(Message rqd:77) Return-Path:Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA01509; Thu, 20 May 93 17:17:18 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA22766; Thu, 20 May 93 17:17:08 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA03640; Thu, 20 May 93 17:15:52 +0200 Date: Thu, 20 May 93 17:15:52 +0200 Message-Id: <9305201515.AA03640@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, Thu, 20 May 1993, part 3 Precedence: junk Status: OR The RuneQuest Daily and RuneQuest Digest deal with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Send submissions and followup 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. Send enquiries and Subscription Requests to the editor: RuneQuest-Request@Glorantha.Holland.Sun.COM (Henk Langeveld) --------------------- From: 100270.337@CompuServe.COM (Nick Brooke) Subject: Lunar Cults & Founders Message-ID: <930519184343_100270.337_BHB53-1@CompuServe.COM> Date: 19 May 93 18:43:44 GMT X-RQ-ID: 826 Jeff Okamoto writes: > Given the way the Lunar "cults" are set up, I really wonder if > the Seven Mothers would have modeled their spirits of retribution > after the "adopted" cult or not. > ... > It would be interesting to know what choices the Seven Mothers > had to make when they were deified -- did Duke Tarnils choose > his cult to emulate Humakt or did he have to do so? Seems an odd approach to solving the "Lunar problem". We know that, prior to their becoming gods, the Seven Mothers were just ordinary mortal cultists. We know a fair amount about two of their cults, a little about two more, and almost nothing about the other three. We know that Yanafal Tarnils was a Humakti. His cult has been briefly described as "Lunar Humakt", and every version I've seen (including a Chaosium draft) is based heavily on the familiar Humakt cult. We know that Irrippi Ontor was a Lankhor Mhy cultist. His cult is the Lunars' equivalent to Lhankor Mhy, and even shares Temple space with them at times. Again, we have a fairly exact correspondence. Queen Deezola was a "priestess of Arachne Solara" (whatever *that* means); her cult has Healing and Earth magics (plus poetry, of course). Jakaleel the Witch was "a priestess of Zorak Zoran from the Mountains of Jord"; her cult has terrifying Darkness magics. The other three (Teelo Norri, Danfive Xaron, and "She Who Waits") are peculiarly Lunar, and have remarkably inadequate, impotent, or inaccessible cults. I'm not going to use them in my theory until we know more. If you want an eristic argument, refute me with them... But it is noteworthy that, whenever we know the cultic origin of one of the Seven Mothers, the cult of that Mother is a fairly solid Lunar version of the original cult. I'd guess the Seven Mothers had already "made their choices" (in Jeff's phrase) *before* participating in the ritual that created the Red Goddess. They stole, used and abused the powers of their original cults. (Insert here any bits of the debate on spirits of retribution that tickle your fancy). In short, Yanafal's cult teaches Humakti secrets because those are the secrets that Yanafal knew. It would have been surprising if a deified Carmanian Humakti nobleman had instead taught people how to make the corn grow high, or walk on water, or conduct orchestral manoeuvres in the dark (etc...). Och, this looks like the right place for a *really nasty* theory that was doing the rounds here a year or two ago: The Seven Mothers are often compared to the Lightbringers: they undertake a quest to rescue a dead deity languishing in Hell, who when returned to the world becomes a heavenly body that visibly passes between Life and Death on a regular cycle. Famously, each of the Lightbringers failed to use their most important powers or virtues at some point on the Quest (cf. KoS p.86: "each of them had a moment of failure, when their best and proudest skills were seen to be naught"). What if the Seven Mothers went into the ritual that brought back the Red Goddess intending *cynically* to fail in the exercise of their cultic virtues? They deliberately betrayed their ideals in order to pass through the various challenges of the test. That would reinforce my suggestion that the spirits of retribution of their "original" cults have the knives out for them... (Not yet sure this is how it worked, but how's it grab you as a suggestion?) Pretty boring RQ Daily yesterday. David Cheng's suggestions look good: if you're going to keep Strike Ranks at all, that's the way to treat them. Though I'd prefer to see more magic cast in combat rather than less (as David wants): I think it's more reflexive / intuitive than you give credit for (except Sorcery, of course). Recommendation: a great book for all kinds of spirit magic in everyday use: "On Stranger Tides" by Tim Powers. Paul Reilly's contributions were as thoughtful as ever. Yeah, any *single* set of Elemental Oppositions will quickly run into trouble. The Pentagram had two sets, because the lines of Evolution showed you more tensions; as I said, though, I am not sold on it as a theory or a model of Gloranthan magical realities. Loved the Red Tapeworm!! ==== Nick ==== Dictum est antiqua sandalio mulier habitavit, Quae multos pueros habuit tum ut potuit nullum Quod faciundum erat cognoscere. Sic Domina Anser. --------------------- From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU Subject: Some responses Message-ID: <930519232025.733e@CUCCFA.CCC.COLUMBIA.EDU> Date: 19 May 93 19:20:25 GMT X-RQ-ID: 827 Some responses: David - Spell casting: Yikes! I take it you really don't like people casting spells in combat, then? RQIV deals with this by making spell casting an action, forcing one to have to give up either their chance to attack or defend to cast a spell (not to mention succeed in a POWx5 roll, and a MP vs.MP roll if an offensive spell). You can't just get off a spell for free by timing it right, as in RQIII. With the current RQIV rules, let's say you try to Demoralize an opponent in combat. Both you and your opponent have a 12 POW. You have to give up either your attack or your parry (let's say you choose to parry and cast your spell). Your chance of success is then 60% x 50%, or 30%. On the average, this would give your opponent two or three melee rounds unmolested to hack away at you before you Demoralized him or her - if we assume you have a 60% parry, your chance of missing at least one parry over the course of three melee rounds is pretty good (about 78%, I think), which could put you at a serious disadvantage. You might be better off trying to use your weapon instead. Using your suggestion in RQIII would mean that a character casting a Demoralize spell in the situation above (assuming INT 15) would have a 45% x 60% x 50% = 13.5% chance to succeed in a given round. Frankly, given those odds, I would never have a character cast a spell in combat (particularly taking into account the fact that the character would be defenseless, my opponent would hit me before my spell went off, and that he would attack with a +10% advantage). Personally, that strikes me as being a bit too harsh. If you don't like the fact that people calculate out SR in RQIII to get a spell off before an opponents blow would land, how about the following idea (perhaps less harsh), which would eliminate that bit of wargaming: Instead of spell casting taking 3 SR to prep the spell, how about 1d6 SR? Thus, your total SR to cast a spell would be DEX SR + MP + 1d6. In the situation you describe, the following could ensue: "Well, he swung on me in SR 7 last round, so this round I declare that I'm casting Bladesharp 2. DEX SR of 1, plus 2 SR for a 2 MP spell is 3 SR, plus a 1d6 roll of 5, is 8 SR - darn." Carl - Movement in thirds: I think Robert is correct in that cutting movement by thirds would work better, not to mention give you a bit more variety. Another option might be 2/3, 1/2, 1/3, if a 2/3, 1/3 jump felt too steep. Nick - Strike ranks: Actually, I think if strike ranks are simply used to figure out who goes when in the course of an (abstract) melee round, they function fairly well. I think RQIII made a serious error in trying to use strike ranks as a measure of time and movement as well, something for which they aren't well suited (as their name might suggest). The use of strike ranks in RQ1 and RQ2 struck me as superior to their use in RQIII. Some things could be done to improve them - a smoothing system where melee strike rank is based on SIZ plus DEX might help somewhat with breakpoints. How would you otherwise determine initiative? Basing it on DEX alone is a bit unrealistic - sparring (with or without a weapon) with someone with a longer reach has done a good job of convincing me that SIZ and weapon length play a very important role in melee. If you're going to make a calculation based on DEX, SIZ and weapon length, you basically have a SR system. Power gain rolls: I'm not at all fond of them either. What would you think of a modification of the Pendragon system - handing out a certain amount of POW gain on a periodic basis based on the characters level of magical activity? Something along the lines of a moderately magically active character (a priest, spell casting warrior, etc.) gaining 1 point of POW a year, etc. up to an incredibly magically active character (one of the Telmori Ituvanu shaman of Dorastor, who constantly cast spells, fight spirits, and make enchanted items) gaining 1 point of POW a season? That would give you a range of between 0 to 5 points of POW gained a year, based on the character's level of magical activity. Yanafal Tarnils: I wasn't exactly arguing how powerful one or the other was, just that I doubt Humakt's spirit of retribution would strike at a Yanafal Tarnils cultist any more than it would strike at a Trickster, Orlanthi, or Sedalpist sorcerer. I'm also not really trying to claim that one point of view or the other is the 'true' one, rather than that a situation where the cults shared similar spirits of retribution could lead to some interesting arguments between worshippers of the gods as to their relationship and relative power. For example, a Lunar priest might argue along the following lines: Admittedly, Humakt is the premier god of death, with a far older tradition than Yanafal Tarnils. After all, Humakt probably didn't leave the West until shortly before the dawning, correct? That would give him at least 12 centuries up on Yanafal Tarnils. You might also think that Humakt has more worshippers worldwide, so he would be more a more powerful god than Yanafal Tarnils. Of course, that only demonstrates your ignorance of the true state of affairs, of which the Invisible Third Head of the Empire is but a part. Why, if Humakt is more powerful, did the Household of Death suffer such a humiliating defeat at the hands of the Lunar army? And why, if Humakt is the premier god of death, could he not keep Yanafal, a former worshipper of his, dead? The Humakti, in turn, might argue that Yanafal Tarnils is but a pale reflection of Humakt, and that Yanfal had to turn his back on the powers of death before he could return to life. Thus the death magic of the Humakti will always be stronger than that of the Yanafal Tarnils. Since Yanfal did not abandon Truth as well, he remains bound to the honorable behavior enforced by Humakt. The Lunar priest might then argue that Yanafal chose his own path, and as he was an honorable man, simply chooses to enforce honorable behavior on the part of his cultists. Humakt has nothing to do with it. etc., etc. I think this would actually make for some pretty interesting theological discussion - though, given the nature of Humakti and Yanafal Tarnils cultists, it would probably spill into a battle circle pretty quickly (Hm, I wonder if a Yanafal Tarnils cultist would insist on drawing a line down the middle of the battle circle ). Jeff - Right, that's kind of what I was trying to get at. Also, if you assume some sort of connection to an ideal (a reflection of the Celestial Court, perhaps), the Seven Mothers may not have had as much choice as they liked as to what they modeled their cults or cult spirits of retribution after. As they drew upon heroquests to gain the power they needed to defeat their foes (in this case the Orlanth pantheon linked Carmanian empire and the Solar pantheon linked Dara Happans), they may have been forced to become more and more like them. If you look at the example of Arkat and Nysalor, I think you'll see some interesting parallels. Arkat eventually became the monster that he saw his foe to be in order to gain the power to defeat him. That might explain both the heavy Orlanthi and Solar parallels that run through the Lunar pantheon. There are differences, of course - the Red Goddess appeared to do a better job of dealing with the Other at the beginning of her reign than did Yelm, but perhaps at the end of her reign, it may cause her more trouble (a mirror image of Yelm's struggle, perhaps). Oliver