Myriad stuff

From: Peter Metcalfe <P.Metcalfe_at_student.canterbury.ac.nz>
Date: Fri, 14 Jul 1995 16:49:59 +1300


David Cake:

>>Erm, I recall seeing a similar list of places in the Rurik replies column.
>>This the same place? The only difference is that it was actually a list
>>of entrances to other worlds ie the Young Kingdoms of Elric.

> Yes, this was the list I was thinking of. I think it was actually a
>list of gateways to the HeroPlane, and it was suggested that from the
>HeroPlane you could travel to other worlds.
 

The question which prompted the reply was somebody quoting from Stormbringer rules saying that using a Demon of Transportation, one could travel to other worlds ie (a somewhat suspicious game plug) Glorantha and Runequest, ie Your favourite Pang Tangian Sorcerer toasts the Lunar Empires Ass with Mournbalde. (This was the second version before Morrison, Watts and Co started churning out brill stuff). The answer implied the places were where the other planar things was going to turn up. No mention of having to go the Styx Customs and its 'Is that a demon of combat you're carrying there?'

On second thoughts there is a _partial_ list of approved ways into the Heroplane (Heaven, Hell, Altinae, Luathela, Vithela etc) in the Glorantha Book of G:CotHW. The list ranges from the mundane method of simply travelling there (and not so simply avoiding the myriad hazards to the magical rituals. Examples of the Former were the Hellcrack, Magasta's Pool, the Boats used by the Doraddi Shamans (to the Beyond the Nargan), Snodal's journey and so forth. The only examples of the latter I can recall are the ritual of Six Stones (used only by the Sartarite Humakti) and the Crowns of Brilliance (used to get into Heaven).

> My own view is that going to Hell is the same as going on the
>HeroPlane and going in a downward direction (for most Hells), so I
>mentioned those that sounded like they went down.

Hell _is_ in the Heroplane as is Heaven. Reread the essay of the Six Worlds. It's more magical than the Inner World because the Godplane lies closer to the Mundane World there.

>>I can recall
>>about four places: Glamour, the Dragons Eye, the City of Wonders (Da dead
>>Pharaohs old place) and (get this!) the Big Rubble!!! (somewhere near the
>>North Quarry, I think).

> I remember that others included the Castle of Lead, and the Hidden
>Greens (I omitted the HG from my list as it didn't go down - I may have
>been confused between Glamour/Crater). I thought that the mention of the
>Big Rubble actually referred to the Gateway to the HeroPlane in the Puzzle
>Canal (which actually takes you to the Styx, so it does take you to Hell).

I don't think you have to go through Hell to get to the Other Planar Gate, cf the Void Gateway in Snakepipe Hollow. I'm pretty sure that the Pavis gate wasn't the trick of entering the canal in the Sacred Time.

> I actually think that this list only covers the permanent or
>recurring ones, there are many more gates that are temporarily created by
>powerful magic.

I hardly think the list is complete even if it were only the permanent or recurring ones (I presume the debate has switched to gateways to Hell at this point rather than otherplanar gateways!) The Hellcrack was mentioned coz it's the biggest place to hell whereas stuff like the Six Stones were mentioned because Greg knew of it through the Temple of the Wooden Sword adventures (Six Stones ritual was apparently mentioned on Londra's Character Stats[*]). This hardly confers any dazzling status on the places listed.

*BTW, Wyrm's Footprint people. When you said you had the statistics for the various Characters, I thought the ones like Rurik, Fazzur Wideread, Londra were going to be included [and perhaps upgraded to RQIII rules], NOT the Arduin stats for the Dragon Pass Characters! Descriptions of how so-and-so's sword can detect any secret doors within a 50' radius makes me want to bazooka-barf!!

MOB:


>David Cake gives good advice:

 ^^^^^^^^^^

>>I dunno whether it is possible to travel moorcocksian to other worlds
>>anymore or not. Greg has said that Redbird...

ah-hem. ARRKK-HRUMMMM!!! We don't want to repeat the Goddess Switch again, do we? Besides Me and David don't even have the same runes!

>[Interesting debate on how well RQ PC's can stand up to AD&D(tm) 6th(tm)
>level(tm) Rangers (tm), All (tm) property of T$R) snipped]

Brian Tickler:


Writes on some musings of mine:

>From a "rules" perspective (no hurling of foodstuffs, please), playing a
>campaign where Humakti are resurrectable would be obscenely unbalanced.
>Surely a RQ player/GM would never seek out such an advantage for his
>characters/players? Personally, I would never be able to play a "raised"
>Humakti; I would feel that the character was tainted.

The Cult of Yanafal Tarnils (barest bones, sans even the marrow!) in G:CotHW Carmanian Charcter's previous experience said that Yanafal was like Humakt save that he was resurrectable but has one-use of sever spirit. Seeing that the Lunar Empire can whip any army of Humakti warriors, yes it does appear that ressurectable Humakti are obscenely unbalanced ;). Seriously, what I was arguing was that the resurrectable Humakti could still get the re-usable sever spirit but that he will have to give up Something Else (like no healing of wounds whatsoever or something like that). Or the Humakti could become illuminated and I haven't heard about people complaining that Illumination is Obscenely Unbalanced.

Alex!:


He's back! And he writes:

>_But_, since the Malkioni don't subscribe to the whole Rune Thing in
>the first place, much less Opposed Runes, it'd be fairly meaningless
>to wonder if this was opposition in the same sense as the Generic Theyalan
>Paired Powers.

I'm sorry? The Malkioni in their God-Learner phase standardized the Runes. They also invented the concept of opposition which developed, I think, out of the Uleria/Urtiam duality. The Theyalans didn't have the foggiest idea about paired powers (cf the tale of the First Harp in KoS). I'm pretty certain the Malkioni still uses runes although mainly to write with these days.

David Dunham had written:

>> I give Humath the Air rune (and the title North War Wind)

To which Alex points out.

>The borrowing of/coincidence with the Pentan "Humakt's" name seems
>unfortunate here. After all, he's "North War Wind" in Pent because
>they don't "know" he's "really" Humakt, so this seems unlikely to
>be a widespread title.

Humakt was known as somebody connected to the North Wind ie the Cold Winds that blow of Valind's Glacier. I would just call him the North Wind or perhaps General Winter...

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