Bell Digest v940913p3

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Subject: RuneQuest Daily, Tue, 13 Sep 1994, part 3
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From: jonsg@hyphen.com (Jon Green)
Subject: A big black stick stack?
Message-ID: <1309.9409121131@diss.hyphen.com>
Date: 12 Sep 94 11:31:13 GMT
X-RQ-ID: 6167


Bob Luckin in X-RQ-ID: 6120:

> Hopefully the others you left at home include Donaldar - a god well-known
> for his singing voice, and Squawk Mother - daughter of Vrimquack who
> taught Yelmalio how to Speak to Ducks (that one's for you, Jon !).
 
:-)  I'm half-inclined to include it!  But first Yelmalio had to be bested
by Zorquack Zoran...

And someone (I think it was me:-) posted some notes on the way he thought 
foci and matrices operated, and how they were attuned.  I forgot another
peril of attunement - sometimes you can get just a little too close to the
person who made all those items...  Read, enjoy (if you like) and feel free
to comment!  

--- CUT HERE ---

The Story of Stax, a Stick-picker
=================================


Stax was a stickpicker, from a long and proud line of stickpickers, and
the greatest of his clan, which was not to say very much.  He
considered himself a great thinker, which, amongst his family, he
probably was.

One day, out picking sticks, he came across a horde of strange items,
we know not how.  There were sticks, yes, but sticks with weird
squiggles and pictures, and stones with drawings, and jewels with
uncanny glows, and many more things.  Stax considered for a while, and
decided that they were probably magical, since anything he did not
understand was magical, and he did not understand them.  As it happens,
his guess was more apt than he could possibly have hoped.

As a generous and considerate stickpicker, Stax could have taken his
haul home with him, to show his hearthmate.  But Stax was neither, and
he hid his booty where he found it, taking only a well-inscribed stone
with him.

Stax knew little of magic artifacts, and his attempts to understand the
stone were of little avail, at the start.  He learnt that, if he stared
at the sigils for a long time, he could start to see more of them at a
time.  He called it his "concentration stone", and would spend hours at
a time in the corner of a field, gazing at the rock and neglecting his
stick-picking.

It is little surprising that Stax took so much time to understand his
beloved stone.  The stash was that of a fearfully powerful magician,
Chalaranth, centuries before, who had secreted it for a time of need.
His time of need overtook him faster than he had anticipated, and he
never returned to reclaim it.  Stax was a creature of little wit and
less wisdom, and to comprehend Chalaranth's least item he had to
encompass the magician's thought and his soul with his own.

But Stax had only to understand a little of the wizard's mind, and
commune with but a small portion of his soul, and the task was not
impossible, even for Stax.  It took almost half a season, but
eventually Stax could see all of the runes at the same time, in focus,
and it was as if a great cloth had fallen from his eyes.  He extended
his soul into the stone and pushed - and the stone gave.  He did not
understand what had happened, but he ran home to his hearth-mate to
show her.

"At last you return - and what do you bring me?  Some roots, maybe?  A
nice juicy grub or two?  No, you bring me a worthless pebble, to rattle
in the pot!"

Stax was abashed.  "But look what I can do with it!" he howled and,
with a flourish, pushed his soul into it once more (not knowing what to
expect), and found himself pushing into the soul of his wife!

"Eaarrggh!"

She spun, as if a puppet-master turned her strings, and began aping
every movement Stax made!  Stax was most taken aback, but soon fell to
enjoying his revenge upon his wife's nagging.  "Now let that be a
lesson to you," he chided her, "never anger a great wizard!"

Stax' next task was to discover the secrets of a white rod, covered
with blue symbols.  He now understood something of the thought of its
maker, and in only a couple of weeks he had mastered more and different
magics than he could possibly have known in his lifetime.  As he found
the last spell in the wand, the name of its maker became clear.
"Chalaranth?  Strange name."  He filed it in his memory for later use.

During his secretive investigations, his wife and family noticed a
change in Stax.  His speech, once simple, became more fluent; his
language more complex.  A new light shone in his eyes, and he
discovered a confidence previously unknown to any of his kin.  Once, an
old enemy visited, intending to cause trouble.  He did not stay for
long.  Injured and humiliated, with his rear showing through the
scorched remains of his smock, the foe retreated rather more quickly
than he had arrived.

"Bow and fear me," Stax crowed after him, "for I am Magick!"

For the next season, Stax worked through the rest of his treasure,
become better and quicker with every attempt to use a new toy.  His
manners changed, became more courtly; and slowly his kith and kin began
to believe Stax' boasts as he demonstrated better and greater magicks
with each day.

At the last, Stax was heard to cry, "I am Chalaranth!  Fight me if you
dare:  fear me as you must!"  Stax' soul was irretrievably entwined
with the great Chalaranth's, and the powerful, dead magician's mind had
overcome the meagre senses of the humble stick-picker's.

For another season, and through the Sacred Time, Stax/Chalaranth
performed his marvels and achieved some small notoriety in his area.
The peasants would come to him for healing, repair of their meagre
possessions or even just for his blessing, and he would exact payment
or tribute.  His soul swelled.

But such a figure is not ignored for long, and strong powers grow to
challenge great souls.  One day, early in Sea Season, a strange,
whirling blur, like a dust-storm without dust, was seem to approach
Chalaranth/Stax's dwelling.  Before anyone could react, it surrounded
him.

"I am Djilliq," cried the great spirit, whose form only the
self-acclaimed wizard could perceive, "and who are you?"

"I am Chalaranth!  I am a great and powerful magician!" replied Stax.

"Then I shall defeat you again, as once I did before!" howled the
apparition, and set to the attack.

Stax tried all of the magicks he knew to defend himself, but in truth
he understood few of the spells he had learnt to cast, and had never
discoverd the true purpose of many of them.  The spells he knew had no
effect, and, had he but known, many of those he did not would have
aided.  He was not given the time to try them.

The djinn had no trouble in mastering the hapless Stax, and wore his
skin for many years.  Djilliq had the knowledge to comprehend the
magicks Stax had discovered, and the means to extract their uses from
the shrunken soul of Stax, now hidden, whimpering, in some small corner
of his own mind.  When the spirit finally left to find a less confining
space, what remained of Stax' mind was deranged, and he died soon
after, a degenerate and gibbering wreck.

Stax had discovered wit but, without both wisdom and knowledge to
clothe it, intellect is naked and defenseless.  Had he wisdom, Stax
would have seen the change within himself and curtailed his greed for
power and prestige.  Had he knowledge, he could have used his findings
to protect himself when his nemesis came, for that was ever their
intent.  But Stax was a stick-picker, from a long and proud line of
stick-pickers, and, as Orlanth's children say, "Stick-picker does as
stick-picker is."

--- CUT HERE ---


Some notes:

(1)	Stax is a bear of very little brain, trying to comprehend a
giant of intellect.  It takes much longer for him to attune Chalaranth's
magical devices than it would normally take an average person to tune
an average item.  This raises the interesting prospect a magic item 
having a kind of inherent INT, and the attuner having to overcome the
item's INT with his/her own;

(2)	Stax finds each successive attunement more easy.  Each time he
succeeds, he learns a little more of the style of thought of its maker,
and can interpret the mandalas (what IS the plural of mandala?) more
easily.  An incremental bonus for objects made by that person?;

(3)	As Stax' few wits try to fall in tune with Chalaranth's, he gains
INT,  a kind of INT training.  As the story says, though, he doesn't know
how to use it, or, indeed very much else;

(4)	Stax's POW increases during the time.  Perhaps it's through using
the spells successfully, maybe bits of Chalaranth's POW are rubbing off
on him, or just possibly he's found access to stored POW as well;

(5)	No, I don't know how he discovered Chalaranth's name!  But it
sounded good...


Jon
jonsg@diss.hyphen.com

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From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: Re: RuneQuest Daily, Sat, 10 Sep 1994
Message-ID: <9409122057.AA09212@idcube.idsoftware.com>
Date: 12 Sep 94 08:57:36 GMT
X-RQ-ID: 6175

Simon Hibbs
>We must remember that the monomyth failed, it was an unmitigated  
>disaster. 

	Not so. The monomyth was the closest approach to Gloranthan  
reality that had ever been accomplished. Admittedly it was wrong in  
many fundamental details. Newtonian physics was a huge advance on  
what went before, and is still a useful way to describe the world.  
But it is wrong in fundamental ways. When the God Learners got too  
close to the _real_ reality in Glorantha, it stepped up and bit them. 


Alex doesn't think that Pamaltela is _really_ more fertile than  
Genertela.
>I don't think this makes much sense.  If Pamaltela had twice the  
>population of Genertela, rather than half, this might be marginally  
>more convincing.
	More Fertile doesn't mean More People, Alex. The Most Fertile  
places on the face of the earth (measured by biologic productivity)  
are swamps and jungles. Pamaltela has plenty of swamps and jungles.  
But these aren't environments in which large numbers of humans  
thrive. 

	The strongest evidence for Pamaltela's fertility is not only  
the swamps & jungles, but the interior plains of Jolar, Kothar, etc.,  
In any rational land, such interior areas, cut off from the sea by  
mountains, flat, and with few rivers (and those that exist draining  
into a dry dead sea) would be a horrifying desert, as bad as the  
Sahara or the Empty Quarter of Arabia. 

	It's not -- in fact, it supports a reasonably prosperous  
group of nomads. The only possible reason is because Pamalt's  
influence POWERFULLY mitigates the disaster. 

	Finally, one of the major population sources of Genertela is  
Kralorela, which IMO does not suffer much from Genert's death,  
because he has been replaced by the Emperor, who now holds  
responsibility for all such matters. 


David Cowling:
>typically, a shadow of Humakt is faced as the PC "overcomes death"  
>to enter and return from the God Plane.  If this is true, and  
>coupled with the fact that when Humakti are dead, they are DEAD, do  
>Humakti HeroQuest? If so, is it a shadow of Humakt that they face?
	To enter the Heroquest, you must either vanquish death by  
defeating the Humakti warrior as you enter the Hero Plane, or else  
one of the party must die (but only one), thus paying the price. Yes,  
Humakti heroquest. The dude facing you when you try to enter the  
Heroplane is probably a heroquester Humakti, for instance. (Well, not  
a fancy quester, but at least some Sword doing one of his cult  
responsibilities.) And yes, a Humakti entering the heroplane must  
vanquish death (i.e., another Humakti) to enter. 


Allyr
>Praxian carnivores, no one seems to have mentioned dinosaurs
	I thought I had. I said that IMO Dinosaurs in Prax were  
visitors (possibly permanent ones) from Balazar or the Rockwoods.  
There are probably some permanent dinosaur residents in the River of  
Cradles, and maybe some huge amphibians in the coastal swamps, but I  
don't think you'll find deinonychi breeding or thriving in the Wastes  
proper. 


Pam Carlson:
>Well, EXCUSE ME for using the words "Trickster" and "respect" in the  
>same sentence. 

	You are forgiven.
>But isn't Trickster *occasionally* appreciated?  Hyena ate Genert to  
>keep him safe from chaos, Eurmal helps Orlanth occasionally, and in  
>Native American stories, Coyote is known for being rather clever.
	Yes, but what Native American would want Coyote for his  
brother-in-law? Or even hanging around his house. 

	I think that Praxians, like Orlanthi, regard Trickster and  
his deeds as absolutely essential to the nature of the cosmos. Death  
is essential, too. I'm sure that when they tell tales of the  
Trickster they laugh and are appreciative. And when a Trickster comes  
into the camp, they beat him, abuse him, and scream, "Not with MY  
daughter, you don't!" With luck, they'll drive him away, and to some  
other tribe. 

	After all, it's not like Trickster is an endangered species.

> I favor Hyena as the Praxian trickster, because Coyote is too  
>similar to the Real World
	I kind of think of Raven as the real trickster of Prax. Hyena  
I see as one of his friends. Sometimes victorious, sometimes tricked  
or killed, but in many stories with Raven. Coyote may or may not be a  
trickster, but their treacherous cowardly nature probably makes them  
at least trickster-associated. Note that even if they aren't  
tricksters at all this doesn't mean there aren't coyotes in Prax. 


Stupendous Man:
>2) Having dealt with Viv, what about Cacodemon, he's got the  
>Darkness Rune too, what about  Ogre's, they can't see in the dark  
>can they?
	I don't think so. But they probably do a lot more night  
fighting than most humans, setting ambushes and the like, so they may  
not be quite so hosed at a fight in the dark as humans are. 


>3) How about broo's, they're the ubiquitous chaos nasties, can they
>not see, or do they have improved night vision. I ask this because  
>it's seems so much more atmospheric to fight broo at night, when  
>they are only half seen.
	Hmm. I almost always have my own broos attack on blistering   
hot days, when the sun bakes the brains from the players' heads, and  
there is no wind anywhere, and the air smells stale, while the  
horizon shimmers with blazing heat. I save night attacks for  
morocanth and trolls.
	BUT ... since you asked, I believe that most broos have  
marginally better night vision than most humans (much as a sheep or  
an antelope has somewhat better night vision, but is still diurnal).  
On the other hand, lots of broos are probably colorblind, too.  
Doubtless a broos' vision depends on what its mother was, averaged  
out with what a broos "natural" sight is like. 

	In any case, there have GOT to be bands of broo brothers that  
see really well at night (just because their mom was a jackrabbit, or  
a cat, or some other night-dweller), and I'm sure these guys lead the  
night attacks, or even band together into special bands that  
specialize in darktime combat. 


Kuri:
>A priest who cast all his rune spells into the trunestone
>(A) cannot regain them and he must resacrifice to the spell.
>  or
>(B) can regain them when he pray in his temple as usual.
	I have always played (A). 


Bryan J. Maloney
>>You are different from the others, child, so I will tell you a tale  
>>that the others don't get.
	This was a stupendous story/poem/song of the Basmoli. You are  
my hero.

Nick Brooke:
> I'd rather waive the "obligatory die rolls" while fudging the  
>numbers of 90%+ skills required. Becoming an initiate, Rune Lord,  
>sacred milkman, or bartender at Gimpy's is a Major >Campaign Event,  
>not something to brush off as a wee mechanical hiatus.
	The main purpose of the 90% skills and die rolls, I believe,  
is to give the GM an idea of how hard it's supposed to be to become  
one of these dudes, and hence of how rare they are, how impressed  
other folks are of them, etc. 

	I have no objection of blowing off all the mechanistic  
details of Rune Lord-dom, if the GM is able and ready to do so. All I  
ask is that Rune Lords be recognized as Real Tough Guys, and masters  
of their trade. I also picture the majority of these guys not as  
folks who've won every game they've been in, but long-term hardened  
troopers who've seen the good and the bad. Not Keanu Reeves, or a  
nine-day-wonder, but Henry Fonda, proven through thick and thin. 

	The 90% skills are handy, though, in giving the players  
something to work towards. "Goal-setters", as it were.

Peter:
>I'd love to figure out Teleos except I know so little about it.
	You know as much as anyone, if you've read Gloranthan history  
and the Seas of Glorantha stuff. Basically:
	1) it's shaped like Pac-Man.
	2) before the Closing, bad pirates & a whole pirate kingdom  
were centered here.
	3) after the Opening, 6 groups of multi-colored folks live  
here who hate one another, but give birth to each other's children.  
Were the pirates of old-time Teleos multi-colored? Unknown. In one  
conversation with Greg, he thought they "probably" were, for what  
that's worth. 

	4) it's jungly and reasonably tropical, due to the ocean  
currents. 

	5) there's dragonewts.