Bell Digest v940909p3

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, 09 Sep 1994, part 3
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From: 100303.141@compuserve.com (Staffan Tjernstrom)
Subject: Duck cults
Message-ID: <940908135442_100303.141_BHB48-2@CompuServe.COM>
Date: 8 Sep 94 13:54:43 GMT
X-RQ-ID: 6115

	[slightly edited by me for proper linelength - HL]

For your delectation and delight, here is a writeup of the cult of
Rubbah Duck as used in the UK Student National Championships two years
ago (35% ducks on a Vampire Hunt!).  I make no excuses for the RQ
II'ness of the description.

                     THE CULT OF RUBBAH DUCK

I. MYTHOS AND HISTORY
     A. BEFORE TIME
	  Rubbah Duck is a great duck that appeared during the Greater
Darkness.  He was responsible for enbling the cursed duck race to come
to terms with their new form, pointing out that they still had their
beloved waterways to return to should things not work out as they had
at first expected.
	  Little is known about the actual words and deeds of Rubbah
Duck during the Pre-Dawn, apart from the fact that he has been known to
appear at fairly 'regular' intervals during this period to help ducks
out of a particular quandry they were facing at the time.
     B. SINCE TIME BEGAN
	  Rubbah Duck has through his Pre-Dawn examples kept Duck
society happy and continues to soothe the sometimes ruffled feathers of
that community by a nice hot swim.
     C. LIFE AFTER DEATH
	  The worshippers of Rubbah Duck can look forward to death
secure in the knowledge that there will be places to bathe at in Hell.
The cult cares not a sausage what happens to the corpses of their
dead.
     D. RUNIC ASSOCIATIONS
	  Rubbah Duck is associated with the Beast and Water Rune.

II. NATURE OF THE CULT
     A. REASON FOR CONTINUED EXISTANCE
	  Since ducks have since time began been gifted/cursed with
being close to water, this cult helps them cope with their problems by
referring to the eternity and timelessness of the major bodies of
water, as well as the joy of swimming in them.
     B. SOCIAL/POLITICAL POSITION AND POWER
	  The cult offers a vision of reassurence as well as
careful tendering, and thus occupies a small space in each duck society
roughly equivalent to one of the Orlanth/Ernalda duo-sub-cults in
Sartar.  There is at least a shrine to Rubbah Duck in every major duck
population centre (ie Ducktown).  Politically the cult has little if no
influence.
     C. PARTICULAR LIKES AND DISLIKES
	  Rubbah Duck cultists, by their very nature are great
lovers of waterways.  Thus it is friendly with any other cult thus
associated.  They try not to dislike anything too much, since they
realise that this is probably dangerous.  However, if they did dislike
something it would probably be Chaos in some form or another for
despoiling the water around them.

III. ORGANISATION
     A. INTER CULT ORGANISATION
	  Generally very informal.  Basically, whatever the local
Priest says, goes.  There is no overall structure of the cult.  In the
case of two Priests meeting and the need arising for distinction
(unlikely) then the priest with the larger body of water under his/her
domain would be considered the most senior.
     B. INTRA-TEMPLE ORGANISATION
	  This is typlically according to the wishes of the local
Priest (it is very rare to have more than one in any one locale).
Generally it is a classic pyramid with the head honcho, a few people
who give the orders and actually keep the place running (Initiates) and
lots of bodies (lay).
     C. CENTRE OF POWER, HOLY PLACES
	  The cult centre of power is in Ducktown, where there
is actually a temple with a High Priest.  Any body of running water
which it is possible to swim in is regarded as a holy
place.
     D. HOLY DAYS AND HIGH HOLY DAYS.
          There is a Holy Day each Waterday, and a high holy day 
on Waterday, Movement Week, Sea Season.

IV. LAY MEMBERSHIP
     A. REQUIREMENTS TO JOIN
	  Rubbah Duck welcomes all creatures that are capable
of swimming.
     B. REQUIREMENTS TO BELONG
	  Lay members are expected to donate a point of temporary
power each High Holy Day.
     C. MUNDANE BENEFITS
	  Being a lay member allows the member free use of the
waterways under the control of the cult.
     D. SKILLS
	  Lay members can gain training in the skill of
swimming at half cost.
     E. BATTLE MAGIC
	  Lay members have no special relationship with
battle magic.

V. INITIATE MEMBERSHIP
     A. REQUIREMENTS FOR INITIATION
	  The prospective candidate must be a duck and have a
swimming score of at least 90%.  He must also perform a service for the
local priest, which should be such that it can be performed within a
single season.
     B. REQUIREMENTS
	  Once accepted into the cult of Rubbah Duck, the
intiiate must donate one point of temporary power each holy day, and
two points on the High holy day.  The initiate must be present at at
least 50% of the services held in Ducktown each year.
	  Furthermore, the initiate must help teach the young
ducks how to properly behave in the water, a sometimes thankless task.
     C. BENEFITS
	  The initiate gets 4 weeks free board and lodging a year
in conjunction with the High holy day.  During this time the initiate
receives free training in any skill for which a teacher is available.
     D. SKILLS
	  There are no special skill benefits/restrictions for
an initiate in the cult.
     E. SPELLS
	  The initiate gains access to the following two cult
battle magic spells

WATER BREATH

Range-touch                                                POW used-1 point

Type-unfocused on self, focused on others, passive, temporal

     This spell enables the caster to breathe under water as if the
caster was standing in air at sea level on a clear day just after a
heavy cold front has passed.

WATER SIGHT

Range-touch                                                POW used-1 point

Type-unfocused on self, focused on others, passive, temporal

     This spell acts as the FARSEE spell, but under water.  It allows
perfect ocular vision through pure water, but the effect is reduced in
contaminated water.

VI. RUNE LORD MEMBERSHIP
     A. GENERAL STATEMENT
	  The Rune Lord of Rubbah Duck is a protector of waterways
and duck civilisation.  As such he must aspire to be the epitome of all
that is duck-like.  A Rune Lord of Rubbah Duck is actively encouraged
to become a Priest as well.

     B. REQUIREMENTS FOR ACCEPTANCE
	  To become a Rune Lord of Rubbah Duck one must first
have been an intiate in good standing for at least 10 years.
Candidates must have a 90% ability in Swimming and a weapon, plus three
other ablities.  They must also have the normal requirements of 15 POW
and pass their priest's examination.
     C. RESTRICTIONS
	  Rune Lords of Rubbah Duck are obliged to go to the
aid of any creature in difficulty in cult waters.  They must never
knowingly enter a desert.
     D. BENEFITS
	  Rune Lords of Rubbah Duck can expect free board and
lodging at any site of worship, where such is available.  Furthermore
Rune Lords of Rubbah Duck can initiate members into the cult at the
rate of one a month.

VII. RUNE PRIESTHOOD
     A. GENERAL STATEMENT
	  A Rune Priest of Rubbah Duck is a spiritual leader of
all water-using creatures.  He serves to smoothe the ripples of
discontent that blow up from time to time in any civilisation.  These
are people who are all-out pacificts, but not quite as extreme as
Chalana Arroy worshippers.
     B. REQUIREMENTS FOR ACCEPTANCE
	  To become a Rune Priest of Rubbah Duck a candidate must
have been an initiate in good standing for at least 10 years and have a
Lord or a Priest as a sponsor.  They must have a POW of 18 and know
their native language at 90%.  They must also pass their priesthood
exams which do not allow bribes.
     C. RESTRICTIONS
	  Rune Priests of Rubbah Duck are not allowed to knowingly
start conflicts or foul any waterway.  Since they spend most of their
time in contemplation, all their DEX based skills are limited to a
maximum of DEX x 5.
     D. BENEFITS
	  The main benefit from being a Rune Priest of the cult is
the respect that it gives from other water-using beings.  A Rubbah Duck
priest has few if any automatic enemies.
     E. RUNE SPELL COMPATIBILITY
	  Since Rubbah Duck is a fairly powerless spirit these days,
the cult priests only have access to standard 1 point rune magic
spells.
     F. CULT SPECIAL RUNE SPELLS
	  None.

VIII. SUBSERVIENT CULTS
     NONE.

IX. ASSOCIATED CULTS
     NONE

X. MISCELLANEOUS NOTES
     NONE.


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From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney)
Subject: The Cult of Vinga
Message-ID: <9409081943.AA17480@sonata.cc.purdue.edu>
Date: 8 Sep 94 09:43:38 GMT
X-RQ-ID: 6122


Okay, since people have been asking for a cult of Vinga, here is what I am
using in my campaign.  Note that while it is written as an independent "cult",
its political position is as an Orlanth subcult--basically, the relationship
is more complex than simple Godlearner constructs will allow.




The Cult of Vinga

Introduction
Vinga provides an outlet for warrior women in Orlanthi society.  Unlike the 
avenger cult of Babeester Gor, her followers are still within the bounds of 
society.

Mythos and History
Vinga is the sister of Orlanth.  Unlike her female relatives, she felt no love 
for cooking, child-rearing, or other typical womanly things.  Thus, she 
declared that she was to be considered part of Orlanth's war circle.  Orlanth, 
full of himself and of his own great wind, laughed at her and she left, vowing 
to make him eat his laughter.

Along the way, she encountered Eurmal, who tried to seduce her.  Vinga turned 
the tables on Eurmal and "caught him by the short hairs".  She then made 
Eurmal show her the secret that he had shown to her brother Orlanth.  To make 
sure that he would make good on his promise, Vinga held Eurmal's "bits 'n 
pieces" as collateral.

Eurmal sneaked into Orlanth's circle and replaced Death with a copy.  Then 
Vinga took Death from Eurmal and tossed his genitals into a bramble for him 
to scramble after.  She then went to find the Emperor, who had many times 
humiliated Orlanth.  If she could humble Yelm, then Orlanth would have to 
accept her into his circle of war.  Unfortunately, she was on hand just in 
time to see Orlanth slay Yelm with his copy of Death.

In frustration, she cast Death away, and Eurmal picked it up.  Not one to 
avoid an opportunity for mischief, he left a copy in its place.  Later, Vinga 
went looking for death and found Eurmal's copy, which she strapped to her 
side.

During the Storm Age, Vinga had many adventures, but each time she took her 
trophies to Orlanth, he patted her upon the head and told her that, while 
she was very good, the war circle was not her place.  Orlanth would later 
repent his foolishness, after he repented of killing the Emperor.

However, Orlanth's eyes were not opened until after he left upon the 
Lightbringers' Quest.  Upon the Hill of Gold, when Elmal stood to defend 
himself against Zorak Zoran and his minions he was almost defeated, even with 
the flaming spear that Orlanth had given him, until Vinga leaped into the fray 
at his side(1,2).  The two fought like brothers against the darkness monster 
and drove it off.  In the fight, Vinga's magnificent brown hair, the color of 
the most fertile earth, was devoured by Zorak Zoran, and she was made 
completely bald.  The entire top of her head bore the scars of the troll's 
teeth.  Elmal bid Vinga to sit with him as his most honored warrior, and this 
is where she was when Orlanth returned from the Lightbringers' Quest.

When Orlanth asked his thane how this could be, Orlanth was told of Vinga's 
courage and sacrifice.  He looked upon his sister and was ashamed.  Her beauty 
had been devoured by darkness.  What man would marry her?  Then he saw her 
eyes and was shamed even more, for no sadness marred her face.  She blazed 
with glory and joy at her status of warrior and hero.  Then he knew that the 
War Circle was Vinga's place, not the hearth.  Orlanth called Vinga to his 
side and placed her upon the war circle.  As token of her defense of Elmal, he 
gifted her with a fine head of red hair--the color of the fire she had 
defended.  Some say to this day that children born with red hair are "Vinga's
brood".

(1)Orlanthi in areas with Yelmali tell the story a little differently.  In 
their versions, Vinga does not fight alongside Yelmalio, but charges into 
battle after Yelmalio has been defeated and drives Zorak Zoran off with her 
fierceness.

(2)Yelmalions themselves tell a different story.  They maintain that Vinga 
stood by idly and watched Yelmalio suffer.  Then, when Zorak Zoran left, she 
sneaked to the weakened god and tried to use her "wicked wiles" to steal the 
last remnants of his guttering fire powers.  Yelmalio, in his bewildered 
state, succumbed to what he thought were ministrations.  But all that was 
left was enough to color Vinga's hair red--the mark of her wanton-ness.  
Vinga then ran off to find other prey.

Cult Ecology
This cult's major function is to give a place to women who prefer to walk 
the warrior's path, but she's also the mythic sister of "girls who
wanna have fun".  Requirements to join are close to Orlanth Adventurous
(see below), except that the applicant must be a woman and must dye her hair 
red if it is not already so.  Vingan Wind Lords are called "Red Women" by 
many people.  Among the Orlanthi, Vinga has a reputation as a lusty, strong-
willed goddess, who knows what she wants and goes out to get it.  Most 
stories involving her revolve around the attempts of various gods to seduce, 
induce, or woo her to marriage, and her many ways of outwitting them.  She 
is seen as witty, a master of weapons, and quite the flirt.  However, she is 
also portrayed as a steadfast warrior and champion of the weak.  Vinga's 
cult stresses the use of wit as well as weaponry, and there are many stories 
involving Vinga and Eurmal (usual progression:  Eurmal tries something on 
Vinga.  Vinga sees through the trick.  Eurmal's trick backfires.).

Vingans are not forbidden to marry, but it is unusual for one to do so.  It 
is common for women widowed by violence to become Vingans as well, since 
Vinga does have some avenging function.  However, Vinga is still within the 
circle of society, so her cultists do not become the scary, single-minded 
avengers of Babeester Gor.  Vinga's worshippers are expected to be able to 
toss out serious zingers when men get offensive, the sort of stuff that just 
deflates self-styled "gifts to women".  Example:

Drunken Yokel:  "Hey, Red, what would you say to a little fuck?"
Vingan:  (Sweet, sweet smile) "Good-bye, little fuck."

Crowd in bar dissolves in laughter.

EXTREMELY Drunken Yokel:  "Hey, Darkness Chick, what would you say to a
                           little fuck?"
Babeester Gori:  (Drawing ax) "DIE!  DIE!  DIE!"

Crowd scatters as hapless yokel is dismembered and killed.


Furthermore, it is possible to change from worship of Vinga to worship of 
Ernalda.  (Some say that Vinga and Ernalda often share their divine
"elevenses" when Vinga isn't off adventuring.)

Chaos is the ultimate enemy, since it brought sorrow to Vinga's sisters and 
mother.  Darkness and darkness cults are also disliked, since Vinga fought 
alongside Elmal against Zorak Zoran.  The Troll Berserk god is considered 
to be a particular enemy of Vinga's cult.  Eurmal's tricksters are tolerated 
by Vingans, mostly because Vinga made good use of Eurmal many times over in 
the Godtime.  Barntar is a favored god, since he restored Vinga's fertility 
after she had touched Death.  Heler and Vinga have a very close relationship, 
and some claim that the two are married.

Elmali are especially friendly to Vingans, and it is not unheard of for an 
Elmali warrior to take a Vingan wife or for an Elmali to actually encourage 
one or more of his daughters to become Vingans.  Vinga considers Elmal to be 
very close, as well, for he was the first to accept her as she wished to be.

Yelmalions, on the other hand, don't like Vingans much at all, and see them 
as wanton, and generally of loose morals.  Vinga considers Yelmalio to be a 
whining little boy, who is just too jealous to admit that he was saved in 
combat by a woman.

Yelorna and Vinga get along about as well as acid and base.  Vinga sees 
Yelorna as an "uptight little priss" and Yelorna sees Vinga as a "dyed-hair 
tramp".


Initiate Membership
Prospective initiates must be women, at least 16 years of age, and must 
succeed in skill rolls for Fast Talk, Jump, Speak Stormspeech, Weapon 
Attack, and Weapon Parry.  They must sacrifice a point of POW to join.  
Initiates must give 10% of their income to an Orlanth priest or Red Lady.  
Initiates may not become sorcerers or shamans.  They are required to spend 5 
weeks a year in defense of an Orlanthi community.  Initiates have a place 
within Orlanthi culture as warriors.  Membership guarantees them a roof and 
a blanket and a place in the clan.  They also get 50 hours of training per 
year in cult skills and 1 point of cult Spirit Magic every five years.  They 
are taught Stormspeech for free up to 25%.  Initiates may sacrifice for 
Divine spells on a one-use basis as would an initiate to Orlanth.

Spirit Magic:  Befuddle, Bladesharp, Coordination, Detect Enemies, 
Fireblade, Heal, Mindspeech, Mobility.

Red Lady Membership
The Red Lady is the laughing warrior, the hell-bent woman of war and 
adventure.  Her life is danger and strife for the sake of glory and the 
safety of the hearth.

A candidate must have been an initiate in good standing for a year.  She 
must have a 90% Sword Attack plus 90% in four skills chosen from among the 
following:  Climb, Fast Talk, Hide, Human Lore, Jump, Ride, Scan, Sneak, 
Stormspeech, Weapon Attack, or Weapon Parry.  She must also pass a test of 
sincerity (Divination cast upon her by a Priest--GM decision).
Red Ladies have duties similar to those of Wind Lords except that they do 
not have the Lightbringers' oaths or obligations.  However, they must defer 
to Storm Voices as priests.  They also defer to chieftains and other 
representatives of Orlanth Rex.  Upon meeting any Elmal cultist, they 
ritually offer aid.  If the offer is accepted, they are bound to defend that 
cultist from whatever threat may be immanent.  They may then demand 
hospitality (which, according to some rituals, includes a roll in the hay).  
If they meet a Yelmalio worshipper, they make the same offer.  However, most 
Yelmalions will reject this offer, since this would indebt them to a Red 
Woman.  Red Women are not required to taunt Yelornans and call them "cross-
legged, dry-valleyed prunes", but it is a fairly common practice.

On a roll of POWX3 or less, an allied spirit is granted to a new Red Lady.  
This spirit will either be an awakened shadowcat or embodied in the Red 
Lady's sword.

Red Ladies may obtain the following Divine spells reusably
Common Divine Magic:  Heal Wound, Sanctify, Worship Vinga.
Special Divine Magic:  Command Sylph, Flight, Shield, Sureshot, Wind Words.
They still may sacrifice for other Orlanth magic as one-use spells.  Red 
Ladies get 1d10 divine intervention.

Enthrall             2 points
Temporal, stackable, reusable
This spell must be cast upon an opponent in melee combat, repartee, or any 
other form of interpersonal competition.  The Vingan must overcome the POW of 
the target with her own to have an immediate effect.  Immediate effect is to 
completely entrance the target with the Vingan's weapon skill, witty tongue, 
etc.  The target, if so effected, cannot take any offensive action against the 
Vingan.  Furthermore, the target should act appropriately in other ways.  If 
the initial effect fails, the Vingan may still attempt to overcome the 
target's POW ever time she scores a special success in the appropriate combat 
or interaction skill so long as the spell is in effect.  Stacking the spell 
extends its duration accordingly.

Red Ladies may also sacrifice for the following associate cult magics:

Elmal:  Orlanth's loyal thane gives his sister-in-arms the spell Sunspear.  
This is only in lands where Elmal is worshipped instead of Yelmalio.

Huraya:  Orlanth's servant will lend his Scarf to Vinga when she needs it.  
She gives Vinga's cult the spell Mist Cloud.

Chalana Arroy:  She grants Restore Health (Constitution) to Red Ladies.

Ernalda:  Ernalda grants Heal Body to her hard-living sister-in-law (in 
gratitude for introducing her to Heler, some say).

Eurmal:  Eurmal and Vinga had many adventures together.  He grants Charisma 
and Remove Penis to his sometimes companion.

Heler:  There are many connections between this deity and Vinga.  He grants 
Rain to her as well as to Orlanth.  Also, any Vingan can demand a soft, warm 
bed from any Heler cultist (and possibly demand that the Heleran do the 
warming personally).

Yelmalio:  He grudgingly grants the spell Catseye to Vinga in areas where 
Yelmalio is worshipped instead of Elmal.  However, it is a two point spell 
for Vingans rather than a one point spell.

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