Bell Digest v940525p2

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Subject: RuneQuest Daily, Wed, 25 May 1994, part 2
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From: jclannom@mathlab.mtu.edu (Joe Lannom)
Subject: Initiation scenario outlines
Message-ID: <9405241429.AA16519@mathlab.mtu.edu>
Date: 24 May 94 14:29:25 GMT
X-RQ-ID: 4130

Joerg scribbled in the 5-14 daily:

> I "_need_" the following partly, not totally independent mechanisms about 

> initiation:
>
> - pantheon initiation
> - religious initiation accompanying adulthood initiation
> - childhood pre-initiation

I've been thinking about orlanthi initiation lately (finally got and read  
most of KoS.. still working on it.  I just got it saturday!).  


The Orlanthi seem to be very impressed with the ability to get things done.   
Not just the ability but the action itself, and the importance that it has.   
Saving a sheep is just fine and dandy, but saving kin from some big drooling  
monster with big nasty teeth is even better!

So... thinking more about the way the tribes work, and how they interact with  
their world...  there are two ways that the priests could get someone to  
prove themselves more worthy of their sponsorship.  


One is to setup a scenario where the 'initiate' is forced to use skills  
worthy of a good orlanthi, or use knowledge of the pantheon to get out of a  
fix.  This implies solid structure and predetermined fate and can be fixed by  
crooked priests or eurmal wanna-bes.  The rigid structuring seems more inline  
with what a Yelm worshipper would do, not something from Orlanth, the  
original god of freedom!

So, the second way I like better, which is this.  Since they live in usually  
strife ridden lands, clans raid each other, monsters wander out of the  
wilderness, oppressive governments squat upon their homelands... there are  
plenty of opportunities and situations that call for orlanthi skills to just  
stay alive!!

The first time a boy rescues a sheep using a stick or sword or javelin,  
hurray!  The priests recognize him as a worthy member of the cult and simply  
perform the ritual which is a recitation of the myth where orlanth did much  
the same things as the child (rescued someone dear to him, or challenged an  
unfair situation).  The child sees himself acting like orlanth and is filled  
with pride and strives to be even BETTER at it.  He gains a greater status in  
the clan, more responsibility and, hopefully, more maturity.

Another scenario for childhood initiation would be contests such as the Gods  
do to prove themselves against each other.  Dancing, music, weapons... the  
winner of each of these yearly contests is eligible to go through the  
initiation.

As for religious initiation accompanying adulthood,  there are many more  
situations where someone could be personally wronged by the world.  A loved  
one is stolen from within the camp, a father is killed, a mother slighted...
Leading a group of people, solving an argument within the clan, these are the  
things that not only lead to initiation as an adult, but also to a specific  
facet of the many faces of Orlanth.  Someone with a solid head that has kept  
peace within the tribe and gotten everyone to work together could be an  
Orlanth Rex initiate, or a lawspeaker.  Someone who has travelled and brought  
back riches that increase the clans status, orlanth adventurous.

In each of the above cases, the person must perform an act proving them  
worthy of initiation.  This shows initiative, ability, and what I feel would  
be the most important facet to ANY orlanthi, independence.

I for one would like to play/run an individual character that started as a  
child, with a child's skills and run (with large yearly gaps, each 3 years  
getting a skill roll perhaps) it until adulthood.  Such background!  Strong  
ties to the clan with which you've worked, without whom you wouldn't have  
lived, without whom you would have no identity, no ring.

Ok, I've got my summer project now... a series of childhood adventures for  
Orlanthi.  And to think, I was actually wondering what I was going to do with  
all my free time.... 



joe lannom

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From: mabeyke@batman.b11.ingr.com (boris)
Subject: A Secret Society
Message-ID: <199405241528.AA10816@batman.b11.ingr.com>
Date: 24 May 94 15:27:58 GMT
X-RQ-ID: 4131


  Submitted for your approval...

  From the early days of RuneQuest, secret societies and shadowy groups
  have been talked about.  Argrath is said to be a member of several such,
  and the "Cold Wind Movement" is mentioned in RQAG.  However, I have never
  seen any information describing such a society, or anything that would
  help a GM use one in a game.  So, I made up my own, the Temple of the
  Black Wind.  Any comments, criticisms, or suggestions for improvement
  are definately welcome; I am certainly not an expert on masonic orders
  or mystery cults, and my research may be faulty.

  The Temple of the Black Wind is a secret society first formed among the
  Kitori tribes of the Heortland.  It is somewhat similar to the masonic
  societies of our world, or the ancient mystery cults, with layered
  initiation and much ritual and mysticism.

  Very few people outside of the society know of it.  It has reasonable
  relations with the Cold Wind Movement in Sartar.  Most of it's members
  are initiates of one or more of the various Heortland cults, including
  Orlanth, Vinga, Humakt, Arkat, Issaries, Argan Argar, and Kyger Litor.


  First Circle: The Evening Breeze
  Member Title: Scouts
  Description: Initiates of this circle are probationary, and will be
      scrupulously checked before elevation to higher circles is allowed.
      The only purpose of the Temple revealed to these initiates is to
      promote better relations between humans and trolls.  Not even the fact
      that higher circles exist is revealed to these.  Sometimes, if a
      person is trusted well, this level of initiation is skipped, though
      the lore must then be learned at the next level.
  Requirements for Initiation: An interest in trolls, and an adventurous
      nature.
  First Circle Lores: Speak Darktongue, Troll Custom


  Second Circle: The Night Wind
  Member Title: Templars
  Description: Initiates of this level are true initiates, though still
      watched carefully.  They are told that the organization has ties to
      the Cult of Arkat, it's goal is to explore Trollish and Orlanthi
      magics, and it is militant in nature.  It is revealed that the Order
      has both troll and human members, and that there are four Circles of
      initiation in the Temple.
  Requirements for Initiation: No obvious pro-Lunar feelings, and knowledge
      (30%+) of the First Circle lore.
  Second Circle Lores: Read/Write Darktongue, Kite Flying (Manip, Easy),
      Troll Lore, Storm Lore, Speak Stormspeach, Read/Write Stormspeach


  Third Circle: The Midnight Gale
  Member Title: Scholars
  Description: Initiates of this level must sacrifice POW to the Spirit of
      the Temple (which seems to be an Umbroli, or storm demon).  It is
      revealed to them that the Temple is an anti-lunar movement.  They
      learn that the Temple has shamans, priests, and sorcerors as members,
      and combines elements of all three.  Sorcery teaching is offered to
      any who wish to learn, as are divine and spirit magics, bound spirits,
      and arcane lores, such as alchemy.
  Requirements for Initiation: Must take an active anti-Lunar stance, which
      will be found from missions taken as a Templar.  Must sacrifice 1 POW
      to the spirit of the Temple.  Must have knowledge of (30%) two Second
      Circle lores and be an expert (60%) in the First Circle lores.
  Third Circle Lores: Blind Fighting (Per, Hard), Orienteering (Per, Hard),
      Kite Piloting (Agi, Medium), Temple Cant (Com, Easy), Play Drums,
      Play Bullroarer.


  Fourth Circle: The Black Storm
  Member Title: Masters
  Description: All of the leaders of the Temple appear to be of this Cirlce
      to all lower initiates; the existance of higher circles is concealed
      from them.  Learn of many secret, hidden, and magical paths and trails;
      *must* learn Darkwalk *and* Mistcloud.  It is revealed that the spirit
      of the Temple is a powerful Demon crossbreed of Darkness and Storm
      named Dehumbrol, bred by heroquest and directly descended from Kolat
      and Dehore.  Must learn the ritual to summon the spirit.
  Requirements for Initiation: Good performance on as a Scholar, and be an
      expert in five second or third circle lores.  Must face Dehumbrol and
      be accepted by it (the Master may be granted an allied spirit if this
      goes well).  Most are usually either a shaman, rune lord, acolyte,
      priest, or magus.
  Fourth Circle Lores: Summon Dehumbrol, Command Darksylph, FearShout,
      Various Rituals, Temple Lore, Temple Script.


  Fifth Cirlce: HellStorm
  Member Title: The Questers
  Description: At this Circle are taught Arkati secrets that have been
      recovered, including some heroquesting skills.  Secrets of saint's
      blessings are taught, specifically those of Arkat, Talor, and Himile
      (Saint Himile blessing is a variation on Gerlant's; Iceblade).
      Secrets of illumination are tought, though actual illumination is
      discouraged.  Learn that Arkat was an illuminate; learn some more
      heroquesting rituals.
  Requirements for Initiation: Must have participated in a particular
      heroquest with the Temple Examiners.  Must have mastered five skills
      of the lower Circles.
  Fifth Circle Lores: Arkati Lore, Aeolian Lore


  Sixth Circle: The Sunbane
  Member Title: The Chosen
  Description: This is the inner circle, the ones who have proven most
      trustworthy and worthy to the Temple.  All members of the Sixth and
      Seventh circles have taken mighty oaths to prevent betrayal, and most
      have minor demons, spawn of Dehumbrol, as allies and helpers.  These
      are the teachers and keepers of the secrets of the Temple.  Most are
      illuminated (know your enemy).  There are currently seven members.
      All are heroquesters and they currently train with the Seventh Circle
      for a mighty quest to gain power to use against the Lunars.
  Requirements for Initiation: Must be chosen by the High Priest for
      advancement to this level.  Must have expertise in all lower lores and
      mastery of seven of them.


  Seventh Circle: Skystormer
  Member Title: High Priest of the Black Storm
  Description: There is only one Grand Master at any given time; the
      current one founded the Temple after she heroquested to breed
      Dehumbrol.  If she ever retires or is killed, her replacement will be
      voted on by all members of fifth and sixth circles.  Only the inner
      circle know the identity of the Grand Master, who is Chieftain Melrode
      of one of the Kitori clans, kinswoman of the Kitori King.


  In my game, I have a PC and an NPC who are members, and have been sent to
  Pavis to see if there's fertile ground for the Temple there; given the
  close proximity of trolls and humans, this is regarded as a good place to
  recruit.  Both are Third Circle members; I expect the PC will approach
  most of the other PCs about joining.  Of course, he can raise them to no
  higher than Second Circle level himself, so will either have to return to
  Heortland to get elevated to Fourth Circle (and learn the summoning ritual
  for Dehumbrol) or send for a Fourth Circle Master when time comes for them
  to advance.  Such should provide a few adventure seeds.
----
  Boris

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

From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: various
Message-ID: <9405241846.AA17111@idcube.idsoftware.com>
Date: 24 May 94 06:46:48 GMT
X-RQ-ID: 4132

Devin Cutler asks:
>I would also be curious as to what kinds of compaigns the "scholars"  
>are running. 

	I run a world-spanning non-heroic campaign. Any heroism and  
world-shattering activities the PCs have to do on their own nickel. I  
feel that this enhances their feeling of accomplishment should they  
succeed. The party currently consists of: 6 Ygglinga; 1 snow troll  
who was stranded on the island when the ice melted last spring, and  
made friends with the locals; and 1 wandering friar from Nolos  
(Rokari: Wizard: finds caste strictures hard to obey). 

	The Ygglinga are a variety of religions. Their island decided  
that Ygg had failed them, and was seeking for another Way. Some of  
the PCs decided that the Orlanthi pantheon from Junora was pretty  
similar to Ygg, but more powerful (so we have two Orlanthi, a  
Humakti, and a Storm Bull). Another faction of the PCs decided that  
the gods were worthless -- look at Ygg, after all. So they became  
Ancestor Worshipers. (There'd been a certain amount of Ancestor  
Worship in Ygg's faith already, so it wasn't hard to switch.)
	I admit I too dislike campaigns where everyone starts off  
some weird incompatible thing, but I _like_ campaigns where everyone  
starts off compatible, and as new characters join the party (through  
death or retirement), they are from the local area. This means that  
as the campaign progresses, the party gets more and more mixed up.  
However, the older PCs, who would normally be the most incompatible,  
as they come from the most distant lands, are also the most  
cosmopolitan, from their journeying. 


Someone asked how to do the training and catchup time. We skim over  
it as fast as possible. Usually the shaman spends time searching for  
spirits to bind, while the other PCs train in Ceremony or some other  
simple task. I'm not too generous about what types of Training are  
available in an area, so the PCs do a lot of Research, or train one  
another (if skilled enough). But all the training, etc. that we do  
rarely takes more than 5-10 minutes, even including the shaman's  
spirit combats, and then the rest of the evening can be spent being  
chased around by triceratops men or whatever. 


Glen Bailey wants to know about thieves:
>Thieves (okay, Eurmal worshippers).  I'm a little confused on their  
>actual "worshipping". 

	Okay, here's an essay on Gloranthan thief organizations. 

	Glorantha does not have the so-called "Thieves' Guild", a  
creation of Fritz Leiber, who invented it in a (successful) attempt  
to demonstrate that his city of Lankhmar was _so_ old and decadent  
and hide-bound that even the _thieves_ had a "guild!" Then TSR  
idiotically assumed that every city had a thieves guild, even  
inventing a special character class. Ludicrous, IMO. 

	All over Glorantha, cultures are afflicted by the social  
parasites of thievery. Most lands do not have organized crime, But  
some do. Pavis, for instance. Fonrit actually boasts a  
multi-city-state organization (highly unusual). 

	Okay, so who are the thieves? As I see it, there are three  
basic types of thieves. The most common type everywhere is the "lone  
wolf", or "adventurer" type. The next type I recognize are those  
crooks that belong to a "gang". The third are those who belong to a  
true crime "cult". 

	FIRST: the lone wolf. This doesn't mean he operates solo --  
just that he has no connections with any organization outside his own  
small band. In Sartar, who are the thieves and robbers? Well,  
Tricksters perpetrate lotsa petty theft, but I don't see them as  
pulling off many "big jobs". Most Sartarite thieves are probably  
Orlanthi, driven to burglary by poverty, outlawry, lack of scruples,  
or war. In my campaign, there is no organized crime in Sartar or even  
Tarsh. Bandits, yes. But one group of bandits has no real connections  
with any other group except for occasional friendship. America's Wild  
West bandits, or England's 18th-century highwaymen are fine examples  
of these guys. Griselda and Wolfshead and their friends are this type  
of guy. Many PCs operate basically as this category of  
thief/robber/bandit. 

	SECOND: the "gang" member. The Black Fang group is well-known  
as an example of just how bad things are in Pavis, and of course the  
Black Fangers sometimes visit Sartar. In Sartar, Black Fang is mostly  
known as an assassin's guild, since that's what they do there. But in  
Pavis, they have their fingers all over the place. Black Fang is a  
pyramid organization, with one (or a very few) rulers at the top,  
controlling the shamans, who in turn control most of the members.  
Everyone who worships Black Fang in essence is under the thumb of the  
gang's "leaders". 

	Most "Gang" organizations in Glorantha I imagine are social  
or otherwise secular, with no real cult organization. Black Fang is  
an exception. The Lamsabi thief network is probably a gang  
organization like this one, though it's hard to prove.  

	Most civilized thief "cults" basically consist of a group of  
criminals in some old populous city who have found a common hero,  
spirit, or other entity which provides them with magic powers. I  
predict that even as Black Fang acts as the focus for a spirit cult,  
that there is a forbidden thief "Saint" worshiped in Northpoint or  
Tanisor by Malkioni burglars. 

	THIRD: cult activity. I suspect that the Lunar Empire's main  
criminal network is the Krarsht organization, most members of which  
have no idea they're worshipers in a chaos cult. The alarming feature  
of a Cult criminal group is that it cannot easily be ferreted out or  
prevented. Since there is no single cult leader, a temple can be  
started up anywhere. The Atyar aspect of the Thanatar cult is also  
this type of organization, at least in Kralorela. 

	Not all Glorantha criminal cults are chaotic in nature, of  
course. Most are probably not, like Lanbril. 


Martin Crim says:
>Isn't there a contradiction between saying peasants can up sticks  
>and leave, on the one hand, and saying that each society is  
>controlled by an oppressive military-religious cabal?
	Not really. I feel that Gary Newton was trying to say that,  
since peasants could easily leave, some societies reacted by becoming  
even more amazingly harsh, and (mis)using religion to keep their  
peasants in line. Thus using not only physical, but mystical  
pressures to hold onto their folks. 

	I felt the situation faced by Safelster's leaders could be  
approached in two ways. Consider East and West Germany before  
reunification. Neither nation had much emigration. West Germany  
didn't lose skilled workers because they were well-off in their own  
country. Why leave? East Germany didn't lose skilled workers because  
they laid a minefield & barbed wire all round the border, and had  
plenty of secret police keeping an eye on everyone. Both techniques  
"worked", though obviously we think one is the better solution, and I  
can see both solutions "working" in Safelster. Compare to England's  
Brain Drain from the 1950s and '60s, in which many of Britain's "best  
and brightest" fled to the Land of Opportunity to escape their home  
nation's dismal economy (and presumably, cooking ;) )

Dave Dunham mentions:
>Surely [Lodril's] Pamaltelan worship is very different from how he's  
>treated in Peloria. I suspect he didn't make Agimori in Pelorian  
>myth, and in Pamaltelan myth, the solar brothers might be unknown.  
>And what about his worship in Teshnos?
	Certainly emphasis is placed on different parts of Lodril's  
worship in Pamaltela than in Peloria. But if a Pamaltelan Lodril  
worshiper came to Peloria, and claimed that all the Agimori people  
were manufactured by Lodril, the Pelorians probably wouldn't  
contradict the statement. The solar brothers may not be known in  
Pamaltela, but a Yelm priest announcing Lodril's relationship to the  
Sun might be accepted (if misunderstood). 

	I think that Lodril in Pamaltela provides pretty much the  
same spells as in Peloria, and he also has priests and acolytes. I  
wouldn't be surprised to find that different skills were emphasized  
in cult membership and, since he's considered a war god in Pamaltela  
(and Teshnos, I think), a "Rune Lord" status might be added to the  
cult structure. Pamaltela may also have a way to add shamans into the  
cult structure (non-Rune spell receiving shamans, IMO). But such  
alterations I view as well within the parameters of societal  
differences. The rune spells are still the same, the lowfires are  
still part of the cult, the spirit of retribution is probably still  
the same. But other subcults, the addition of a Rune Lord, and a  
shaman status, and different skills all would work towards making the  
cult look different, I agree. 


Sandy

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

From: MILLERL@wharton.upenn.edu (Loren J. Miller)
Subject: Point Counterpoint
Message-ID: <01HCPX4OCXKI8WWHFS@wharton.upenn.edu>
Date: 24 May 94 09:22:49 GMT
X-RQ-ID: 4133

We join our debate in the midst of a spirited discussion about
initiation and pantheons and subcults, etc.

Jane Curtin:  Dan, I think that pantheistic initiation is the way to
              go. I don't want to force each Orlanthi to spend twice
              the POW to get the same utility out of their cults that
              each Lodrili gets out of their single cult. It just
              doesn't make sense.

Dan Akroyd:   Jane, you ignorant slut. First of all, it's
              pantheONistic, not pantheistic. Where did you learn
              about religion anyway, from the "Big Book of Evil
              Foreign Cults"? Second, I must take exception to your
              inappropriate use of Lodrili to characterize (or so I
              must assume) the Pelorian peasantry. They are not
              Lodrili, they are Lodrillinga and you can't say a single
              damn thing to convince me otherwise. Finally, until you
              can find a cure that isn't worse than the disease I
              don't want to hear any more of your insipid snivelling.

Jane:         Cure worse than the disease? What kind of hallucinogen
              have you been putting in your enema this week, Dan?

Dan:          Get a grip, missy. It's a hard world and you gotta learn
              to act like a man---as I have done.

Jane:         Oh yeah? I read your name in the ladies room and the
              phrase "impotent but likes to be spanked" was following
              it.

Dan:          Jane you bitch! You've crossed the line now!

Moderator:    All right, you two. Stop it right now. Stop insulting
              each other, and stop it with those useless and
              eye-glazing point-by-point-by-counterpoint arguments.
              Summarize your opponent's argument and respond to it all
              at once in a lucid manner. I don't know how you expect
              anyone to follow such an exchange, and honestly I doubt
              that you can follow it yourself.

whoah,
+++++++++++++++++++++++23
Loren Miller            internet: MILLERL@wharton.upenn.edu
"Enough sound bites. Let's get to work."        -- Ross Perot sound bite