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, Fri, 12 Nov 1993, part 1 Precedence: junk X-RQ-ID: Intro This is the RuneQuest Daily Bulletin, a mailing list on the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. It is sent out once per day in digest format. More details on the RuneQuest Daily and Digest can be found after the last message in this digest. --------------------- From: klaus@diku.dk Subject: Re: RuneQuest Daily, Mon, 08 Nov 1993, part 1 Message-ID: <9311110941.AA13009@rimfaxe.diku.dk> Date: 11 Nov 93 11:41:29 GMT X-RQ-ID: 2278 I have a question. Where does the word "pharoah" come from? At first I thought that it was just a typo for pharaoh, but it has been used too consistently for that. (In all the daylies posted to this group, "pharaoh" has been used only once, in a book title). Yet the ruler of the holy country is called pharaoh in the Genertela box, a.k.a box 8. Klaus O K --------------------- From: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: Re: creation Message-ID: <9311111509.AA29092@condor> Date: 11 Nov 93 15:09:50 GMT X-RQ-ID: 2279 _________________ Joerg Baumgartner wrote: >>>Any magical creation can be of temporal nature only. >CW>A reasonable premise. Is there a Good Reason for this? >Culturally biased as I currently am, yes, there is. Creation is the >domain of the Invisible God in his Creator aspect. If any magician >could do the same, why have a creator? It's a matter of scale. It takes a god (or many gods) to create a world, but perhaps a man would be capable of small creations. I think any independent sorceress worth her salt would consider herself to have the potential for god-hood. Start small, aim big. >And there is the cost for permanent effects of magic. I doubt a mere >mortal's soul would give enough material for 1 ENC of any substance >while being burned off totally. I feel otherwise. To be game-mechanicky: I reckon 1 point of permanent POW sacrificed should, in theory, suffice to create 1 point of SIZ or thereabouts. There might be some variation, but I think that this is the correct order of magnitude. Consider the yield of the Tap spell... it leads me to suspect that spirit may even be worth more than base substance. (But this could just be a game-balance thing ;-) I'm willing to admit that it should take a lot of *MP* for a permanent creation. Mind you, 30+ duration is as good as permanent in Glorantha. :) >If you go the runic way, to create anything within time you must master >the (time-defying) Infinity rune. Held by the Invisible God, Arachne >Solara and Flamal, all three of them active creators. I agree, this sounds very reasonable. But it's conceivable that a sorcerer could gain some small control over the Infinity rune IMO. [...my lengthy explanation of how creation spells might work...] >Then I'd call it "Summon (substance)". The substance provided would be >taken away somewhere else along the fibre. Ok, ok, what's in a name? To the punter on the ground it's gonna *look* like a genuine creation. Even a sorcerer is unlikely to understand fully where the stuff actually comes from and where it goes to. IMO Sorcerers would call these "Summon (substance)" spells Creations, it sounds a lot more impressive and who's gonna question it? BTW I think a generic Summon(substance) spell is a potential can-of-worms; Summon(Gold) Summon(Diamond) etc. you can see the problem... I'd restrict it to creating pure elements: Earth, Air, Fire, Water etc. This way you don't destroy the economics of your campaign. (I also think, in this case, it would be best to lay down the specific effects for each spell rather than just have a general "1 enc per intensity" rule or whatever.) >CW>...Phantom (sense) is an active spell for creating complex things. >CW>I was thinking more of creating simple substances (elements) which did not >CW>require active concentration to maintain. > >Hmm. If I had a matrix with a trigger condition, who would have to >concentrate to keep up the phantom? My opinion is that active spells flop unless the caster concentrates. Matrices with triggering conditions can effectively cast themselves but they have no inherent ability to concentrate on a spell to maintain it. So triggering conditions only really work with passive spell matrices. If you want an item which can maintain an active spell by itself then you have to bind an appropriate spirit (which can concentrate indefinitely thus maintaining the spell). I wonder how other people treat active spells. If you cast an active spell, say Fly, you can fly for as long as you concentrate on the spell. If you stop concentrating then you stop flying, but does the spell actually end? I thought it did, but other people are of the opinion that the spell runs for its full duration so you can "re-start" your concentration and take- off again as many times as you like for the duration of the spell. How do you play active spells? (I realise that there are some special cases eg. Dominate, where the spell begins as active, but becomes passive once the commands are given). ___ CW. --------------------- From: JARDINE@RMCS.CRANFIELD.AC.UK Subject: Sorcery & Dwarves Message-ID: <9311111556.AB09043@Sun.COM> Date: 11 Nov 93 14:45:00 GMT X-RQ-ID: 2280 REF: X-RQ-ID: 2201 (Colin Watson) Overall this is an abitious plan but I think it needs a complete Rune Related Character sheet so that we can tie runes and skills (I think Nick has been working on one)? I've annotated my ideas: SORCERY_SPELL____________ ASSOCIATED_RUNE(S)_______________________________ Animate (Substance) Movement + substance rune (wood=Plant; fire=Fire; metal=Earth? etc) Cast Back Magic + Disorder? --> Fate or Luck? Damage Boosting Mastery? + Death --> Disorder Damage Resistance Law? + Stasis? --> Stasis + Luck Diminish (XXX) Definitely NOT Mastery (Hunger? Disorder?) STR --> Darkness? CON --> Fertility? Stasis? Water? SIZ --> Disorder (giants)? DEX --> Movement APP --> Illusion Dominate (Species) Mastery? + species rune --> YES Mastery here Drain Mastery? + Fertility --> Disorder (Close to Chaos and therefore Tap! Enhance(XXX) Mastery? Yes & See above Fly Movement + Air Form/Set (Substance) Mastery + substance rune Glow Light (maybe Fire? or Moon?) Haste Movement Hinder Stasis Holdfast Stasis Mystic Vision Truth + Magic Neutralise Magic Magic + ? (Mastery again??) --> Luck? Palsy Stasis --> + DISORDER Phantom (Sense) Illusion + Sense (see below) (Sense) Projection Truth + Stasis --> Replace Stasis with Rune for Sense (Air = Hear, Light/Fire = See, Beast = Smell etc.) Protective Circle Law? + Harmony? Seems OKish Regenerate Fertility + Harmony? (restore the harmony of the whole) Sense (Substance) Truth + substance rune Shapechange (Spec to Spec) Harmony + species rune + other species rune eg. human->troll only needs Harmony+Man runes human->elf needs Harmony+Man+Plant runes Skin of Life Harmony + Air Smother Death + Air --> (or could be WATER) Spell Resistance Law? + Magic --> I vote YES Spirit Resistance Law? + Spirit --> I vote YES Stupefaction Disorder? (for confusion?) (maybe AND Harmony for Harmonization?) ^^^ IMHO Tap (Characteristic) Chaos & See above for stats. INT --> Truth POW --> Spirit Telepathy Communication Teleport Movement + Stasis (ie. moving without travelling) Treat wounds Fertility Venom Death + Luck? Ceremony -> Magic Enchant -> Stasis --> LAW? Summon -> Spirit Intensity -> Mastery Range -> Movement? --> I agree Duration -> Time/Infinity? --> I agree Multispell-> Harmony But maybe this is taking things a bit too far... REF: X-RQ-ID: 2203 > I would have thought an electromagnetic sense (or rather its Gloranthan > analogue) would be more appropriate. > Thom Right on there Thom! With a computer and a compass a dwarf can now navigate in pitch black and detect moving ferous metals. They can also detect the electro-magnetic emmisions of other creatures central nervous systems at close range. Obviously dwarves would use their beards as detectors in this system which would explain why they are so touchy about their facial hair (and why female dwarves, if they existed, would have beards too). Note that apostate dwarves who had strayed from the dwarven way might not be able to navigate very well using this sense as it requires highly accurate computation as well (only possible if you think in binary/octal and have a group/hive mind). I see dwarves as the mechanical, zombie, sharks of the underworld... ----- Lewis ----- --------------------- From: clay@cool.khis.com (Clay Luther) Subject: Interjecting Some Real World Tidbits (re Sun County) Message-ID: <199311111816.AA25361@cool.khis.com> Date: 11 Nov 93 06:16:03 GMT X-RQ-ID: 2281 I've been reading a bit lately about bronze-age warfare. Here are some of the tidbits I've gleaned: On armor: the Minoan-Myceneaen culture started producing heavy bronze "tubes" that the soldier wore as armor. However, during the archaic Greek period, body armor gave way to the large circular shield and linen shirts. It seems the shield actually offered more protection than the body armor (presumably because it was more mobile). The spear become longer and they stopped using it for throwing. [I've never been able to convince my players that a shield offers more protection than body armor...a weakness of game systems, I guess, or perhaps a left-over memory of D&D...] The phalanx did not "arrive" until the mid-classical period (500BC). Up until then, battles were fought "free-for-all" and relied greatly on the strengths of individuals. The Persians, who the Greeks defeated at Marathon, wore linen armor and carried wicker shields, spears, and bows. The most elite troops under Xerxes were called the Immortals, and they were "highly feared" by the Greeks. However, Marathon proved the worth of the phalanx. Athens mustered about 10,000 men against the Persian 250,000. The Athenians used phalanx tactics, the Persians just kinda ran across the battlefield, I guess. The Athenians lost 200 men. The Persians lost several thousand and retreated. Moving westward, the Romans used both the long celtish slashing swords and the short stabbing gladius. Even during the Hellenic period, the Romans were constantly fighting the celts. Good references are the Oxford History of Hellenic Greece and the History of Arms and Armor. -- Clay Luther clay@cool.khis.com Macintosh Software Engineer Kodak Health Imaging Systems Eurmal stole the Ten-by-Ten Spear from them and left a blade of grass in its place. When Elmal used it against the Boar, it broke and the Boar wounded him. Orlanth blew his horn, frightening the Boar, and Urox leapt upon its back. --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: re: RQ Daily. More Doraddi Stuff! Message-ID: <9311111829.AA25866@idcube.idsoftware.com> Date: 11 Nov 93 06:29:24 GMT X-RQ-ID: 2282 Rich (last name?) sez: Many nice (and highly accurate) things about why there are inconsistencies in my and Greg's work. Thanks, Rich. Joerg Baumbartner asks: (in reference to my statement of: The other Malkioni didn't appear until after the Dawn. > After the Dawn, or after the end of the Chaos Wars? Dawn is a > period of unknown length, see the date for the LBQ in KoS, p.270. Traditionally Hrestol's revelation occurred in A.D. 1. Whatever that means. > I know of no incident where Sartarite captives of war were enslaved > and carried off to work the fields of Lunar Heartland. I agree with Joerg here, with reference to the reasons behind Lunar expansionism. Their conquest of Sartar is not, IMO, a desire for slaves, but based on (A) idealistic missionary impulses, (B) lust for conquest & wealth like unto British Imperialism, which was also not slave-based, and (C) lust for glory on the part of border officials and military officers. This doesn't mean that some Sartarites haven't been sold into slavery. But in general I suspect Orlanthi of making bad slaves. re: Dwarf senses Just a note. Rural Norwegians believed that one of the signs of a gnome (for them, a dwarf-like fairy) was that he had cat's whiskers. > The Seven Mothers as a grouping of associate cults: are the > Lightbringers worshipped in a similar way? I notice that there is a > temple to the Lightbringers in Riskland. I don't know of anywhere that the Lightbringers have been combined together to make a separate cult. Doesn't mean it hasn't happened. Maybe in one of the more civilized parts of barbarian Ralios or in Umathela. It (such a group cult) sounds a likely candidate for a surviving God Learner experiment in some corner of the world. Much as Caladra & Aurelion were a God Learner experimental success. Before the God Learners, these two gods were separate, not even associate cults. But some clever wizard noted the fact that their mythical histories overlapped, and welded the cults together to make a single successful religion out of a pair of moribund minor gods. I think the Lightbringer temple in Riskland is a temple complex in which all the Lightbringers have at least a shrine. AND NOW ... DORADDI TIME JMIEJIE AND THE WANDERLUST The Doraddi are a nomad people, moving their encampments every few weeks, but usually following a circuit through known territory. However, every so often a person is struck with the "Wanderlust". This is regarded as half disease, half divine madness, and is a cause for sorrow, as nobody ever recovers from the Wanderlust. If you get the Wanderlust, you are automatically considered to be an initiate of Jmijie. Some Doraddi blame Jmijie as the cause of the dread Wanderlust, others claim that he just makes life easier for the wanderers, and is trying to protect them. A person suffering from Wanderlust is compelled to travel. The longer he tries to stay in a given area, the further he finds himself walking after he finally is forced to leave. In the worst cases, the sufferer cannot even bear to be within eyesight of the place he bedded down at the night before. The Wanderlust is bad because you must leave your tribe and extended family. If your spouse is very loyal, or catches the Wanderlust herself, then you may not have to divorce her. Your children don't necessarily inherit the Wanderlust from you, and when they reach adulthood, they generally leave you for an established tribe. Wanderlust can run in families, though, and lineages with a high percentage of Wanderlust victims are considered undesirable as marriage partners. It is well-known that when danger threatens the Doraddi people, the percentage of Jmijie wanderers increases, and their numbers are currently increasing. Magic Ecology & Miniatures Notes: the Jmijie folk are magically able to run much faster than "normal" folk (basically, 3 times as fast, or nearly as fast as a horse). During the wars against the evil Six-Legged Empire, the Jmijie wanderers formed an important part of Hon Hoolbiktu's army, taking the same place in the army that light cavalry take in more conventional forces. Also, since the Jmijie folk's tribal loyalties are kaput (of necessity), yet they still have the common human emotional need for acceptance and support, any tribe who needs help soon finds ample support in the form of numerous Jmijie hangers-on, joining up to help against the threat, but who then depart again when the threat has vanished. ("Who WAS that masked man?") In the past, they've appeared to save the day vs. Elf invaders, Slarge raids, and Chaos incursions. Unfortunately, one of the main dangers to the Doraddi today is the threatened war between the Arbennan Confederation and the Kresh "Empire". Since human fights human in this war, the Jmijie folk find it unclear as to which side is the "good" guys, and their support is dissipated, with some on both sides, and some neutral. DORADDI CULTURAL OVERVIEW There are three levels of society: People, Tribe, and Family. Your People are equivalent to a Praxian Tribe -- the Men-and-a-Half are one People, for instance, and the Kresh are another. Non-human races are generally considered to be Peoples by the Doraddi, as are non-Doraddi. Thus, the Veldang population of Zamokil is considered to be one People, though the Veldang themselves Huge groupings of a given People never muster together in the Praxian fashion, however. It would be impossible, given the great dispersion and distances of Pamaltelan society. The Tribe is the main structure of society, ruled by a Chieftain. The Chieftain must be from one of the proper chieftain lineages for that tribe (and every tribe has its own lineages considered appropriate), plus he must be a tribe member and usually an initiate of Pamalt. The Chieftain rules the tribe as he sees fit, and his word is law within the tribe. However, there are some highly effective checks on any potential abuse of power. The tribe's Chieftain is chosen by the tribe's old women from among the available candidates. They naturally choose only candidates that they think will be good. In addition, by a majority vote, the old women's council can terminate a Chieftain's reign, and bring in a new Chieftain of their choice. Thus, any good Chieftain strives to keep the old women happy. Some tribes have very onerous requirements for their chieftain (lineage-wise), and so the old women have few candidates to choose among. Naturally, in these tribes the chieftain has more authority than in a tribe with many potential candidates. By the way, the "old women" in a tribe are generally what we would consider middle-aged. Really elderly women generally move to an oasis. But not always. The Family (extended family, in this case) is the basic unit. A Tribe is made up of several Families, up to a hundred or more. A Family may leave their Tribe if they are dissatisfied or angry, and join another Tribe. This is considered a major act, much the same way a divorce is considered to be a major act in modern American society -- not exactly unusual, but a sad event, if sometimes necessary. If enough families leave a tribe, the tribe may disintegrate, and cease to exist. A group of families can join together and form a new tribe, too. Both these events are quite rare. The family head is nominally the oldest person in that family, but in practice this is not always the case. Much like in American Standard culture the husband is traditionally considered to be the family head, but in reality ... Of course, relationships are more complicated in an extended family than the puny nuclear families most of us grew up in. Oh yes, when a man marries, he joins his wife's family (and tribe, if they are from different tribes). This is a pretty important point, and the result is that the women stick together and are generally in charge of things, though the men have a say, too, and still have to do most of the hunting. OASES An Oasis in Pamaltela is not at all like those in Prax. For one thing, the Jolar plains are not so hostile as the Wastes. The Oases are inhabited by elderly men and women. Permanent structures (usually adobe or wattle) are build to house the inhabitants, and horticulture is practiced at these sites, both for food crops and medicinal or magic herbs. All tribes whose area includes an oasis are expected to contribute to the oasis' upkeep, by providing them with meat, helping maintain and build their homes, harvesting crops, and generally helping out, acting as youthful backs and muscles. The 10% of time that initiates are supposed to spend "upholding the religion" in Pamaltela is spent on one of these oases. For instance, though the oases are not attacked or pillaged by human tribes, guards are sometimes needed against rampaging dinosaurs, monsters, and other potential enemies. Not that the oasis dwellers are completely helpless -- most of them are at least acolytes, and there is a high proportion of shamans and priests. Aleshmara and Cronisper are popular religions at these oases, and many folk upon retiring switch allegiance from Nyanka or Pamalt to these deities. The oases serve as magic support, permanent temple structures, and valuable sources for herbs and plant food. To Genertela eyes, the oases may seem vulnerable compared to a walled city. But no one tries to cheat or rob them, because the inhabitants are your own parents, grandparents, or ex-spouses. Plus they're valuable sites to have around. You may be on one some day. Another reason for the many useful herbs at these oases is that many people die there (old age, natch), and of course their lineage plant grows atop the grave. Not all old people retire to oases. Some stick it out with the tribes. Others are Jmijie wanderers, incapable of retiring (another reason this is regarded as a blight). But it is considered the "normal" thing to do. An oasis inhabitant, by the way, is still considered part of your permanent family, though he or she is no longer considered the family head even if he or she is the oldest living member. Still, if you are making an important decision, it is common to travel to the retirement oasis (or oases) at which your elderly relatives live to ask their opinion. This can take a long time, but "urgency" is not considered a virtue in Pamaltela. --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: re: RQ Daily Message-ID: <9311111833.AA25884@idcube.idsoftware.com> Date: 11 Nov 93 06:33:45 GMT X-RQ-ID: 2283 I have enjoyed the opportunity to insert some of my Pamaltela essays into the Digest, but am curious as to how useful/interesting this is to you guys. Especially given that I have done some significant work on the probably-not-going-to-be-published Praxpack. For my next magical trick, should I give some more Pamaltela data, or some of my information on the Wastes? Sandy Petersen