Bell Digest v940110p1

From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
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Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily)
Subject: RuneQuest Daily, Mon, 10 Jan 1994, 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: stormbull@cix.compulink.co.uk (Tim Westlake)
Subject: Re: RuneQuest Daily
Message-ID: 
Date: 8 Jan 94 13:15:28 GMT
X-RQ-ID: 2758


In-Reply-To: 
In the 6th of January digest Nick Brooke asks

> Has anyone else on the Daily ever had to fill out a U.S. visa form?

Yes, and I deny being a nazi war criminal as well! (what are those 
imigration people on?)

------------

David Dunham mentioned the Mongols

We in the UK had a great TV documentry series last year about the 
Mongols (Storm from the East) which had some great info on these guys. 
One of the tricks they used was to wear silk shirts under their leather 
armor. If they were hit by an arrow, this would penetrate the leather 
and stick into them. It would not break the silk however and the shirt 
would be wraped around the head of the arrow. Most damage from an arrow 
is caused when you remove it (the barbs etc) but with the silk wrapped 
around the arrow head made the removal much more easily and cleanly (!)

When they attacked Eastern Europe they managed to wipe out the cream of 
European chivalry in a couple of battles. The reason they were so 
effective was that they cheated (they used tactics! - damn underhand if 
you ask me :-). The only reason that all of western europe wasnt over 
run was that the Khan died so they all turned round and went home!

-----------------

Nils Hammer in the 8th of january digest

> The unmounted warriors work in teams of 2. One has a two-handed sword, 
> and the other a two-handed shield. The shieldman takes the on-coming 
> lance by parry or getting run through. The swordsman steps out from 
> behind the shield and cleaves the horse as it goes by.

I have heard this too. ISTR it was a viking trick but cant vouch for it.

------------------------

Troll eating habbits

Trolls will eat almost anything (see the original Troll Pack). From the 
Kygor Litor section of Cults of Prax :

" They are religiously obligated to eat Aldryami, and are said to prefer 
the flesh of dwarves over any other. Children of humans are prefered for 
holiday feasts, but they complain about the ashy taste of dragonnewt 
flesh whilse they eat it."

and Re Karrgs sons

"They must ritually eat a large quantity of some vegitable matter. 
(Elves are considered vegetable matter.) On each seasonal Holy Day a 
Rune Lord must eat a relative. (This can be a trollkin.)"

Eating sentients is a part of basic troll culture as instructed by Kygor 
Litor herself. It would reasonable to assume that trolls who dont eat 
sentients are probably considered very strange if not social outcasts. 
Human morals about not eating things that talk would appear to be the 
odd one out of the Gloranthan races, I mean the dragon arnt fussy either 
and would you want to argue with one of them?

----------------

Thanks for the info supplied about the Seven Mothers. I think that I 
will have to either wait for a Lunar suppliment (I'm not holding my 
breath) or write up my own. Ho hum.

Tim

---------------------

From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: re: RQ Daily
Message-ID: <9401082100.AA16473@idcube.idsoftware.com>
Date: 8 Jan 94 09:00:21 GMT
X-RQ-ID: 2759

Andrew Raphael opines:
>I think that Waha's Covenant forces morokanth living under it to  
>make a careful distinction between herd men (who lost the toss) and
>humans (who won the toss).  Assuming that sable riders don't eat  
>bison riders, then no morokanth initiate of Waha or Eiritha would  
>eat a human without risking apostasy.

Clearly I disagree, based on my recent opinionating on this subject.  
One: The morokanth are creatures of Darkness, with emotions, lusts,  
and needs alien to humanity. Two: it's not "cannibalism" to eat a  
human if you're a morokanth -- a social faux pas at worst. Three: why  
is it "apostasy" to eat a human for Waha or Eiritha morokanth? It's  
not apostasy to eat a number of animals not included in the Waha  
covenant (jackrabbits, cattle, birds, locusts, etc.) Humans possess  
the cultural norm (and I think rightly so) that it is bad to eat any  
sentient being. I concur with this cultural norm, but it doesn't mean  
the morokanth concur. 


I think the picky social distinction between man and herd-man is MUCH  
more important to the humans than it ever is to the morocanth. After  
all, Waha said that the morokanth are supposed to eat people, right?  
I believe that a sizable fraction of morokanth feel that the proper  
order of things, according to Waha's covenant, is morocanth eat  
people who eat herd-beasts who eat grass. The herd-man spell is  
simply to make the humans more tranquil and easy to handle.

Even among the humans of Prax, I believe that the herd-man situation  
results in a good deal of ambivalence among the beast-riders. It's  
clearly distasteful (though technically okay) to eat a herd-man (just  
as even the Lunars won't eat the human parts of a walktapus), so what  
do you do with one? I bet there's lots of ribald jokes in Prax about  
milking herd-women. In the end, I expect most captive herd-men are  
sold back to the morokanth, or sacrificed in rites of darkness. But I  
don't think many herd-men are captured. The morokanth are not as easy  
to raid as the human tribes, and their "cattle" are not so valuable. 


I generally play the morokanth rites of Waha and Eiritha as being  
significantly-different from the human ones. Many humans don't even  
want to think about the implications of morokanth that are highly  
skilled in the Peaceful Cut (i.e., killing humans with a single blow  
-- the origin of the morokanth Martial Arts?) 


On the other hand, I've been called a morokanth-basher. I've also  
been called anti-elf, anti-dwarf, etc. I think that the secret is  
that I try hard to make sure that the non-humans in my campaign don't  
behave like humans, or even in acceptable-to-human manners. I find  
highly colorful nonhumans far more interesting than the usual D&Dish  
"humans in a furry suit". 


STORY TIME: While running a pickup RQ game, I suddenly discovered  
that one of the participants was playing a dwarf. I made a comment  
that it was a good thing the party was in a bar, because no doubt  
she'd be drinking plenty of booze. She said no, she was a teetotaler.  
I thought that was unusual. Because my NPCs generally react to the  
(unusual) presence of nonhumans, the barmaid made a crack about the  
dwarf being short and stubby. The player said that HER dwarf was tall  
and willowy. I was amazed, and said, "What an unusual dwarf you have.  
I'm very impressed." Then the player lectured me about racial  
prejudice and stereotyping. 

	I said, "They're RQ dwarfs, mostali! Who the heck cares if I  
racially stereotype them?" She was adamant that stereotyping of  
non-human imaginary races was JUST AS BAD as such stereotypes about  
blacks, jews, or other ethnic groups. Almost speechless, I gibbered,  
"But the entire purpose of nonhumans in fantasy games is to provide  
stereotypes to play off of! Even when people run 'different'  
nonhumans from the rest, like tough elves, it's to provide contrast  
with the bulk of their species." She didn't see it, and wouldn't even  
buy my theory that "clearly your dwarf is different from most  
dwarfs," saying that I couldn't fairly have preconceptions about ANY  
dwarfs. In the end, wishing to get on with the game.  I just said,  
"well, most of the humans in this area are racially prejudiced, I  
guess, and they have a lot of preconceptions about dwarfs." That  
satisfied her. This was in the days before Political Correctness, by  
the way, but I guess she was ahead of her time. 


>There's a Waha Rune spell that turns humans into herd men. That's  
>part of the magical ecology of Prax.  I think it should work on
>Wereran humans only.

I feel that the Kralorelan, Agimori, and Veldang humans are not a  
different species from the Wereran, so the spell should work on them.  
Though their ancestors (might) not have participated in the covenant  
of Waha, they certainly engaged in some other similar rite of  
prehistory in which mankind was differentiated from not-men.

I never heard of kuru being called the "ghost disease" before. I  
always heard of it as the "laughing sickness". And it was not the  
cause of the elimination of cannibalism among the Fore tribe (they  
ate their own deceased family members as a sign of respect). Rather  
governmental intervention caused the cessation of this funeral rite. 


Lewis(?) says:
>Great Trolls were a half successful attempt by Crag Spider to  
>recreate the Mistress Race.
I think they were actually made to break the trollkin curse, one of  
two such semi-successful attempts. The second such attempt resulted  
in the birth of multiple trollkin per pregnancy (before that,  
trollkin came singly, just like trolls). This second attempt was  
pretty important to the trolls -- imagine the pitiful status of the  
troll race if trollkin were not even plentiful!

Watson asks:
>What is the result if the various different types of elementals are
>set against each other in combat?
I think they should have a definite effect upon one another. In  
addition, elementals of "dominant" types should have an advantage  
over their inferiors. 


Here is my suggestion (I've tried this and it works, but of course  
some other technique might be even better). I have the elementals  
fight one another in a sort of spirit combat. A victory costs the  
defending elemental 2d6 MPs, and 2 cubic meters of SIZ. When a  
"dominant" type attacks its inferior, the dominant gives the other  
3d6 MP/3 cubic meter loss on a win, while the inferior does only 1d6  
MP/1 cubic meter on a win. Combat must continue till one elemental is  
destroyed. Anyone entering the elemental combat zone suffers  
automatic attacks from both elementals. Normally I don't bother to  
figure out the new stats of the victorious elemental (assuming its  
lost cubic meters of SIZ) until the battle is entirely finished. 


Darkness > Earth > Air > Water > Fire > Darkness

Lunes are not dominant to anything. 


Dave Dunham:
Once more tries to defend the Aztecs. 

>The only protein source is humans. (Note that some people think this  
>is almost the same situation facing the Aztecs, who packed a whole  
>lot of people into the Valley of Mexico).
See here Dave, the Aztec crime was human sacrifice, not cannibalism.  
Sure the priests ate portions of the sacrificed bodies, but this  
didn't solve any protein shortage for their teeming population. In  
any case, they had beans and corn for effective protein substitutes,  
plus plenty of fish in the lake they lived on. 


>Why can't YA have both Kill Horse (really annoys the leader of the  
>nomads) and Frighten Horse (to work against the whole horde)?

She can, she can! But Kill Horse is a new spell, not previously  
included in her cult. How about if Kill Horse cannot be resisted, but  
is a 2-point one-use spell? Does that seem fair? Remember that most  
Kill Horse attempts will be against very special (maybe even  
sentient) horses. 


Anti-Cavalry tactics:

The techniques used by the peasant Jacquerie rebellion in  
14th-century France is probably inappropriate to Lunar training, but  
certainly bears repeating. Both techniques required waiting until the  
knight had completed his charge and was engaged in melee, slashing  
with sword or axe while the horse kicked and bit.

One technique was to use long hooks (either billhooks, or metal  
pitchforks with one prong bent back) to pull a knight off his horse.  
The other was to have a (ballsy) guy actually roll UNDER the horse  
with a knife and slash at its tendons. Both techniques had the  
immediate goal in mind of dismounting the rider. Once down, guys  
armed with mauls would pop open the knight's armor to get at the  
meat. 


The Jacquerie methods, and Nils Hammer's method of combining a tower  
shield and greatsword both are pretty much only good vs. heavy or  
medium cavalry. The basic Lunar problem would seem to be the fact  
that properly-trained infantry can generally defeat any cavalry force  
except for horse archers. You need light cavalry of your own to beat  
the horse archers, and they'll get whupped by the Pent medium and  
light cavalry, who are (let's face it) likely to be superior to the  
Lunar cavalry, few of whom were born on horseback. 

---------------------

From: ngl28@rz.uni-kiel.d400.de (ngl28)
Subject: "SACRIFICE AND YARA ARANIS ARCHERY MAGIC
Message-ID: <5381*_S=ngl28_OU=rz_PRMD=uni-kiel_ADMD=d400_C=de_@MHS>
Date: 7 Jan 94 16:37:05 GMT
X-RQ-ID: 2760

Colin Watson in X-RQ-ID: 2743

>David Dunham wrote:
>>Orlanthi culture is sort of a cross between Cymric/Celtic and Viking.

>I never really saw what was so Celtic about Orlanthi. A Storm God certainly
>doesn't seem very Celtic to me. They're more like Vikings without ships.

E.g. the way they combine warrior god worship with earth mother worship. 
The Vikings had MALE fertility deities, most prominently Freyr, but also 
Thor. Freya had little to do with agricultural fertility...

Another thing is the ritual sacrifice of kings after a certain period of 
time, like in Tarsh, the elective King motive, the Great Marriage motive 
(very prominent in KoS, CHDP has at least five narrations about it: 
Ironhoof's courting of the Wild Lady, Arim the Pauper's courting of Sorana 
Tor, Sartar's wooing of the Feathered Horse Queen, Tarkalor's and Phargentes 
courting of the Feathered Horse Queen, and of course Argrath's multiple 
marriages to an earth priestess (of Grazelands, of Holay, of Saird), the 
clothing and general appearance of the Orlanthi (c.f. Walter Moore's 
excellent cover illustration of TotRM 9), their urban societies in oppida (
ask Nick Brooke about Whitewall), a circle of oaks on a hilltop as temple 
ground, ... (running out of first ideas)

_______________
>Human Sacrifice:
>My tuppence to add to the ongoing discussion:

>Remember, in the real world it wasn't only outsiders and enemies who were
>sacrificed; victims were sometimes extracted from the ranks of followers
>(and even leaders). Sometimes it was an honour to be sacrificed; folks even
>volunteered.

E.g. the Norsemen. Read the Ynglingatal by Snorre Sturlason, the ynglinga 
leader who settled Jaemtland was sacrificed when the third bad year in a 
row occured (after beast sacrifices the first year, slave sacrifice the 
second year). BTW, the bad years were due to overpopulation, and when the 
gods didn't change this even after one of their descendants had been 
sacrificed, some of them moved on and solved the problem the mundane way.

>This is true of the Celts, tho I dunno about the Aztecs (didn't
>one of their methods involve playing some kinda ballgame to elect victims?).

The flower wars are, at least in fiction, depicted as a convenient way to 
provide a) sacrifices and b) protein nutrition to the masses. The ball 
gamers were the Maya, if I remember correctly.

>In Glorantha I think chaos cultists are as likely to go around sacrificing
>each other rather than outsiders who's souls are pledged to other gods already.

One of the points of death by chaos is the severing of ties to the worlds 
by dissolution in the void. Only Storm Bull can assure to recover the 
deceased from chaos annihilation, and then only into his realm of afterlife.
Thus I'd expect chaotics to use non-chaotic sacrifices just out of spite. 
They're evil, after all :-)

_____________________________
>Sandy wrote about Yara Aranis:
>>...some kind of anti-archery spell, the exact nature of which escapes me.
>>...no doubt the RQ Daily can come up with a  
>>better spell than we had then. I hereby throw it out to you guys.  
>>What's the anti-archery spell of YA?

>Well, I don't know if YA has any runic justification for this, but the
>best way to screw archers would be with a spell which increased the
>strength of the wind locally (like Cloudcall increases cloud cover). If
>they could whip up a gale (with several/many castings I guess) then any
>missile fire would become pointless. Granted, the downside is that the YAs
>couldn't use their crossbows, but so what? real men fight toe-to-toe.
>(I suppose the perfect spell would have a lull every coupla rounds so you
>can fire yer crossbow - but that's a touch game-mechanicky...)
>(And note, of course, that Sureshot whould ignore the effects of wind-strength.)

No it isn't, unless you create whirlwinds or alternating wind forces. I've 
shot fairly reliably into a five metre radius circle over 165 metres with 
(real world) wind strength 11 against the wind. I think a horde of 
advancing troops can be abstracted as such a circle. Of course, you don't 
aim at single targets any more, but the chances that there is someone when 
the arrow comes down are good enough to be worth the ammo.

>'course, a wind-affecting spell would have other uses too: at sea for example;
>or against airborne attackers.

The only Lunar Storm power I know of is Molanni. not quite what one would 
need...


If you want to annoy archers, weaken their bows, so that range, damage and 
reliability are reduced. I know of one inccident in the Cid's Spain where 
the moorish horse archery was rendered useless because heavy rain dissolved 
the glue of their composite bows.

Too bad Heler's a chum of Orlanth, too...


So affect the bow directly. Soften the material, and the archer is out of 
the game.

What I cannot figure out is how to coordinate the spell attacks so that 
there are no duplicate bow diminishments. This calls rather for area 
effects. (the same goes for frightening the horses, by the way).

Maybe sudden, dense fog would do the trick - with visibility and bow force 
reduced, the horse archers do get problems. Stationary missile troops can 
continue to fire, unless there is a shortage of ammo. Just knowing the 
ballistics and the general direction is enough against massed enemies.

Justy my 0.02 DM

Joerg Baumgartner
ngl28@rz.uni-kiel.d400.de

---------------------

From: mcarthur@fit.qut.edu.au (Mr Robert McArthur)
Subject: Protection forts/stockades give?
Message-ID: <199401100003.KAA17683@fitmail.fit.qut.edu.au>
Date: 10 Jan 94 15:03:36 GMT
X-RQ-ID: 2761

In an old rq2 game, the Lunars had come to Prax and are trying to settle
things down a bit.  They have come to Barbarian Town, the start of *many*
good adventures for rq fans I bet, and started building a stockade of
sorts.  Now, for various reasons some characters wanted to see/be inside the
gates.  One idea was to go inside in spirit form (discorporation, shamans
etc)  The GM said that when the stockade was created, spirits were bound
inside the walls to protect the place, check people going through the
gates, as well as those attempting to climb the walls stealthly at night
et al.  Now, it seems to me that, if you have such spirits, you hardly need
many troops walking around protecting the place.  They could all be inside
imbibing the local juniper juice waiting for the spirit to rush in and warn
them exactly who and where the intruders are.  Anticlimax or so...

Comments from anyone?  Are spirits normally bound like this?  How many of
them? Size of them?  Can they detect enemies (and of whom)?  Can they engage
in spirit combat with a spirit coming through the wall? Over the wall?  Under
the walls?

Annoyed beaten-up character spirits want to know!

Robert

---------------------

From: mcarthur@fit.qut.edu.au (Mr Robert McArthur)
Subject: sacrifice
Message-ID: <199401100007.KAA17754@fitmail.fit.qut.edu.au>
Date: 10 Jan 94 15:07:09 GMT
X-RQ-ID: 2762

...and on the matter of (human) sacrifices, doesn't a Zorak Zoran Death Lord
have to eat a troll of kin each season?  or am I just an outdated RQ2er...

Robert

---------------------

From: pmichaels@aol.com
Subject: various stuff
Message-ID: <9401092314.tn76614@aol.com>
Date: 10 Jan 94 04:14:43 GMT
X-RQ-ID: 2763

Hi all!  Sorry it's taken me so long to get back on some of this stuff, but
you know how life is.

re: passion spirits
I also thought about calling the lazyness spirit a sloth spirit, but then I
imagined seeing something like:   Sloth Spirit - A spirit which manifests as
the fuzzy face of an animal floating in the air.  If a person is posessed by
this spirit, they have an uncontrollable urge to hang motion
lessly from their hands and feet in the branches of a tree, slowly chewing
leaves.

Ahhh, I'm probably making too much of this.  Given the historic use of the
name for the vice, sloth spirit it is.

Thom: you noted that most folks do not use the fatigue rules as written. 
Good point.  I like both yo
ur and Sandy's ideas about the person posessed avoiding hard labor. 

Sandy: I agree that the greed spirit is something that should be inflicted
only on characters whose players enjoy the role-playing aspect of the game. 
Personally, I think that this should probably be the case for anything which
changes the personality of a PC beyond what the player has developed.   I
also liked your suggestion about  a s
pirit that affects a person's magical abilities, which has got me to thinking
some more.  Perhaps I
'll post my thoughts when they are clarified a bit more. 

Joerg: I'm very interested in the tex
t from your Free INT #2 article on emotion spirits, even if it is in German. 
If it's OK with Markus Weiand, can you email it to me?  Perhaps I can find
someone to translate it for me.

on to other topics....

Sam:  I enjoyed your one complete Sartar nursery rhyme.  My two year old son
Benjamin has taken 
to it too, and at least every other day for the last few weeks asks me to say
"Knock, knock
" with him.   :-)  If you find your other ones, I'd like to see them.

On the White Moon Movement:  I think that at least one contingent of this
movement should be made up of illuminated ogres who worship Cacodemon and are
fanatically dedicated pacifistic anarchists.  Thoughts?

I don't know what the anti-archery Yara Aranis rune magic spell is, but I do
have an interesting spirit magic spell to share, which might fit in
somewhere:

Bowslow - Variable, Ranged, Temporal, Passive
Despite the name, this spell affects any missile fired by a weapon. Once cast
on the firing weapon (bow, crossbow, sling, etc...), all missiles fired from
that weapon do 3 less points of damage and subtract 15 percentiles from the
attack chance.  This effect is can be countered by the spirit magic spell
Speedart for a specific missile.  This spell will effect magical missiles
created by the spirit magic spell Multimissile.


Lastly, in looking at the actual usage of a word (which has changed since
first introduced), I'd like to offer the follow
ing only-half-serious definition for :
gregged, gregged v.t.  To be corrected regarding information about Glorantha
due to published information being revised or unavailable, or due to the lack
of published information;  to learn that the underlying assumptions you have
made about Glorantha and have developed into key elements in your campaign
were discussed and rejected over 10 years ago in a conversation privy only to
three players in the original Gloranthan house campaign but they never told
anyone else about it until YOU brought it up.     ;-)  
Does anyone else have other definitions?

Peace,     Peter