Subject: Lifestyles of the Runelords and Priests, Volume 4, Number 6 First Distribution: April 23, 1990 This issue: Tales of the Reaching Moon (David Gadbois) Comments on the RQ Digest (Eric Jablow) Ed's note: I've been very busy, and thus have put the Digest on the back burner. In so doing, I have forgotten whether I sent this issue out before. (I've now fixed my sendout program so it records when I send something out, but a little too late for this...) If I did send it, I have edited it and removed an article of mine in favor of a very similar (but more informative) one by David Gadbois. I have more issues, and I will try to make time to get them all out before the middle of May, which should hopefully be in time for all you people who may be losing access at the end of the spring semester. (If not, e-mail me and I'll send the raw form.) --- From:Subject: Tales of the Reaching Moon Tales of the Reaching Moon is an excellent Gloranthan RuneQuest fanzine published by David Hall in Britain. Issue three is due out in June. The last word I have on the contents is: Cult of Geo, by Greg Stafford Ancestor Quest, a scenario by Jon Quaife Serious Money, a Griselda Story by Oliver Dickinson Adari Cameo, by Oliver Dickinson Jaxarte Whyded's Great Gazetteer of Prax, by Michael O'Brian Beggars, by Michael O'Brian Horns of the Bull, a Practice HeorQuest run, by David Hall Future issues will include a number of cult writeups by Greg Stafford. Gagarth the Wild Hunter (the outlaw cult of Prax) and Maran Gor (the Earthshaker Cult) will be in issue four, and issue five looks like it will be a special issue on Humakt. Hall has asked me to be the U.S. distributor for the 'zine. Current pricing is $4.00 per issue, but I'll only guarantee it for the next two issues until I figure out how much it costs me to mail everything out. I shall gratefully accept obscure Gloranthan material instead of money. I am looking into getting copies of issues one and two. If you are interested, please respond via email or write me at 2600 Rio Grande Austin, Texas, 78705 If you would like to contact Hall directly, his (new) address is: 21, Stephenson Court Osborne Street Slough Bershire SL1 1TN England He would be happy to get submissions for the zine, too. Disclaimer: I am not going to be making any money off this, though I do hope to save some on currency exchange and postage. [Ed's note: English RQ Digest subscribers can apparently see the mag at: R.S. games, Cheltenham Spirit Games, Burton on Trent and Croydon Leisure Games, Finchley] ******************** Some stuff from Hall's last letter: There is a French RQ fanzine called Broos. Hall mentioned articles about the Cult of the Bloody Tusk, Yuthuppa, a campaign set in the Lunar Empire, and a sorcery system. For information, contact: Association Broos Mr. F. Weil 19 rue Dume'ril 75013 Paris I plan to try to get some issues in the hope that I can con someone into translating it for me. If there are any French speakers out there who are interested, please let me know. Other fanzines: Hall favorably mentioned "Alarums and Excursions" and "White Wolf Magazine." Does any one have addresses for these? Hall was quite irate about the artwork situation with the Avalon Hill RQ product (I am, too). He wrote: "You may or may not know that the artwork that appears in the Avalon Hill RuneQuest supllements is not under the control of Chaosium. After seeing the interior artwork of Troll Gods (especially the "friendly dark elvels" and the Zorak Zoran Breakdancers) our Australian friends are writing to Avalon Hill to complain about its quality. From the one letter I've seen in reply Avalon Hill are very complacent and dismissive about the whole thing. Their latest letter apparently snidely comments that all the protests are only coming from Australia. Therefore if you want decent artwork then please write to Avalon Hill as soon as possible and express your views. There is a wider issue here of the amount of influence Chaosium has with Avalon Hill, at present zilch. It's up to us, the consumers, to make Avalon Hill realise the error of their ways before it's too late for RuneQuest. By the way I'd appreciate it if any letters you send are personal and do not mention Tales...." --David Gadbois --- From: jablow@pilot.njin.net (Eric Jablow) Subject: Comments on the RQ Digest I have some comments on the RQDigest, volume 4, number 3. >From: Jeff Okamoto > >Subject: Re: RQ digest 4#2 > >>From: kenm@ni700.natinst.com >> >>I find that the rules regarding spirit plane encounters for shamans are >>unclear. For example, what happens to a shaman on the spirit plane who >>is reduced to zero magic points by a spirit? Is his body possessed? > >Yes, the body is possessed. I agree. I suppose that the shaman's spirit gets pushed back into his body, with the possessing spirit following, and taking it over. One problem, though--what about the shaman's fetch? Now, you have three spirits inhabiting the same body! Perhaps the fetch gets a last ditch attempt to drive off the possessing spirit. If the fetch is defeated, the body is taken over. If the fetch wins, the spirit goes back to the Spirit Plane. Some spirits will give up first; I don't envision a Healing Spirit bothering to fight off the losing shaman's fetch. I would allow a Spell Spirit to attack; it's mindless anyway, and it wouldn't know any better. A Soul Waste Spirit doesn't have to bother; it may attack if it wants, but the Shaman automatically suffers Soul Waste anyway. An Elemental has two choices; it may manifest around the Shaman's body, evading all protections around the area. Some shamans sleep in a Warding field, for example. Others enchant their tepees, or carpets, or wagons to cast various spells whenever an enemy shows up. The Elemental makes it through the Warding without the possibility of taking damage from it, as it enters the mundane world at the site of the Shaman's body. If this is impractical, because the Element is not present, the Elemental may attack the Fetch in Spirit Combat even though it would not usually do so. If the Elemental wins, it possesses the body, and the body is catatonic. Perhaps I'm talking through my hat here. A more interesting solution might be for the Shaman's spirit to be lost on the Spirit plane in the same way that a forcibly discoporated adventurer's spirit would be lost. Then, the victorous spirit automatically possesses the shaman's body. The fetch doesn't cooperate with this, and so things do get somewhat tense for the shaman and his fetch. The fetch cannot expel the possessor; perhaps it can Mindspeak a companion, or perhaps a companion will figure out the situation. If the shaman's friends manage to exorcise the possessing spirit, then they can try to recover him. Some exotic magics can help. For example, someone can cast Summon Ancestor; if the summoned ancestor is a relative of the shaman, he will have an affinity to the shaman's spirit. He can be sent to recover him. Another Shaman may try to find him. It helps if he and the Fetch go into a Mindlink. The lost spirit may wander into a safe area of the spirit plane after it recovers; perhaps it meets a friendly cult spirit, or a friendly shaman. >>What if a shaman binds a ghost or magic spirit which has rune magic? >>Is this rune magic reusable? How does the spirit regain it? >>Most spirits don't have Rune magic, except for cult special spirits >that are HARD to find. Assuming that the Rune spell was compatible >with your own cult affiliations (remember, some shamans are priests >as well!) it COULD be reusable. I think an overwhelming majority >would be one-use. As for the spirit, who knows? Why not ask one?-) In order for a spirit to have reusable Rune Magic, it would have to be associated to an appropriate cult, and the cult's eschatology must be appropriate to. If the cult of kyger Litor's eschatology is that dead troll's spirits are eventually reborn as trolls, insects, or other (food) creatures, then a shaman would have to find the spirit before it reincarnates. This won't be easy. Suppose the shaman does control the spirit. The Spirit must cast its spells once for the shaman, but regaining them would be a problem. The spirit must be at a Kyger Litor temple, and he must be released from his magic item (thus requiring a Command spell). The trolls there probably won't be too happy! What if it's a troll shaman controlling a troll ghost. Things become somewhat easier. If the shaman and the ghost are cooperating, then it becomes a matter of temple politics. Perhaps the shaman will have the ghost ally with a new Kaarg's Son. Perhaps this is how shaman-oriented cults get their temple spirits. --- Also, on the recent articles on magic items, one of the glaring omissions in RQ3 is the lack of Alchemy and other temporary enchantment rules. RQ2 had its Alchemy rules, but these are barely adequate. How does a shaman make a medicine bundle? Permanent items all require the sacrifice of POW, but what about one-use items? Elder Secrets introduces the new Mostali spell of Store Sorcery, requiring a sacrifice of 1 POW for to store a sorcery spell in an object. But, what do we do for Shamans and Priests? What do we do for Alchemists? Any suggestions? Eric Jablow jablow@pilot.njin.net William Paterson College Well, it has been a quiet week Wayne, NJ at Lake Parsippany, my home town... --- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.