Subject: The RQ Digest Resurrected, Volume 6, Number 4 RQDIGESTV06N04 First Distribution: May 15, 1991 This issue: Chaotic Thoughts on the Block John Castellucci Boggles Martin Crim Review of Daughters of Darkness Roderick Robertson The RQ III Armor Tables Paul Heinz The Issue of Spoken and Written Language Paul Heinz Summonable Spirits for Each Cult Martin Crim Ed's note: Apologies for taking so long to get this stuff out -- work/ school committments kept me from doing Digest stuff for a while. ====================================================================== From: firstname.lastname@example.org (John Castellucci) Subject: CHAOTIC THOUGHTS ON THE BLOCK CHAOTIC THOUGHTS ON THE BLOCK (addendium to other material present in the RQ Digest) (C)1991 John Castellucci Intro ----- This is some of the data that I have gathered/overheard/stolen/made up on the section of Prax dominated by the BLOCK. It is by no means official or binding. The BLOCK is someplace that every character should visit sometime in his adventuring carrer. The BLOCK can also be a loose base of operations for Storm Bull characters. It is here that they can report back to their Priests and get new assignments for the good of the cult. Special thanks to Jamie O'Shaughnessy for the comments! History ------- In a nutshell, after a titanic battle with the Devil, The Storm Bull caused the largest remaining piece of the Cosmic Spike to fall upon the Devil and crush him into the ground. There is some speculation that it is not actually Wakboth under the BLOCK, but another major chaos demon instead. Waha the Butcher later came the BLOCK and dug the Good Canal to clear the area of the Devil's foul remains and make it habitable to his chosen followers. Ever since, the BLOCK has been sacred to all Praxians, especially the followers of Storm Bull and Waha. Truestone --------- Truestone is notable (and valuable) for two qualities. First it is among the hardest of materials know in Glorantha. It can be made into adamantite (a secret know only and closely guarded by the Mostali). Adamantite is the only known material that can cut or break Truestone. Truestone's other remarkable quality is the ability to hold Rune Magic within it. A Rune Spell may be transfered (with the propper rituals) from a Rune Priest of Lord into a small piece of Truestone. A Piece will usually hold only one spell at any one time. The larger the piece, the more power the spell that it can hold. It is a truly valuable piece that can hold a 3pt. Rune Spell. There are rumored to be legendary pieces of Truestone that can hold multiple spells of up to 9 power. Rune Spells cast into Truestones become one use only. Also, since all Truestone existed before time and is made up of the primal substance of law, it is the only way that Rune Magic can be brought across the barrier of Time and into the Hero Plane. A piece of Truestone as large as the BLOCK must be given special considerations. Any physical contact with it will suck all Rune Level spells from the hapless victim into its enourmous bulk. Only someone of Heroic stature can physically touch the BLOCK unharmed, and then only after much ritual preparation. Even Storm Bull didn't actually touch the BLOCK, but instead guided its fall from the heavens. The BLOCK (or any other giant piece of Truestone) absorbs Rune Magic in a futile attemp to rejoin itself to the Spike, which itself was destroyed by the intrusion of chaos. Truestone may only be removed from the BLOCK in two ways. The first is by using adamantite tools. Adamantite tools are only availiable through the Mostali, and they would never willingly part with them. Also the Storm Bull cultists would never allow the Devil's prison to be weakened by such mining. The other way of getting Truestone from the BLOCK is by picking up the small pieces that flake off. The cult regulary patrols the BLOCK looking for such pieces and lays claim to all of them, reguardless of the finder. When a piece is found, the cultist then turns it over to his priest who usually rewards him with a suitable prize (a herdbeast, good weapon, wife, raise in rank, etc.) If more than one piece is found, or the Truestone is gained in fierce combat against chaos, a priest will sometimes gift it to the Storm Bull who found it. As for others aquiring Truestone at the BLOCK, the only legitimate way is through trading with the Storm Bull Priests. All trading must be done through a Rune Priest so appointed by the cult. Independant Storm Bulls who have Truestone are not allowed to trade at the BLOCK with anyone but a priest of the cult. They must leave the area and try their luck trading elsewhere. The Spirits of the Dead ----------------------- There is some speculation as to all of the causes of pieces of Truestone falling off the BLOCK, but one is definitely known. The many spirits that haunt the BLOCK will rage from time to time, and the fury of the greater spirits trapped inside the giant stone trying to escape cause the fragments to fall. It is also said that this will free the spirit from the BLOCK. These spirits are totally unpredictable and can be of any origin. Known spirits have been Chaos Demons, Lesser Gods, Storm Bulls that have defending the BLOCK, Spirits of Disease who were unable to escape the pull of the BLOCK after the death of their hosts, Forgotten Heroes, Greater Animal Spirits, and Great Ancestors of the Praxian Tribes. Physical Appearance ------------------- The BLOCK itself is visible for a days journey in all directions. It is approximatly 2 km tall and 1/2 km on each of its sides. >From a distance it appears as a giant cube, but closer examination shows that is irregular in places with small peaks and chunks missing. The BLOCKS appearance varies greatly with the seasons and the whims of the gods. Sometimes it can glow and erie purple that rivals the luminence of the Glowline. At other times it is the jet black hue that also colors the storm clouds that it seems to attract. Lightning and thunder constantly rage somewhere near the BLOCK, whether above it or toward the Storm Hills. The spirits of the dead that haunt the BLOCK also whip up tremendous dust storms that sweep across the desert at the foot of the relic of days gone by. There is rumoured to be a very ancient and wise griffin who lives in a perch upon the BLOCK. There is also said to be a secret path up the sides, but the location is a closely guarded secret of the Storm Bull cult. It is also rumoured that the cult knows a long and painful ritual that will temporarily protect against the magic absorbing property of the BLOCK. (This spell was gained due to Storm Bull's affinity with the BLOCK. It may only be performed on holy days and only lasts until the next sunrise.) The Camp -------- The collection of Storm Bull worshippers is often just the scattered hide tents of those who are present at the BLOCK. The is a very strong tribal prejudice amonst the cultists. They are always competing for the best grazing for their herds. Fighting and bickering is constant, and when there is no chaos to battle the cultist fight and raid each other (see Storm Bull Agression Table). Murdur and thievery are usually frowned upon by the priesthood, and the perpetratiors are banned from the encampment for one or more seasons. The population greatly increases for holy days as surrounding Storm Bulls journey to the BLOCK. The camp is an enormous circus by high holy day, with all the tribes of Prax represented in some form. Drinking, reveling, and fighting is at its greatest at this time of year. Storm Bull cultists at the BLOCK often go berserk (roll POW x 1 on d100 each week for each cultist). If the go berserk, they must attack another creature. STORM BULL AGRESISSION TABLE (in order of preference) 1. Chaos Creatures 2. Lunars 3. Hostile Cultists 4. Horse Cultists/Riders* 5. Foreigners 6. Hostile Tribes 7. Nuetral Cultists 8. Other Tribes 9. Allied Cultists 10. Other Stormbulls 11. Own Tribe 12. Own Family 13. Own Herdbeast *Storm Bulls (and Praxians in general) hate horses so much that they will kill them on site without using the peaceful cut (their spirits do no belong to Eiretha). Horse meat is never eaten even by starving cultists and is left to rot. The Good Canal -------------- Waha dug to Good Canal to cleanse Prax of the Devil. This worked in a limited sort of way. The Devil was so foul that there was no way to utterly remove his taint. By digging the canal, Wakboth's essence was spread out over a great area, and was therefore lessened. Now the canal is dry except for Sea Season, when Heler's cleasing rains wash away the ichor that has oozed out from under the BLOCK down the canal. The rains eventually carry the chaos slime out to sea where it is devoured at the center of the world in Magasta's Pool. The Devil's Marsh ----------------- This is truely one of the foulest dens of pure chaos that still exists in Glorantha. Unlike places like Dorastor where chaos has become refined in its evil, the Devil's Marsh is totally raw in its manifestation of chaos. All of the chaos that oozes from out under the BLOCK makes its way through the fen on its path out to sea. The Devil's Marsh is a foetid swamp, prone to bringing disease and ill health to all who venture there. It is not a haunted location like the BLOCK, and spirits are few. What is not scarce are the sometimes giagantic Gorps, multi-headhed Dragon Snails, twisted Broos, flying Bullsnitch, madness bringing gas, and other chaos horrors. The bulk of the Devil's Marsh lies south of the BLOCK, but seasonally extends its boundaries. At the height of Storm Season, then bog encompasses the entire base of the BLOCK, greatly hampering the acquisition of Truestone. The Stormbulls don't mind this too much since they are so busy destroying the influx of chaos that comes with the spreading of the marsh. For certain occaisions of great evil, creatures of chaos will make a pilgrimage from the Chaos Woods and other locations to the marsh for unspeakable acts. Ogres are particulately fond of the Marsh and hold regular ceremonies there. Featured Marsh Creatures (from Nomad Gods!) ------------------------------------------- CHAOS GAS This is a gas that rises from the Devil's Marsh at certain times and brings madness to all who breath it who don't make a CON x 1 roll on d100. Those who fail are allowed saves on the next 4 consecutive days, each at a +1 CON multiple (CON x 2 on day two - CON x 5 on day five). Those who fail the final roll a permanently affected (they can be healed by Chalana Arroy Rune Magic). A roll of 96+ is always a failure. The maddening effect of the gas is left up to the GM, but I suggest giving the player a couple of major disorders and phobias out of the insanity section of Call of Cthulhu. Insane characters are prone to walk out into the chapparel and never been seen again. BULLSNITCH These are fist-sized bugs whose long noses are capable slipping through chinks in armor, piercing even Rhino hides, and whose poison drives creatures mad. Everytime the Bullsnitch causes damage to a creature, that creature must roll under CON x 5 or go insane. This insanity lasts 1d6 days unless the roll is fumbled (96+), in which case the madness is permanent. See Chaos Gas for insanity. HP 1-4 Location Body (1-20) 0/hp POW 2d6 Mov 10 flying Defense: 25% STING SR 6 Attack 35% Damage 1d4 Note: The Bullsnitch's Sting ignores all armor, but not protection spells THE DEVIL'S HAND This is the only part of the Devil that has remained intact from the God's Age. It crawls out of the marsh to attack unsuspecting travellers. It is a giant 3 fingered hand that can squeeze or gouge opponents. The Hand's regenerative ability makes it unkillable, so traveller's only hopes are to flee it's deadly grasp. The Hand is particularily vulnerable to magic, and all spells are treated as being one level higher. HP 25 Thumb 10/10 POW 20 Finger 1 10/9 Mov 5 Finger 2 10/9 Defense: 20% Finger 3 10/8 CRUSH SR 9 Attack 75% Damage 3d10 Palm 10/15 CLAW SR 7 Attack 90% Damage 3d6 Chaos Features: Appears Confusing (20% Defence) Regenerates 3pt/round per location even after dead All spells cast at it are treated as 1 level higher The Bones of the Devil ---------------------- Only the heartiest of Storm Khans and Priests dare to journey beneath the BLOCK itself and dare to tread the Bones of the Devil. The Devil's flesh was smeared into goo and most of his bones were ground into dust, but a few remained, hollow tunnels in the earth oozing chaos. All know entrances to this warren have been destroyed, but occaisionally a chaos horror erupts from them and after it has been delt with, the bravest of Storm Bulls will journey into the earth to make sure that no more horrors are ready to issue forth and then seal the tunnel. There is rumoured to be a Krarsht Temple as well as an entrance to the Hero Plane located somewhere in the Bones of the Devil. The spirits of Chaos demons abound, as well as one that claims to be that of the Devil itself. Of great prize to creatures of chaos are the tainted power crystals that were formed from the drops of the Devil's blood as he was wounded by Storm Bull. Most of these have been destroyed by the cult over the years, but every now and then a new one surfaces. Storm Bull Rituals ------------------ The BLOCK Party: Each year during Storm Season, Storm Bulls from all over Prax converge on the BLOCK to celebrate the marriage of the Storm Bull to Eiretha. The celebrants work themselves into a fury each night, culminating of Wild day of Stasis week, the High Holy Day. Drunken Revelry: It is not uncommon for several worshippers to get drunk and take up the challenge of Devil's Marsh. The participants mount up their herd animals and ride south toward the fens. The challange is to see which can kill a creature of chaos first. They carry their great bullhorns with them, and the first to score a kill blows upon his to let all know that he is the most valliant of that hunt. Adventure Ideas --------------- A Broo village has been devined deep in the Devil's Marsh. The cult elders think that this would be a test for some young initiates. The cult is in need of more slaves. You must take herd animals to Pimper's Block to trade. Any extra slaves you capture on the way will bring accomodation. Beware Hender's Ruins! Storm Bull himself has been bellowing a challenge from the Storm Hills for cultists to journey there. Who knows what (hero)quest he will send his Storm Khans on! Rumour has it that a band of Humakti has come to Tourney Alter and has defeated all challengers. No self respecting Storm Bull could sleep at night knowing that worshippers of an Invader God are putting all Praxian Nomads to shame. A three headed Chaos Creature (a giant chimerae?) has burst from the earth near the BLOCK. It must not only be deafeated, but its origin must also be found and destroyed. Dwarves are marching toward the BLOCK with their adamantite tools, ready to carve it up for themselves. The problem is that they've hired a Giant to be their bodyguard. Traders are always comming to the BLOCK in the hopes of getting a small piece of the precious Truestone. They are always in need of guards on their strange and far reaching travels. A small tribe of unfriendly Griffins has been mercilessly stalking Sky Bulls in the skies of Prax. They must be tracked down to the den in the Storm Hills and made to stop this carnage by negotion or force. Cacodemon himself has been summoned to the Devil's Marsh. He leads a horde of Ogre's and lesser chaos creature to battle against the BLOCK. Cacodemon's form is said to to be that of a horrible two headed demon. The Morokanth have raided a nearby tribe friendly to the worshippers at the BLOCK. A party must be quickly organized to pursue them southwest into Morokanth lands before than can magic their prisoners into herdmen and then eat them. A tremendous storm has come up unexpectedly, and a flash flood has caused the Devil's Marsh to overflow and chaos is being washed through the heart of the main settlement. ====================================================================== From: CRIMMARTI@urvax.urich.edu (Martin Crim) Subject: BOGGLES BOGGLES A Boggle is a Disorder spirit. As such, it requires a certain attitude and aptitude from the GM. A Boggle should never act predictably--except when no one could have predicted it would. A Boggle delights in breaking things, true, but also in more sophisticated mischief. To run a Boggle, the GM should give vent to every malicious (but not necessarily lethal) urge that strikes him. A Boggle's appearance is no more predictable than his behavior. Some appear as long-limbed and long-nosed humanoids, others as talking animals (coyote, crow, giant spider, goat), still others as unclassifiable in-betweeners (coyote with a human head, hyena with bat's wings, etc.). Few will recognize the being as a Boggle. A Disorder cultist may do so with a successful Cult Lore (or Human/Troll Lore) roll. Others will not recognize the being unless they have studied the manifestations of Disorder. Boggles always appear singly, leading some rash scholars to the conclusion that only one exists in the whole world. We should be so lucky. The Boggle always gives a name different from any name a Boggle (or The Boggle) has used in the past. It always speaks the characters' language. It almost always lies, usually unconvincingly. One time it appeared as a huge, gangly duck with bright red plumage, called itself Barbarnikinikihumuhumunukunuku- wapawaha, and claimed to be a travelling salesman. A Boggle will remain and bother a person or group as long as it amuses him to do so. He may leave within a few seconds, or stay for the rest of a person's life (which may come earlier than expected). He may leave and return semi-regularly for a while, and then vanish just when people were getting used to him. Dealing with a Boggle always poses difficulties. Boggles tend to make themselves impossible to ignore, by doing things like stealing a PC's allied spirit. One can trick a Boggle, but one cannot persuade it through reason. A tricked Boggle always disappears, but it may reappear later. Attacking a Boggle creates some strange situations, best handled by going outside the game system. Normal weapons rarely damage the Boggle. Only a successful surprise attack will affect him, and it usually will only knock him down. He stays down a number of Strike Ranks equal to the damage he took. While he is down, he can be struck, but it only tickles him. Once a Boggle has been surprised in a particular way by someone, he will never be surprised that way again by that person or anyone present when the surprise occurred. A critical success with a surprising attack causes the Boggle's eyes to cross and then roll up in its head, after which the Boggle's body goes stiff and it falls over backwards, disappearing. Any character with a sense of humor will laugh at this sight. The manner of a Boggle's disappearance varies constantly. Sometimes he just fades away, other times he disappears in a puff of smoke, and other times he breaks apart into sand. ====================================================================== From: ROBERTSON@sc.intel.com Subject: Review of Daughters of Darkness A review of Daughters of Darkness Chaosium, $14.95 Tom Hickie & Robert Innes 96 Pages, Double sided map Being somewhat of a completist in collecting RuneQuest material (especially that produced by Chaosium), I picked up this little 'gem' almost as soon as I saw it. I feel now that I was *very* wrong to do so. The Introduction states: "Daughters of Darkness is a compilation of Runequest Scenarios and background information for use by gamemasters seeking material which can be fitted into an on-going campaign with minimal work on their own parts. ..." This is a nice purpose, but really means "We wrote this, and we thought it was neat, and we ran this for our group, and they thought it was neat, so we submitted it to Avalon Hill, and *they* thought it was neat, so they published it." The quality of material here is not quite abysmal, but is very bad. The first part of the book gives an over-view of the area in which the adventures take place. This has no known links to *any* previous product, and no suggestions for links (not even to QuestWorld). The location is the Autocracy of Menetia, an ex-Kingdom (after Regicide, the most powerful nobles formed their own government). Three pages of text cover the geography, people, flora and fauna of the area, four cover Government, two and a half for Gods & Mythology, nine and a half form the framework for the adventures, mostly NPC descriptions and stats, and the remaining seventy (there are a number of full-page illustrations, so page counts will not add up here) detail nine scenarios, of which five are from a paragraph to one-half a page in length. the remaining four adventures are involved and tend to be of the 'hose the characters' type. The monsters mentioned as being present include Walkatpus, Broo, Werewolf, Jack-o-Bear and Ogre plus two 'new' monsters, the Gargoyle (this was in RQII, but didn't make it to RQ III), and a chaos bat. Elf, Dwarf and Troll settlements are mentioned, but inter-species interaction is glossed over. It seems that all adventurers will be Human. The primary focus of most of the adventures is the city of Santon, run by a corrupt Warden, and the inn called the Sailor's Rest. The Gamemaster hints suggest that the characters come from outside the area, and that they are broke, so that they must take on jobs provided by the InnKeeper or other stranger to remain solvent. This stuff is the worst tradition of Convention games, where the game-master must get a bunch of strangers into the adventure. The illustrations included in the product are the (by now) usual bad Avalon Hill pencil work. I think that AH should be able to find an artist able to do interior illustration (and Exterior color artwork), after all, they *are* in the publishing biz.. There was a note a while back about who to contact at AH to protest their standards, this might be the time to re-issue that information. A major source of irritation for me was the names of some of the characters. Cruella? last time I heard that name was in 1001 Dalmations, and I didn't find it evocative then (at least not of anything bad, as far as I am concerned, it is a comical name), yet here the meanest, baddest b***h in town is named Cruella. Or how about the ship Pequod, and her crew? (you should be able to guess the names). I am sorry, but in my experience, if you assign known names to a game character, they tend to get treated with a bit less respect (especially when I quote the beginning of Moby Dick as "Call me Fishmeal"...). I am not sure if the authors of this product are just young & misguided (as RPG players), or things are different in Britain as far as state of the art role-playing (at least one of the authors is British). I can only give this product about half a star. My Disclaimer: I am not asociated in any way with any of the people or companies mentioned, except in the consumereal sense. ====================================================================== From: email@example.com (Paul "RuneLord" Heinz) Subject: The RQ III Armor Tables THE RQ III ARMOUR TABLES The system for determining what size armour you need and what the ENC and cost of said armour will be is a trifle annoying. RQ 3 tried to get away from the old lumpy break-point idea in general, so why not for armour ? The tables below provide for specific ENCs and costs of armour based upon the SIZ of the intended wearer. ARMOUR TYPE AP ENC HELM TYPE ARMOUR ITEMS %Age Cloth 0 10 Cloth Leggings/Greaves 40 (pair) Soft Leather 1 15 Soft Hood Skirt/Taces 10 Stiff Leather 2 20 Thick Hood Byrnie/Cuirass 20 Cuirboulli 3 20 Hard Cap Sleeves/Vambraces 20 (pair) Bezainted 4 30 Composite Pants/Trews 50 Ringmail 5 40 Ring Coif Hauberk 30 Scale 6 70 Scale Coif Helm/Hood,etc. 10 Lamellar 6 80 Open Helm Hauberk/Hambergon 50 Brigandine 7 80 Chain Coif Chainmail 7 90 Visored Helm Plate 8 100 Closed Helm The ENC calculation is as follows: take the ENC factor and divide by 10, this is the base ENC of the armour, then add in the SIZ of the suit using the ENC factor as a percentage. Examples: SIZ 13 set of Cloth: 10 ENC -> base ENC 1.0 + 10% x 13 = 1.0 + 1.3 = 2.3 SIZ 10 set of Chain: 90 ENC -> base ENC 9.0 + 90% x 10 = 9.0 + 9.0 = 18.0 SIZ 17 set of Plate: 100 ENC -> base ENC 10.0 + 100% x 17 = 10.0 + 17.0 = 27.0 For those of you wondering about the strange calculation, this is to keep the existing systems "biasing" whereby the ENC to SIZ ratio is not entirely linear but makes small SIZ armour slightly higher in ENC and high SIZ armour slightly lower in ENC. For those of you who wish a straight linear SIZ to ENC ratio, just double my ENC factors and use those as a direct percentage of SIZ. Examples: SIZ 13 set of Cloth: 10 ENC -> 10 x2 = 20% of 13 = 2.6 SIZ 10 set of Chain: 90 ENC -> 90 x2 = 180% of 10 = 18.0 SIZ 17 set of Plate: 100 ENC -> 100 x2 = 200% of 17 = 34.0 (c) 1991 Paul "RuneLord" Heinz email: firstname.lastname@example.org ====================================================================== From: email@example.com (Paul "RuneLord" Heinz) Subject: THE ISSUE OF SPOKEN AND WRITTEN LANGUAGE I would be using the same script, namely the Roman/English alphabet, to write it. This is because a script is a system for taking sound and transcribing it onto paper, and is effectively independent of the meaning we attach to those sounds, which are rooted in the spoken language itself. As a generalisation, each language family of our world has evolved it's own script with which to enscribe it. For example, we have the Arabic script, Japanese and Chinese pictograms, etc. I feel that this should also apply within the context of Glorantha. Each language family would probably have a script which is was generally associated with and the languages were written in. With the publication of the Glorantha box, these families of language were detailed for us and I would posit that we can essentially determine the likely range of scripts from that. I would thus expect the following scripts to be extant in Genertela: Hsunchen languages family: the hsunchen are primitive peoples and are unlikely to have reached the level whereby they have a script. Pelorian languages family: the script would be widespread through out Peloria and would be the official script of the Lunar empire. Pentan languages family: it is debatable if whether the nomads of pent would have developed a script of their own or would use the Pelorian script. Praxian languages family: the praxian do not have a script as such as far as I can determine, however, there is praxian knot writing which uses strips of animal skin and patterns of knots to convey limited amounts of information. Teshnan languges family: likewise, it is also debatable whether the peoples of Teshnos would have a local script or use the pictogram style of Vithela. Theyalan languages family: this script would be widespread throughout the regions of the Holy Country, Sartar and neighbouring Tarsh. I would also expect that Tradetalk, being the creation of Issaries, an associate of Orlanth, would also commonly be written in Theyalan script. Vithelan languages family: with Vithela being the Gloranthan analogue of mythic Nippon, it is only reasonable to assume the use of a pictogram style script similar to the Japanese script of today. Western languages family: this would be the script of the Brithini and other such western Malkioni. In the language notes, it is specifically mentioned that there is a single written language which all Westerners use and can understand. This script is said to be derived from the original Brithini language itself, and thus based on thr language roots of all the Western tongues. Each of the established Elder Races would also have it's own script most likely, i.e. Aldryami, Mostali, Uz. It is said in the language notes that a script was devised by some clever EWF scholars for writing Draconic, a most complicated language. So my list of human scripts would go as follows: Pelorian, Theyalan, Vithelan, Western and possibly Pentan, and Teshnan. Someone who is being taught to read and write will commonly be taught the script of the prevalent language for the region, thus both a Sartarite and an Esrolian would be taught the Theyalan script. A characters attempts to write a given spoken language in a script are limited by his spoken skill with the language in question. Thus a sartar noble with 50% Speak Sartarite, 25% Speak Esrolian, and 40% Write Theyalan would have a 40% chance of success when writing Sartarite but only a 25% chance when writing Esrolian. The essential result of all this is that a character need not learn to read and write both Esrolian and Sartarite as they are both assocoiated with the common script of Theyalan, thus the single skill of Read/Write Theyalan would suffice for both, in fact for all languages of that family. Note that any human spoken language can still be transcribed by any script in general. In fact one could expect to find Hsunchen vocalisations written down in Theyalan script, indeed I would suspect the Lhankhor Mhy temples to require Theyalan script for all their transcripts, where possible, for cataloguing and administration purposes. Still, this does not stop someone from writing Sartarite in the Pelorian script, (although at a few minuses). In the Kingdom of Tarsh, it would have been decreed that all official documents henceforth be written in the Pelorian script by the order of the Empire, thus Tarshite (a member of the Theyalan family) may now be commonly written with Pelorian script, at least in Tarsh's higher circles. (c) 1991 Paul "RuneLord" Heinz email: firstname.lastname@example.org ====================================================================== From: email@example.com (Paul "RuneLord" Heinz) Subject: The RQ III Fatigue and Encumberance System THE RQ III FATIGUE AND ENCUMBERANCE SYSTEM Well, I think it sucks. The whole thing is flawed. Basically, they tried to combine a system for short term exertion right in with a system for long term exertion, and this just won't work with a single number, short term tiredness ie. getting winded, is not the same as long term exhaustion. Also, I don't like the effect of ENC on Dodge and Magic, it's too sudden. I feel the average person should be able to wear clothes, carry a knife or two, and not have their Dodge (or Magic for that matter) impaired. Now, I wouldn't bring this all up if I didn't have a solution to all this... the RuneLord ENC/Fatigue variant: The effect of ENC on Dodge and Magic is limited to that ENC which is in excess of the characters DEX. Thus a DEX 11 person gets to wear and/or carry 11 ENC before suffering a 1% penalty for each ENC point beyond that. Now, onto the fatigue system... 1) Characters have Fatigue points equal to their current CON. 2) Characters have an ENC multiple equal to their current STR. 3) Thus each character has a basic Fatigue cost equal to their total ENC divided by their current STR (and rounded appropriately). 4) When zero Fatigue points is reached, the character must make a Heroic action roll to continue with each Fatigue point worth of further extertion. Should this roll be missed, the character will collapse and can not be roused until such time as Fatigue goes above zero. 5) Each negative fatigue point is a -10% penalty on all rolls and will cause the loss of 1d6 total Hit points at the end of the day (see below). When a character exhausts his Fatigue points through extertion, they must stop or make Heroic action rolls to continue activity each round! For each general form of exertion, a character will lose his basic Fatigue cost times the rated cost for that activity. Types of Exertion Rate Examples None 0.0/hour easy walking Easy 0.5/hours easy riding, easy rowing Light 1.0/hour hiking, hard riding, rowing, rituals Medium 2.0/hour jogging, easy climbing Heavy 4.0/hour swimming, hard climbing, hard rowing Extreme 8.0/hour running, fighting Thus a STR 10 character carrying 20 ENC of gear while hiking for 4 hours will have used 2 x 1.0 x 4 = 8 Fatigue points, and with a CON of 10, will be starting to feel it with only 2 Fatigue points left, ie. time for a rest... Types of Rest Rate Examples None 0.0/hour Lounging 0.5/hour sitting, talking, drinking Resting 1.0/hour lying down, peace and quiet Sleeping 2.0/hour Eating a good meal 1.0 maximum 4 per day, 4-5 hours apart The sleeping rate has a special consideration: only after 4 undisturbed hours of sleeping does the rate of recovery increase from 1.0/hour (ie. the resting rate) to 2.0/hour (the sleeping rate). Thus 8 hours of sleep would gain 4 x 1.0 for the 1st four hours plus 4 x 2.0 for the 2nd four for a total of 12. This means people must in general, get a decent amount of uninterrupted sleep, or feel dead lousy in the morning (Hell, I know I do!) and whoever has to wake up at 2 am for the middle watch is going to be much more tired than his "lucky" watchmates. Oh, anybody with ideas about sleeping in armour can forget about the 2.0/hour rate. This only applies to people who are actually comfortable. Similarly, sleeping on broken ground without bedding (bugger, dungeon floors for a joke!) or in extreme temperatures, for those unused to them, are right out. (Don't you just hate them hot summer nights, they take me a few of nights of lousy sleep to get used to). All the above fatigue rules handle long term exertion and it's effects. Next, we get on to the subject of Wind points, those for short term exertion which, in essence, function just like the current Fatigue points of RQ 3 but... 1) A character starts with Wind points equal to his current Fatigue points. If you've been hiking for 7 hours, don't expect to be able to leap round in melee for a good 5 minutes. Face it buddy, you're beat! A party of tired veterans may have some trouble if ambushed by some "fresh" greenhorns. 2) When Wind points go below zero,at each multiple of CON in the negatives, the character will require a CON x5 roll to keep going and will have used a further 1 Fatigue point. The next roll must be be CON x4, then CON x3, etc. If such a roll is failed the character can not do anything until Wind goes above zero. Thus a STR 10, CON 10 Soldier carrying 20 ENC has been marching for 2 hours to to get to battle thus leaving 10 - 2 x 2 x 1.0 = 6 Fatigue points. Thus, he goes into battle with 6 Wind points. After 16 rounds of hard fighting, -10 Wind is reached and he must make a CON x5 roll to keep going and will now have only 6 -1 = 5 Fatigue points when the fight is finally over. THE EFFECTS OF DAMAGE Losing consciousness due to being at 1-2 Hit Points or being zero in the head causes the loss of all positive Wind Points and 1 Fatigue point. Likewise, going into shock due to limbs being severed, crushed, etc. causes loss of all positive Wind points and 1 Fatigue point. As an option I have yet to try, each Hit point of damage taken may cost a Wind point also. Being wounded doesn't exactly leave you feeling "chipper". EXPOSURE, HUNGER, AND THIRST As indicated in the RQ III Players book, a character suffering stifling heat or freezing cold suffers double (or higher) Fatigue and Wind point costs for each type of activity. A character who goes without food for more than two days will likewise suffer double fatigue costs as will a character without food after just one day without fluid. While exposed, hungry or thirsty, simple rest will not restore Fatigue or Wind points. On any day that a characters Fatigue points go below zero, or on any day that a characters Fatigue points stay at zero, 1d6 damage is taken directly to total Hit points and the end of the day. Once Hit points are reduced to zero or below, death will follow by the next morning. Note that this loss is not sudden, but rather a gradual loss of consciousness and finally, death. Characters may try Heroic action rolls to stay conscious and alive for just one more hour. THE EFFECTS OF MAGIC (AND MONSTERS) ON FATIGUE Each point of the spirit spell of Endurance adds either 5 Wind points or 1 Fatigue point (casters choice) to the targets totals up to a maximum of their current CON. Wind points may exceed Fatigue points (albeit briefly) via the use of this spell. The sorcery spell of Drain will cause the loss of 1d6 Wind points per point of intensity. The effects of negative Wind points apply as normal with resultant losses of Fatigue and potentially Hit points if Fatigue is reduced below zero. The Voria divine spell of Invigorate restores both Fatigue and Wind totals up to the targets maximum, which is the caster current CON. Blood loss will lower a characters Wind, and once this is zero, they will lose Fatigue points at a ration of 1d6 Wind point loss to 1 point Fstigue loss. If the characters reaches zero Fatigue, STR points will be lost instead. Vampires, Lamia, and other such undead bloodsuckers do not have Wind points and do not lose them from exertion. They do have a form of Fatigue points and lose 1d6 such points each day to sustain their undead existence. For each 1d6 points of Wind, or 1 point of either Fatigue or STR they drain, they get 1 such Fatigue point. These are the only ways they either gain or lose their Fatigue. YOU GOT TO BE KIDDING ME! Ok, ok, this may seem like really complicated but it's not that bad. Take your average bunch of characters, they load up for the day (calculate ENC multiple), travel by road or mount for a few hours (lose a few Fatigue), leap into combat (Wind points equal to Fatigue), have some lunch (gain a few Fatigue), travel some more (lose the rest of their Fatigue), and then catch some sleep (gain back their Fatigue) ready for the next day. And all those horrible side effects of the old system, ie. characters drops pack, instantly gains 5 fatigue - uggh! (c) 1991 Paul "RuneLord" Heinz email: firstname.lastname@example.org ====================================================================== From: Martin Crim
Subject: Summonable Spirits for Each Cult LIST OF SUMMONABLE SPIRITS FOR EACH CULT Often, it is difficult to determine what spirits a cult can summon. Summon (Species) is a common spell, and most cults either show they have all common spells or just list Summon (Species) as if it were one spell. Nowhere do the published materials specify which exact species a cult can summon. We can deduce some species from the materials, and guess at others. Where the cult teaches Command Cult Spirit, also a common spell, it should also teach Summon spells for all the standard varieties of Cult Spirit: intellect, magic, power, spell, and allied (see the "cult spirits" section on page 21 of the Cults Book in GoG). Thus, the notation below of "cult spirits" indicates that the cult teaches those four basic Summoning spells, with exceptions as noted. (Priests normally summon spell spirits through the Spellteaching spell.) GoG also mentions that, for example, Kyger Litor has cult Fear spirits, which implies that the cults mentioned have the Summon spells for those spirits. The list of allied spirit animals and objects in GoG lets us determine which cults can summon allied spirits. Where the cult teaches another Command spell, whether by itself or through an associate, cultists probably should be able to Summon it. Some of the Summon spells below follow from this rule. Many exotic varieties of spirit also exist, which some cults may summon. The otherworld contains various forms of "demons," or intelligent rune-manifesting beings. ALDRYA: cult spirits, Hamadryad [otherworld Dryad], Gnome, Healing Spirit [all as spirit spells] ANCESTOR WORSHIP (including DAKA FAL, PHARGON, WAERTAG, etc.): Ancestor [see also Horned Man] ANNILLA: cult spirits, Blue Demon, Hunting Demon, Selene, Wraith, various other demons ARGAN ARGAR: cult spirits, Shade ARKAT: all non-chaotic otherworld beings [no Allied Spirits] [all as sorcery spells] ASRELIA: cult spirits [except Allied Spirit--use awakened dog], Ghost, Gnome BABEESTER GOR: cult spirits, Ghost, Gnome, Wraith BAGOG: cult spirits [except Allied Spirit--use awakened animals] BASKO, THE BLACK SUN: cult spirits, Dehori [darkness demon] BLOODY TUSK: cult spirits, Ghost, Wraith [note that the cult description gives Leaders (such a colorful name) Command Cult Spirit, but no Summon spells] BOLONGO: Boggle [use awakened animals as Allied Spirits] BRASTALOS: cult spirits, Sylph CACODEMON: Fiend (cheaper but slower than divine intervention) CALADRA & AURELION: cult spirits, Gnome, Salamander CHALANA ARROY: cult spirits [except Allied Spirit--use awakened animals], Healing Spirit CITY GODS: [varies, but never have Allied Spirits] CRIMSON BAT: cult spirits [except Allied Spirit--use awakened bat], Madness Spirit, Wraith DALIATH: cult spirits, Undine DANFIVE XARON: cult spirits, Ghost, Wraith DAYZATAR: [none] DEEZOLA: cult spirits, Gnome, Healing Spirit DONANDAR: Allied Spirit DORMAL: cult spirits [all sorcery] EIRITHA: cult spirits [except Allied Spirit--use awakened animals], Gnome ERNALDA (including DENDARA): cult spirits [except Allied Spirit-- use awakened animals], Gatan [earth demon], Gnome, Healing Spirit, Oread ETYRIES: cult spirits EURMAL: Boggle (one shrine only) [use awakened animals as Allied Spirits] FLAMAL: [none--use awakened plant as Allied Spirit] GAGARTH: [none--cult shamans provide spells and spirits] GARK: cult spirits, Ghost, Ghoul, Vampire GLOOMSHARK: [none] GODUNYA: Allied Spirit GOLDEN BOW: cult spirits, Salamander GORGORMA: cult spirits [except Allied Spirit--use awakened animals], Fear Spirit, Gnome, Dehori [darkness demon], Wraith GRAIN GODDESSES: [none] HELER: cult spirits, Undine HENOTHEISTS: all non-chaotic otherworldly creatures HIMILE: cult spirits, Ice Spirit HON-EEL: cult spirits, Gnome HORNED MAN/BAD MAN (including spirit cults, DEHORE, EARTH WITCH, FRAMANTHE, LUX, etc.): cult spirits [except Allied Spirit], various others, including appropriate elementals [all as spirit spells] HRESTOLI: [none] HUMAKT: cult spirits, Ghost HUNTER: [none] HWARIN DALTHIPPA: cult spirits, Lune HYALOR: cult spirits HYKIM & MYKIH (including ARANEA, GOLOD, GORAKIKI, SWEMS, THOLAINA, etc.) [none--some use awakened animals as Allied Spirits] IRRIPPI ONTOR: cult spirits ISSARIES: cult spirits JAKALEEL: cult spirits, Dehori [darkness demon], Fear Spirit, Lune, Shade KRARSHT: Krarshtide KYGER LITOR: cult spirits, Dehori, Fear Spirit, Shade LHANKOR MHY: cult spirits LIGHTFORE: cult spirits, Luxi [light demon] LODRIL (including GUSTBRAN, MAHOME, and OAKFED): cult spirits, Salamander LOKARNOS: cult spirits, Salamander LORIAN: cult spirits, Undine MAGASTA: cult spirits, Fear Spirit, Ghost, Naiad, Undine, Wraith MALIA: Disease Spirit [note that priests are also shamans of the Bad Man and that their Allied Spirits are awakened animals] MARAN GOR: cult spirits, Ghost, Gnome, Wraith MASTAKOS: cult spirits [except Allied Spirit] MEE VORALA: cult spirits MIRINTHA: cult spirits, Naiad, Undine MOLANNI: cult spirits, Sylph MOORGARKI: cult spirits, Ghost MOSTAL: Tin caste: Gnome, Gobbler Spirit, Jolant Spirit, Nilmerg Spirit; Silver Caste: cult spirits [except Allied Spirit] [all as sorcery spells] MURTHDRYA: cult spirits, Undine NELAT: cult spirits, Undine OMPALAM: cult spirits, Pain Spirit ORLANTH: cult spirits, Sylph, Umbroli [storm demon] PAMALT: cult spirits, Gnome POCHARNGO: [none--use awakened gorp as Allied Spirit] POLARIS: cult spirits, Salamander PRIMAL CHAOS: [none] RED GODDESS: Dhrevanewrz [tax demon], Gnome, Lune, Moon Demon, Salamander, Shade, Undine RIVER GODS: cult spirits [except Allied Spirit], Naiad, Undine ROKARI: cult spirits [except Allied Spirit], Hellion SESEINE: Succubus SEVEN MOTHERS: cult spirits, Lune, Madness Demon, Madness Spirit, Moon Demon STORM BULL: cult spirits, Fury Spirit (passion spirit of berserkness), Sylph SUBERE: cult spirits [except Allied Spirit], Chonchon, Dehori [darkness demon], various kinds of Demon, Ghost, Ghoul Spirit, Hag, Hellion, Lamia, Shade, Wraith TANIAN: cult spirits, Undine TEELO NORRI: [none] THANATAR: cult spirits, Spirit of Teaching, Voice of Atyar THED: cult spirits [except Allied Spirit--use awakened goat] THIEF GODS: [usually none] THOLAINA: cult spirits [except Allied Spirit--use awakened fish] TRIOLINA: cult spirits [except Allied Spirit--use awakened fish], Undine TSANKTH: Allied Spirit TY KORA TEK: cult spirits, Dead [Call Dead spell described], Ghost, Gnome, Wraith ULERIA: Tilntae (love demon) [use awakened dove as Allied Spirit] VALIND: cult spirits, Sylph VARCHULANGA: cult spirits, Undine VIVAMORT: cult spirits, Ghoul, Lamia, Pain Spirit, Vampire, Wraith [all as sorcery] VORIA: [none] WACHAZA: cult spirits, Undine WAHA: Gnome, Spirit of Law [use awakened riding animal for Allied Spirit] XENTHA: cult spirits, Shade XIOLA UMBAR: cult spirits, Healing Spirit, Shade YANAFAL TARNILS: cult spirits YARA ARANIS: cult spirits, Dehori [darkness demon] YELM: cult spirits [except Allied Spirit--use awakened animals], Angel, Salamander YELMALIO: cult spirits YELORNA: cult spirits, Salamander YINKIN: cult spirits [except Allied Spirit--use awakened shadow cat] ZORAK ZORAN: cult spirits, Fear Demon, Ghost, Hate Spirit (passion spirit of berserkness: a/k/a Fury Spirit), Salamander (through Amanstan), Shade, Wraith Note: Angels, Dehori, Umbroli, other demons, and Nymphs will demand that their summoner prove his worth before the spirit will perform a task. Most spirits just require a showing that the summoner is powerful. Angels and some other spirits with more sophisticated ethics will require a proof of spiritual worthiness, and will refuse to perform unethical deeds. Demons often slay summoners who fail to prove their worth. ====================================================================== 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. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: email@example.com ...!mcnc!unc!bell Request old articles by volume number and issue number.