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, 27 May 1994, part 2 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: Malkioni doctrine Message-ID: <9405261750.AA00626@idcube.idsoftware.com> Date: 26 May 94 05:51:10 GMT X-RQ-ID: 4192 Jonas Schiott sez: >My group has a long-running campaign in the East Wilds of Ralios I >could post some of this, and then we could argue endlessly Please do. My own group may be visiting Ralios sometime and I'd like to know what's there waiting for me. There have been some puzzling references to saints in the Daily. "Saint cults" "Saint Rune Lords", etc. To clarify matters, here is how the RQ rules are currently intended to support Saints. Anyone who insists on a different system for their campaign has my blessing. *ahem* SAINTS Certain men and women attain great spiritual perfection. After their mundane life, they can procure special benefits for those who pray to them. These individuals are known as saints. A few saints are debased and worshiped as deities in non-Malkioni realms. Only mortals can attain sainthood -- no deity has ever done so, though a few have achieved salvation through recognition of the primacy of the Invisible God. To gain a saint as a Patron, you must spend an amount of POW varying with the saint in question. This can be sacrificed over a period of time, and need not be done all at once. Once the saint becomes your Patron, you can invoke him at will and receive his blessing. It costs 1 POW each time a saint is invoked. The blessing normally occurs on SR 1 of the round of invocation. A saint's blessing cannot beDispelled, Dismissed, or Neutralized. Not all sects of the Malkioni accept saints. The Brithini and Vadeli do not recognize saints and never worship them. Some important saints are described below. ARKAT'S BLESSING (8 POW): When invoked, the skin and clothing of all illuminated beings within 100 meters of the supplicant turn translucent white. This effect lasts until the next sunrise, and includes the supplicant himself, if he is illuminated. CONWY'S BLESSING (2 POW): Must be invoked at the same time a sorcery spell is being cast. The spell's total Duration is multiplied by the user's Free INT. GERLANT'S BLESSING (3 POW): When invoked, a bladed weapon in the caster's hand becomes a Fireblade. From then on, whenever the supplicant wields that blade, it is a Fireblade. The effect is permanent. Gerlant can be called again to transfer the effect to a different blade. HRESTOL'S BLESSING (8 POW): When invoked, the supplicant's POW doubles, and remains that way for one full day. At the end of the day, POW drops back to normal, but MPs may still be higher than the user's POW. JOSLYN'S BLESSING (3 POW): Must be invoked at the same time a sorcery spell is being cast. The user's Free INT is added to the spell's Intensity at no additional MP cost. MALKION'S BLESSING (6 POW): Must be invoked at the same time a sorcery spell or ritual is being performed. The spell's MP cost is reduced to 0. In addition, the spell goes off at the user's DEX SR. NOMIA'S BLESSING (7 POW): When invoked, the user's mind is expanded. For the next week, all research & experience checks automatically succeed, plus the amount of increase is automatically the maximum possible (this last also applies to training). Thus, if the user does research in, say, Mace Attack, and invokes Nomia's Blessing, not only does he automatically increase, he gets 4 full points. OUXEY'S BLESSING (2 POW): Must be invoked at the same time a sorcery spell is being cast using the Hold skill. The spell gains an independent existence, remaining held for use indefinitely, freeing the user to cast another spell. Any number of spells can be held in this manner, each requiring a separate Blessing and pt of POW. A spell held in this manner is only lost if the caster dies. However, once such a spell is triggered, it is cast and gone for good. PASLAC'S BLESSING (5 POW): When invoked, the armor points of a chosen piece of metal, which can be a tool, weapon, or piece of armor, is doubled when the piece is touched by the supplicant. Paslac can be called upon again to transfer his blessing to a different piece of armor, but only a single piece at a time can be affected for a given supplicant. RACEEN'S BLESSING (2 POW): Must be invoked at the same time a sorcery spell is being cast. The spell's total Range is multiplied by the user's Free INT. TALOR'S BLESSING (6 POW): Talor may only be invoked just before or during a battle. His supplicant experiences great joy while fighting. For the duration of the battle, the supplicant is immune to fatigue loss, incapacitation, shock, unconsciousness, or the effects of exhaustion. He fails CON rolls only on a roll of 96-00. In addition, when first invoked, the supplicant can expend 1 or more magic points. For each MP expended, all his skills are increased by 2%. VALKARO'S BLESSING (6 POW): When invoked, until next nightfall, the devotee has great force of mind. He automatically succeeds in any INT roll he makes, including Concentration rolls. He automatically succeeds in sorcery spell casting and manipulation, with no die roll necessary, and no critical successes possible. WAERTAG'S BLESSING (4 POW): When invoked, the user gains the ability to survive underwater. Once he resurfaces for air, Waertag's blessing ends. XEMELA'S BLESSING (9 POW): The invocation has two parts. In the first part, the supplicant's skin turns night-black, and he or she has one minute to touch other beings. When he or she has touched every being that he or she wishes to affect, or the minute is up, the the second half of the invocation takes place. At this moment, all the beings touched have all their damage cured. For every hit location cured of damage, the supplicant takes 1 point of damage in the corresponding location. For every person cured of all general hit point damage, the supplicant takes 1 point of general hit point damage. For every disease cured, the supplicant loses 1 point off the appropriate stat (i.e., curing Brain Fever costs 1 INT). Other losses can generally be figured out by comparing to this general effect. Thus, a person Tapped can be cured by losing 1 point of the appropriate stat. Only points lost below the character's normal trait level can be restored -- if you started with a POW of 10, and had it worked up to 15, and had it tapped down to 8, Xemela's Blessing would only restore you back to 10. If a hit location is completely destroyed, this blessing has no effect on it -- the Restore Limb spell must be used instead. This blessing cannot help someone who is dead, nor can it remove the taint of chaos from an individual. This blessing will not expel a passion spirit or disease spirit, but it will heal all damage done by such a spirit to date. If the total damage taken by the supplicant is enough to kill him or her, the complete effect still works. Hence, one common exploitation of this blessing is to "use up" Xemela supplicants during a battle, by having them touch a hundred or more wounded individuals before invoking the second half of an invocation. The supplicant takes hundreds of points of damage, dying instantly in a tatter of bloody shreds, but all her "patients" are cured and ready to return to battle. Nils mentions: >Our current main campaign is the most high-powered so far. All >characters are rune level, in the 150% class, and renowned >heroquesters. *wow* Joe Lannom mentions: >Hurray! Flesh out those non fighters. I've got two of 'em in my >game, although the Issaries is getting to be a marksman with a >crossbow and passing good with a shovel. (long story) The most bloodthirsty PC I ever had in my campaign was a screwball who'd re-thought the lost art of alchemy and spent all his time trying to brew magic potions. He hired all the other PCs as his potion ingredient-getters and rode around behind them in his wagon filled with awful things. Basically, he'd hunt down and kill the most exotic monsters around and then brew up their nastiest bits to see if it helped make a magic potion. The party finally ended when the alchemist found out that part of an allosaurus was useful in making a potion which turned the drinker to stone. He insisted that they go out Right Now to Balazar to hunt allosaurs. Innocently, they did so. When two allosaurs showed up, he urged the party into combat. Instead, they fled precipitously, abandoning him and his wagon. Rather than run off with the left, he stuck with his wagon, firing his arbalest at the oncoming monsters to the end. The dumbest weapon skill I ever had in my campaign was a guy who'd worked his Crossbow Attack skill up to 50%. What you have to understand is that this was a MELEE Crossbow Attack (i.e., swinging the crossbow like a club). He'd gotten in a fight with bandits. First he fired his crossbow. Then he stabbed with his spear and impaled a foe, losing the spear. He whipped out his shortsword and impaled with that too, losing it. Since he was on horseback, he couldn't very well retrieve them. So his only weapon left was the crossbow, which he pulled out and started whaling on the opposition. After the fight he asked to be allowed to increase in the skill, and I let him. Then he decided to keep working on it. *sigh* And did. Mike asks >>How do you handle ordinary meat-and-potatoes non-Biturian trading? Dave Dunham responds: >My anthro/archeology is rusty, but I do know that trade in luxury >goods (feathers, shells, rare furs, gold, amber) and obsidian ...was >quite common and extensive in ancient times. So one answer is, you >_don't_. This is my response too. Though my players do plenty of trading, most of it is valuable and exotic goods. Not only because they usually can't afford a huge caravan for bulk items, but also because it's more FUN to trade ever-burning helms and magic bird sticks than copper pots. Loren Miller states: >Every worship service is a heroquest. (I think I was the first on >this forum to state this flat out, but Greg said exactly the same >thing at the RQ-Con Heroquesting seminar.) With constant worship >there must be constant minor adjustments to the cult. Every worship service IS a heroquest, but this tends to unify the cult, not divide it. Most heroquesting does not change the nature of reality, but rather confirms it. Only creative heroquesting as was done by Arkat and the God Learners alters Things As They Are. Devin Cutler asks: >Does anyone have any secret info on True Dragons (like Stats)? True Dragons do not really have stats in any sort of useful form. They have the Infinity Rune, so have total control over all magical energy in and around them. Hence, any spell cast at them is immediately canceled/placed under their control/warped into whatever they want. As the man said, "They can think a human to death, mold the earth like clay..." Their DREAMS come real and become huge monsters that are fairly difficult to kill. My players saw a real dragon once -- the black dragon up by Cragspider's. 'Twas asleep at the time. re: Malkioni Afterlife Here are my humble suggestions (partially stolen from Martin), which I'm sure will soon be improved by the readers, gamers & scholars alike: OPTION ONE: humans are always committing sins because we are evil by nature. Sins distance us from the Invisible God. Every worship service, the Wizard-led ritual purges us of a certain amount of this sin. If we've committed REALLY BIG sins during the week, it may take several years of worship services to get us off the hook. But for most trivial sins, the service takes care of everything. If we die with too much sin still on our conscience, we don't receive Solace. If we've done something really bad, and don't want to be satisfied with years of worship services, we can go to the Wizard and ask him for a penance to purge us of lots of sin at once. Everyone should probably undergo a penance once a year or so anyway, just in case they've done something they've forgotten about. Penances include: pilgrimages, crusades (if one's ongoing), public humiliation or confession, fines, mortification of the flesh, etc. OPTION TWO: humans are bi-natured. Part of us wants to sin, part of us wants to do good. We must continually emphasize and express the part of us that is Good, while suppressing and dwindling the part of us that is Bad. If, at death, we've managed to tip the balance sufficiently in favor of Good, then we receive Solace. By doing good deeds, we encourage Good and improve ourselves. When we slip and do a bad deed, our bad side grows and threatens our immortal soul. There is no deathbed repentance, because if our bad side is already too big when we die, it's too bad for us. Penances can help us because they count as automatic Good deeds. On the other hand, they're unpleasant, and we can get just as many brownie points by simply doing the right thing in our everyday life. I suggest that one of these two ways of getting to heaven be chosen by the Rokari and one by the Hrestoli. Any suggestions on which is which? I rather like Option One for the Rokari, as it seems to be more "practical" and guilt-ridden, while Option Two is internally-driven -- you kind of choose for yourself what is right and wrong in a Zen-like way. So Option Two sounds more Hrestoli to me. --------------------- From: CHARTLEY%ESOC.BITNET@vm.gmd.de (C. Hartley Data Processing Division) Subject: Non Gloranthan Stuff Message-ID: <9405260732.AA11426@Sun.COM> Date: 26 May 94 14:32:05 GMT X-RQ-ID: 4184 YES I WOULD LIKE TO SEE NON GLORANTHAN MATERIAL ON THE DAILY. Please. Chris. End of Message --------------------- From: langsl@cbr.hhcs.gov.au Subject: Starting A Campaign Message-ID: <0097F041.3A613A60.1759@hhcs.gov.au> Date: 27 May 94 03:00:42 GMT X-RQ-ID: 4185 I N T E R O F F I C E M E M O R A N D U M Date: Sent on: 26-May-1994 05:01pm From: Alistair Langsford LANGSFORD ALISTAIR Dept: Information Services Tel No:289 7870 TO: Remote Addressee ( _runequest@glorantha.holland.sun.com ) Subject: Starting A Campaign I have been asked to consider running a RQ/Gloranthan campaign. It is going to be for people who haven't played RQ before. If it works out though I am likely to asked to run something for the more experienced group of RQers I play with, just to give our long suffering ref a bit of a break. What published materials would people recommend for starting off a new campaign for new players? I am particularly interested in the latest stuff out for RQ3, e.g. Sun County, River Of Cradles, Dorastor etc. but any comments about RQ2 materials are ok too. What materials would be best for more experienced players? Any other advice you feel appropriate (or just wanted to throw in) also appreciated. My RQ experience is with RQ2 only. I have access to RQ3. If I try converting RQ3 materials to RQ2 what are the known problems with doing so. Would I be better off converting to RQ3? I am more concerned with changes which affect the feel of the game and the way the world of Glorantha works - e.g. the fact that RQ3 doesn't have lay membership like RQ2. Any helpful advice appreciated. Alistair Langsford, langsl@cbr.hhcs.gov.au --------------------- From: carlsonp@wdni.com (Carlson, Pam) Subject: RE:Peter's Info Message-ID: <2DE3D096@itlab.wtc.weyer.com> Date: 25 May 94 22:25:00 GMT X-RQ-ID: 4186 Peter asks again - I HAVE SOME NON-GLORANTHAN CAMPAIGN NOTES ON DISK FROM A FRIEND'S CAMPAIGN. CULTURES/SOCIEITES/GODS ETC. DO YOU WANT TO SEE THEM OR NOT? Count me as another "YES"! I didn't reply the first time because being a well-conditioned American I took the easy way out and waited for someone else to do it. (Sounds of self flagellation...) In general, I'd like to see more scenario descriptions, plot ideas, and descriptions of small details of Gloranthan life. FREX: 1. What happens if a human eats a chaotic critter, like a slime deer or a two-headed bunny? Does Walktapus have any side effects besides regeneration in-stomacho? 2. How would an Orlanthi clan chief deal with a young man from his clan who had been caught robbing strangers? Fines? Banishment? Confinement? Lop off body parts? Make him do extra work? 3. Do Orlanthi farmers have to pay taxes to the clan to support the non-farmers (the poor, the housecarls, the smith)? Do their tithes they pay as initiates cover this? I also thought the trade question was a good one - there should at least be an opposed bargain skill. And (mount soapbox) THERE SHOULD BE MORE DOGS IN RQ! Where are the big dogs who guard caravans at night? The dogs of any size who travel w/ adventurers to hear or smell those pesky trollkin before they get off the first round of slingstones? The Coursing Hounds of Prax? The herding dogs of Sartar? (Just try and get an alynx to bring in 1000 sheep.) A Yelmalio file's mascot who wears the unit's logo and wins big at the dogfights? I realize that several groups of Gloranthans identify strongly with other animals, but how could so many cultures fail to keep such a fabulously useful beastie? Just because certain pre-RQ games had the ubiquitous "war dog" which could be purchased fully trained, loyal, and practically stuffed into the bottomless adventurers pack when not in use doesn't mean that dogs should be tossed out along with alignments and maps of the netherworld. End tirade. I appologize if there are lots of dogs in Glorantha, but I certainly haven't found many. Does anyone else want to see more canids, or have I been sniffing too much flea spray? -Pam <^==@ /\ /\ --------------------- From: pyspas@midge.bath.ac.uk (Paul Snow) Subject: Re: Rules for Trading Message-ID:Date: 26 May 94 14:35:44 GMT X-RQ-ID: 4188 IMHO the rules for trading in Classic Traveller were easy to use and seemed fairly sensible ( its a physicist rather than an economist talking here chaps ) and only took up two or three pages of the little traveller books. The system was based on a list of goods and a universal base price/value for each commodity. You then rolled to determine the buying price at your current location and applied modifiers. This involved looking at one table that gave a factor to apply to the universal base price and which varied from about 20% to 400%. You then took the goods to your chosen point of sale ( in this case of course a different star system) and rolled again on the table given with approprite local modifiers. Modifiers existed for skill of the character as well as Trade classification of the world. Fortunes could be made and lost; profitable trade routes found and adventures limked together by a nice little earner. I'm sure this could be adapted to Glorantha very easily. Rather than gems to an industrial world, iron tools/weapons to nomads, eh? Paul Snow --------------------- From: SYS_RSH%PV0A@hobbes.cca.rockwell.com (The Lawnmower Man) Subject: Nya! Message-ID: <01HCSDAB8R428Y51TX@hobbes.cca.rockwell.com> Date: 26 May 94 02:56:36 GMT X-RQ-ID: 4189 Devin: Well, Nya to you too. Is Nya a Scholarly exclamation of praise?-) Me: Nah. It's Nyarlathep's favorite pet name. We may be in trouble. :) --Scott --------------------- From: gec127@cent1.lancs.ac.uk (b hillesland) Subject: Lodril / My campaign Message-ID: <21101.9405261300@cent1.lancs.ac.uk> Date: 26 May 94 15:00:26 GMT X-RQ-ID: 4190 I liked that stuff the other day about Lodril: I think the cult would certainly have to be different to Pelorians/Agimori (the Agimori are no peasants). Since the Agimori are directly connected to Lodril and the fire rune maybe the cult would look something like Kyger Litor / Aldrya- (these involving the man rune along with darkness/plant),with Shamans, special leaders (Gardener-types) and that type of thing. And since I also saw a request for campaign anecdotes/ideas, here's a little idea I had for a praxian Agimori character in my campaign, who recently joined the Storm Bull cult (?!) All of his clan thinks he is absolutely insane and will have nothing to do with him. Can he find acceptance with his people? Maybe so- the Shamans talk about the sacred fire of ancestors- anyone who travels to the Elder Wilds and finds this sacred fire, then willingly throws themselves into it for a bit, is scarred for life but gains a new status among the Agimori when he or she returns home (along with special magical powers?) Where is this sacred fire? In the side of a mountain, bound into the rock is a big salamander-thing, perpetually burning. The only problem: it is very heavily guarded by the dwarf community who use this amazing fire to heat and burn things. Maybe a specialized salamander-binding diamond dwarf was the one who bound it there in the first place. How will these dwarves react to a crazy savage throwing himself into the flame? What about the party of Pelorian Lodril/Yelm worshippers who received news of this spirit through divinations and have come to investigate/steal the spirit away? How would they react to a crazy Agimori? Any ideas on how I could make this scenario work? -Bernt. --------------------- From: f6ri@midway.uchicago.edu (charles gregory fried) Subject: trade Message-ID: Date: 26 May 94 16:42:51 GMT X-RQ-ID: 4191 Greg Fried here. Mike: If you want help for trading, I have one word for you: "Eldarad". <*DUCK!*> No, seriously! The one thing I found helpful in "Eldarad" was the table of barter-goods and corresponding values. ------- On the question of non-Gloranthan material: Folks, really, all you need do is make a contribution. I note that I have offered my scenario, *Atek's Ghost*, three or four times now (or is it five?) for private distribution, and have had more than 60 takers up to now. I would post it to the Daily, but it is just too large. (Henk -- a Digest positing?) GF out.