Re: Omens & Oracles--technical difficulties

From: owner-glorantha_at_hops.wharton.upenn.edu
Date: Wed, 17 Jan 1996 13:20:03 -0500

In V2 #329, Loren writes:

>I was looking forward to this. What happened?

I forgot to save it as an ASCII file, so AOL wouldn't send it. I'll try again:
- -------

                        OMENS AND ORACLES
                 Copyright   1992 Martin R. Crim

=0D
People of every land believe in omens. People know that omens or si=
gns speak to them
through symbols, or even with words. When there are no signs to read, pe= ople make their own by
consulting oracles: people or things that reveal hidden truth. Oracles a= nd signs tell about the past,
present, and future. A generic term for a person who reads signs and use= s oracles is "diviner," but
there are many terms for different specialties.
=0D

The Doctrine of Signs

     Omens and oracles are a part of a wide branch of magic called the do= ctrine of signs. =

Another term for the same idea is the principle of sympathy. Sympathy me= ans that things have
magical connections based on their traits. Mandrake and ginseng roots lo= ok like people--thus,
they have power over people. A man's hat bears part of his magic, so a d= iviner can make it tell
where the man is now. =

     Great events in the heavens warn of tumult on the earth. The most f= amous heavenly sign
in Gloranthan history was the Sunstop, which presaged the birth of Nysalo= r, among other events. =

Small signs speak of small events, and are more likely than large signs t= o speak just to the diviner.
=0D

Can We Know the Future?

     In Glorantha, true prophecy is rare. No one knows the future--or so=  they say. Recent
Gloranthan works show that prophecy exists, and that some of it is true.

     Most omens and oracles show the past or present. If they show the f= uture, it is by hints of
hidden things going on in the present. Thus, most omens and oracles fit = into the Great Compromise
 and obey the law of Time. If a diviner says that an omen or orac= le shows the future, the
diviner is probably wrong or lying. =

=0D

Oracles under Your Nose

     Glorantha has many omens and oracles, some so familiar that we forge= t their nature. =

Detection spells are minor oracles. They are spells that lead the spell-= caster to the nearest thing of
the type divined for. Any spell of that type is a form of dowsing. Divi= nation is also an oracle,
and many of Lhankor Mhy's divine spells are oracles.
=0D

Who Does What

     Most Theists use the Divination spell, but the ritual varies from cu= lt to cult. One cult
might use a sacred pig that picks runes or letters carved on magic sticks=
=2E Another might have a

priestess inhale bay leaf smoke and listen to the wind howling through a = cleft in the rock. The
methods below are just major classes.

     The major elemental cults use their elements when they divine. Maga= sta priests read the
patterns in a bowl of swirling water. Ernalda priestesses cast sacred st= ones and read the patterns
they make on the bare earth. Yelm priests read their sacred fires. Orla= nthi watch the winds,
clouds, and lightning. Of the other elemental cults, some use the elemen= t and some do not.

     Some cults lack the Divination spell, but they still do divination. =  Ancestor worshipers talk
to the oldest ancestors they dare to summon. City god priests talk to th= eir cult founders, or the
founder's chief spirit servants. Initiates of the Red Goddess use the Di= vination spell from one of
her associated deities. Subere cultists summon spirits and demons, and t= rade for or take
information. Rumors abound as to Uleria divination, and most of the rumo= rs are lewd. Waha
priests read the way that a herd animal's blood splashes on the ground, o= r talk to spirits.

     Theists know that all divination comes from the gods, through cult s= pirits. The gods do
not know everything, so the limit of divination is the gods' knowledge. = The Divination spell is
accurate and fairly easy to interpret, but its limit is the knowledge of = the particular god the priest
worships. Other oracles and omens show what other gods and their major s= pirits know, but with
less clarity. It is foolish to rely on spirits who have no link with the=  divine, for they know nothing
of the roots of what goes on in the world. It is equally foolish to rely=  on signs in the natural world
alone, as the humanists do.

     The Malkioni lack the Divination spell, and claim no direct communic= ation with their
God. However, many of them do practice divination. One popular and wide= spread method is to
open the Book of Malkion at random. =

     Many Henotheists practice haruspicy (see 2., below). Orthodox Hrest= oli and Rokari see
this as a rank heresy and paganism, and condemn it. It is one of the cau= ses of strife between the
Arkati and other Malkioni.

     Some Rokari condemn even the drawing of lots and casting of dice. T= hey see those
practices as violations of Malkion's fourth law, specifically the admonit= ion to be loyal to God. To
call on a spirit or a false god is to betray one's faith in the Invisible=  God. =

     All Malkioni invoke saints' blessings at ordeals (see 10, below) and=  when reading omens. =

Rokari and Hrestoli draw a distinction between this and base, pagan oracl= es.

     The Malkioni know that true oracles reveal the secrets of the natura= l world to the person
with insight. Spirits are malicious, and lead the pagan astray. Good Ma= lkioni rely on their inner
powers and the power of saints to see the patterns written by the Creator= 's hand.

     Like the Malkioni, most primitive cultures lack the Divination spell=
=2E They do not have

astrology or any art that uses writing or numbers. Primitives rely on sp= irits, like the Theists. =

They know that the gods see only a part of the truth, however, and that t= he gods slant their
oracles for their own incomprehensible ends. Primitives also know that i= t is pointless to try to
divine using only the visible world, because the spirits are behind much = that happens here. It is
better to ask the spirits.
=0D

Methods of Divination

     To divine, the diviner has to focus his or her mind. Some ways of d= ivination clear the
mind, and others cloud it. Either way, the state of mind changes. Befor= e going into this state, the
diviner asks the question to be answered. It may be the diviner's own, o= r some one else's. After
the return, the diviner has changed. He or she has brought back somethin= g of use to the
community. Consulting an oracle is a short and minor version of the hero= ic cycle.

     Active divination holds many dangers. It draws the attention of spi= rits and gods. Enemy
spirits want to cause trouble for the diviner, by leading the diviner ast= ray, or harassing him or her. =

Amateurs should not try to use divination.

     In every way of divination, the diviner has to decode the answer. S= igns and symbols are
ambiguous and general. Interpretation is a matter best left to the playe= rs, gently guided by the
GM. =

     The [Cult] Lore skill tells how much the character knows about how t= o interpret symbols. =

(If your campaign does not use the [Cult] Lore skill, use Ceremony instea= d.) A successful roll
reveals the omen or oracle's meaning. A failed roll means that the perso= n does not understand the
omen. The degree of success or failure shows how well or deeply the pers= on grasps the sign's
sense.
 =

  1. Omens occur every day, if one knows how to look for them. Some o= mens cry out for interpretation, such as marvels in the sky or the birth of a two-headed s= heep. More common omens are the flight of birds, the tracks of animals, and the growth patt= erns of plants. This is a way of divination where the diviner does not have to seek out spirits, so= it is the only way that is not dangerous. The Malkioni have raised it to a high art. Most omens have only vague meanings, but some are very specific. Us= ually they mean only good or bad luck. Everyone in Glorantha reads the obvious omens. If they do not know = what a sign means, or if people differ on what it means, they ask a priest or shaman to inte= rpret it.
    =0D
  2. Hidden signs reveal themselves to diviners who do the correct rit= uals. This differs from # 1 only in that someone is actively looking for the sign. The divine sp= ell Divination is one way to do this. Some diviners examine the viscera of beasts, a practice known as har= uspicy or extispicy. =

(A diviner who uses this method is a haruspex or extispex, pl. haruspices=  / extispices.) This
method is popular among trolls, who also divine from the way the dying an= imal thrashes. Tusk
riders also use "thrashing divination," and bet on how long the animal (o= r person) will live.

     Some diviners find signs hidden on or around the object of the divin= ation. If the object is
a person, the diviner looks at the palm, bumps on the skull, or some othe= r variable part of the
body. If the object is a thing, the diviner looks at it for magical clue= s that answer the question
posed. With the Lhankor Mhy oracle Analyze Magic, the caster handles the=  item and examines it
closely in a trance-like state. =

     The ancient Chinese threw turtle shells into fires and pulled them o= ut after they cracked. =

Diviners then read the pictographs they saw in the cracks in the shell. = Kralorelans do the same.

     Diviners can read omens in anything with a pattern: fire, wood, clot= h, water, clouds. =

Crystal-gazing is a special case: see below, at 9.
=0D

     3. Books. The diviner uses a random number to pick a passage to rea= d, or opens the book
at random. Symbols and poetic words yield an answer that is more or less=  vague and more or less
impelling. Historical examples of books used for divination this way inc= lude the Bible, Virgil's
Aeneid, and in China the I Ching (pronounced yee jing; in English, The Bo= ok of Changes). =

     The I Ching makes a fair divination tool in a fantasy RPG. It suits=  RPGs that focus on
role playing and political intrigue. It is not useful if you only want t= o know which door to open. =

One uses it by throwing yarrow stalks and taking away set numbers from a = bunch until a usable
number of them are left. In this way, the diviner gets a hexagram, a set=  of six solid or broken
lines. The book gives a commentary on the hexagram.
=0D

     4. Drawing the rune stones or cards. There are several versions of = this. They differ from
reading the signs by giving specific meanings to individual elements. Un= less a chicken is diseased,
its guts look much like any other chicken's. With Rune Cards, however, t= here are over 1 trillion
possible 7 card layouts.

     Players and GMs may also wish to get Ralph Blum's The Book of Runes,=  which is available
in catalogs and New Age stores. It comes with a set of baked clay stones=  in a cloth bag, which
makes a good prop. The interpretation is very much New Age, with a lot o= f "personal growth"
jargon, but the stones are fun to use. The book provides meanings for ea= ch rune and explains
how to read them in groups. The readings sound specific enough to mean s= omething, but they
give the user enough alternatives that the diviner can read much into eac= h reading. =

     Some of the norse runes refer to specific norse deities or parallel = Gloranthan rune names. =

It is an easy matter to translate these into Gloranthan deities. The div= iner's cult would influence
the significance he or she would assign to the particular gods, of course=
=2E =

     Ansuz =3D Loki =3D Eurmal =

     Inguz =3D Ing =3D founder =

     Teiwaz =3D Tyr =3D Humakt =

     Berkana =3D fertility =3D Ernalda =

     Ehwaz =3D movement =3D Mastakos =

     Laguz =3D sea =3D Magasta =

     Isa =3D ice =3D Valind =

     Sowelu =3D sun =3D Yelm. =

Other runes have meanings that take on specific significance in Glorantha= : =

     Mannaz =3D man =3D Daka Fal =

     Uruz =3D strength =

     Perth =3D initiation =

     Eihwaz =3D defense/bow/rune magic
     Algiz =3D protection =

     Hagalaz =3D disruption.

=0D
5. Trance and Possession. Every normal person can go into a trance,=
 but some can do it
more easily than others. Some shamans go into trances without trying to.=   Most people need
some kind of effort to enter a trance, though. Trance can come through m= editation, singing,
dancing, magical food or drink, or just looking at hypnotic sounds and si= ghts. Don't try this at
home, or anywhere else for that matter--it alarms the fundamentalists, an= d your parents won't let
you play RPGs any more. In fact, don't show them this article.

     A spirit can easily possess a person in a trance. (Shamans are an e= xception, because they
know how to resist possession even when in a trance.) Possession is, in = fact, one reason to enter
a trance. A spirit can talk freely with a group when it is inside a livi= ng body. Elves and trolls both
use this method, as do human ancestor worshipers and Hykimi. Some spirit= s can even force
someone in a trance to speak, without possessing him. =

     Some diviners speak in tongues--that is, in languages they do not kn= ow. Others speak in
chillingly altered voices. This means that the spirit is talking through=  them. Spirit talk is an
oracle. The spirit tells what it knows, and it may know a great deal. S= ome spirits lie, so one must
know who the spirit really is. =

     In a trance, a diviner can also use one of the other forms of divina= tion listed here. In their
rest periods (a trance state), green elves have dreams in which they read=  the patterns of fallen
leaves (see 8., below, and 1., above).
=0D

     6. Astrology. Watching the stars is a passive and fairly safe form = of divination. =

Remember, though, that the stars are gods, spirits, or saints, and they c= an take an interest in those
who direct their souls toward them. =

     Terran astrology is well known to most people. It does not fit Glor= antha, though, because
most of the stars and all of the constellations are different. Still, th= e same rules apply. Gloranthan
astrologers note the stars visible at the birth of important persons. Th= ey track the planets' movement
 to find out heaven's will. Stars and planets have specific meanings= , often associated with
runes. There are no "birth signs" as such.

     Many peoples in Glorantha see signs in the sky, but astrology is mor= e than casual sky
watching. To have astrology, one needs to have records of past events an= d sophisticated theories
to explain them. =

     Each civilized land has a different star lore. Kralorela is the mos= t advanced, because its
records stretch back to the first Rising of Yelm in the Golden Age. The = oldest records are on
stone cliffs and walls, and priests copy them by taking rubbings. The Kr= alorelans get their calendar
 from their astrology. They also have ten-year and twelve-year cycles= , which begin together
every sixty years. The years of the ten-year cycle are named for the met= als (gold, silver, copper,
bronze, brass, aluminum, tin, quicksilver, iron, and lead). The years of=  the twelve-year cycle are
named for animals (dragon, phoenix, roc, eagle, bat, tiger, yak, rat, dee= r, whale, turtle, and
snake).

     Western astrology comes from the Brithini, but the theistic Malkioni=  sects changed the
system to stress the role of the saints' stars. The time basis is the ro= tation of Lorion through the
constellations.
=0D

     7. Numerology and Related Arts. Many lands have folk beliefs about = lucky and unlucky
numbers, and some even have systems of dogma. There are lucky and unluck= y numbers, but the
numbers differ from nation to nation. Diviners use numerology by rolling=  dice, using counting
games, or seeing clusters. One use of counting games (like "eenie, meeni= e") is to pick a sacrifice. =

Most methods are passive and safe (for the diviner, not the sacrifice).

     True cabalism exists in Glorantha among the Galvosti of Ralios. The= y seek inner
knowledge of the Book of Malkion by mathematical analysis. Each letter h= as a number value, as
does each word, phrase, chapter, and verse.

     Numerology comes to the aid of astrology in picking lucky dates. Da= tes have lucky or
unlucky numbers, counted from the beginning of the week, season, or year.=

     For Yelmists, ten is lucky. Two is lucky, because Yelm is the secon= d son of Aether. Five
is unlucky, because it is the number of Umatum and Oralanatus the usurper= s.

     Earth cultists know that four is lucky. It stands for the sides of = the Earth rune. Three is
unlucky, because it stands for the broken Earth after Genert died.

     For Orlanthi, five is lucky, because Orlanth is the fifth son of the=  fifth elemental god. =

Three is unlucky, because of the Unholy Trio. Seven is lucky: the number=  of the Lightbringers
and the number of the winds. =

     Lunars also believe seven lucky, because of the Seven Mothers. They=  base their lucky and
unlucky dates on anniversaries under their calendar. Lucky dates mark tr= iumphs and great deeds. =

Unlucky dates mark defeats or disasters.

     Malkioni know that three is lucky. Three are the sides or points of=  the Law rune, and
three are the revelations of the Invisible God. Four is also lucky. Mal= kion set out four laws. =

Combining those numbers, seven and twelve are also lucky. Ten is unlucky= , because the Brithini
word for ten sounds like the word for death.

     Kralorelans consider seven unlucky. However, our sources differ on = the reason why. In
any case, the seventh week of each month is unlucky, and the seventh day = of each week is
unlucky.
=0D

     8. Dreams and Visions. Every person dreams, and many have waking vi= sions. Glorantha
has as many ways to explain these events as Terra does. Civilized nation= s have books to help one
figure out dreams, and all literate persons use them. Other nations rely=  on oral wisdom.

     Among the nomads of Prax and parts of Pamaltela, an initiation dream=  reveals the
tribesman's spirit double. This is usually an animal, but can be a terra= in feature, star, type of plant,
or even a weather feature. =

     Powerful dreams reveal what course in life a person should take. Dr= eams show the gods'
will to initiates. The Horned God often visits a child in a dream, and i= f the child does not cry out,
he or she will become a shaman later.

     Dreams also foretell danger to the dreamer, especially danger from g= ods or spirits. Spirits
of reprisal visit wayward initiates in their dreams. =

     Powerful visions often call a person to adventure. Vivid and comple= x visions are rare. To
have one and be able to share it--that takes a great soul. Great leaders=  express their visions to
their followers, causing the group to act as one.

     Ordinary people see visions all the time, particularly when they are=  starving, thirsty, or
tired. Monks and shamans fast deliberately, to see visions. Physical we= akness opens up the doors
of perception. People see the spirits of ancestors, animals, and places.=   Some of these spirits are
friendly, others hostile, but most are neutral. Even with the friendly s= pirits, the diviner needs a
strong will to avoid giving in to fear.
=0D

     9. Crystal-Gazing. This term covers all forms of what we call self-= hypnosis. In
Glorantha, some diviners stare into clear crystals or sacred gems. They = see moving objects, and
read the movement in ways that make sense to them. Some diviners use a ge= m to enter a trance,
and then use some other method of divination.

     Sorcerers who have Sight Projection often learn the art, as it aids = them in casting the
spell. =

     Light cultists often use crystals.
=0D

  1. Ordeals. These test a person, animal, or thing. They come in a= variety of forms, but usually involve pain or damage. Each culture has one or two traditional = forms to use. These vary widely from place to place. One example from southern Ralios is this: th= row someone into a pond. If he or she floats, you have found a witch (shaman). You may the= n burn him or her. A test for Rokari knights is this: grasp a red-hot hunk of iron in the righ= t hand. If the knight cries out, or the wound festers, the knight is guilty. Otherwise, he is innoce= nt.
    =0D
  2. Automatic Writing and Automatic Movement. Automatic writing is = close to trance in many ways. However, the diviner often remains conscious, but not in cont= rol of his or her writing hand. The resulting words are often gibberish, but may show the truth in= a poetic way. Automatic movement is the way ouija boards work. In Glorantha, howe= ver, it has not reached that level of sophistication. A common technique is to dangle an= idol or sacred book from a string, and interpret the way it twists. This calls for creativit= y. In Kralorela, priests mount a healing idol on a sedan chair and atta= ch a writing-brush to one pole of the chair. Then the idol writes a charm for the sick person'= s benefit. The charm also explains how the person became sick, if anyone can read it.
    =0D
  3. Drawing Lots or Throwing Dice. These are common ways to divine = truth in Glorantha, as they were in ancient times in our world. Groups pick leade= rs, new members, and scapegoats this way. People split up joint property. It is not anachronistic for PCs to use dice when dividing up loot. = (Twenty sided dice are anachronistic, but six sided dice are not.) What is wrong is to be flip= pant or greedy when seeking the divine will. Drawing lots is useful when there are many people. In one form of t= he rite, each person takes a pebble out of a jar. One pebble is a different color from the ot= hers. If the pebbles are all identical to the touch, then it is a random way of choosing a person. =

=0D

[end]=

End of Glorantha Digest V2 #340


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