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 messages are pending). Replies will be included in the next issue automatically. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. -- Send Submissions to:Enquiries to: The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Maintainer: Henk.Langeveld@Sun.COM --------------------- 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 --------------------- 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 A currently-unpublished work of Greg's will go into great detail about dart wars.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 --------------------- 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. --------------------- 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! -------------------------------------------------------------------- --------------------- 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 --------------------- 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 =============================================================================== --------------------- 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