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, 25 May 1994, part 2 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- 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 --------------------- 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