Bell Digest v930317

Date: Wed, 17 Mar 93 18:39:25 +0100
From: RuneQuest-Request@Glorantha.Holland.Sun.COM (Digest Subscriptions)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
Subject: The RuneQuest Daily, Wed, 17 Mar 1993

This is a semi-automated digest, sent out once per day (if any
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The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals
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From: brandon@ncbi.nlm.nih.gov (Brandon Brylawski)
Subject: Re: The RuneQuest Daily, Tue, 16 Mar 1993
Message-ID: <9303161708.AA03758@caldonia.nlm.nih.gov>
Date: 16 Mar 93 17:08:00 GMT

With regard to the term "dart wars", I suspect that these are related
to the dart tournaments that the Lunars have periodically, which are
gladiatorial free-for-alls involving slaves and free men who want to
make a name for themselves. Each combatant carries a quiver of darts
to which are attached ribbons with distinctive colors denoting one
faction or another; when a fighter kills someone, he or she throws or
places a dart into the corpse to mark it for scoring. The contests are
ended when one or relatively few combatants still stand. Scoring is
very important, as a lot of gambling goes on at these events, and the
prestige of the faction that sponsors the winners is greatly enhanced.
Those who score best are often resurrected to fight again, and if
slaves are prized much as skilled slave gladiators were prized in
Rome.

Brandon Brylawski

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From: okamoto@hpcc90.corp.hp.com (Jeff Okamoto)
Subject: Re: The RuneQuest Daily, Sun, 14 Mar 1993, part 1 of 2
Message-ID: <9303161730.AA06375@hpcc90.corp.hp.com>
Date: 16 Mar 93 17:30:20 GMT

> From: tzunder@cix.compulink.co.uk (Tom Zunder)
> 
> Okay what are dart wars, I don't recognise them at all.

Let me pull out some stuff I have at home.  A currently-unpublished
work of Greg's will go into great detail about dart wars.

Jeff

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From: mabeyke@batman.b11.ingr.com (boris)
Subject: Elmal Cult
Message-ID: <199303161738.AA10240@batman.b11.ingr.com>
Date: 16 Mar 93 17:38:28 GMT

The Cult of Elmal

Now maybe this was all beaten to death the month my system was down
and I was on vacation, but maybe not.  Anyway, this cult has
fascinated me since I first heard of it, I'm not sure why.  I guess
for this reason, I've been very curious about how widespread it still
is, as opposed to that of Yelmalio.  Presented below are my
conclusions on this, from reading KOS, and finally my thoughts on how
the cult of Elmal differs from that of Yelmalio.

All through the _Report On The Orlanthi_ in Jalk's Book, Elmal is
shown to be one of the "specialized cults" of Orlanthi culture.  Not
in the mainstream, their members are looked upon as "eccentric,
strange, exotic, or dangerous".  But this classification includes
*most* cults gamers are familiar with.  Most Orlanthi initiate to
Orlanth and/or Ernalda.  Most of the rest initiate to one of their
close associates, the "Household Deities" such as Minlister, Mahome,
Eninta, Barntar, Esra, Voria, and Voriof.  Only a fraction of the
population, too few for anything less than a full tribe to populate a
minor temple, initiate to the specialized cults.  And the cults listed
as such are: Issaries, Chalana Arroy, Lhankor Mhy, Eurmal, Urox (Storm
Bull), Odayla, Yinkin, Humakt, and _Elmal_.

(This report was written after the Yelmalio schism also.  Referenced
as an example of the "Crown Test" is Leika Ballista, who lived during
the Hero Wars, much later than when Monrogh Lantern Heroquested to
found the cult of Yelmalio during the reign of Tarkalor.)

So even during the time of the Hero Wars, in Dragon Pass Elmal was an
actively worshipped cult, something near the same size as Humakt or
Storm Bull.  It may have been (and probably was) smaller than average,
having lost most of their initiates to the Yelmalio schism 50 years
before.  It may have few Priests or Runelords, but those left would
most likely be very devout, sticking with the old traditions despite
great political pressure to defect to the vigorous new cult.

So, then, what would this cult be like?  Well, it would likely be much
like the cult of Yelmalio, with some small changes.  One, Elmal's
Runes would be Fire and Truth instead of Light and Truth, since Zorak
Zoran never stole his fire powers from him.  Thus the cult would have
available the spirit magics of Firearrow, Fireblade, and Ignite, in
addition to the spells listed for Yelmalio.  As a Truth Rune cult, it
would retain the use of Gifts and Geasa, though some of the specific
geasa would change, as shown below.  Also, some divine spells would be
added, such as Summon and Command Salamander, Command Hawk, and
(perhaps) Truespear.  The associated cults would differ; Yelm would be
dropped, and probably Aldrya and Yelorna, but Orlanth would be added,
offering either Lightning or Thunderbolt (Orlanth armed Elmal, so one
of the attack spells seems appropriate).  Chalana Arroy would most
likely also be added, offering Heal Body in place of Aldrya.

Finally what are relations like between the two cults of Elmal and
Yelmalio.  Not too good, most likely.  History shows on Earth that the
most bitter religious persecution is from religions that agree on all
but one minor, but to them critical, point.  So Yelmalions and Elmali
probably are much like Humakti and Yanafal Tarnils cultists to each
other, bitter enemies who give each other no quarter.

Geas Changes:

34-36	Never seek shelter from the storm would be changed (as Elmal *did*
	receive shelter from the Storm) to something like Always stand
	a double watch (to commemorate Elmal being left to guard Orlanth's
	home).

80-81	Never speak to or help non-Light worshippers in any way would be
	changed to Never flee or surrender to any Chaos creatures.

82-84	Never speak to or help Orlanth worshippers in any way would be
	changed to Never refuse a request for aid from Storm or Earth
	cultists.

And I believe the rest can remain the same.  Maybe change 85-86: Never
allow an Elf to suffer needlessly; it may be only after Monrogh Lantern's
HeroQuest that the cult had close ties to elves.  So that should change to
something similar with cats, perhaps, and 78-79: Never speak to or help
Dwarfs in any way could become Never speak to to help Chaos in any way.

-- 
Boris Mikey, aka        |"Here the ways of men part: if you wish to strive
Maurice Beyke           | for peace of soul and pleasure, then believe; if
mabeyke@ingr.com        | you wish to be a devotee of truth, then inquire."
Intergraph doesn't want                                      Nietzsche
  my opinions.

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From: tzunder@cix.compulink.co.uk (Tom Zunder)
Subject: Lunar Gods
Message-ID: 
Date: 16 Mar 93 20:58:00 GMT


I think that the differences between the Lunar missionary gods and the
Lightbringers/Orlanthi gods (and Humkat is really orlanthi, a
disassociated Air god) should be emphasised. Greg should explain just
what the theological differences really are.

Deezola, was like Dendara/Ernalda I thought? Chalana Arroy is
worshipped in the Empire, isn't she?

You see, I think it's a lot deeper than it first seems. Teelo Norri
isn't the Flesh Man, more like Voria, but DIFFERENT.

Let's have a proper Lunar cult write up from Chaosium!

Thanks for comments on Third Eye Blue. Blacksmithing bit, mmm, will
consider that bit. Like the ultimate way idea, but then again, a bit
dwarvish for me. Maybe the guy in Apple lane learnt it from the
dwarves....

--------------------------------------------------------------------
                                        tzunder@cix.compulink.com.uk 

                               "May the Red Moon Illuminate You All!
--------------------------------------------------------------------

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From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU
Subject: A few comments
Message-ID: <930316181720.838@CUCCFA.CCC.COLUMBIA.EDU>
Date: 16 Mar 93 13:17:20 GMT

Wow, lots of traffic here lately - it'll take a while to dig my way
out from all of it (kind of like the snow here), but a few quick
comments:

===
Third Eye Blue

Tom, I have some notes on this cult from Greg Stafford and Phil Davis,
and some comments of my own - I'll type them up and get them posted
here, in a day or two, as this is probably of general interest.

===
Simplified Monster Descriptions

Loren, Rob, et. al. - this is a great idea - I'd love to hear what
people consider the minimal information you need to stat out a RQ
critter or individual. Here's what I generally use:

Attack %
Melee SR
Dex SR
Damage Done
Parry %
Parry AP
Dodge %
Move
Armor Points (average AP value of armor worn)
Hit Points
Hit Locations
Hits to Incapacitate (HP/3, adjust slightly for arms or chest on the fly).
Magic Points
Stored Magic Points
Spells

Any of this strike people as unnecessary, or does there appear to 
be anything missing?


===
Runes

Useful summary, Maurice - the upwards pointing arrow rune of the
Pamalt cult is actually called the Pamalt rune in the expanded cult
writeup I saw, presumably making Pamalt its owner as well.

===
Dart Wars

The origin story I've heard was that they started when someone faked a
drunken 'miscast' into a competitor using a poisoned dart.  This
incident served as a source of the term 'Dart Competition' when these
things became a more organized part of Lunar society.

Later,

Oliver

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From: tsl@mulga.cs.mu.OZ.AU (Tim Leask)
Subject: Spirit Magic and Spirit Combat Changes
Message-ID: <9303170158.3703@mulga.cs.mu.OZ.AU>
Date: 17 Mar 93 16:58:13 GMT

I don't know what others feel on the subject, but I never liked the
changes to spirits that occurred between RQII and RQIII. The concept
of spell spirits, intellect spirits, power spirits and magic spirits
seemed extremely contrived game mechanic devices. What I propose for
RQ4 is something half way bewteen the two systems which is cosistent
and far less contrived than RQ3.  Firstly such abominations as spell
spirits, magic spirits, intellect spirits and power spirits cease to
exist. Instead they are simply replaced with a single type of spirit
the "normal" spirit. Normal spirits possess both INT and POW. "normal"
spirits are the spirits of former living creatures, be it human or
otherwise. To randomly generate a spirit use the ancestor spirit table
in GoG or the Shaman Encounter table from RQ2. An average spirit will
have 3d6+6 POW and 2d6+6 INT. In accordance with this change to
spirits spirit magic also ceases to exist. Instead it is replaced with
low magic (the name is not important as long as the word spirit is
dropped).  Anyone can perform low magic as long as they know an
appropriate spell.  Low magic spells are those that are currently
described as being spirit magic in RQ3 or battle magic in RQ2, the
mechanics and effects are the same.  Low magic is acquired in three
distinctly different ways depending on the source of the spell.
Sorcerors learn the spell by time consuming book learning, Priests
teach their cult spells via a special form of mind link (the spell
teaching ritual similar to RQ2), and Shamans summon spirits from which
their followers can gain spells.

Spirit combat is altered as follows to support these changes.  When a
spirit has been reduced to 0 magic points via combat, if the victor
has available a suitable item into which to bind the spirit they may
attempt to bind the spirit. The victor makes a roll against their
spirit combat skill RQ4) or under their POWx5 (RQ < 4). If the roll is
a success the spirit has one of it's aspects bound, if the roll is a
special success two of it's aspects are bound and if the roll is a
critical success three aspects of the spirit are bound. The binder
chooses which aspect of the spirit he can control.  The three aspects
are POW, INT and spell casting ability.  Bound POW acts as a
self-replenshing source of magic points which the binder can draw on.
Someone with a 14 POW spirit with it's POW aspect bound has 14 extra
magic points they can draw on to cast spells. The magic points do not
add on to those of the binder for purposes of defending against spells
or for overcoming someone else's magic points. Bound INT can be used
for storing spells. If the spirit knows spells these reduce the amount
of INT that can be used appropriately. e.g. A spirit of INT 10 which
knows bladesharp 4 has only 6 points of INT free for use by it's
binder, the binder can however force the spirit to forget spells to
free up its INT. If the spell casting ability is bound then the binder
can force the spirit to cast low magic spells on the binder's behalf.
The spirit can only cast spells it knows and can not use the magic
points of its master or vice versa (unless the POW aspect is bound
also).

If a victor in spirit combat has nothing to bind the spirit into or
chooses not to bind the spirit he may instead plunder the spirit.  The
plunderer rolls against their spirit combat skill(RQ4) or POWx5(RQ <
4).  A normal success enables the plunderer to steal a spell from the
spirit.  A special success enables the plunderer to steal a skill from
the spirit or to steal two spells. A critical success enables the
plunderer to steal a 1d3 POW directly from the spirit and add it to
their own. e.g. POW 14 spirit is defeated by POW 18 individual and 2
POW points are stolen. The Spirit is reduced to 12 POW and the
plunderer immediately goes to 20 POW.

Plundering a spell immediately gives the knowledge of the spell to the
plunderer. For variable spells only one additional point is gained
assuming the spirit knows more points of the spell than the plunderer.
e.g. Plunderer knows bladesharp 2 spirit knows bladesharp 4, plunderer
only learns bladesharp 3.

Alterations, suggestions, criticisms ?

Tim Leask
===============================================================================
Department of Computer Science    /*\__/\      "Money is something you have in
University of Melbourne          <       \     case you don't die tomorrow."
Parkville, Vic., 3052, AUSTRALIA  \  _  _/     Gordon Gecko.
Phone: +61 3 282 2439              \| --
e-mail: tsl@cs.mu.oz.au
===============================================================================

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From: davidc@cs.uwa.edu.au (David Cake)
Subject: Re: The RuneQuest Daily, Tue, 16 Mar 1993
Message-ID: <9303170728.AA11451@cs.uwa.edu.au>
Date: 17 Mar 93 08:16:23 GMT

Re: The Runes

The Undead rune is indeed now the Hunger rune, according to both Greg
and Sandy ( I got two replies to the same letter). It is associated
with abnormal (often chaotic) hunger, such as Krarsht. It also applies
to many undead (such as ghouls, vampires, or wraiths) but not too
others (they mantioned it not applying to Zorak Zoran, as his zombies
do not hunger, and his hunger is normal and natural). Another chaotic
candidate to possess the rune would be Gloomshark. The only probably
non-chaotic candidate for possession would be Daga.

Greg and Sandy called the 'up-arrow' rune given to Pamalt the Pamalt
rune, and said that it and the Dragon Rune (for Godunya and Immanent
Mastery) were actually God-Learner inventions, assigned for
completeness. Perhaps the Pamalt rune symbolises co-operation or
leadership, in the same way as the 'Issaries' rune (which I now call
Trade) symbolises trade and communication.

I would like to mention one anomaly in the runes so far documented.
The Ice rune (filled in vertical diamond shape) is mentioned nowhere
outside Cults of Terror. All the other minor elemental runes represent
sub-sets of another rune, while Ice is more likely a combination
(probably Dark/Cold and Water). And more importantly, the god Himile,
who has Ice spells and is served by Ice Demons, does not have the Ice
rune. If he doesn't, who would?  I suspect that Chaosium now believe
that this rune was a mistake, and are no longer using it, just using
Cold (Darkness without loss of light!) instead.  SO I propose that we
stop using it too.

Re: Dodge

I have been for some time of the opinion that Dodge is actually way
UNDER-powered, as it is far too unreliable. Before I saw RQ4 I
actually wrote to Ken Rolston and suggested the same change that is
used in RQ4. I think that this is about right (dodge is still
unreliable, but when criticaled it is not catastrophic). The RQ4
system (which is that level of sucess in dodge 'subtracts' from level
of sucess in attack, so that eg a special attack and a normal dodge
means a normal hit) is just about right.

For my (former) Sog city based campaign, I wanted it possibly to be a
fencer who relied upon dodge, rather than parrying with light weapons.
In RQ3 it just didn't work, because you died on the first special.

							Dave Cake