Bell Digest v940707p2

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, Thu, 07 Jul 1994, part 2
Sender: Henk.Langeveld@Holland.Sun.COM
Content-Return: Prohibited
Precedence: junk


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From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 726-2172)
Subject: heresy alert
Message-ID: <01HEE63C3TTYQZFE54@MR.MGH.HARVARD.EDU>
Date: 6 Jul 94 11:22:00 GMT
X-RQ-ID: 5055

          Hi all--
          
          - Barron in x-rq-id 5040 makes the "heretical" statement about 
          regaining magic outside the temple setting.
          
          In one of my campaigns (trekking across through the Elder Wilds) 
          I let my Conquering Daughter acolyte do this, but required that 
          he create a Sanctified ground first.  Personally, I think it is 
          possible and realistic to recover magic outside the temple, but 
          it is risky.  The use of the Sanctify ritual at least creates an 
          area that the deity can identify with when performing their 
          worship service.  In essence, you create a defenseless temple.  
          If you use the "walking in the gods path" model to regain the 
          magic, then you are going to face some foe using only your own 
          natural skills, though presumably you are infused with an aspect 
          of the deity.  I think, though, that if you try it on 
          unsanctified ground, you are really asking for trouble.  The 
          connection to the deity would be much more tenuous and you could 
          easily find foes interrupting important pieces and leading you 
          off down bad, BAD paths (danger of losing soul or something 
          equally destructive).  This is when you need those heroic 
          qualities:  powerful skills, lots of friends offering prayers, 
          etc.
          
          --Harald



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From: david_baur@cl_63smtp_gw.chinalake.navy.mil (David Baur)
Subject: Itinerancy of Priests
Message-ID: <9407062112.AA24282@Sun.COM>
Date: 6 Jul 94 06:07:28 GMT
X-RQ-ID: 5056

Itinerancy of Priests                                         7/6/94   12:36
PM
Greetings to all and to all a good ...

Priest Itineracy
==============
     After reading several postings relating to percentages and numbers of
Rune level members and their potential for promotion, I thought I'd jump in. 
In my campaign, I envisioned that not all religons are tied to temples or
shrines. Some Priests are itinerent over large areas, while others are
missionaries or in search of a cult truth (not necessarily a Runepath or Hero
quest, but something possibly more mundane).
     Take Lhankor Mhy priests for example.  They could be out looking for or
gathering information.  They could be teaching High Lord's kids (while
gathering inside information) or searching for past civilizations, like
contemporary archeologists.  These priests could be preparing their "masters"
or "doctorial" theises.  Chalana Arroy priestess could also be visiting many
small, rural villages treating the sick or gathering special herbs.  Issaris
might be out discovering new trade routes and rare items for sale.  Etc.,
etc., etc.

Until later  --  dB





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From: david_baur@cl_63smtp_gw.chinalake.navy.mil (David Baur)
Subject: First Sending
Message-ID: <9407062113.AA24304@Sun.COM>
Date: 6 Jul 94 06:07:23 GMT
X-RQ-ID: 5057

 First Sending                                                7/6/94   12:38
PM
Greetings to all and to all a good ...
     I am but a newbie to the system with limited resources as obviously many
have.  Occationally I recognize a source in one of two ways, I own it and
have peiced the mneumonic together, or else someone slips and accidently
spells out the name.  In any case, could someone please post some of these
sorces being used as acronyms?  Thanks.

OTHER MAILING LISTS:
--------------------------------
Nils Weinander (X-RQ-ID: 4987) implies that there are other RQ mailings:

>Note: I post this to both the RQ4 mailing list and the Daily since I really
>like the content.

Would someone please post where these are?  Elias told me about this one and
I've been reading the contents for about 2 weeks now and enjoying some of the
"discussions".

KNOCKBACK
------------------
Steve Stair writes (X-RQ-ID: 4938):

>I'd like to get y'all's reaction to how the extra damage from magic
>affects knockback.  For example, is the (Spirit) Bladesharp, (Divine)
>Strike, and (Sorcery) Damage Boosting damage figured in to the 
>knockback effect? ...

Devin Cutler writes
>I say that they do not help, but Strength obviously does. One PC of mine
>wielded a single large shield, cast STR 6 on himself, and would simply steam
>roller (he had lots of Protection up) anything that got in his way.

Sandy Petersen writes
>	That's how I play it. It's more exciting and interesting to  
>have the glowing magic sword send opponents flying like a kick in a  
>cheap karate movie. I always go for the superficially-neat cheap  
>trick in my own games. 

My answer is that this is magic and it depends on how you interpret it in
your own campaign.  An edged weapon (weapon affected by Bladesharp) will just
slice through things if you hit them with the edge.  A mass weapon  (weapon
affected by Bludgeon) or the flat of an edged weapon will not cut through but
still cause impact on a target.  A special edged weapon will ignore the
target's size (within reason -- I wouldn't let a strong and jazzed Stormbull
initiate take down a size 43 or so giant).  This could be from surprize of
being hit or the target being unballenced to begin with, ...  Devin's
campaign uses strength based damage spells to add to knockback.  Sandy's uses
all damage based spells.  You use what makes sense for your campaign (I use
them all in my campaign as there can still be massive protections to be used
against them).

BTW, Sandy, does your campaing have visual spell effects?  And if so, to what
extent.  I'm still in the concidering phase and I'm getting player input from
some of my PCs.  I thought hearing another viewpoint would be worth it.     

Bye for now .     dB




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From: Argrath@aol.com
Subject: Orlanthi national character
Message-ID: <9407041751.tn335294@aol.com>
Date: 4 Jul 94 21:51:58 GMT
X-RQ-ID: 5058

Here are some of my notes on Orlanthi regional differences in
character, typical activities, and clothing styles.  They're all
just my opinion, but they're the kind of thing that I think helps
a campaign become realistic.  The Peloria/Maniria differences in
character are based in large part on the North/South differences
in various countries (including the U.S., Italy, France, Germany,
China, and Vietnam).  Even if you don't buy into stereotypes,
they do provide roleplaying possibilities, especially in places
like Riskland where the two groups rub shoulders.


Peloria (Aggar, Holay, Imther, Sylila, Talastar, Tarsh, Vanch;
also the North Sartar Tribes):
     Pelorian Orlanthi are known for being closed-mouthed.  This
reputation followed the tribes who settled what later came to be
North Sartar, in Maniria.  Their idea of wit is a short, snappy
comeback, especially if it silences a long-winded person.  They
are masters of understatement.  The men are more closed-mouthed
than the women.  

     Skanthi and Brolian men often go days at a time without
saying more than a couple words.  On hunting trips, their belief
is "word too many, one too few," meaning "if you say one word too
many, you will kill one animal too few to feed the family."  This
terseness makes them seem evasive to others, because it means a
person has to ask several questions to get a complete answer. 
For each question after the first, the answers get shorter, until
finally a question gets only silence and a fierce stare in reply.

     Among the Skanthi, people still talk about Babbling Bjorni,
who never spoke except to mumble the ritual words required on the Orlanth
High Holy Day.  Every nation of Pelorian Orlanthi has
folk tales about how talkative people, usually women, say too
much and cause trouble.

     Pelorian Orlanthi have a reputation for being hard workers
and stoic.  They must work hard to scratch a living from the poor
soil or catch the lean and wary deer of the hills.  They often
face disaster, when a flash flood carries away their crops or
herds, or if no game can be found.  This makes them value the
ability to cope with a crisis without much fuss.  

     On the other hand, this bottled-up frustration and rage
sometimes spills over in berserker fury.  Before the Lunar
conquest, Pelorian Orlanthi were special devotees of Urox, the
Storm Bull.  Even now, Uroxi are common in Talastar--a land close
to chaotic Dorastor.

     The national dress of Pelorian Orlanthi men is an armless
tunic over baggy pantaloons, tied around the ankles.  Buttons are unknown;
people fasten their clothes with thongs or strings.  The arms are kept warm
with sleeves wrapped tight around the upper arm and wrist.  Those who can
afford it wear brightly colored clothes.  Women wear long dresses, usually of
darker hue than men's clothing.  Foot wear includes sandals and fur boots.
 In cold
weather, both men and women throw a woolen cloak over their other clothes.
 Men wear their hair, mustaches, and beard long.  Young unmarried women wear
their hair loose.  Married women and widows wear their hair bound up.

     A strong Lunar influence now affects all Pelorian Orlanthi. 
This manifests itself in a greater tolerance for foreign ideas,
and a willingness to imitate Lunar and Dara Happan styles.  Only
rustics and fanatics have tattoos, and city men even shave their
beards and wear Lunar clothes (tunic and skirt, or a toga for
nobles).  Wine has replaced beer as the drink of choice in the
lands under direct Lunar control.  In Sylila, Dara Happan
architecture is in the process of replacing Orlanthi styles.  One
sometimes sees odd combinations of styles in the countryside,
such as a new columned portico on an old longhouse. 


Heortland & Sartar (Except North Sartar)
     The kingdom of Heortland has a reputation among its
neighbors for being a relaxed place, where people love to talk. 
The settlers of Sartar brought this national character with them. 
The relaxation and talkativeness are greatest in the south and at
the coast, away from the trolls and chaos.  Heortlander towns
tend to be in river valleys or on the coast of the bay, where the
living is relatively easy.  Trade routes pass through Heortland,
and trade makes up a significant portion of their economy.  

     In the Heortlander style of trade, the merchant offers a
prospect a mug of hard cider, beer, or wine.  The two then
discuss politics, their families, and items of local interest,
such as crops, horse races, and, in the cities, the relative
quality of the ale in the many taverns.  After a while, the pros-
pect brings up the subject of buying whatever it is he wants. 
Long haggling is the rule, but is always polite.  Really good
hagglers can attract a crowd when they get going, as they make
witty verbal jabs and tease the other party.  With two good hag-
glers, the negotiations may last hours.  

     Besides talking, a Heortlander's favorite activity is
partying.  Heortlander cities have almost as many taverns per 100
inhabitants as Pavis does.  (In fact, Heortlanders feel right at
home pub-crawling in Pavis, except that Pavis taverns lack the
big dance floors of Heortlander taverns.)  They have many
festivals, and Carnival, their harvest festival, traditionally
lasts "as long as the kegs do."  Carnival starts with the sacred
harvest dance on Windsday, Movement Week, Earth Season.  The
Heortlander legal code recognizes Carnival Freedom as an excuse
for much behavior that would otherwise be unacceptable, such as
adultery.  City people also go to taverns during the day, to
socialize.

     Public baths also provide places to socialize.  They are
found in every city and many towns and villages.  Men and women
bathe together with no salacious overtones, except among the
Hendreiki.  That tribe tried to close the baths, but now they
allow separate baths for the sexes.

     The Hendreiki tribe differs from the other Heortlander
tribes in having a strong Malkioni component.  This makes them
prudish, compared to other Heortlanders, and strongly
hierarchical.  Their warriors, called knights, are cavalry, like
western knights.  The cult of Black Arkat is an important social
and religious institution among them.  The king is chosen from
among a small royal family of Western descent, and convenes the
folkmoot only when he musters for war or needs to raise money. 
The Hendreiki Lightbringers' Circle is not very important, and
the king has western-style advisors and servants, such as
seneschal, constable, butler, and marshall.  All this western
influence makes the Hendreiki seem like foreigners to other
Orlanthi, but normal Malkioni think they are pagans or, even
worse, backsliders.  

     Nobles of all the tribes serve mead and wine at their
tables, although their servants still drink beer and cider, of
course.  Other than that, their style of life differs little from
the lower classes.  There are few slaves in Heortland.

     Heortlander men wear brightly colored sleeved shirts, bound
with belts, and pantaloons.  They like to wear flashy hats,
decorated with feathers, jewels, or trophies.  The most common
footwear is the leather boot, a style borrowed from Prax.  Women
wear blouses and skirts, in plainer styles than the men's.  Most
men cut their hair short and trim their beards, but let their
mustaches grow.  A long well-twirled mustache is a sign of great
virility.  Women bind their hair in kerchiefs, though eligible
maidens often wear their hair loose.

-----
Hope you like it.  


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From: bchugg@leland.stanford.edu (Barron Chugg)
Subject: Off, off and away...
Message-ID: <199407062239.PAA06418@popserver.Stanford.EDU>
Date: 6 Jul 94 07:41:55 GMT
X-RQ-ID: 5059

Hello All.

  I'm leaving Thursday for a conference and should be gone for a week.  I
may or may not have enough time/computer access to keep up with things. 
So, I'm not gone for good, just a week.  (I wouldn't want people to think I
was ignoring them, after all.)

TTFN
Barron



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From: nh0g+@andrew.cmu.edu (Nils Hammer)
Subject: Women
Message-ID: 
Date: 6 Jul 94 15:41:45 GMT
X-RQ-ID: 5060

This is from Nils K. Hammer, one of those Pittsburghers
 
Since the subject of women in role playing games is still around I thought 
I should mention that I have revised my idea of appropriate stats for rolling
female characters, which we discussed some time ago. I had forgotten about
the Victorian era circus-woman who lifted elephants. Ok, she only lifted one
elephant at a time, but I find it noteworthy. Women are -2 SIZ. As others
have noted here they often do more work than men, so maybe +1 CON. 
Any other stat differences should be by culturally derived stat training.

I hope that Glorantha has a few moderately repressive places. Otherwise my
Dark Lady feminist revolutionary cult will not get many new recruits and
Clio the Whip lady will be just another party-girl/sorceress.

A bit more seriously, please remember that there are many different ways
cultures have of fitting in the unusual people. In some RW places the shaman
is always a transvestite. The simple expedient of declaring someone to _be_ a
member of the opposite sex has been done in the RW as the simplest solution.
One of Paul Reilly's most useful NPCs was Rutger Redbeard. In her barbarian
culture men were adventurers, so she "became" a man. She also became a 
frightening illuminated schizophrenic hero, but that is another story.

Nils K. Hammer
nh0g@andrew.cmu.edu

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From: Argrath@aol.com
Subject: If you meet the Buddha...
Message-ID: <9407061950.tn72230@aol.com>
Date: 6 Jul 94 23:50:11 GMT
X-RQ-ID: 5061

Urox:
Finally, someone who sees the obvious parallels between Islam and
Malkionism!  My preaching in the wilderness is ending.

I'd watch the use of the word "Kafir," though.  It's derogatory
enough in Arabic, but it's a racial epithet in South Africa.

You can talk about East Timor any time, as far as I'm concerned. 
It's certainly less rarified than Neo-Taoism.

Harald:
Thanks for the tale.  Great, as usual.

Cullen:
Thanks for the attribution of the quote I posted.  Lacking a
computerized database of Chinese philosophy, I had no way to
track it down, but I've always liked it.  Anyway, in my defense,
"Some Taoist Sage" clearly marked it as something I knew was said
by a historical personage, rather than A. Nonymous, and I
couldn't very well say "Some Dead Chinese Male," could I? 
Although Layman P'ang was a part of the Ch'an school of Buddhism
(that's Zen to you and me), the Taoist element is strong in
Ch'an.  Besides, some Taoist probably said it first. ;-)
     My quote was as accurate as I can make it; perhaps I saw a
different translation.  I think Arthur Waley might have been the
translator.

"If you meet the Buddha on the road, kill him."
          ..
   I-hsuan, founder of the Lin-chi sect of Ch'an Buddhism

--Martin