From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Thu, 07 Oct 1993, part 1 Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM Precedence: junk 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: clay@cool.vortech.com (Clay Luther) Subject: Pendress Tales: The Sun Marries the Moon Message-ID: <199310060632.AA20700@cool.vortech.com> Date: 5 Oct 93 20:32:57 GMT X-RQ-ID: 1924 Pendress told us this tale. Long ago, the Sun and the Moon shared the sky together. But the Sun was cruel and mean to his wife and her family and she fell out of love with him and fled his house. She hid in her mother's house, where the Sun was forbidden to come. The Sun became angry and proclaimed she was not welcome in his house again. But he still loved his wife and he wished to see her again. He searches for her now, begging forgiveness for the pain he caused her. He calls her name as he searches the sky for her. And though she hides in her mother's house, sometimes she follows behind him unseen, yearning to touch him, but still hating the cruel things he said and did to her and her family. Sometimes his callings to her embarrass the Moon and she blushes red. When the sun goes home, she wanders the night sky alone and weeping, her face sad. Sometimes, a tear falls from her face to the earth, brilliant green and red and blue. Sometimes she stays in the sky too long, and the Sun catches a glimpse of her and races to greet her, but she always slips away before he can reach her. During the day, the Moon sits next to her mother's fire, weeping. Her mother, saddened by a daughter's pain, collects the tears and weaves them into her cloak. The Sun and the Moon are very sad, and all Heaven weeps for their pain. The Tale of How The Sun Marries the Moon One day while the Sun was traveling through his father's orchard he became hungry. He reached into a tree and plucked down an apple and ate it. He sat beneath the tree and ate the apple and soon fell asleep. His father set down his torch, which lit the orchard, and went inside to rest. Lady Dark awoke and unfolded her cloak and went for her nightly stroll. When the Sun woke, he saw that it was night and was afraid, for he was far out in the orchard and it was very dark. Then he saw a bright red lamp wandering through the trees and he followed it. He crept through the trees and saw two figures, one tall and terrifying, the Lady Dark herself, cloaked in black, and a beautiful red-headed girl next to her, carrying a silver lantern. She was the most beautiful girl he had ever seen, more beautiful even than his glorious mother. Her face was white as alabaster and her hair was straight red strands and she wore, like her mother beside her, a cloak of darkness. She carried a little lantern that cast a warm red glow before her to light her way. Overcome he stepped out from behind a tree and said "Fairest lady and my Aunt Dark, please forgive this intrusion, but I must know this maiden's name for I think she is the most beautiful creature in the world." And Darkness said to the Sun, "Youngster, you see before you my daughter Moon, whom I am bringing to your father's house this evening." The Sun bowed to the young girl, saying, "Oh Fairest Damsel, Beautiful Moon, I would guide you through the night to my father's house, if you would honor me." And purest Moon blushed, for no young man had ever spoken so kindly to her, and she was taken with the Sun's golden hair and his sparkling eyes and his warm words. She said, "I think I might go with you, young boy, if my mother permits." And Lady Dark nodded her head and said, "It is so, I think." and permitted the Sun to guide them to the king's house. When they arrived, Darkness hung her cloak and the king woke and lit his torch and morning came early that day. A feast was called, and Lady Dark introduced fairest Moon to the king and the queen, who both agreed she was very beautiful and welcome in their house. When the players came, the Sun stepped forward to the Moon and asked to dance, and she accepted. While they danced, he asked "Fair Moon, why do you carry that lamp for your mother?" And she replied, "Sometimes she wishes company on her long walks, and on those nights I go with her. I take my lamp, which my father gave me, for comfort and warmth." And the Sun replied, "My father has a great torch which burns very bright, lighting the whole world if he wishes. It so pleases my mother that he warms her with it, and she produces many wonderful things in its light. The seeds for my father's orchard were made by my mother, and she makes many other beautiful things, as you well know." And Moon said, "Oh, I would so much like to see your father's torch, for it sounds more glorious and wonderful than my little lamp." But the Sun grew sad, "My father has forbidden that. He says the torch is dangerous and powerful. Perhaps, he says, one day I will get to hold it, but for now he keeps it locked in the high tower. Each morning he alone climbs the tower and lights the torch and each evening he douses it and climbs down again." The Moon grew sad, and when the Sun saw her face, he felt sad, too, saying, "Please don't cry. If you really want to see it, we can climb the tower tonight together while my father sleeps and I will show it to you." So together that night, after the king and queen went to sleep and Lady Dark went for her stroll, the Sun and the Moon climbed the stairs, with only her lamp to guide them. In the high tower, they found the torch, still hot and smoky from its day-long burning. "I know not how my father lights it." said the Sun, but the Moon replied, "Let us use some of the fire from my lamp!" She held her lamp to the torch and it immediately sprang to fire. So brilliant was the flame that they covered their eyes and backed away. Then, uncontrolled, the fire grew and its light shot out of the tower and across the world. The light grew brighter and brighter. Poor Lady Dark, who liked the night, was caught in the hot light and burned before she could run back to the king's house. She screamed, "Curse upon you, Foul King, for lighting your accursed torch and spoiling my stroll! Look at my cloak, it is all burned and holed!" This awoke the king and he replied, "I did not light the torch, mistress!" and he ran to the tower. At the door, he found the Sun and the Moon, who flung themselves at his feet. Spoke the Sun, "Oh father! I am a fool! I lit your torch to show it to young Moon, who so wanted to see it, but its fierce fire scared me and I ran away!" The king bellowed, "Oh my foolish son! What have you done? Did I not tell you to wait? Now the torch burns wild and my orchard will wither!" Then the king ran into the chamber and grabbed the torch, but so fierce was its flame that he was burned to the bone, but he put it out and twilight fell. He fell to the floor and cried, "My son! Come to me, I am burned and I die!" And the Sun came to his father's side and cried for the burns were terrible indeed. And the king spoke, "My son, I die, and you now must carry the torch for me. Your foolish deed has destroyed my wondrous orchard and many of your mother's works as well. You must take the torch and keep it. You must go into the world and fix the damage you have wrought here today." And then the Old King died. Then Lady Dark spoke "Young fool, you have killed my brother and burned me in the process! No more shall you be welcome in my home, careless nephew! No more shall I speak to you on good terms!" Then she stretched out her hand for her daughter to come, but the Moon said, "I cannot go with you mother, for I am to blame for torch being lit, not young Sun. He only wished to please me. No, I will stay with him and help him rebuild what we together have destroyed." Then the Moon and the Sun took the torch from the tower and went to the queen and asked for a sack of her finest seeds, which she gave them, and together they left the old king's house and traveled the across the world, toiling the land and replanting the orchard they had burned down together. So it was that the Sun married the Moon. -- Clay Luther clay@cool.vortech.com Macintosh Software Engineer Kodak Health Imaging Systems Yelo's gift was a necklace of clam shells from the Ouel Stream strung on gut string with a delicate knot of reeds which performed the role of pendant. --------------------- From: ddunham@radiomail.net (David Dunham , via RadioMail) Subject: Re: heirloom magic; demons; traits Message-ID: <199310060706.AA18831@radiomail.net> Date: 6 Oct 93 07:06:23 GMT X-RQ-ID: 1925 >From: watson@computing-science.aberdeen.ac.uk (Colin Watson) >David Dunham mentioned recently how most grandparents >become priests given lengthy campaign play in Pendragon Pass. What I meant was that when you start a character, and you bother trying to create a family, chances are really good you'll have a priest. Sacrifice 10 points of POW, keep rolling once/year until you pass the tests for priesthood. (This would be just as true for RuneQuest, but typically families are less important.) Now that I think of it, 3rd edition may have changed that somewhat since it makes it a little more likely your grandparent is dead. Still, the probability of heirloom items is high. This isn't necessarily a bug, but it's a different interpretation of Glorantha than is typical. (Of course, maybe that's one reason Glorantha is so magical :-) And note that many items should have descendent-only conditions. I think I've seen people say that enchantments don't outlive their maker, but I don't think that's in the rules. >Anyone know of any sources for RQ demons? Stormbringer is a good bet (they had interesting elemental ideas, too -- a spirit with one elemental power I called an elemental spirit). Elric should be equally applicable. >From: f6ri@midway.uchicago.edu (charles gregory fried) >But David, for those of us who don't own PenDragon, can you tell us more >about the operation of traits? What is the total list of traits? Traits come in opposed pairs, totalling 20. Thus, if your Valorous is 15, your Cowardly is 5. Frequently, you'd make an opposed trait roll. Let's say Gini (a Humakti) has been greatly wronged by Heza, and has the opportunity to blame a theft on the innocent Heza. This could call for an opposed roll of Honest (this is a Humakti virtue, after all) against Vengeful. If Honest wins, Gini remains true to his religion. If Vengeful wins, he lies and gets Heza punished. If neither win, Gini acts according to free will. If he elects to tell the lie, he receives a Vengeful check (and/or perhaps a Deceitful check). I don't have Pendragon 4th edition yet; in 3rd, the trait pairs are Chaste/Lustful, Energetic/Lazy, Forgiving/Vengeful, Generous/Selfish, Honest/Deceitful, Just/Arbitrary, Merciful/Cruel, Modest/Proud, Pious/Worldly, Prudent/Reckless, Temperate/Indulgent, Trusting/Suspicious, Valorous/Cowardly. Personality that isn't in the trait list is frequently covered by the Passion rules: Honor, Hate, Love, Fear, etc. (In my Griffin Island game, characters often become inspired by their Hate Orc passions. This could get them in trouble in the future, since they're probably going to have to negotiate with orcs at some point...) >From: C442196@MIZZOU1.missouri.edu (Newton Hughes) >Pendragon Traits in RQ: >While I'm not as appalled at the possibility of introducing Pendragon >traits, I don't think I'd welcome it either. It was interesting to see >the Pendragon Pass traits table, though. I hope I wasn't interpreted as advocating adding traits to RuneQuest. RQ is complicated enough as it is. I do advocate using these standardized traits to help describe religions, and hope that RQ4 will do so (even if the terms aren't rigorously defined). Traits are fine in Pendragon, because the game is simpler. David Dunham * Software Designer * Pensee Corporation Voice/Fax: 206-783-7404 * AppleLink: DDUNHAM * Internet: ddunham@radiomail.net --------------------- From: MAB@SAVAX750.RUTHERFORD.AC.UK (Mystic Musk Ox) Subject: sineaters Message-ID: <9310061111.AA05644@Sun.COM> Date: 6 Oct 93 09:42:00 GMT X-RQ-ID: 1926 I saw a theatre production by the Talking Birds company last night, "Talking Birds and Tree Monsters". It was good stuff, very mythic/folkloric based. One of the themes was that of a Sin-Eater. The idea is that a village has a carnival each year. For the carnival, food is prepared which contains the sins of the villagers. Someone (preferably an outsider) then eats the food, thus ridding the village of the sins. In the production, the food is poisoned such that the eater dies and takes the sins to the land of the dead. The sins seemed to be got into the food by each of the villagers chewing something, which was then spat into a bucket and then included in the meal. Does anyone know if this is a real ritual (presumably apart from the poisoning) which takes place in the real world? It sounds very Catholic to me. For RQ, would this seem to fit in as a Yelmalion ritual? I can imagine the need for carnival (or equivalent) each year, and the removal of sins by passing them on to outsiders seems appropriate. -------------------------------------------------------------------------- Mark Buckley -------------------------------------------------------------------------- --------------------- From: escharf@seattleu.edu (Eric G. Scharf) Subject: Calyz (Teshnan deity) Message-ID:Date: 6 Oct 93 01:23:43 GMT X-RQ-ID: 1927 Someone was asking about Teshnan culture. When Genertela came out, I wrote up the cult of Calyz for our campaign in the hopes of seducing the players away from the Sartar-Ralios axis (my first attempt, a MALE Gorgorma expatriate from Kralorlea (sp?) seeking revenge on a wicked warlord, didn't entice them). This write-up has never been playtested; I'd appreciate hearing about any fallout from my efforts. CALYZ ----- Calyz is the eldest son of Somash, the Teshnan sun deity. It was Calyz who persuaded Somash to share the Fire of Life with all men. In Godtime, when Somash departed from the sky and plunged the world into the Greater Darkness, Calyz sheltered men with bonfires and taught the arts of cooking and smelting. When Lord Somash returned and the world entered into the Great Compromise of Time, Calyz instructed his followers to celebrate the renewal of the world by engaging in the art of sex. Calyz is widely regarded as the Friend of Men and is very popular with the common people. He is the god of cooks blacksmiths, and courtesans, but in truth he loves all laborers and artisans (except warriors and poets, who are represented by Somash). High Holy Days are celebrated with great feasts and carnivals, marked by hundreds of bonfires which illuminate the night (representing Fire's victory over Darkness). Such festivals are full of music, dancing and joy, as opposed to the drunken orgies associated with the worship of Solf. Calyz is associated with the runes of Fire and Life. INITIATE MEMBERSHIP Initiation is open to all humans of Kralori stock and to Yellow Elves. All others wishing to join must first convince the examiners of their sincerity ((POW+APP+(pennies donated/100)) or less on 1D100). Initiation requirements thereafter are standard. Trolls and creatures of Chaos are forbidden to join. Skills -- Craft [food], any other Craft, First Aid, World Lore, Speak Own Language Spirit Magic -- Befuddle, Farsee, Healing, Ignite, Protection, Repair, Vigor FLAME OF LIFE subcult This sect preaches that life must be lived fully. Every experience must be sought, lands visited, people met. The great festivals of Calyz are organized by this sect, providing musicians and dancers. The Flame of Life subcult also provides the majority of missionaries for Calyz. NOTE: The rebel priest Harstar is a member of this sect, and consequently the Flame of Life has fallen into disfavor with the Teshnan theocracy. The people still support the sect, however. Wandering Flames (acolytes) These are the principle missionaries of the Flame of Life sect, travelling abroad, spreading the word of the Flame and gathering information. A candidate for Wandering Flame must have been an initiate in good standing of Calyz for a year and must have 50% in three of the following skills: Ride, any Knowledge skill, Speak Own Language, Play Instrument, Scan. He must also pass the Test of Holiness (POW*3 or less on 1D100), and pay 1000 pennies each time he takes the test. A Wandering Flame must give 10% of his time and 50% of his income to the cult, and may sacrifice for reusable divine magic. Worldly Flames (priests) These are the wise philosophers who teach the Secrets of the Living Flame to all men. They teach by example that the life that is not full is not worth living. A candidate for Worldly Flame must have been a Wandering Flame for at least five years, have at least ten points of divine magic, have a Human Lore and World Lore of at least 90%, and must not be a virgin. A Worldly Flame must give 50% of his time and 90% of his income to the cult. Common Divine Magic: all Special Divine Magic: Command Salamander, Festival of Calyz, Living Flame, Restore Health [CON] HEARTH FIRE subcult This is the aspect of Calyz that promotes industry and domestic prosperity. The emphasis is on practicality and survival needs. The great masters of cooking and smelting are of this sect, as are the majority of spell-teaching priests. NOTE: The Harstar heresy has forced the leaders of this sect to side with the Vessel of Light. The Hearth Fire subcult is quietly divided between the opportunists who denounce Harstar and those who prefer the unity between sects of the original Calyz priesthood. Keepers of the Providing Fire (acolytes) These are the teachers of Calyz, instructing all men inthe skills necessary to prosper. All trade guilds have Keepers of the Providing Fire on their staffs, as do many large households. A candidate for Keeper of the Providing Fire must have been an initiate in good standing of Calyz for at least a year and must have 50% in three of the following skills: Throw, any Knowledge skill, Devise, Speak Own Language, Search. He must also pass the Test of Holiness and pay 1000 pennies each time he takes the test. A Keeper of the Providing Fire must give 50% of his time and 10% of his income to the cult, and may sacrifice for reusable divine magic. Keepers of the Protecting Fire (priests) It is the ultimate responsibility of these individuals to insure the prosperity and security of their community. While they do not lead armies against invaders, the Keepers of the Protecting Fire seek to prevent civil violence, famine, disease, poverty and spiritual misery. A candidate for Keeper of the Protecting Fire must have been a Keeper of the Providing Fire for at least five years, have ten points of divine magic, have 90% skill in two of the following: Animal Lore, Plant Lore, Shiphandling, any Craft. A Keeper of the Protecting Fire must also raise a family, and donate 90% of his time and 50% of his income to his cult. Common Divine Magic: all Special Divine Magic: Bless Crops, Command Salamander, Suppress Shadow, Training [skill] SPECIAL CALYZ DIVINE MAGIC Festival of Calyz 1 point ritual Ceremony spell, stackable, reusable This spell creates an invisible protected zone identical to Warding 1 in most respects. The priest must use 1 meter staves carved with likenesses of Calyz to define the boundaries of the zone, which must be set alight before the spell is cast but are not consumed by the fire. Within the zone, all are overcome by feelings of festivity. All food consumed in the zone will be particularly nourishing and satisfying, all music and dancing will be engaging and entertaining, and all communication and personal interaction will be enjoyable and fruitful. Anyone entering the zone with hostile intent or otherwise unreceptive to celebration must resist the MP of the caster with their own MP or be overwhelmed by the festive atmosphere and forget all other purposes. Each point stacked with this spell either increases the area of the spell by 81 square meters or adds 1D3 to the caster's MP for purposes of overcoming potential party-wreckers. Living Flame 5 points ranged, temporal, nonstackable, reusable This spell transforms the target into the shape taken by Calyz during the Greater Darkness. It is primarily a defensive option, but it is often used by missionaries to impress skeptics. The spell has a number of effects. First, the target's body, clothing, and equipment burst into flame, although they are unharmed. Contact with the target inflicts 1D6 damage, although the caster (not necessarily the target) my suspend this effect at will. Furthermore, the target will be at a comfortable temperature, regardless of the environment. Second, a Shield 2 takes effect. Third, the target's STR, CON, DEX, and APP are all increased by 5 points for the duration of the spell. Finally, if the spell was cast within the boundaries of a Festival of Calyz spell, the target's voice is heard ten times farther away, and all who hear it must resist the caster's MP or be forced to stop what he or she is doing and listen to the target, whose Orate skill is doubled for the duration of the spell. This spell will not work underwater, but will work in rain or snow. Suppress Shadow 3 points ranged, temporal, stackable, reusable This spell creates a sphere 2m in radius centered on any specified spot within range, not necessarily around the caster. Inside the area is a Light spell. If anyone initiated into a Darkness rune-based cult tries to cross the borders of the spell, they automatically take 2D6 damage directly to a random body location, ignoring armor. The sphere's boundary also acts as a four-point Countermagic against spells cast by initiates or priests of Darkness rune-based cults. This spell may be cast to encircle a member of such a cult, and thus restrict his movements. If, when the spell is cast, its boundary crosses a potential target, that target is unharmed by the spell and can move to either side of the boundary. If he attempts to cross the boundary in a later round, he is then affected. Each additional use of this spell stacked together increases the damage done by 2D6 and the Countermagic by four points. Training [skill] 1 point ritual Ceremony spell, stackable, reusable Each spell in this array is usable only with a specific skill. Thus there exists Training Animal Lore, Training Craft Food, Training Craft Bronze, and so forth. This spell is used to enhance skill training. The instructor casts the ritual on himself and his students. It must be cast for each period that yields a skill increase roll. Each point stacked with the spell adds one percentile to the chance of a successful increase and one percentile to the skill increase should it in fact succeed. The spell affects all students being trained. ASSOCIATE CULTS Dendara: provides Bless Home to the Hearth Fire subcult Solf (Lodril): provides Enhance Gustbran to the Flame of Life subcult provides Enhance Mahome to the Hearth Fire subcult Somash (Yelm): provides Bless Worshippers to the Hearth Fire subcult provided Command Griffin to the Flame of Life subcult Uleria: provides Erotocomatose Lucidity to the Flame of Life subcult