Bell Digest v940708p1

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Subject: RuneQuest Daily, Fri, 08 Jul 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
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More details on the RuneQuest Daily and Digest can be found
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From: joe@sartar.toppoint.de (Joerg Baumgartner)
Subject: Heortland and Hendr(e)iki character
Message-ID: 
Date: 7 Jul 94 14:25:28 GMT
X-RQ-ID: 5066

Martin Crim in 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.

Hmm, I belong to the "northern" type of humanity, at least in Germany, 
and I spent a year in Norway north of the arctic circle. You seem to be 
a southern type, from how you described "us".

It is true that to outsiders northern people can be extremely 
tight-mouthed. In their presence, also private communication often 
tones down, creating the nice uneasy effect when strangers enter a 
country pub and all conversation ends, with lots of eyes fixed on the 
newcomers. (Classic Saloon scene...)

Once you're an accepted member of these people, they become as 
talkative, boastful and sociable as their southern counterparts, but 
before, your description of the northern Orlanthi is a perfect first 
impression.

> Peloria (Aggar, Holay, Imther, Sylila, Talastar, Tarsh, Vanch;
> also the North Sartar Tribes):

It 's a very harsh, and IMO un-Orlanthi, picture you draw here. All 
Orlanthi love a good drink, and some drunken boasting, once a sense of 
comradry has developed. Where two unfamliar parties meet, their 
boasting will be more belligerent, and their outward behaviour will be 
one of uneasy tension, since people don't know how to judge the 
foreigners. Taking a Skanthi guide for a treck to Riskland provides 
about as much conversation as talking to a mule. Living with the 
Skanthi for a season, and sharing their daily affairs, and proving 
one's mettle will probably make them accept you and include you in 
their rough-mouthed braggardry and playful abuses exchanged.

The grim, stoic warriors you described fit better for Humakti or 
Carmanians.


> Heortland & Sartar (Except North Sartar)

About Heortland I have my own impressions. I run a campaign there, I 
designed a Stygian sect placed there, and I'm trying to write up stuff 
for publication, preferredly in an official form.

For now, I will only try and point at things I treat differently. As 
things stand, Martin is as right as I am, and possibly as wrong; all I 
say is IMO. I just want to hold the door open for my opinion, and I'd 
like to find as large a consensus as possible.


Note that I agree with almost all Martin says about the national 
character traits of the Heortlanders.


The Kingdom of Heortland is a rather vast territory, and the home of 
several tribes with several different customs and traits. What makes 
things complicated in describing Heortland is that it is in a process 
of changes brought to them by outside forces.

I'll try to define Heortland first for the time between 1602 (the fall 
of Sartar to the Lunar Empire) and 1616, the disappearance of the 
Pharaoh, since this is the most recent period of stability. (My 
campaign started in spring 1615, so my players and I actually 
experienced this period.)


First a historical backlog:
During the Inhuman occupation there was little doubt that Volsaxi 
valley south of the Cross Line belonged to Heortland. Before the EWF 
had formed, the term Heortland possibly included all of Sartar and 
Wintertop, although the king in Durengard wouldn't have had much 
influence on these Heortlings. The Only Old One was the representant of 
the Stygian Empire in the early Second Age, and he ruled over the lands 
of Dragon Pass at least up to the ridges marking the border of Lunar 
Tarsh; the lands north of that were subject to the troll Queens of 
Dagori Inkarth.

When the Tax Slaughter in the Greylands occured in 575, in the 
Shadowlands there had developed another internal disorder - the God 
Learners had opened a school which taught draconic speech in Nochet, 
and the knowledge spread into Dragon Pass and caused serious troubles 
there. The Only Old One wasn't too disappointed to leave the draconinc 
thinkers in the pass to their own devices as long as he remained secure 
in his ancient homeland, where the power of his mother was strong, and 
when the EWF became a great power, the OOO remained a friendly but 
independent ally.

When the Stygian Empire was crushed by the God Learners, the OOO 
maintained his independance by balancing the EWF against the Jrusteli. 
Though his lands suffered, they remained intact during the catastrophes 
which destroyed both these major powers, and left his land in 
isolation. Dragon Pass was sealed off at the cross line, and all lands 
south of it answered to his rule. Everything east of Shadow Plateau was 
counted into the sixths of either Heortland or Shadow Plateau, and was 
probably disputed between the Kitori of the Troll Woods and the 
Hendriki rulers of Heortland.

When Belintar swam ashore, the first people from overcrowded Holy 
Country had already entered Dragon Pass. Most were easily conquered by 
the Grazers and became their Vendref subjects. The Colymar coming from 
North March in Esrolia (don't believe the Colymar Book, which is a 
clear attempt to knit as many links to the royal house as possible) 
were the first to keep clear of the Grazers and to settle the Quivini 
region.

(IMO the North March of Esrolia has quite a lot classical Orlanthi 
living in the upper valleys of the Skyreach Mountains, grazing sheep 
and cattle and plowing only little plots in the valleys. Arrowmound 
Mountain has their sacred place, and probably houses their king in a 
fortress on the same mountain where Orlanth first used the Lawstaff. 
Arkat's Hold will be their main market for trade with Esrolia.)


Belintar's arrival and the defeat of the Only Old One caused long-held 
bitter resentments in the Shadowlands, renamed Holy Country, to break 
out in open warfare. Among others, the Kitori suffered heavily and were 
forced back into the Troll Woods, and the staunchest Orlanthi of 
Heortland left the weakening civilising influence of both the Pharaoh 
and the Malkionised Kings of Heortland to seek their fortune in the 
Quivini lands. They followed no kings but their own.

There is no reason not to believe that a lot of dissenters did not 
brave unknown Dragon Pass, but settled on lands recently freed from 
Kitori influence. These would have been in Volsaxi valley and in the 
Jansholm region.


Heortland 1602-1616

The northern part of Heortland is Volsaxiland. This valley and its 
inhabitants changed allegiance between Sartar and Heortland several 
times. In Tarkalor's reign, they belonged to Sartar, and Tarkalor 
granted the strip of land around the ancient ruins of the Second Age 
Sun Dome Temple to Monrogh Lantern, originally of the Running Fox Clan 
(presumably of one of the Volsaxi tribes). Monrogh swore allegiance to 
Tarkalor; none of his successors did. Thus Sun Dome County became an 
independent state in southern Dragon Pass.

The rest of the Volsaxi lives almost identical to the Quivini tribes. 
Their tribes are probably less coherent than the Sartarite tribes, since 
they never experienced a unifying influence like that King Sartar 
Peacemaker exerted on his kingdom, which is unparalleled in all Orlanthi 
lands in Third Age Glorantha. They allied with their brethren to the north 
against the trolls of the Holy Country, and they allied with their brethren 
to the south against Grazer, Beastmen or Lunar raiders. This way they kept 
their independance both from the Pharaoh and the Princes of Sartar.

The Troll Woods occupy the foothills and lower slopes of the northern 
Storm Mountains. They are occupied by the mixed troll-human tribe of 
the Kitori who claim or deny allegiance to Heortland or Shadow Plateau 
as they see fit. On the south end of their territory there is the 
Footprint, a chaos nest dammed by Godtime magic and constant human and 
troll efforts.

Heortland southeast of the Marzeel River is divided into three quite 
different types of landscape:
The land directly above the cliffs and further inland (maybe 15 km 
inland from the cities on the rivers) is very flat, with only few 
hilltops. The soil is chalky loam or loess from the glacial in Dragon 
Pass during the Greater Darkness, rather rich, but still plowable with 
Barntar type plows. There are settlements every seven kilometres at 
most. The land would be open but for the custom to set up low 
earth-and-loose-rock walls which are allowed to overgrow with hazel, 
bracken, blackberry vines to keep the cattle and sheep out of the 
fields.
Directly above the cliffs the soil gets drier, and is used mainly as 
grang ground, also because of the rather strong winds usually 
encountered here.
The only steep climbs in this part of Heortland are the slopes of the 
river valleys.

The next strip of land is about as wide, and consists of the rolling 
foothills of the Storm Mountains. The valleys still have rich soil, but 
the hills are less fertile, and often wooded. Overall, this part of 
Heortland is very similar to Sartar, and so are its inhabitants.

In the east there are the high valleys and peaks of the Storm 
Mountains. These lands are less inviting, but still inhabited by 
comparatively primitive Orlanthi. It was here that Hendrik and his 
bandits held out against Palangio the Iron Vrok, and whoever visits 
this region will understand how military force could be shattered from 
the slopes of the mountains. There are high passes into Prax, but 
hardly suitable for regular traffic. The easternmost of these solitary 
clansmen have regular dealings with the Pol Joni of Western Prax.


>      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.

Yep, this far I agree with your description of Hendriki attitude.

>      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.

Yes. Let me add that they dominate most of the cities and the flat 
lands directly above the white cliffs of Heortland, and have less 
interest in the lands of their origin (as a rebel band against the Iron 
Vrok) in the foothills and upper valleys of the Storm mountains.

> Their warriors, called knights, are cavalry, like
> western knights.

Armed with the straight slashing blade of Hrestol, Orlanth and Humakt, 
and a stout lance with a nasty point developed from the classical 
Orlanthi stout spear rather than the western conical lance or the 
Praxian lance. This makes the impact of their charge slightly less 
effective than that of classical western chivalry or Praxian Bison or 
High Llama lancers, but allows for individual mobility in their charge. 
They use a variation of the Orlanthi long shield which resembles the 
Western Kite shield, but is less effective. Their most sophisticated 
native armour consists of full suits of reinforced chainmail, with 
closed pot helmets, and odd pieces of (inferior) plate worn above the 
chain. They wear colorful tabards signifying clan and tribal membership 
as well as their allegiance.

> The cult of Black Arkat is an important social
> and religious institution among them.

Some form of Malkionism, to say the least; Henk holds the details of my 
Aeolian write-up, but even if you, Martin, deny the validity of that, 
there are the Trader Prince influences and older Malkioni influences 
from the Stygian Empire.

I think that the Temple of Black Arkat mentioned on p.24 in Troll Cults 
is located closer to Kitori lands, and that it is seen as a remnant of 
the troll dominance rather than a state-bearing organ among the 
Hendriki.

> 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. 

Maybe there have been marriages of Western women into the ruling family 
(especially in the Third Age, with the expansion of Trader Prince 
influences into Maniria), but the royal family claim descent from 
Hendrik, the valorous leader of the First Age rebels. (RuneQuest 
Companion tells us about "the Hendriki tribe which inherited the rule 
of the land from Arkat the Conqueror hundreds of years ago." (p.24))

I agree about the diminished importance of the folkmoot.

> The Hendreiki Lightbringers' Circle is not very important,

Do you have evidence for this?

> and
> the king has western-style advisors and servants, such as
> seneschal, constable, butler, and marshall.

Certainly true. Include Malkioni bishops. However, the companions of 
Orlanthi kings have _very_ similar roles, and you'll find a deity for 
each of these in Orlanth's court.

> All this western
> influence makes the Hendreiki seem like foreigners to other
> Orlanthi, but normal Malkioni think they are pagans or, even
> worse, backsliders.  

Foreigners to Orlanthi from far away; the Heortland tribes have gotten 
used to the Hendriki and their Malkionist worship of Orlanthi deities, 
and some even emulate the powerful.

The Rokari followers imported by Richard the Tigerhearted into his 
Kingdom of Malkonwal treated them as backsliders, and set vigorously to 
the work of banning pagan symbols from their churches and correcting 
their erroneous ways in endless sermons held in Western tongue.

>      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.

True especially in and close to Karse, the independent and free port 
city and barony controlling trade into northern Heortland. The more 
sober Hendriki put emphasis in quality of the fabric instead flashy 
colours, and import silks from the east, linen from Ralios (or the 
Lunar Empire), and exotic wool from Prax where the classical Orlanthi 
use the abundant wool, one of Heortland's main export articles for the 
West. In the south, God Forgot knitwear (a minor remnant of the Machine 
God's influence and its anachronistic inventions which has survived 
among the fishermen of the Left- and Rightarm Islands) slowly makes its 
entry into Heortland winter clothing. So far, only the products, not 
the techniques have spread.

> Hope you like it.  

I loved the folkloristic detail about the southern Orlanthi, and I will 
use a lot of your stuff in my campaign. My quibbles are mainly with 
parts of your description of the Hendr(e)iki.

Thanks a lot!

-- 
--  Joerg Baumgartner   joe@sartar.toppoint.de

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From: SYS_RSH%PV0A@hobbes.cca.rockwell.com (Your Personal Name Here)
Subject: Re: RuneQuest Daily, Thu, 07 Jul 1994, part 1
Message-ID: <01HEF1GCVGC28YA70Z@hobbes.cca.rockwell.com>
Date: 7 Jul 94 02:54:37 GMT
X-RQ-ID: 5064

Devin quotes stuff:

"When a spell-using adventurer matches magic-points against a 
target's magic points on the resistance table......"

This clearly, to my mind, implies that such only happens during spell
casting, as evidenced by the words SPELL-USING and TARGET'S.    
==========

That's one way to look at it.  One (probably with red, curly hair 
that hangs almost down to his butt ) could also easily 
write off that "spell-using" to bad editing.  Then the phrase would 
apply to anything using the resistance table, including spirit 
combat.  (Actually, I don't quite play it that way.  I allow a power 
gain roll only if the attacker had a chance of success less than 50%, 
and then makes the roll.)

I agree with you in general, though, that the rules need help in this 
regard (spell learning, combat, etc).


--Scott