Re: RuneQuest Daily... on replying. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. -Henk Langeveld -- Send Submissions to: Enquiries to: The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Maintainer: Henk.Langeveld@Sun.COM --------------------- ~From: etlanmy@aachen.ericsson.se (Allan Murphy) ~Subject: That ol' sneakin' Humakti Question. Message-ID: <9305111731.AA00902@aachen.ericsson.se> ~Date: 11 May 93 21:31:34 GMT Thom Baguley writes: > > I've thought about this a little. The restrictions are against ambush and > assassination rather than stealth.I envisage Humakti with stealth skills using > them in tactically different ways e.g. sneaking into the middle of an enemy > camp and then beating sword on shield and challenging the enemy champion or > leader to single combat. Similarly, Humakti could use stealth to hide from > overwhelming odds. I see the Humakti way as involving controlled force - they > are not berserkers. Of course there is considerable leeway for individual > players and referees to interpret ambush or assassination. I like the 'sneaking to challenge' idea, and in fact my Humakti character proposed doing something much like this in a TotRM adventure, Hut of Darkness, if I remember rightly ( he'd have probably been killed ! ). He mainly proposed this due to a dislike for hiding and sneaking and general behaviour lacking in moral fibre ( eg the use of bows :-). So here I agree, but to put myself in the character of a Humakti, I would be extremely suspicious of another Humakti with good or better hiding and sneaking skills. What have they been used for ? Too easy to misuse. I have to disagree with sneaking and hiding to escape overwhelming odds. To me, this just isn't a Humakti. IMHO a real Humakti would go with the overwhelming odds and try to die in a way that pleased his God, assuming he was caught in a bad combat situation. If faced by a gang or something like this, he might try to talk them out of attacking them ( "Look, a lot of you will be killed trying to kill me."), or take out the leader in single combat. Example: On the Zorak Zoran High Holy day, gangs of trolls go out looking for lone Humakti. One troll challenges the unfortunate to one-to-one combat. Afterwards, the gang of trolls kill the Humakti ( assuming he is alive ). How does this work if the Humakti is allowed to run for it and hide and sneak ? Surely then some Humakti would get away..etc etc. Humakti are not afraid of death ( they are death ! ) and that is why people are frightened of them ( or so I remember reading somewhere ). The problem is most players would rather not see their Humakti go out this way. I think a Humakti's attitude would be better to go out in a blaze of glory than to die like a dog hiding and sneaking; trust in their own skills and look forward to their glorious descent to take their place on the road to Hell with all the other Humakti. Besides, wouldn't the association for a Humakti be that if the odds were overwhelming, he is dealing with foes, people lacking honour, who have attacked him in number because they are too cowardly to do it individually ? I don't think Humakti are berserks either; but they are supposed to be the very incarnation of death, honour and courage. Running from opponents is not on the agenda, IMHO. Allan 'without death there is no life :-)' Murphy -- Allan J. Murphy / \ "We've got a free pair of flares with \ / every hip replacement, just take the etlanmy@aachen.ericsson.se / \ stairs down to the bargain basement." --------------------- ~From: paul@phyast.pitt.edu (Paul Reilly) ~Subject: Re: Chicken-Man Aspect of Trickester Message-ID: <9305111757.AA20912@minerva.phyast.pitt.edu> ~Date: 11 May 93 17:57:52 GMT Immediately upon seeing Arganth's excellent spirit magic spell I am immediately seized with the irresistible urge to write this Rune spell, also from the Chicken-Man (or Eggman) Aspect of Eurmal: Egghead (Humpty Aspect) 3pt. Divine magic Touch, Temporal, This is a resisted spell which when succesfully cast on a person transforms their head into an egg. The egg has facial features and hair painted on it and the victim can still hear, see etc. Hit points in the head are reduced to one for the duration of the spell. One point of damage will crack the eggshell, two will break the skin of the white, three will break the yolk (=brain) thus killing the person. (For power level compare with Sever Spirit, Sunspear, etc. Mostly it's a great joke but some Tricksters would combine this spell with banana peel, iced stairways, etc. for maximum impact.) At the end of the spell's duration, the head reverts to normal. If it's been broken all the king's horses and all all the king's men will be unable to reconstruct the skull. - Paul --------------------- ~From: marks@slough (Mark S. c/o Tom Yates) ~Subject: Loskalm and death gods Message-ID: <9305112119.AA01477@Sun.COM> ~Date: 11 May 93 21:13:07 GMT On Humakti Paul Reilly's description of regional Humakti "types" was quite interesting. In my Fronela there are no true worshipers of Humakt. Humakt's worship has been appropriated by the cult of Humct, which the player character's have learned was founded by a rogue Brithini ambassador who fell in with the Gbajists of the broken council. Humakt's place in Fronelan Orlanthi society is filled by Valkyries. This is, of course, a non-canonical local variant, but it makes for some interesting sub-plots! It also saves me the trouble of figuring out how to make a dishonorable version of Humakt for the Kingdom of War, and it "explains" why Humakt would send his "son" and unbreakable sword against Gbaji. Islam and Loskalm Graeme Lindsell presents are very strong case for those Loskalmi who are in the "interventionists/imperialists" camp. I do think, however, that all Loskalmi leaders will fall in that camp. The peace of the Syndics ban was a very prosperous time for Loskalm. The lesson's of their history also teach that expansionism leads to catastrophe. Still, Graeme's arguments carry the day after the humanitarian disaster of the fall of Perfe. I'm not as sure that Loskalm would inevitably beat the Kingdom of War. One could use most of Graeme's arguments to demonstrate that the Lunars will never be kicked out of Sartar. Also, war is a messy business, it's not very predictable. The Kingdom of War will also get a lot of help from the barbarians, even those that don't fight as mercenaries might still take advantage of an unsettled situation to increase their raids. Game designers also like to milk the cheap drama of ruining perfectly good campaigns by causing the implausible demise of strong, stable nations, see MegaTraveler, or Rary the Traitor. >The Brithini and Rokari don't revere Hrestol). I'm not certain, but I'm not sure if this is true for the Rokari. I think the Linealists acknowledge Hrestol, but have a "different" interpretation of his teaching. Inquisitors claimed to follow Christ, after all. Let me see, ahh, here is a quote from GOG that could clear up the matter "We Malkioni belong to many different castes and sects, but all of us recognize the divinity (sic?) of a saint, no matter what sect he attained his sainthood through." Volcano Gods I believe there was a long form write up of the Lodril cult in a back issue of White Wolf magazine. --------------------- ~From: Rob_Prior@nynet.nybe.north-york.on.ca ~Subject: New Internet Address Message-ID: <1993May11.065110.188821@nynet.nybe.north-york.on.ca> ~Date: 11 May 93 02:51:10 GMT My sysadmin has told me that my internet addtress has changed. I'm sending this so that you can update my mailing address. *********************************************************************** >From NYNET - North York Board of Education - North York,Ontario,CANADA *********************************************************************** --------------------- ~From: mabeyke@batman.b11.ingr.com (boris) ~Subject: Re: Lodril cult long form Message-ID: <199305111744.AA08203@batman.b11.ingr.com> ~Date: 11 May 93 17:44:42 GMT f6ri@midway.uchicago.edu (charles gregory fried) wrote: > > Has anyone out there run a campaign with worshipers of Lodril, Father of > Volcanos and Peasants? < Cool East Isle campaign brief deleted > > So, if anyone has any brilliant ideas on the spiritual and earthly > economy of volcanos and Lodril in Glorantha, I'd love your input! By Friday > - I have to GM this weekend! -- Greg One of the old issues of White Wolf had a full length writeup of Lodril in their _People of the Land_ feature. This is very well done, IMO. For that matter, check out the cult of Chalandra & Aurelion, which was written up in long form in an old Different Worlds, and again in TotRM #7 (I think, it was the HeroQuest issue, anyway). I don't know the issue of the White Wolf the Lodril cult was in, but I'd guess in the 20's. I can look tonight. Sorry I'm not more help. -- Boris Mikey, aka |"Here the ways of men part: if you wish to strive Maurice Beyke | for peace of soul and pleasure, then believe; if mabeyke@ingr.com | you wish to be a devotee of truth, then inquire." Intergraph doesn't want Nietzsche my opinions. --------------------- ~From: resmith@ccwf.cc.utexas.edu (Robert Smith) ~Subject: Re: RQIV, Comments Message-ID: <199305120043.AA02818@donald.cc.utexas.edu> ~Date: 11 May 93 14:43:43 GMT This is the first time I've posed to the Digest, since I don't play in Glorantha and there is very little here with regards to rules. However, I think that it is important to keep the rules debate alive. RQIV is in the works and I think we all want it to be the best system that it can be. (They are NOT going to reprint RQII no matter what you say, so you might as well forget that and make some constructive comments about the new system.) I've been reading through RQIV in preparation for our next campaign (I run Tekumel with RQ rules). We want to use RQIV modifications where they make sense. So I have taken a pretty close look at some of the stuff. Previous Experience Well, this is better than RQIII, but not by much. 1) Why are we messing around with 1/4 and 1/2 points here. Just multiply everything by 4 so that 1 is the minimum cost for anything. 2) Primary attack and defense is a basic skill for almost everything, including entertainers, crafters, healers, merchants, missionaries, scholars, and sorcerers. OK, many will say that these are player characters, but that doesn't cut it, since the GMs will use these templates to create NPCs as well. Very few entertainers (actors, musicians), crafters (jewelers), or scholars (academic types) that I know are well schooled in the martial arts (except as hobbies, which are optional). I know this is not a modern culture, but do we imagine Socrates, Homer, Thomas Aquinas, Shakespear and others out practicing their primary weapon skills as a "basic skill"? The martial skills should be optional for these professions. Otherwise, *ALL* NPC Master musicians will have a primary attack skill of 75% (after all, we all have heard of the prowess with pistol or epee of the likes of Bach, Beethoven, and Handel). Skill Difficulty Hurray for skill difficulty rating! We had already adopted a system strikingly similar to the one presented in RQIV. Fatigue New fatigue rules look pretty good. 1) Finally, fatigue affects movement! But why only when exhausted? This means that if I run 3 or 4 times around the block and get tired (or weary if I'm out of shape), then a fresh runner joins me and we run at the same rate, even though he is not even tired. True, we may jog at the same rate, but I bet he could now out sprint me. This is not relfected in the rules. I think a bit more incrementalism would be in order. I would suggest that instead of dropping to 1/2 move at Exhaustion, one should drop to 2/3 rate when Weary and then to 1/3 rate when Exhausted. This would also be easier to calculate, since most creatures have a movement rate of 3m. 2) Another thing that has also always bothered me about RQ is leg armor. It does not hinder movement nor add to fatigue. Historically, extensive leg armor was used only by mounted fighters. Even these would generally remove their leg armor to fight dismounted (except maybe the French, but look what happended to them). The develpment of sophisticated leg armor coincided with the development of the mounted knight. The decline of the knight was accompanied by the decline in the use of leg armor. Leg armor may be OK when you are simply fighting on foot, but long term marching or running is out of the question. As a mundane experiment, buy some running weights. Strap them to your upper arms and run a mile; time yourself. Now do the same thing with them on your legs. What's the result? Which caused greater fatigue? In which case did you have a better time? Now imagine this with armor all up and down your leg! It seems to me that leg armor should cause 2 to 3 times the usual ENC. One might consider reducing the movement rate for those wearing leg armor as well. Melee 1) Statement of Intent Good. We've been doing this for a while too. High INT people usually wait to see what the enemy is doing. But since we restrict conversation in melee situation, high INT characters may act first to force other characters into certain actions. It's a good system. 2) Melee Over all OK, but not a spectaular breakthrough. I do like the special options (what are the difficulty levels of these skills? It is implied in their costs and training time but not stated explicitly.). However, like all systems that I'm familiar with, there is too much attack, parry, attack, parry, attack, parry, etc. This may simulate a practice session, fencing, or a SCA battle (all of which are highly formalized simulations of combat), but I doubt that life and death stuggles look like this. Where is the kicking, scratching, hitting with shields and weapon butts, etc.? The combat system lacks feeling and excitement. I guess I want my combats to look like the Michael York "Three Musketeers" rather than the Gene Kelly version. It seems to me that a system incorporating differing styles of fighting, from formal (fair fighting) to brawling (dirty tricks) has been discussed in the digest. I have seen no specific rules, however. Any info out there? 3) Dodging Missiles How do you dodge at ranges greater than point blank? 4)Armor and Use of Missile Weapons OK, back on my hobby horse. If one looks at the historical use of armor by archers and other missile users, I believe that one will find their arms rather lightly armored. Thrown weapons and bows require a lot of fine arm movements with rotation in many directions for loading and firing and throwing. Such soldiers tended not to use extensive arm protection. I would, therefore, suggest a simple rule: characters that have soft armor on their preferred arm suffer a -10% off the attack skill of bows and throwing. Those wearing hard armor would suffer a -20%. This would not affect the use of guns or crossbows. I think such restrictions on leg and arm protection as I have outlined would make PCs wear armor that reflects the cultures of GLorantha as well as historical cultures. How often have we seen PCs up their leg armor to the detriment of other armor? Within the system, I makes since, but I don't recall such armoring historically, except for mounted warriors. Well, I guess that's all. But I do suggest that you read and comment on RQIV. If you have a copy and are not making suggestions now, don't grouse later. Even if you don't have a copy of RQIV, you should still make your preferences known, but be specific. I don't think it's very productive to say "I hate this" or "that's a stupid rule" if you don't present solutions. So come on! Time is running out. Your ideas are neeedd to make the system the best that it can be and the type of system that all RQ players can enjoy, even those of us who don't use Glorantha as the setting. Rob