Too many different things to summarize in a subject line

From: Nils Weinander <niwe_at_ppvku.ericsson.se>
Date: Thu, 7 Dec 1995 14:21:51 +0100


Vormain
- -------

Peter:
>For example, I had the idea that a fustrated clan of one of
>the Houses of Vormain is seeking to conciously transform Viyaja
>into a more conventional Solar God and identifying him with the
>Sun Emperor that ruled over the East Isles long ago.

That's a really good idea! It would also confuse the good Islanders to no end. They know that the Golden Emperor is long dead and now sits by the side of his father the Sun in Hell. And no Islander worships these dead gods before death.

>This was the sort of thing I wanted Colour magic to emulate. It's
>not the most respectable philosophy in Vorumain and some followers
>of it are downright dubious.

An interesting thought.

Tim Torres:
>In my mind, the 5+0 colors
>represent spiritual vibrations which are qualitatively and quantitatively
>different. I guess in practice, it still ends up parallelling runic systems.

Perhaps not. What if the colours just represent _spiritual_ states? OK, a colour magician can then apply them on the material world, but I think it could be really interesting if the colour system is originally about the mind alone.

>COLOR MYSTICISM: I'm picturing a color mystic who finds herself
>serendipitously "in tune" with a color.
>She may even experiment and find herself progressing through
>experiences with "higher" colors until reaching the void (was
>it sapphire?).

That would fit I think.

Peter:
>It's really up to her what the final color is.

You could do a msytical tie-in: the final goal is the absence of colour. You look through the veil of illusion into the Void, which has no colour and all colours.

Sandy:
> Vorumai (noun) the people of Vormain
> Vorumai (adjective) having to do with Vormain
> Vorumaize -- either a type of corn or the process of
> becomin Vorumai-esque.
> Vorumainen -- an important character from the Kalevala.
> Vorumaini -- tekel upharsin

More laughs, but what does the last one mean?


Kralorela
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Andrew Behan:
(Presents a good PDP mysticism system)
>By spending one Kralori
>month in meditation a character may decrease one Personality Trait by 1 point
>without increasing the opposing trait, so that they add up to less than
>20.

This sounds a bit weird. Care to elaborate on the philosophical/spiritual implications of killing your personality? I sense that this might be a really cool idea, but right now I'm too thick to see the justifications.

Peter, on Kralorelan divine magic:
>I think from Nils' rules they need several other skills than just
>simply worship diety. For instance, a Kralori War Cult would require
>four other appropiate skills (ie Sword Attack etc) to connect the void
>to reality so to speak. Otherwise it becomes far too easy to gain this
>sort of magic compared with the average Theist, IMO.

Well, I never thought of that, but it makes perfect sense, so that's how I'm going to do it from now.


East Isles
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Dave Pearton:
>The east isles have an intimate connection with dreams and dreaming and
>they were once part of Vithela (with its draconic connections).

Draconic connections in Vithela? I wasn't aware of those, tell me more!

>Given
>the connection between dragons and things draconic with dreaming how do
>dragons and/or draconic philosophy relate to the east isles?

There are probably some connections. One East Isles creation myth is similar to the Kralorelan/draconic one with the Cosmic Dragon as the beginning of it all. In the East Isles myth, the other gods were born from the Great Dragon's dreams.

>Are there any dragonewts in the east isles?

Yes, there is a group of islands called Dragon's Four, where dragonewts live. THey sail weird ships with multiple hulls and sails shaped like crab's claws. At the moment they have some sort of alliance with the Haragalan Commonwealth.

>Is the lucid dreaming type of magic in any way related to draconic magic?

Yes and no. The Islanders believe that the dragonewts exist simultaneously in the waking world and the dreaming, just like lucid dream magician, but I think the magic is done in different ways. For dragonewts it's instinctive and 'automatic' but taxing on your personality. For dream magicians it's difficult and learned through experience and application. The danger is to your reality: overstep your abilities and you start to loose reality and slip inbto the dream. With enough (ab)use you can turn into a dreamwraith.

Hmm, these issues are very slippery and hard to describe. I guess Sandy will present a substantially different version.


CGF
- ---

Erik:
(too much good stuff to quote)
>That is what this digest consists of, to a large degree: We all try
>to convince the examiners.

Amen!

>Nine embarrasing facts that may be tied to my nature as a Greggite:

ROFL! and a smile of recognition.


Island & sea stuff

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

Hasni:
>Also, does anybody have any little "island hopping" scenarios they'd
>like to share?

Sandy:
>Ask Nils and Greg Fried for some of their island scenarios.

Greg F has a great scenario called Atek's Ghost which he usually gives out freely. It is East Isles based but could be transplanted to anyplace where you can find an island with 'primitive' inhabitants.

The adventures from my campaign are island-based of course since we play in the East Isles, buit they are very tightly bound to the East Isles and rather tightly to my campaign. But if you are interested anyway Hasni, email me and I'll send you the synopsis of some stuff I have run.

Sandy then recommends some sources of inspiration. I can add a couple more:

The Earthsea books by U. LeGuin
The Crimson Pirate, great movie with Burt Lancaster


Spirit plane
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Michael:
>Shamans in my campaign can see into both worlds at the same time
...
>My spirit plane isn't the boring shadow plain with swirling mists from the
>Magic Book, but a spiritual/ symbolical representation of the mundane
>landscape.

...
>Also, the spirit plane doesn't have any clear-cut borders to the other
>planes

...
>In some places you don't need a heroquest myth-ritual to propel you onto
>the hero plane. Unfortunately you need the myth-ritual to actually make a
>lasting impression or explain why and where you are.

That's just about exactly how I run the Dream world in my East Isles campaign.


Miscellaneous
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Loren:
>Is there a story structure that is recognizably Gloranthan, that
>conveys the mystery of the place, its loony California sense of humor

                                             ^^^^^^^^^^^^^^^^^^^^^^^^^

Could one of you americans explain to an ignorant european just what 'California sense of humour' is?


OK, OK, I'm finished now.


Nils W				| Here we are!
Office: niwe_at_einku.ericsson.se	| We sail on a ship made of dreams.
Home: nilsw_at_ibm.net

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