From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #201 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, November 17 1998 Volume 01 : Number 201 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] DMD - Jaahar for RQ/Greyhawk [RQ-RULES] Cult of Hilme Re: [RQ-RULES] Cult of Hilme Re: [RQ-RULES] Cult of Hilme Re: [RQ-RULES] Cult of Hilme Re: [RQ-RULES] Spear parrying [RQ-RULES] DMD - Jisaraya for RQ/Greyhawk Re: [RQ-RULES] Cult of Hilme Re: [RQ-RULES] Cult of Hilme Re: [RQ-RULES] Cult of Hilme [RQ-RULES] GMs Wanted! [RQ-RULES] DMD - Kehgya for RQ/Greyhawk RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Tue, 10 Nov 1998 15:12:28 -0500 From: Tal Meta Subject: [RQ-RULES] DMD - Jaahar for RQ/Greyhawk Gods of the Bakluni JAAHAR Runes: Trade, Mastery, Work Jaahar is the god of Wealth, Industry, and Trade. Cult in the World Jaahar is the son of Zaan, and brother to Bleredd. While his brother excels at the making of things, Jaahar is charged with the creating and maintaining the markets for those goods, and ensuring that fair prices are received by all. Jaahar's cult observes the entire Midsummer's Festival as their High Holy Day, with lesser observances on the 4th of Brewfest, Needfest, and Growfest. Mosques to Jaahar are always built at the center of marketplaces, and extend their influence over the entire square during the hours that the market is open. Priests of Jaahar typically wear richly dyed caftans of red or blue, trimmed in gold thread and often bejewelled as well. Lay Membership Requirements: Anyone who buys or sells pays homage to Jaahar, merely by frequenting his markets. Skills taught by the cult include Bargain, Speak Languages, Evaluate, various Lores (especially racial and cultural), Read/Write Languages, Conceal, Listen, Search, and Ceremony. Initiate Membership Requirements: Standard. Initiates of Jaahar are generally merchants or caravaneers, folk involved in the transport or sale of merchandise across the breadth of Bakluni territory. Spirit Magic: Befuddle, Extinguish, Glue, Jaahar's Estimation (Improve Evaluate), Jaahar's Pitch (Improve Bargain), Repair, and Transfer Wound. Acolyte Membership Requirements: as per Priests. Jaahar's acolytes tend to be management types, those who own a variety of shops, businesses, or have multiple trade routes staked out. Priesthood Requirements: Standard. Jaahar's priests tend to be the wealthiest merchants in their community, oftentimes wealthier than the nobles who rule the cities they dwell in. They serve their communities by giving lesser merchants a "leg-up", by means of starting capital (at a suitable interest rate, of course), a safe enviroment in which to peddle their goods, and in some cases they will farm out information concerning new trade routes or market opportunities. Virtues for Jaahar's followers include:Creative, Honorable, Pragmatic, and Social. Common Divine Magic: all Special Divine Magic: Coin Wheel, Create Great Market, Create Market, Exchange Spells, Hide Wealth, Path Watch, Safe, and Spell Trading. Associated Gods None. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Nov 1998 21:34:14 -0800 From: Rich Allen Subject: [RQ-RULES] Cult of Hilme Does anyone have information on the Cult of Hilme? A friend is looking for it for his campaign. Any help would be appreciated. Rich Allen rico@mindspring.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Nov 1998 15:42:21 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Cult of Hilme > Does anyone have information on the Cult of Hilme? A friend is looking > for it for his campaign. Any help would be appreciated. Do you mean Himile, God of Ice??? If so, his cult is in "Troll Gods", and if not... who the hell is Hilme? : ) Nikk E. Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Nov 1998 11:08:26 -0800 From: Rich Allen Subject: Re: [RQ-RULES] Cult of Hilme > Do you mean Himile, God of Ice??? If so, his cult is in "Troll Gods", > and if not... who the hell is Hilme? : ) He says it was a cult associated with the Griffon Mountain area, so it must be 2nd edition or earlier. Rich Allen rico@mindspring.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Nov 1998 09:32:08 PST From: dabick@mailexcite.com Subject: Re: [RQ-RULES] Cult of Hilme Allen wrote: >Does anyone have information on the Cult of Hilme? A friend is looking > for it for his campaign. Any help would be appreciated. Is this Hilme from AH’s Griffin Island? If so and if I recall correctly, just replace Hilme with Yelmelio. I ran a GI campain for some time and this is what I did. I played it that the GI Yelmilions didn’t have access to Gifts and Geases. These were lost, leaving it open for a Hero Quest to recover them. Something that never happened IMG. In addition, the Invader air god is Orlanth. Jim _______________________________________________________ Get your free, private e-mail at http://mail.excite.com/ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Nov 1998 19:26:26 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES] Spear parrying >Fair point, the swordsmen coudl not be deterred by the pikemen't attack, >and without the ability to attack the pikemen had no defence. Pike Formations are lethal.......it takes a lot of luck, numbers or fast manuvering to defeat them on the field...or Bowmen of course! Light Infantry live for flank charges on Pikemen but head to head they'll toast allmost anything. The Pike (and here I mean the genuine artical) is allmost pure attack. If you and you're mates can drop 20 or so Pike heads on someone before they close with you then who needs parrying? With spears you're faced with a wall of sharp things....two or three rows of spears can provide a formidable defensive formation. It takes a Wedge or suicide charge to break a good one. A little while ago myself and some friends dropped in on a Live Role Play Centre, booked out the longest spears in their armoury and spited the entire monster population using pikeman tactics. Great fun and the poor monsters never stood a chance, at least untill their magic turned up. >Would you say that the skill at wielding the Scram you used to knock >aside the spear was totaly unrelated to your ability to attack with it, >or basicaly the same skill? > The skill is certainly related.....and I'd say I was as good at parrying as attacking with a scram. But that isnt so with other weapons. I'm pretty good on offense with Spear or Axe but usless on defensive. And I'm a shade better on defensive than offensive with a Broad Sword and the reverse is true with Shield (yeah I know It's perverse...but a good shield bash is just soooo usefull. Without giving too much away it's my normal method for killing people with big pointy sticks. Parry with the Sword untill they leave and opening, close and shield bash...while they're off balance or blocking with the spear shaft finish them with the Sword. If the spearman can give ground it doesnt work so well at all. In fact you tend to get spited). The two skills of Attack and parry should certainly be linked....(For every 2 points gained in 1 gain 1 in the other? Except Shields possibly)....but I certainly see them as seperate skills. I know that my Defensive Axe work is rubbish but I'm pretty happy with it offensively. I certainly know people who reverse my combinations....who are brilliant parrying with a spear but cant seem to get the hang of attack for example. >In my experience (and admittedly I've never actualy used a bowie knife) >the best way to deal with a spear is to knock it aside with a blow from >whatever you've got in your hand (you're hand will do fine on it's own), >grab the spear and push it away from you as you close in as fast as >possible on the spearman. Good tactic One-One...rather like suicide in a battle tho >However as Phil pointed out this is against spearmen who can under no >circumstances actualy attack you. I have a friend in Fight School (a >sword fighting re-enactment group) who saw someon killed by a ball-ended >spear at a re-enactment event in ireland. The ball tore the guy's thigh, >opening the artery and he bled to death. In comparison, I don't know of >any sword delated deaths in re-enactment events. > A friend of mine once had his contact lens removed by the tip of a Broadsword...(it had deflected up of his shield parry)....it would have been easy enough for it to have gone that little bit further. I've been hit fairly hard with a rounded spear several times...(Marshals would have gone nuts on a organised event...but it tended to happen at about midnight in a dark ally, where I could only blame myself) and I agree it's worse than most things. Axe's come close tho....at a recent battle my local group were certain they'd killed one of their oponents. He steped forward as the Dane Axe came down and took it to the head. Smashed his helm wide open I'm told [I wasnt there]. Luckily the Guy gottaway with mild concusion. >How much of a chance would you have had to deflect that spear if the guy >using it realy wanted to kill you? Would you rather have had the Scram, >or a shield to parry with? How much of an advantage would a shield give >to your chance of parrying, in comparrison. > Well I've fought a awfull lot of one-on-one fights with Spearmen (I shared a house with a couple of 'em for a year..and we fought most nights). We tried just about every weapon combination we could muster. In a one on one I'd rather use 2 scrams or scram and Broadsword to fight a lone spearman or even two...especialy two. The Multiple attack parry possibilitys more than equal the spears longer reach. You can reduce the spearman to a holding a staff with one sharp end pretty quickly and then go for the hands...... But in a full on battle I'm a Broadsword and Shield man. (Or maybe Axe, with a broadsword and a couple of Scrams on my belt for later on....Even in re-enactment weapons get broken/lost during a battle). One on One duels are completely different from a battle.....It's hard to form a Arrow Wall if you only have hand weapons for starters. >Indeed, and I'm not saying we should drop the Main Gauche from the >weapons list if you want to run renaisance games - or Sai if you want to >play oriental ones. > Sai and Main Gauche are certainly very developed weapons...Swordbreaker or Disarming weapons should be rare and feared. They certainly arnt avaliable at you're street corner market IMG, but then neither are Broadswords Subject: [RQ-RULES] DMD - Jisaraya for RQ/Greyhawk Gods of the Bakluni JISARAYA Runes: Fertility, Disorder, Seduction Jisaraya is the goddess of Fertility, Dance, and Seduction. Cult in the World Daughter of Koram and Istus, Jisaraya is also wife to Zuoken, and mother to Hajira and Xan Yae. She is the Dancer, Entertainer, and Seducer of the pantheon, the ultimate femme fatale. Jisaraya's faithful celebrate the 5th of Harvester as their High Holy Day, with lesser celebrations on the 5th of each month. Also, the 4th of Needfest & Midsummer are counted as holidays as well. Jisaraya has no mosques of her own, instead she shares those of her husband, Zuoken. Jisaraya's priestesses are not properly modest. Official ceremonial garb consists of the infamous Seven Veils, with anklets, bracelets, and necklaces galore. While out of doors in most communities, however, they will do a caftan (often of fairly sheer silk, to further annoy moralists) to hide their immodesty. Lay Membership Requirements: Lay members of this cult are typically girls too young to be married, enrolled by their parents to increase their chances of being able to win and hold a husband. Skills taught by the cult include: Dance, Dodge, Fast Talk, Seduction, Speak Languages, Craft: Courtesan, First Aid, Human Lore, Listen, and Ceremony. Initiate Membership Requirements: Standard. Known as the Daughters, those girls who rise to become initiates of this cult learn a whole new set of secrets, unavailable to the girls just here to learn how to dance and be seductive. Unnoticed by most authorities, Jisaraya's harmless little dancing girls are also excellent spies. Initiates will sometimes be drawn away from their duties teaching the lay members to be given a more practical education in the following skills: Leap, Tumble, Speak Languages, Conceal, Devise, Search, Track, Hide, Sneak, and Katar attack. Spirit Magic: Comprehension, Demoralize, Heal, Jisaraya's Suppleness (Improve Dodge), Jisaraya's Veil Dance (Improve Dance), Shimmer, and Silence. Priesthood Requirements: Standard. Known as Mothers (Den Mothers by some wags), Jisaraya's priestesses duties include instructing the initiates in the cult's inner secrets, handling the information gathered by their Daughters, and maintaining the cult's front as a harmless finishing school. Virtues for her priestesses include: Curious, Energetic, Indulgent, Manipulative. Common Divine Magic: all Special Divine Magic: Attract Attention, Command Passion Spirit, Droopy, Erotocomotose Lucidity, Floppy-bot, Group Laughter, Panhandle, Remove Head, Reproduce, and Summon Passion Spirit. Associated Gods Xan Yae: provides Dark Walk - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Nov 1998 21:12:42 EST From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Cult of Hilme In a message dated 11/10/98 10:51:59 PM Eastern Standard Time, rico@mindspring.com writes: << Does anyone have information on the Cult of Hilme? A friend is looking for it for his campaign. Any help would be appreciated. Rich Allen rico@mindspring.com >> The cult of Hilme was "detailed" in Griffin Island. Basically a sun god cult. kes *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Nov 1998 20:14:40 -0800 From: Rich Allen Subject: Re: [RQ-RULES] Cult of Hilme > The cult of Hilme was "detailed" in Griffin Island. Basically a sun god cult. Thanks to everyone who replied. We now have enough information to flesh out the cult for the campaign (so to speak.) Rich Allen rico@mindspring.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 12 Nov 1998 09:14:29 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Cult of Hilme > Does anyone have information on the Cult of Hilme? A friend is looking > for it for his campaign. Any help would be appreciated. > Rich Allen I think you mean Himle, god of freezing mountain winds, son of Valind, the glacial wind? I have seen a cult written, but I don't remember where I was when I saw it (probably web browsing RQ sites). *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 12 Nov 1998 10:48:01 -0500 From: Tal Meta Subject: [RQ-RULES] GMs Wanted! Greetings. I'm the RPG coordinator for MonCon '99, which will be held on March 19-21st 1999 at the Holiday Inn in Tinton Falls NJ. In that capacity, I'm looking for GMs (and players, too) for RPG events at the convention. Our pre-registration book will be going to the printers soon, and many of our tables are already filled, so if you are interested in GMing an event, the time to sign up is now! If you're in the NJ/NY/PA/MD area, and think you'd be interested in running such an event, please contact me -OFF-LIST- and I'll give you more specifics. We currently have 3 RuneQuest, and 5 Call of Cthulhu events, but I'd still like to get Elric!, Nephilim, Pendragon, and Delta Green events if possible. (Any Hero Wars playtesters in the area? I'd love to have a Hero Wars demo as well!) Thanx for your time... - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 17 Nov 1998 22:37:54 -0500 From: Tal Meta Subject: [RQ-RULES] DMD - Kehgya for RQ/Greyhawk Gods of the Bakluni KEHGYA Runes: Shadow, Death Goddess of the Hunt. Cult in the World Thought by many to be safely forgotten in the past, Kehgya's followers continue to persist in many outlying areas of Bakluni culture. Daughter of Ragniyah and Shamaar, she is the goddess of choice for those who revel in the hunt. In the ancient past, Kehgya's cult was accepted in most lands, even weclome. But as civilization advanced, Kehgya's cult changed with it. Originally charged with the hunting and killing of animals both dangerous to their settlements and and desired for their tables. But somewhere in the ancient past, Kehgya's hunters began to hunt people. Towards the end of the Empire, Kehgya's Holy Slayers were one of the most feared organizations in either the Bakluni or the Suel lands. On several occasions, Holy Slayers were employed to strike targets deep within the Suloise Imperium, one is even said to have slain the Suel Imperatrix on the eve before her son ordered the Invoked Devestation. Kehgya's High Holy Day is the 4th of Needfest, with lesser holidays held whenever Luna is new. Services in modern times are conducted either underground, or in ruined structures on the edges of civilization. Kehgya's priesthood wear close fitting pants and blouse of black, sometimes reversable to white in northern climes. Lay Membership Requirements: Lay members of this cult are uncommon in most regions, though they are generally drawn from the dregs of society. Many assassin organizations have a shrine to Kehgya, but only 1 in 10 have anyone who is actively a part of the cult. Skills taught: Climb, Dodge, Jump, Tumble, Fast Talk, Evaluate, Poison Lore, Conceal, Devise, Sleight, Listen, Search, track, Ambush, Disguise, Hide, Sneak, Ceremony, Shortsword attack, and Blowgun attack. Initiate Membership Requirements: In addition to the standard requirements, initiates of this cult are expected to stalk and kill someone. It need not be anyone of importance, transients and foreigners are common targets. Initiates in this cult are accorded the title of Shadows. They also must swear their first Oath, that being of secrecy concerning the cult, it's membership, meeting places, and goals. Spirit Magic: Annihilate, Befuddle, Coordination, Disruption*, Extinguish, Moon Sight, and Silence. * Kehgya's version of Disruption is 3 points, and does 1d10 damage. Acolyte Membership Requirements: as per Priests. Acolytes are known as Stalkers. Acolytes are generally called upon to hunt an individual of equal status, either an acolyte of another cult, or preferably, a middle ranked merchant or soldier with a price on his head. New acolytes also swear an Oath, that they will complete any mission they undertake before Luna reaches her full phase (the cult generally assigns targets on the night of the new moon, giving Stalkers two weeks to complete their assignments). Priesthood Requirements: In addition to the standard requirements, the Dark Blades of Kehgya are expected to hunt someone whose elimination will be noticed; military leaders (priests of Al'akbar or Hajira are popular), merchant princes (especially priests of Jaahar), or learned sages (priest of Zaan, optimally). Blades take a final Oath, one of Honor. It is considered beneath the dignity of a Slayer to take any commission that is of lesser status than the Slayer (in the Slayer's own eyes). Thus, the average man on the street has nothing to fear from this cult, as he is beneath their notice. The rich and powerful, however, by raising themselves above the common man, are ripe targets for this cult. Virtues for her priests include: Honorable, Misanthropic, and Vengeful. Common Divine Magic: all Special Divine Magic: Blinding, Catch Scent, Create Shadow, Dark Walk, Kehgya's Claw, Oath, Seal Tongue, Suppress Aether, and Sure Murder. Spirit of Reprisal Tzhul is a 6m shade, that commonly takes the form of a great cat. Rather than envelope foes, Tzhul leaps upon them as a cat would, and each raking attack imitates a Sever Spirit spell. Tzhul's attack percentage is always equal to 5x his current magic points. Associated Gods Ragniyah: provides Shattering - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V1 #201 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.