Bell Digest v931007p1

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
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Selected articles may also appear in a regular Digest.  If you 
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Send enquiries and Subscription Requests to the editor:

RuneQuest-Request@Glorantha.Holland.Sun.COM (Henk Langeveld)

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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


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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