Bell Digest v940921p1

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, Wed, 21 Sep 1994, part 1
Sender: Henk.Langeveld@Holland.Sun.COM
Content-Return: Prohibited
Precedence: junk

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
format.

More details on the RuneQuest Daily and Digest can be found
after the last message in this digest.

X-RQ-ID: index

6279:  = 
 - Styx and other random questions
6280:  = 
 - a dreamquest
6281:  = 
 - Prais, pissers & provocation--Mike Dawson
6282:  = 
 - Red Army ideas wanted
6283:  = 
 - Really Heavy (metal) Gloranthan stuff..
6284:  = 
 - RuneQuest Daily, Mon, 19 Sep 1994, part 1
6285:  = 
 - totrm #12
6286:  = 
 - Truestone, Violence
6287:  = 
 - Re: Sandy On Herd Animals
6288:  = 
 - Oops! Mea Culpa.. Too much *POW*ZIE!* Pavis stays put
6289:  = 
 - Granite Phalanx, Bloggom Marsh
6290:  = 
 - Chump of the Year Award Goes to...
6291:  = 
 - Gustbran shrines; PenDragon Pass
6292:  = 
 - Re: RuneQuest Daily, Fri, 16 Sep 1994, part 2
6293:  = 
 - Chalana Arroy, Resurrection, and Vinga
6294:  = 
 - The Ice Lorry Cometh.
6295:  = 
 - A fertile line of discussion.
6296:  = 
 - Pelandans, not dead, just forgotten.
6297:  = 
 - The Sinking of Sandy.
6298:  = 
 - RQ2 taints.
6299:  = 
 - Aldryami; Pol Joni; Warhamster
6300:  = 
 - Vinga and associates.
6301:  = 
 - Fatigue; Codex answer
6302:  = 
 - RuneQuest Con 2 Update
6303:  = 
 - Mps and broos.
6304:  = 
 - Rune magic/power, and questing.
6305:  = 
 - Land/Grain Goddesses

---------------------

From: davidc@cs.uwa.edu.au (David Cake)
Subject: Styx and other random questions
Message-ID: <199409200836.QAA04920@cs.uwa.oz.au>
Date: 21 Sep 94 00:48:10 GMT
X-RQ-ID: 6279

        I seem to have little luck generating topics lately. People
obstinately refused to talk about the Issaries Desert Tracker quest,
despite having great conversation about many closely related topics, and no
one wanted to talk about the Kitori except Joerg, who mostly agreed with
me. 
        So here goes some more random questions, in the hopes that I will
eventually hit on a subject with the potential to generate conversation on
the moose level.
        Several HeroQuest entry points land you on the river Styx or its
shore. The most notable are the Styx's Shore spell of the Jeset the
Ferryman cult (mentioned in Troll Gods) and the Puzzle Canal during sacred
time. What can you do once you are sailing on the Styx? What is a sample
HeroQuest path from that point, or is it a standard generalised entry point
to multiple heroquests? What would be a nice quick way out once you end up
in that situation? To get some Styx water (ever popular with those plagued
by vampires) can you just dip a bucket over the side, or do you have to pay
some sort of toll to Styx or some other guardian?
        Other HeroQuests I would like to know a little bit more about are
the Stormwalk mountain heroquests. There are two, and I cannot remember the
proper names or founders of the paths, but there is a Storm Bull quest that
involves climbing the mountain and capturing a Sky Bull for a steed. There
is also an Orlanth quest that involves attacking the herdsman for the Sky
Bulls, a giant, and subdueing him using a stick and rope. This quest
emphasises Orlanths mastery over Storm Bull (as king Storm) and grants the
ability to bring Uroxi out of their Berserk rage. I would like to know more
about these quests, just enough for me to be able to run them. I may even
be confusing different parts of the same quest.
        Cheers
                Dave



---------------------

From: GBailey@aol.com
Subject: a dreamquest
Message-ID: <9409191836.tn175755@aol.com>
Date: 19 Sep 94 22:36:57 GMT
X-RQ-ID: 6280

    I ran an adventure where the group was asked to retrieve
an item, a dragon mask, stolen from dragonewts.  My main
goal was to establish one of the PCs as a dragonfriend (one
of Kallyr's companions), and it has come down between two
PCs.  The PCs' chieftain was given the task of deciding
which one it was.  I thought about it for awhile then had an
idea:  have the PCs write down what they think the mask
means to them.  They both wrote down something similar
(*sigh*) so I decided that a divination was to be held (next
playing session).  My idea is that all the PCs, Kallyr (an
NPC), and a few others would take part which would become a
dreamquest.  They all would sit in a circle in the central
large hut and each would go separately in this dream which
would have several different possible paths.  The dreamquest
would do damage or grant powers but nothing is permanent, a
dreamer who "died" would reawaken in the hut.  I'm not sure
if a guardian is needed, or what it would be, but it would
be fairly easy to overcome.
    The first choice would be to either leap off a cliff
(Kero Fin) into the air (Orlanth) or go through a wall of
loose rich "earth" (Ernalda).  Going through the wall would
gain you 1 armor point on all locations (all the dreamers
wear regular clothing, no armor), like a stone skin.  Then
either walk through a tunnel of gems representing wealth
(taking 1D6 1D3 attacks) which would lead to an Issaries
test, or lie in a bed of dirt.  Lying in the bed of dirt
would have a small shrub grow from the groin with thorns
(Chaos) and fruit (apples?).  In one leather-gloved hand
would be a small scythe, you either trim thorns (1D6 1D3
unhealable attacks) or heal the fruit being brushed up
against the thorns from a wind (Chalana Arroy's test, also
taking damage that is healable).  Not doing either would
have a season pass and start the growth all over again.
I haven't figured out where to go from here.  Maybe nowhere and
the PC awakens.
    Jumping off the cliff would have you falling.  You see
two flying creature below and you can fall on either one, or
continue falling (which would give you wings and
claustrophobia, like a Wind Child).  The two creatures are a
gryphon (or should that be a hippogrif?) and a dragon (I
think all will choose the dragon).  I haven't figured out
where to go from here, either.  But probably all would
land on some structure.
    So what I'm asking for is any ideas of simple tests or
tasks to accomplish (like Lhankor Mhy's quest for
knowledge), and a way to decide who is to be dragonfriend
(both could be, but that could complicate matters).  I'd
like to have a test or task relating to each of the
Lightbringer dieties.

By the way, what does it mean to be a dragonfriend?  How
would someone become one?


Glen
P.S. thanks for any help or suggestions.


---------------------

From: eco0kkn@cabell.vcu.edu (Sog University)
Subject: Prais, pissers & provocation--Mike Dawson
Message-ID: <9409192106.AA20908@cabell.vcu.edu>
Date: 19 Sep 94 21:06:23 GMT
X-RQ-ID: 6281

Mike Dawson here, not Kirsten Niemann

First off, the Praise:

Hoooray to Henk for getting the headers into the Digest system. Now
perhaps I have some hope of clearing out the 140+ backlog of messages
in my mailbox. All digests, too.

I suggest that people posting to the daily use their subject line
wisely by including a (brief) useful description, and adding their
name to the end of the subject. Note that Henk's headers do not
currently capture the ID of the person posting.

Of course, if you are afraid no one wants to read YOUR stuff, then
leave your name off. (OR consider rewriting.)

Pisser:

I hope I never see another posting like the deradful "Rubba Duck."

A waste of band width that would peeve me even more if I had to pay
for my digest access, as many subscribers do. I had hoped the RQ
community had gotten over such stuff back with the publication of the
cult of "Indlas Somer." Things like that deserve, AT BEST, a line or
two for the joke, not a full cult write up.

Provocation:

An open question to all:

Where is the place of the "bug hunt" or dungeon crawl in the RQ line?

Keep in mind that many people have fond memories of their time spent
in Snakepipe Hollow, and I happen to love the idea of an adventure
set inside a dead dinosaur ala Trollpak.

Granted, in a perfect world all the publication energy available
would be aimed at classics like Borderlands or large scale peices
like Sun County.

But what if AH got a submission that was just a gloranthofied
dungeon?

---
Other news

Codex 3 is nearly done. I am scraping around crazily for a few bits
of art. If you are artistic, email me if you feel like volunteering.

Mike

-- 
------------
Gloranthophiles need to contact me at codexzine@aol.com
for information about Codex Magazine.
UK Gloranthophiles write to cphillips@blue.demon.co.uk
"Inquiries into the nature and secrets of Glorantha"   .
------------------------------------------------------/_\

---------------------

From: lipscomb@vax.ox.ac.uk
Subject: Red Army ideas wanted
Message-ID: <00984B6D.29D25B70.2@vax.ox.ac.uk>
Date: 19 Sep 94 18:34:28 GMT
X-RQ-ID: 6282

Hi there
	Having been reading the Daily for a while now I figure the time has
come take a less silent role.

	I'm currently considering a campaign in which the PCs are Lunar
soldiers in a decade assigned to a border fort somewhere or other (but not
Sumware Orother), the idea inspired by finding a drawing of a typical Roman
border fort. What I'm looking for is any info on life in the Lunar army. The
Granite Phalanx write-up in Totrm was useful, as were the scant and tantalising
notes posted a few days ago about the individual 7 Mothers branches. 

	The concept I have is something like the Riskland campaign, only from a
Lunar rather than an Orlanthi viewpoint, therefore roleplaying within the fort
is just as important as any combat encounters. I'd also like the possibility
for the PCs to end up "going native" a la Dances with Wolves.

	Any info, plus any suggestions for NPCs and duties would be welcome.
Either post them in the Daily or send 'em directly to me
(lipscomb@vax.ox.ac.uk)

Thanks
Si

---------------------

From: mmorrison@VNET.IBM.COM (Michael C. Morrison 8-543-4706)
Subject: RuneQuest Daily, Mon, 19 Sep 1994, part 1
Message-ID: <1994Sep19.145047.79161@vnet.ibm.com>
Date: 19 Sep 94 21:50:47 GMT
X-RQ-ID: 6284

*** Reply to note of Mon, 19 Sep 94 09:15:17 +0200
*** by RuneQuest-Request@Glorantha.Holland.Sun.COM

Tim Leask gives a good theory for disease.  I like the idea of the
disease spirits coming in numbers to a victim, but not necessarily
all at once!  The markers area great way of explaining why we shun
broos and other disease carriers, but yet don't always get a disease
when we're around them.  I think it's a Malia cult-special skill to
"leave mark".  And Chalana Arroy Treat Disease identifies type of
mark and removes it -- I've always had difficulty with curing a
disease simply by using a Treat Disease skill ...

So, broos and others leave marks; disease spirits see the marks and
come to attack victim within a certain amount of time (5 minutes?
1 hour?); before marked person is attacked by spirit, Treat Disease
will remove the mark; after the person is attacked, Treat Disease
will only identify the disease and remove the mark, but not cure the
disease; Cure (Disease) Rune Spell evicts one disease spirit per
casting; Healing Spirits attack disease spirits one-on-one, so one
Healing Spirit could evict several weak disease spirits, or be itself
evicted by a strong disease spirit; Healing Spirits can mask any marks
from being visible to disease spirits, but Chalana Arroy priestesses
must physically remove a mark; disease spirits can leave new marks
for future spirits.

I plan to use this system.   I hope I didn't mangle it too much, Tim ...

Michael
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---------------------

From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 724-9843)
Subject: totrm #12
Message-ID: <01HHARFQLY3US5W07V@MR.MGH.HARVARD.EDU>
Date: 19 Sep 94 08:37:00 GMT
X-RQ-ID: 6285

   Hi all--
   
   Kudos to all on the great 'colour' special.  In terms of use and 
   personal interest, I would put it in the top 3 issues.
   
   The timing of Granite Phalanx was particularly good since my players are 
   just in the process of establishing a Lunar colony along the Elf Sea and 
   will be recruiting good lunar veterans to help it along.  I can picture 
   the Granite Phalanx veterans arriving now.  Of course, that raised one 
   immediate question--do retirees retain any access to their rune magic 
   or are they considered totally cut off from this once they leave the 
   regiment?
   
   I noted that Devin has already run Queen Ozcag's Hall and asks about the 
   Bloggom Marshes.  Given that the Gates of Dusk can be heard nearby, I 
   would assume these marshes are somewhere in the midst of Luathela (shown 
   only on the old RQ 2 world map) and thus well north-west of Slon (more 
   or less straight west from Magasta's Pool/Jrustela).  Perhaps the 
   marshes are along one of the coasts (purple salt water?) and kind turtle 
   gods or Yggs Island raiders can rescue them (or the Luatha take them on 
   board one of their nice purple ships?).  Or since the Bloodbirds noted 
   in the Puzzle Canal in the Big Rubble pack are supposed to be from the 
   west, maybe your characters can encounter a nice 'friendly' flock?  
   
   Both Warhamster and Runepower were worthwhile additions.  I think I'll 
   find the mass battle rules quite useful.
   
   Harald



---------------------

From: klaus@diku.dk
Subject: Truestone, Violence
Message-ID: <199409201051.AA23698@rimfaxe.diku.dk>
Date: 20 Sep 94 14:51:10 GMT
X-RQ-ID: 6286

Truestone
"""""""""

joe@sartar.toppoint.de (Joerg Baumgartner) writes:

	If a user of divine(-like) magic finds an unset Truestone, he feels the 
	overpowering urge to transfer all his divine magic into it. The spells 
	are permanently lost to the provider, and they are permanently set into 
	the Truestone. Magic Points are not involved at all under RQ3 rules.

The way I understand it, spells can be regained once cast from the stone.
Otherwise Biturian would not have filled his spells into that stone. Even
a CA healer can not demand that a priest give away all his divine magic
permanently.

	Spells in a set Truestone may be cast by the person holding it. 
	Afterwards the Truestone knows the spell in the same way a priest knows 
	a reusable spell he has just cast - it can be renewed at a temple by 
	performing the spell renewal ritual (a day's worth of prayer).

As I understand it, a spell must be cast into the stone to recharge it.
If the spell was reusable to the caster, it can be regained after it
is cast from the stone.

	If a set Truestone is found, in all likelyhood the spells will have 
	been cast, and to use it they first have to be refreshed.

Realistically, yes.  However, a truestone is a plot device, a way for a
GM to give the PCs one-use access to any spell he wants them to have.  In
actual play, found truestones will usually be charged.

	This far the picture is clear. Now come possible solutions for the bags 
	of worms:

	- If a one-use (for priests) spell is set in a Truestone, the same 
	amout of POW must be spent to reactivate the spell.

There is no reason to treat one-use spells differently from any other.  If
the spell was one-use to whoever (re)charged the stone for any reason, it is
lost permanently when the stone is charged.

	- Truestones set with magic of different religions: Refilling the 
	stone.
	For the maximum game fun I would rule that anybody can refill the 
	spell, regardless of cult rank in whatever cult, but that this person 
	would have to do so in a place holy or sanctified to the cult which 
	gave this spell. Imagine a group of Orlanthi sneaking into a Lunar holy 
	place to refill their Mindblast spell...

This is how spell matrixes work.  I would say that an extension spell is
an extension spell, and can be recharged by anyone able to cast it.  A
worship Kygor Lithor spell is of course different from worship Thed.  A few
spells might need special rules.  Is there one excumunication spell, or
a set of excommunicate from cult of [deity]?  One or many sanctifies?

	- Emergency refilling of set Truestones:
	This seems to have been the case in Biturian's encounter with the 
	Chalana Arroy priestess: Biturian's stone must have been set with his 
	repertoire of Rune spells already, but they had been cast from the 
	stone. To activate the stone, Biturian cast his spells into the "slots" 
	of the stone, and so gave her access to his magic.

Biturian very carefully kept the blank truestones he had obtained blank.  He
filled the stone for the first time at the request of the healer.  That is my
impression anyway.



Violence
""""""""

Several posters have used the proverb "violence is always an option" as
proof that Orlanthi society is a very violent one.  Am I the only one
to think that this proverb cuts both ways?  Yes, of course it means
"you always have the option of violence," but it also means "violence
is only one of your options."

Klaus O K

---------------------

From: CryptoMatt@aol.com
Subject: Re: Sandy On Herd Animals
Message-ID: <9409200948.tn225406@aol.com>
Date: 20 Sep 94 13:48:14 GMT
X-RQ-ID: 6287

Sandy,

I for one would be more than happy for more information about Praxian
wildlife.

-Matt
(aka CryptoMatt@aol.com)


---------------------

From: T.J.Minas@soton.ac.uk (T.J.Minas)
Subject: Oops! Mea Culpa.. Too much *POW*ZIE!* Pavis stays put
Message-ID: <199409201353.OAA02619@willow.soton.ac.uk>
Date: 20 Sep 94 15:53:48 GMT
X-RQ-ID: 6288

(Humble cough) Umm, yes, well, I have to own up to a great boo-
boo in my last message, in which I (incorrectly) placed Pavis on
the North and east of the Zola Fel. All I can offer in mitigation
is that I had composed this secion after an evening at the Geo's
Shadows Dance Inn, and several glasses of a fuming Trollish brew!

     Please therefore ignore my comments about Pavis teleporting
etc, I was looking at the map upside down......... (Fumble on my
mapmaking roll/world lore/Prax lore etc!)

     Abject squirming apologies
                                   Tim

---------------------

From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 724-9843)
Subject: Granite Phalanx, Bloggom Marsh
Message-ID: <01HHBZ1DCFHCS5WJ4L@MR.MGH.HARVARD.EDU>
Date: 20 Sep 94 05:34:00 GMT
X-RQ-ID: 6289

Date: Mon, 19 Sep 1994 13:37:00 EST
Subject: totrm #12
Sender: "Harald Smith (617) 724-9843" 
To: RuneQuest@Glorantha.Holland.Sun.Com
MIME-version: 1.0
Content-type: TEXT/PLAIN; CHARSET=US-ASCII
Posting-date: Mon, 19 Sep 1994 13:48:00 EST
Importance: normal
A1-type: MAIL

   Hi all--
   
   Kudos to all on the great 'colour' special.  In terms of use and 
   personal interest, I would put it in the top 3 issues.
   
   The timing of Granite Phalanx was particularly good since my players are 
   just in the process of establishing a Lunar colony along the Elf Sea and 
   will be recruiting good lunar veterans to help it along.  I can picture 
   the Granite Phalanx veterans arriving now.  Of course, that raised one 
   immediate question--do retirees retain any access to their rune magic 
   or are they considered totally cut off from this once they leave the 
   regiment?
   
   I noted that Devin has already run Queen Ozcag's Hall and asks about the 
   Bloggom Marshes.  Given that the Gates of Dusk can be heard nearby, I 
   would assume these marshes are somewhere in the midst of Luathela (shown 
   only on the old RQ 2 world map) and thus well north-west of Slon (more 
   or less straight west from Magasta's Pool/Jrustela).  Perhaps the 
   marshes are along one of the coasts (purple salt water?) and kind turtle 
   gods or Yggs Island raiders can rescue them (or the Luatha take them on 
   board one of their nice purple ships?).  Or since the Bloodbirds noted 
   in the Puzzle Canal in the Big Rubble pack are supposed to be from the 
   west, maybe your characters can encounter a nice 'friendly' flock?  
   
   Both Warhamster and Runepower were worthwhile additions.  I think I'll 
   find the mass battle rules quite useful.
   
   Harald



---------------------

From: swj@liverpool.ac.uk (Mr S.W. Jones)
Subject: Chump of the Year Award Goes to...
Message-ID: <199409201628.RAA18427@uxb.liv.ac.uk>
Date: 20 Sep 94 18:28:44 GMT
X-RQ-ID: 6290

	Most humble apologies to all and sundry,
	In horror, I read today's (Tuesday) Digest to find the mail,
which it had supposedly lost. Keeping it brief, our new managed PC system
has a few bugs in it's e-mail. 
	Sorry, sorry, sorry, sorry,
	Simon.

---------------------

From: ddunham@radiomail.net (David Dunham)
Subject: Gustbran shrines; PenDragon Pass
Message-ID: <199409201651.AA26216@radiomail.net>
Date: 20 Sep 94 16:51:09 GMT
X-RQ-ID: 6291

Joerg said
>In East Ralios there might be horse fairs which will attract blacksmiths 
>(ok, bronze working horse-shoeing smiths), who will be the local 
>horse-healers as well, and therefore taken along to give their expertise 
>on the specimen for sale or for breeding contracts. Excellent background 
>for all kind of roleplaying activities...

Actually, horse fairs might attract Galanini raiders, who would
self-righteously try to free their brethren.

It seems unlikely you could get 150 initiates of Gustbran together in one
place to form even a Minor Temple. Sure, there are that many clans, but
they're not all friendly, and they're geographically dispersed. And if you
can only get a shrine together once a year at a fair, priests are seriously
limited as to rune magic reusability...


People interested in the latest PenDragon Pass rules should e-mail me your
POSTAL address; I'll send you a copy next time I go to the copy shop. The
rules are not available electronically unless you have exactly the same
software configuration I do.


---------------------

From: Michelle_Ringo@ed.gov (Michelle Ringo)
Subject: Re: RuneQuest Daily, Fri, 16 Sep 1994, part 2
Message-ID: <9408207800.AA780092257@ed.gov>
Date: 20 Sep 94 18:10:42 GMT
X-RQ-ID: 6292

          Thanks for the many comments on Yelornans.  I do have the RQ
          2 write up.  However, it does not help much with actual
          attitudes and role playing.  But the various comments that
          people have provided have been very helpful.  I will
          continue to try and be as Solar as I can be.  My
          Yelornans definitely despise Trolls.  Chalana Arroys have
          been fairly friendly even to the extent of one (based on
          random chance) being available in Sun County to resurrect
          one of my Yelornans (who was on a mission in the Big Rubble
          to retrieve Balaster's axe for the Aldrymi) and was killed
          horribly by a basilisk (who was caged with the @*#! axe).

          Question for those familiar with Sun County.  Do you think
          that Yelorans can join the Sun County militia and work
          themselves into a position to become Templars?