Bell Digest v940209p1

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, Wed, 09 Feb 1994, part 1
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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.


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From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: re: RQ Daily
Message-ID: <9402081730.AA01988@idcube.idsoftware.com>
Date: 8 Feb 94 05:30:45 GMT
X-RQ-ID: 3059

I am asked:
>The Glowline is not the limit of visibility of the Red Moon, which  
>can be seen across most of Glorantha. Sandy, is she visible from the  
>Pamaltelan plains?

Yes. For one thing, there's a couple of big gaps in the mountains,  
especially between the Tarmo & Mari, which is right where the most  
populous part of Jolar exists. I'm sure that people living too near  
the mountains can't see the moon, but I would guess that those over  
100 or so miles south of the mountains (at which point the mountains  
sink into obscurity) can easily see the moon.

I feel that it is important cosmically that the Red Moon be visible  
everywhere on the Gloranthan surface, unless some physical obstacle  
actually happens to locally block it (like a nearby mountain, etc.).  
Hence, I think it can be seen in Slon, Luathela, East Isles, Nargan  
Desert, etc. I think that the moon's "height" is magic, much like  
Wintertop's, and that the only place in Glorantha that the phases are  
muddled (because you can see the moon's bottom) is the Silver Shadow  
sultanate. 


>I believe Sandy had some rules on trait rolls or changes for
>Dragonewts employing Dragon magic at one point, but cannot remember  
>the gist of them.

Here are my dragon magic rules, at one time semi-official Chaosium  
standard, but who knows what has happened since. In any case, I still  
use these rules. In modified form, they also work for the human  
dragon-worshipers of Kralorela. 


PERSONALITY TRAITS: I have my own list of RQ personality traits,  
probably everyone does. The exact traits don't really matter much, so  
long as they're organized into 6-7 pairs. For example:  
honest/dishonest; lustful/chaste; indulgent/abstemious;  
lazy/energetic; honorable/dishonorable; brave/cowardly,  
vengeful/forgiving (this is not a complete list). A human might start  
with, say, an Indulgent of 30, giving him an Abstemious of 70. The  
two scores always add up to 100. 

	Dragonewts, on the other hand, start with 01 in every score.  
Like humans, they cannot advance beyond a total of 100, but they  
start out without personalities, and are trying to develop same. As a  
dragonewt exercises his personality, he receives "experience"  
increases, and thus a Dragonewt can gradually get his Indulgent and  
Abstemious up from 01 to 50. A Scout is trying to develop certain  
personality traits in order to qualify for Warrior level (for  
instance, Brave/Cowardly & Indulgent/Abstemious are Warrior traits).  
If the Scout instead spends his time working on Noble's traits (such  
as Honest/Dishonest or Vengeful/Forgiving) and masters them before  
the Warrior traits, he might become a mutant. 

	Dragon magic is gained by a dragonewt at Warrior level for  
all those personality traits that the creature has mastered. For  
instance, the Prehealing magic (see Elder Secrets, secrets book) is  
tied to the Abstemious trait, which every Warrior has already  
conquered. Using a dragon magic DECREASES its personality trait by  
1d6, without raising the opposite trait. Thus, if a Warrior dragonewt  
has a Indulgent 45/Abstemious 55, and uses Prehealing, rolling a 4,  
his traits become Indulgent 45/Abstemious 51, leaving a "gap". 

	Hence, dragonewts often dislike using dragon magic. If their  
embryonic personalities degenerate too much, and they are killed,  
they may rehatch as a lower order of being. On the other hand, a  
dragonewt who has already degenerated past hope of proper rebirth  
might use tons of dragon magic to keep himself alive, planning (after  
the fight) to spend several years working his traits back up, without  
having to die and be reborn as an inferior order of being. 

	On the other hand, I play that once a dragonewt's paired  
traits add up to 100, he cannot increase or alter them any more, so  
sometimes dragonewts have to use dragon magic to lower one of their  
scores, so the opposed score can increase itself. 


	Humans that use dragon magic start out with full colorful  
human personalities, and gradually degenerate by use of dragon magic,  
ultimately lessening their humanity. On the other hand, because they  
start out with such high traits, they can use lots of good magic  
right away. This is no doubt what attracted the False Dragon Ring to  
Kralorela, and could be a major contributor to their destruction --  
the native Kralori are well aware of the two-edged nature of dragon  
magic, and know that it must be used with respect and caution, not  
exploited as a power source (unlike their treatment of sorcery, which  
they exploit up the wazoo). 


	Anyway, that's how I do dragon magic. It has the advantage  
that the dragonewts still act weird to the players, and yet I have  
reasons why a dragonewt might use one magic and not another. It also  
helps me know why a dragonewt may act really aggressively at one  
time, and not at another. Of course, there's much much more to the  
dragonewt persona than personality trait development. 


re: The Darkness Sun
I'd forgotten about the ol' Darkness Sun. I submit that the existence  
of the Darkness Sun (which evidently rose with the Moon) helps  
explain the mysterious ambivalence of the trolls towards the Lunars.  
Given that trolls hate chaos and hate humans, you'd think they'd be  
rabidly anti-Lunar, yet it's clear that they're not from numerous  
sources. The Darkness Sun (= the Black Sun?) may be a shared secret  
of the Lunars and Trolls. Perhaps the Trolls have big plans for the  
Darkness Sun. 


I think it is possible that Greg (unconsciously?) named Dara Happa  
partly after Harappa. However, I wouldn't read too much into the  
"similarities" between Harappa and Dara Happa. 


>Both ... are situated along the most important river of the region.
Ditto for most major cities. 


>Both have strong urban centres from which the surrounding (inferior,  
>from their viewpoint) populace is governed.
Ditto for most early nations arising from city-states, as opposed to  
those arising from tribalist origins. 


>Both have problems with invading rider cultures who in the end  
>conquer them.
Ditto for every nation adjacent to the steppes and its horsemen. 


Peking has all three similarities with Dara Happa, as do the major  
Mesopotamian cities. And Egyptian, too, to some extent, though they  
were not so much conquered by invading horsemen as they adopted the  
practice (q.v. the Mamelukes). 


Bryan Maloney suggested a fine "kill-the-bat" procedure: 

>1:  Revive Genert.
>2:  [use the plenty] to increase the ... [Wastes] population.
>3:  Summon the great Ancestral spirits and juice them up with all 

> the MP and extra POW of the burgeoning populace.
>4:  Use this power to summon the Storm Bull.
>5:  Sacrifice half the population ... to the Storm
>    Bull.
>6:  Storm Bull then kills the bat.

I like this, but feel the last, and most obvious step is: 


7:   The Gods War returns and everyone dies. 


A consummation heartily to be hoped for. 


For some time, various people have bugged me (oft in personal mail)  
to list all the Runes, and their owners. So here is a Rune essay. 


GENERAL RULE: Most Runes have a particular god who is the Source or  
Origin. Sub-runes probably have the origin god as their Source. Minor  
Runes may not have Sources, because if they were destroyed, the  
universe would not be destroyed along with it (unlike the Major  
Runes). 

	If a deity has the infinity Rune, it means that it is the  
original source of the other cult Rune from the Godtime, and always  
has been (example, Flamal & the Plant Rune). If a cult simply has one  
Rune twice (like Humakt & the Death Rune), then it means that that  
deity is now the Source, but was not during the Godtime. 

	For Runes & sub-Runes which aren't named in the general RQ  
Rules, example gods from GoG who possess it are listed, so you can  
look up the Runes and see what they look like. 


ELEMENTAL RUNES: it is rare for a cult to have two elemental Runes  
(can't think of one, off-hand, besides Wachaza), though it is not too  
uncommon to have one major elemental rune, and then a sub-rune on the  
side (like Dendara). 0

DARKNESS: origin = Subere (in Godtime, 'twas Dame Darkness). Has the  
two sub-runes of Shadow and Cold.
	Gorgorma shows Shadow. Valind shows Cold.  

WATER: origin = Magasta (in Godtime, 'twas Sir Sea). Might possibly  
have sub-runes like the other elementals, but if so it didn't lose  
them during the Gods War.
EARTH: origin = Ernalda (in Godtime, twas Empress Earth). Doesn't  
exactly have sub-runes, but is subdivided into Malign Earth and  
Benign Earth forms, and no cult yet described has both forms. 

	Asrelia shows Benign. Ty Kora Tek shows Malign.
STORM: origin = Orlanth (in Godtime, twas Umath = King Storm, who  
still exists, but has passed control to his son.) It's been argued  
that the Storm Rune can be subdivided into Air and Wind, but since  
only a very few cults would use the sub-Runes (like Molanni), 'tain't  
worth doing. 

SKY: origin = Yelm (in Godtime 'twas Lord Light). Has the sub-runes  
of Light and Heat. 

	Yelmalio shows Light, Lodril shows Heat. 

MOON: origin = Red Goddess. It is unknown who the Godtime source was,  
if there was one. Note that the Blue Moon cult was assigned a Shadow  
elemental Rune by the God Learners, and the Selenes were considered a  
peculiar spirit, not an elemental. The Moon Rune only became used for  
the Annilla cult after the moon's ascent. Sometimes the Lunars use  
seven different "Runes" for the moon, showing all the phases. But  
these aren't really sub-Runes.

CONDITION RUNES: many of these Runes don't seem to have a Source,  
unless Arachne Solara is it. 


INFINITY: only the cults that are the original wielders of a Rune  
possess this. Presumably Arachne Solara, if she has Runes, would  
boast two Infinity Runes, leading to the question of whether (A) this  
represents a paired Infinity Rune, indicating that she was not the  
original Source of Infinity, but has now taken over or whether (B)  
this indicates an Infinity Rune next to another Infinity Rune,  
indicating that she is the one and only original Infinity Rune  
Source. Ah well. 

LAW: origin = Invisible God. Many Theyalans do not recognize the Law  
Rune, substituting Stasis in its place. Lhankor Mhy shows Law (though  
in Dragon Pass and other places Stasis is oft-used instead). 

MASTERY
MAGIC 

PAMALT: this Rune was invented during the Six-Legged Empire, who  
wanted a Rune to symbolize the power that Pamalt demonstrated which  
did not easily fit into any other Runes. It symbolizes a complex  
concept that would take too long for me to cover here. Note that  
before the God Learners actually contacted Pamalt and found out what  
he was really like, he was assigned the Earth Rune. Despite this,  
most philosophers agree that Genert must've actually had the Earth  
Rune. "Pamalt" is based on a native Doraddi Rune. Although it is  
called "Pamalt", other deities possess it too, and Pamalt does not  
seem be the Source (if there is one). Despite this last fact, the Six  
Legged Empire considered a Major Rune. 

HUNGER: origin = Vivamort. This may actually be a Form Rune. It is  
often called the "Undead" Rune, since undead gods generally have it  
in a big way. But its possession by non-undead cults such as Krarsht  
demonstrate its wider utility. So far as I know, all the cults that  
possess the Hunger Rune are chaotic, and I don't think this is an  
artifact of the Gods Wars. Since deities as ravenous as Zorak Zoran  
don't have this Rune, it would appear to not be true physical hunger,  
but something else which perhaps can't be understood by non-chaos  
entities. If it is true that there are six forms of Chaos, perhaps  
this is one of the "original" chaos Runes, Chaos being another, and  
we have four other Runes lurking out there somewhere. 


FORM RUNES

CHAOS: some say that this is not a Form Rune, but a Condition, or  
even an Element (or a Power). If the Chaos Rune had a Source, it is  
unknown. Even Primal Chaos isn't given two Chaos Runes. My own theory  
is that the several forms of Chaos each have their own Source. Maybe  
if Wakboth gets freed, we'll find out. 

PLANT: origin = Flamal
DRAGONEWT: origin = Cosmic Dragon
DRAGON: origin = Cosmic Dragon. Godunya & Path of Immanent Mastery  
show this Rune. 

BEAST: origin = Hykim & Mikyh
MAN: origin = Daka Fal. Obviously the religion is called Ancestor  
Worship, but everyone who worships it has a belief in some first man,  
be he Grandfather Mortal, Wild Man, Old Man, or Daka Fal. And he's  
the Source of the Rune. It may seem strange that he's not the  
"original" source of the Rune, with an Infinity Rune to go alongside,  
but this may be because the various candidates for "first man" are in  
fact not the same guy, and all share sourcehood. 

SPIRIT: origin = Horned Man. I personally believe that the Bad Man  
also has two Spirit Runes. 



POWER RUNES: paired Runes. Cults possessing two opposite powers are  
generally chaotic or otherwise weird. (Or powerful, like Yelm.) In  
light of this, it is important to note that the Seven Mothers Runes  
are Life, Moon, Death. Note that this is a toned-down version of the  
Red Goddess herself, who has Life, Moon(s), and Chaos -- the theory  
here is that Chaos is simply Death for the Gods. 


LIFE: origin = Uleria. 

DEATH: origin = Humakt. (In Godtime 'twas Kargan Tor)
HARMONY: origin = Chalana Arroy (In Godtime 'twas Harana Ilor)
DISORDER: origin = Eurmal (general agreement here). In Godtime, 'twas  
Ratslaff. 

TRUTH: origin = Dayzatar (in Godtime, 'twas Orenoar, who bequeathed  
it to Dayzatar, though she still lives). 

ILLUSION: origin = Bolongo (who some treat as another version of  
Eurmal). In Godtime, 'twas Tylenea. 

STASIS: origin = Mostal. (In Godtime, 'twas Acos.) Some philosophers  
object to Mostal as the origin, seeing as how he's dead, and all.  
They suggest that a live god would make a much better Source for a  
Rune, but Mostal continues as it. 

CHANGE: origin = Mastakos. (in Godtime 'twas the Soul Arranger). 

LUCK: considered a secondary Rune. Asrelia has it, for one. 

FATE: also a secondary Rune. Ty Kora Tek has it. 

COMMUNICATION: also called the "Issaries" Rune. Does not seem to have  
an "opposite". Or maybe it's just that no one can learn about the  
opposite! Argan Argan has this Rune. 


Pearse, W. R. asks re: Tekumel:
>Sandy,  Can I really stick my neck out, and enquire if you did any  
>conversions for 'Eyes', and other magical items?  

I used magic items in my campaign, but I did no wholesale conversion.  
In general, the Eyes and other items are easy to convert. My players  
had a couple of Eyes and for a while had the Mallet of Inimitable  
Fealty (but they were just transporting it to somewhere else, though  
they did use it once). I also gave them the magic Sphere of Obscene  
Agitation which I just made up, which was a glass ball containing a  
couch and two small dolls. When you shook up the ball, the dolls  
engaged in various carnal acts. 

	The "Sphere" was actually sort of a holdover from my style of  
RQ gaming rewards, in which I tend to give the players a good number  
of "useless" items -- magic junk, as it were. Yet these items often  
become highly prized by the players, which I guess is a sign of good  
roleplaying instead of minimaxing. 


>How did you get in contact with MAR Barker, and get his OK?  Just 

>curious.

I never did get personally in touch with him, but intermediates told  
me there'd be no problem whatsoever, plus I saw that other guys had  
done the exact same thing without (apparently) getting permission so  
I went ahead and downloaded the stuff. 


Kuri (from Japan) asks:
>_God of Glorantha_ says Kraroli magicians use _Godunia Magic_. But,  
>_Godunia Magic_ is a Sorcery variant.  Are Drgon Magics Sorcery?
>I don't think so. There must be another magic system that rules  
>Dragon Magics.
Godunya's magic is not the only dragon-like magic used in Kralorela.  
See my essay earlier in this issue for some info on Dragon Magic.  
Godunya's magic is in fact not all that useful to most initiates, who  
also worship the Rice Mother, Mikaday, or other dragon gods. Godunya  
worship is a civic duty, keeping the Empire strong. 


>BTW, Which is the Rune of Dragon?  The square with X (first Rune of
>Godunia) ?
Yes. 


Boris asks:
> Do you suppose Glorantha has skunk hsunchen?  Where do you think  
>they  would live?
Wow! What an idea. I'm adding them to my campaign right NOW.

> How about porcupine hsunchen?
Or hedgehogs? Or pangolins? They're not innately any stupider than  
the turtle-folk. I like the idea of Sloth hsunchen, who never get  
anything done on time. (Rune Spell: Slow Metabolism, so you don't  
have to crap until the next rainfall.)

>  Are there any known bird hsunchen?  Would penguin hsunchen live on
>  Valind's glacier?
THere are known bird Hsunchen. Eagle Hsunchen exist atop the Kralori  
mountains (unless these are misnamed Wind Children), and in the old  
days there were chicken Hsunchen in Kralorela, now fortunately  
extinct. Penguin Hsunchen? They couldn't live all along Valind's  
glacier, just the edge abutting on the sea. Maybe that itty bitty  
island way north beyond Ygg's Isles is the place? Though I'd kind of  
reserved it for the fabled Great Auk Folk. ;)


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From: henkl@yelm (Henk Langeveld - Sun Nederland)
Subject: Re: RuneQuest Daily, Fri, 04 Feb 1994, part 1
Message-ID: <9402080829.AA19003@yelm.Holland.Sun.COM>
Date: 8 Feb 94 10:29:12 GMT
X-RQ-ID: 3056

Rob Prior:

>I want only the Digest, not the Daily (can't afford all the network traffoc
>the daily brings in).

>I was getting only the Digest when the Daily suddenly appeared.  Has the
>server gone back to an old subscriber liist?

No, I just sent on a sample of what the daily looks like
currently...

-- 
Henk	|	Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun.
oK[]	|	My first law of computing: "NEVER make assumptions"

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From: MOBTOTRM@vaxc.cc.monash.edu.au
Subject: YELM - 40 miles - Restrooms, Food, Heavenly Mansion...
Message-ID: <01H8NT9ACJUQ8WWKH6@vaxc.cc.monash.edu.au>
Date: 9 Feb 94 10:49:24 GMT
X-RQ-ID: 3057

David Dunham writes, regarding Gloranthan nomenclature:
>BTW, here in Washington state is the town of Yelm...

On my recent US sojourn I spent a fortnight in Washington state and got
surprised by a freeway road sign saying YELM, with an arrow pointing up.
I asked Greg about this at RQ Con, but he said he'd never heard of the town.
Where did the name "Yelm" come from?  

I take great personal satisfaction in my only contribution to serious 
Gloranthan scholarship: noting the uncanny parallels between the Cult of 
the Black Sun and the slash 'n gore films of Herschell "Blood Feast/Wizards 
of Gore/Two Thousand Maniacs" Gordon Lewis. I wonder if anyone else out 
there can figure out other weird sources of Gloranthan nomenclature....