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, 03 Dec 1993, part 1 Message-ID: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: ABEAN@GEEL.DWT.CSIRO.AU (Andrew Bean) Subject: Godtime & Realtime Message-ID: <931202231236.21402385@GEEL.DWT.CSIRO.AU> Date: 3 Dec 93 10:12:36 GMT X-RQ-ID: 2511 Geoff Gunner said: > re: Colin Watson's model of God-time as perpendicular planes - Not So ! > If your model was true, then you could only enter god-time at one point. > But you can enter it on any point. So the model only holds if there is 'time' > in god-time. Which there ain't. So god-time is more like the page that you've > drawn your vector of time on. No matter how long the vector, still only one > page. Anyway, you can't compare the two as they aren't of similar qualities. I liked Colin's idea. I understood the situation as being that the actual ritual performed at each heroquest determines at which point you enter God-time. The ritual sets the mythic framework and delivers you into the God-time situation you wish to influence. You then complete the Heroquest and exit back to your current time. Unless a major accident happens, that doesn't just kill you (or even worse destroy you forever), and instead in a very few cases hurls you through time forwards or backwards out of control. Probably never to be heard of again. People can be trained to Heroquest systematically as did the Godlearners or just learn it by accident (Arkat, Harmast and the dude with the white bear skin who leads the wolf pirates ) I don't understand the model that Geoff proposes up above. I think of Godtime as being similar to the Australian Aboriginal dreamtime. It occurred for a long time (Kralori records suggest 10s of thousands of years) and had a couple of major events occurred that can be used to delineate it into sections (the Green age, ..., the Yelmic Empire which was followed by the death of Yelm which brought on the Lesser Darkness which ended with the birth of the Devil and thus began the Greater Darkness, this timeline is not complete but you get the picture). However I feel that within each section the events are fluid and exist in a dreamtime situation so that they can be experienced in different orders by different heroquesters trying to achieve different things and thus coming from different mythic frameworks. Everybody is right when they see it differently because they will only see what they expect to see. You will never get them all in the same room for a whole heroquest so paradox never occurs. Their paths might cross but they never actually coexist except when sharing the same "reality". If they see a situation differently then the other person will not be present to contradict it. They might recount different outcomes to each other, but didn't Arkat meet himself whilst heroquesting once and look what happened to the Godlearners when they started straining reality too hard. It rebelled and they ceased to exist . May the red moon's light illuminate your quest for truth always. Andrew --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Ygg's Vikings Message-ID: Date: 2 Dec 93 12:25:21 GMT X-RQ-ID: 2512 Carl Fink in X-RQ-ID: 2500 > Have you seen the _Vikings_ pack? In some ways it's the best RPG >supplement for starting new players I've ever read. Note that the Ygg's >Isles were added to Glorantha specifically to let people play the >Vikings scenarios. Does anyone on this list have specific details about the Islands other than those in Tales 10? Or more specifically, does any existing information contradict my parallels between historical northern Norway and Ygg's Islands? Aside: Just like other people on this list, I'm interested in expanding "official" Glorantha via this medium. I am in the lucky position to have access to an organization which has the specific aim to further RuneQuestand related matters (Glorantha) which can be used for further distribution of this stuff. So I'll ask some FAQs again: - Can we produce "official" Gloranthan material (need we get Greg Stafford's okay for each and any thing, is there "one true way") - How may we distribute the material on the net, outside the net, and what about the copyright problems? - Who would participate in collecting a "complete" encyclopaedia for Glorantha. (I've started collecting the printed material and reorganizing it for personal use. I quote literally, and I give the full bibliographical data for the sources, as is fine with scientific publications. How about copyright regulations for FRP material? Do I infringe any with occasional literal quotes, or with a massed accumulation of these?) How would one distribute this? I have thought about Windows Help-textfiles. I don't use a Windows-system, but I realize that it is most universally available and would be a sound basis. A UNIX-version would be fine too, I'd personally like to see a version for Atari ST, and Mac and AMIGA-users for their own system, but with Windows we can reach the greatest number, I'd expect. This file might be sold like other software, and the holders of the copyrights might get their share out of that. Regular updates ought to be available. Any takers for this project? I'm volunteering as one of the editors and writers, in fact I've done quite a bit already. Aside off. A question to everyone out there: I'm curently planning to do a Vikings issue in Free INT 7 and still haven't got enough material (except I write all of it myself). Would some kind souls out there share their experiences with me via email? I still am convinced that RuneQuest-Glorantha and RuneQuest-Aternate Earth can go hand in hand, if we apply the right twists to the Alternate Earth setting and pronounce the similarities between Glorantha and Earth correctly. The Wolf Pirates at Three Step Islands remind me strongly of the Great Army the Vikings had gathered in the southern North Sea around 880-890. With or without Harrek as leader, they wreak havoc all along the Rozgali Sea coast from Nolos to Corflu. Yggs Islands: several questions The Wolf Pirates article in TotRM 10 made clear several facts about the islanders, but led me to new questions. Ygg's Islands and the Closing: It is quite clear that sea traffic to Loskalm was interrupted by this, whereas boat traffic between the islands was still possible. If the settlements there resemble the Haalogaland Vikings (e.g. those on the Lofot Islands, in Troms, and at the coasts of Finnmark) just a little bit, being cut off the import of grain must have been a hard blow to the islands' economy. I'd imagine that before the closing, they exported timber (from Winterwood), fish, seal fur, whale oil, and furs traded from Uncoling and Pralori Hsunchen along the rims of Winterwood and Valinds Glacier. From the Map in Genertela Book, p.16, it is apparent that travel between Ygg's Islands and Winterwood wasn't necessarily closed, since the Islands marked off an inner body of water. This might have reached well into the bay north of Agria, which would still have allowed shipments of goods. Without military importance for a fleet, timber might have become less asked for in Loskalm, though. The area seems to have been enclosed in one piece during the 83 years of the Ban (1500-1583). Thus, trade with the Hsunchen hunter had become impossible, but the Winterwood shores settled by the Ygglinga still was intact. NB: "Ygglinga" sounds much more Viking to me than "Yggites", and I'd propose this as national noun for themselves. Means "people of Ygg" in old Norse, and sounds quite close to "Ynglinga", the originally swedish descendants of Yng (=Freyr) who became the Norwegian royal dynasty. My experiences with living in Haalogaland (which I did 1991-1992 for a year) and my reading of local history and archaeology of that area convince me of the necessity of Ygglinga and certain Hsunchen tribes coexisting on the Islands. The Ygglinga are mostly farmer-fishermen (as per the Vikings occupation) or farmers, while the Hsunchen inhabitants take the role of the coastal "Fins" (actually Laps, or in their own language, Sami), which are either of Uncoling (reindeer), Pralori (elk, indicating hunting and fishing) or Rathori (bear, heavy emphasis on hunting) stock. These Hsunchen would be fairly civilized (similar to the Rathori of Rathorela or the people of Thrice Blessed), keeping herds of domestic beasts (reindeer, traded sheep or cattle, perhaps even some domestic elk), and speializing in a lot of crafts, such as boat building (the "Fins" were renowned in Norway for their fast and durable longships), clothmaking (the colourful local dresses), tanning, rope-making (from whale- and seal-hide), fur-curing, bone-, horn- and woodcutting, and of course for their shamanic magic. The Ygglinga would control all trade with the outside (at least before the Loskalmi ventures after 1583) and tax the Hsunchen settlements as well. The Hsunchen on their part thrived with their way of life, subsided with traded agricultural produce from the Ygglinga (and further south), and as middle-men to their inland brethren who traded only via them. An additional factor would be the Vronkali (green elves) from Winterwood, who seem to be fairly friendly to the Hsunchen and Ygglinga on their northern and western borders (where they help keeping the trolls off), and the trolls on Valind's glacier in the north. The elves could take a similar role as the Fins in Norway, only that they sit in a position of power and cannot be taxed. The trolls could replace the Skraelings (Eskimos) encountered in the Greenland settlements as well as the (few but in story-telling important) berserk troops described as troll-descendants, either a danger to cope with, or another primitive clans-people to trade and war with. Harrek's easy acceptance among the Ygglinga could be seen as a sign of the Ygglingas' familiarity with Hsunchen, although this argument is not too strong in light of Harrek's civilization encounters (Timms, Lunar Empire, see below). I'm going to write an article for Free INT describing the coexistence of Haalogaland "Vikings" and Fins (in German, though), and I'll include a section how this might be played out in Glorantha, Ygg' Islands and Wnterwood. I might try to translate that into Germish (heavily German accented English) and present it here, although I'd prefer some native speaker to translate it. The Gloranthized version might be interesting for the Tales or RQ Adventures? Harrek the Wolf Pirate: I found a solution for the seeming discrepancy between Harrek's timeline (he served in Jonatela before 1616) and the general Fronelan timeline: Timms was freed along with the Janubian city-states, but was a former part of Jonatela. Thus the berserk's time in "Jonatela" might sactualy have been in Timms, where the Lunar nobility also is more likely to take notice of exceptional characters for their dart competitions. Enough ramblings. Reactions, please! -- -- Joerg Baumgartner joe@sartar.toppoint.de --------------------- From: T.S.Baguley@open.ac.uk (Thom Baguley) Subject: Insurance Message-ID: <9312021233.AA21420@Sun.COM> Date: 2 Dec 93 12:31:03 GMT X-RQ-ID: 2513 >From: 100270.337@CompuServe.COM (Nick Brooke) >___________________ >Colin Watson asked: >> Do the Lunars have shipping insurance? I can see it being mighty popular. >Last spring, Paul Reilly mooted that the decadent mercantile Carmanian >nobility of the West Reaches had developed insurance as an outgrowth of >gambling -- "ten to one against your ship sinking before it reaches shore." >I quite liked this, though Lunar Carmania is outside my remit. So I'd say, >yes. Plenty of ancient and modern insurance frauds to add to the deceit and >corruption of the Evil Empire. I seem to remember that insurance started somewhat differently on Earth. In Elizabethan times you would leave money with the insurer if you went on a dangerous journey. If you came back you would get four of five times your money. This would be more lucrative than insurance if travel was dangerous enough. (My source was Shakespeare's The Tempest). Thom --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Time Travel and Horses in Prax Message-ID: Date: 2 Dec 93 12:48:02 GMT X-RQ-ID: 2514 Sandy says that although everyone is drifting into the future, he doesn't regard this as forward time travel. Well, how about these incidents: The Rathori bear people of Fronela went to sleep in 1499 (when the Ban struck), and awoke in (up to now) three waves (beginning in 1594, when among others Harrek awoke). Snodal went to Altinela in 1443, and returned five years later in 1483. (sic!) The Golden Horse Tribe went into the Black Net after the Battle of Alavan Argay (1250 ST, KoS 192f), whence one half of them were drawn by Derik Pol Joni in 1420 (Kos 120, 131f). This latter incident leads to some questions: Goran Tar, leader of the united Bison, Sable and Impala forces, a Bison Rider, granted the Golden Horse People one night to make their decision, and placed them "under the Black Net". Is this an Artifact? A ritual spell (somehow connected to Arachne Solara?)? On KoS 120 it is stated that Derik Pol Joni traveled the Horse Path (a heroquest path, I assume) "until he discovered and brought back the Black Net. With it he pulled in his followers from the dream". If these were indeed the remnants of the Paxian Golden Horse Tribe, how did Derik convert one of the most strongly Traditionalist Pentan horse tribes into accepting cattle as herd beasts? The easy answer might be that he didn't, and that the Pol Joni consist of two groups united by their leaders only: Theyalan mounted cattle herders, and Pure Horse tribesmen tolerating the cattle herders, maybe over the years slowly merging with these. There is another tribe in Prax which descended from the Pure Horse people: The Zebra riders whch were founded by Joraz Kyrem after his victory against the nomads and Thog in 877. In the Pavis Common Knowledge booklet on p.13 is described how Joraz created the War Zebras using the finest stallions and mares of his horse rider followers to magically crossbreed them with the zebras of the plains. (This is "blamed" in part to EWF magic and upbringing of Joraz, and his inspiration through Issaries' creation of mules.) It might be significant that the remnant of the Zebra people lived among the Pol Joni whence Dorasar the Founder called them back to Pavis. Only after their chieftain Olgkarth had taken over Zebra Fort inside the Rubble, the Zebra Riders revived their Issaries traditions and began acting as neutral emissaries between the tribes. "No message is all black or all white", remember? Does anybody know more about the Zebras and Pol Joni than these sources tell us? Re horses in Prax: John Medway asked whether horse riders were attacked by Praxians on sight, ad somebody proposed that they did, if chances were right. ' like to point at the last episode of the Borderlands Campaign, Into Giantland, where the travelling party riddes horses through vulture country into the Hidden Greens, and has to win a greeting contest to be admitted as one of several groups camping at that oasis, the rest being Praxians. Although the Praxians cheat the newcomers in their choice of contests (such as a head butting contest between the mounts, proposed by a Bison rider), they don't attack outrightly. Having a five to one superiority, this indicates their hatred doesn't go that far. Otherwise they'd simply bar them entry, and watch them die of thirst. (Or does each oasis have its guardian spirit which gets annoyed when its blessings are deneid to outsiders without giving them a chance to earn them?) -- -- Joerg Baumgartner joe@sartar.toppoint.de --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Sacrificial divine magic, non-Glorantha RuneQuest Message-ID: Date: 2 Dec 93 12:48:31 GMT X-RQ-ID: 2515 Carl Fink in X-RQ-ID: 2500 >markg@engrg.uwo.ca (Mark Gagnon) writes: >>Subject: Receiving Divine Magic from "human sacrifice" >>I'm curious if anyone has considered the implications of sacrifice: >>followers of the non-chaotic deities receive spells through sacrifice >>of personal life force [POW]; I have read nothing indicating that >>chaotic and evil deities would grant divine magic through the sacrifice >>of a non-worshipper's life (and POW). Any comments on this idea? I >>would think that a chaotic or evil deity would demand that sort of >>sacrifice... > I've done that in a non-Gloranthan game. There is one such effect >in _GOG_, although I can't remember which deity it is that grants the >arrival of one chaos monster, its strength dependent on the power of >the sacrifice. I have toyed with using the Stormbringer demonic magic for two nations of particularly nasty ogres and humans (not mingling) for my Alternate Glorantha/Alternate Earth/generic fantasy RuneQuest-setting. Rather than basing the number of points to spend on the demon's ability (as in Stormbringer 4, or sorcerers of Pan Tang) on the caster's sum of ability points, I wanted to base the number on the POW points of the sacrifice(s). Yes, this is grisly, but my players have already encountered these guys, and managed to cope withthem. My idea was a variant of divine magic. The demonist (to give the magic a name) would have to sacrifice POW to gain the ability to (reusably) summon a certain breed of demon. To regain the use of the ability he would have to do some ceremony, including more sacrifices (but probably less powerful, thus less grisly). The summons would be a matter of few hours, less than the regular RQ summoning times. Each different summoning would have to be learned as a separate skill. A summoning within minutes would be possible, too, if the demonist uses a parallel to the Axis Mundi spell (reusable divine magic, reuse gained much the same way as the summnoings), or expends permanent POW. With the appearance of Elric! and its introduction of MP-depedant summoning of tailored demons this might have become a bit outdated, but I like the implication of the necessity of sacrifices to uphold the caster's abilities. The Demon Needs in Elric! do something similar, but only for the demon. I'm not so sorry to introduce non-Glorantha RuneQuest proposals into this list. I'd like to see more, such as RuneQuest in Harn, Lankhmar, or Tekumel - all of these have been mentioned on rec.games.rpg.misc. If anybody has any conversion, please post them! (That's you, Loren, for EPT.) Also Alternate earth conversions, cults, etc. I like Glorantha very much, but RuneQuest _is_ excellent in other settings, too. Why confine it to one setting, thereby cutting off a large market of potential buyers? Chaosium's Thieves World pack showed the the way to go. We ought to be able to do so here. By staying Public Domain, we might attract players from these other settings into helping AH sell RuneQuest, and thereby increasing the output of official Glorantha material. I volunteer to email the information of my non-Glorantha campaign setting to anybody who wants it in German language. The maps are available as Atari monochrome bitmaps, too. Email me personally, if you're interested. The stuff is still quite disorganizd, but I'll gladly discuss the finer points of it via email. Anyone else? -- -- Joerg Baumgartner joe@sartar.toppoint.de