Bell Digest v930330

Date: Tue, 30 Mar 93 17:15:18 +0200
From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
Subject: The RuneQuest Daily, Tue, 30 Mar 1993

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

From: marks@slough.mit.edu (Mark S. c/o Tom Yates)
Subject: Learning by Experience
Message-ID: <9303292106.AA07969@Sun.COM>
Date: 29 Mar 93 21:09:44 GMT

Neil Taylor writes:

>The point I was making was not a matter of how many ticks etc. (she's
>actually an NPC so it doesn't matter!), but one of relative rates of
>acquisition of gross skills.  At the time I noticed this, I was trying to
>estimate skill levels for Rune-levels, extrapolating from skill bonuses.
>Someone with a 5-10% bonus reaches 100% in a time which is similar (a bit
>slower) than the 25% bonuses, but after that it's all different:  the one
>with the gross bonus shoots ahead!

Still, your elf was a bit of a (pardon the pun) straw man.  Not only
is she an exceptional member of an exceptional race, but she puts
herself in danger constantly for ten years but doesn't die or get
seriously hurt.  She get experience checks at the maximum rate
possible for a decade.  None of the time she spends on cult business
gives interferes with her chances to make experience rolls on a weekly
basis.  She has no interest in doing anything that interferes with
getting skill checks and reflecting on the lessons learned.  You also
ignore the slightly significant fact that as an elf she has to
hibernate each winter!

>How many ticks, and at what rate?  I compared her with PCs who were
>wandering around, and meeting various opponents & hindrances, and getting in
>scrapes about once a game week.  The rules indicate that successful use, is
>enough, but in a "real" context (ie not practice).  A fight is certainly
>enough as I read it!  As your (combat) skill climbs, its value to you climbs
>(keeps you alive/kills your enemy), but the experience % is level, so you
>can climb faster (by taking risks lesser people can't).

This is a too liberal interpretation of the rules, IMHO.  RuneQuest
allows skill checks after successful use in stressful situations AT
the gamemasters discretion.  Gamemasters who allow checks after fights
that do not challenge the characters (or where weapons caddying takes
place) are simply bad Gamemasters.

>Humans are almost all average (5-10%, perhaps 15%) (even if the blew all
>their time & money on what stat training they could get), it's Elves and
>such that cause the problem - they have high average rolls & HIGH species
>max.  If you take 10,000 elves & 10,000 humans, you will find a bell-curve
>distribution:
>1-in-216 humans have INT 18; 1-in-216 elves have INT 24!  56-in-216 elves
>have INT 19+ That's 2600 elves with supra-genius INT....  Watch out guys,
the >pointies (Vulcans?) are coming!

If this is the case, you have no quarrel with the experience rules.
You simply don't like the fact that in Glorantha elves are much better
than humans.  (Unless you have some information that leads you to
believe that elves have superhuman characteristics, but still learn at
mundane rates)

***************************************************************************

This brings up the question of the status of humans in Glorantha.
From the perspective of a munchkin, humans leave much to be desired.
Dark trolls, for example, equal or exceed all human stats on average.
Most other races in Glorantha are superior to humans.

On the whole humans seem to be a rather pathetic race in Glorantha.  Any
attempt to gain knowledge or power over their fate leads too disaster (the
Gbaji debacle, the God Learners, the EWF).  History is the story of mere men
being killed by Mountain Range sized dragons, being mutated or consumed by
chaos beasties, or being slaughtered by the regiment at the hands of some
godling.  Even human heros are rather inhuman.  What does any of us have in
common with Jar-Eel, the illuminated immortal daughter of the immortal son of
a goddess?    

Perhaps the marginal nature of humans in Glorantha is a result of
arrogance of the mythic imagination.  Nothing merely human could be
interesting.  At the end of the Hero's Wars will we find that the
Brinthi wipe out mortal humans in the West?  This would leave Chaos
tainted Illuminated humans led by immortal Lunar godlings in the
middle, and the in the East bunches of people who want to become
inhuman dragons, just like their emperor.
				Just some depressing thoughts,
									Mark
-----------------------------------------------------------------            
               Mark Sabalauskas-Marks@slough.mit.edu
                   ---------------------------
	"With seasonally adjusted temperatures, you could eliminate winter in
Canada."
							Robert L Stansfeild
-----------------------------------------------------------------

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

From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU
Subject: RQIV
Message-ID: <930329165608.1f44@CUCCFA.CCC.COLUMBIA.EDU>
Date: 29 Mar 93 11:56:08 GMT

A few comments with respect to the distribution of the RQIV playtest
draft.

I have been asked by Avalon Hill to put a temporary hold on
distribution of the RQIV draft, until they have had a chance to go
over the draft and the playtester responses to it in detail.  As a
result, I will not be distributing any copies of the draft for the
next month or two, possibly longer, depending on how long it takes
Avalon Hill to get to this - as they are currently working on Dorastor
at full tilt, it may be a while.

If you have received the RQIV draft from an "unofficial" source, and
have some comments on it, I would suggest you send comments directly
to me, rather than posting them to the RQ Digest, as I suspect there
is otherwise a good chance the Digest will get flooded with a lot of
repetitious comments and questions on rules that are nowhere near
final form. I'll be talking to Peter Wake about the idea of
summarizing playtester comments and the responses to them, and posting
this summary to the Digest - this should serve to keep people up to
date, but avoid flooding the digest.

As a final note, I'm happy to look at any comments that come in -
however, these comments will get passed along to Avalon Hill and the
other people working on RQIV, and I suspect that the more concise and
to the point the comments are, the more likely they are to be
thoroughly examined. If this is a concern for you, it is probably
worth taking a bit of time to compile and edit your comments over a
period of time and send them as a single document - this also makes
handling them easier for me.

My email address, if it is unclear from the header, is
"jovanovic@cuccfa.ccc.columbia.edu".

Thanks for your interest,

Oliver Jovanovic

P.S. Mark, you should hear from me shortly via email.

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

From: NEIL@ARC.UG.EDS.COM (Neil Taylor ext 315)
Subject: Re: The RuneQuest Daily, Mon, 29 Mar 1993
Message-ID: <01GWECD0IGAA000F37@UG.EDS.COM>
Date: 29 Mar 93 16:22:24 GMT

From: MAB@SAVAX750.RUTHERFORD.AC.UK (Mystic Musk Ox)
> Firing into a melee: This is difficult to resolve. I don't really
> like the old method of +5% to hit per figure in the melee and then
> roll randomly to see who is hit, the person firing the missile ought
> to have the chance to use skill to hit their target (How about add
> +5% per figure, as above, firing character then rolls to hit. If they
> score 50% or less of their modified skill, they hit their target, if
> they score 51-100% of their skill, they hit someone else, otherwise
> they miss the whole melee?).

Hmm - so if I have a basic 25% skill & there are 8 people in melee,
then I get +40%, making 65%, and hit my target in the lower half of my
skill range - 32.5% -- oops! this is better than my basic skill!
Also, which half of the modified skill range gets the increased
special & critical hit%s?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B-)

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

From: henkl@glorantha (Henk Langeveld - Sun Nederland)
Subject: Re: RQIV
Message-ID: <9303300851.AA14187@glorantha.Holland.Sun.COM>
Date: 30 Mar 93 12:51:31 GMT

> A few comments with respect to the distribution of the RQIV playtest
> draft. 

Thanks Oliver.

I'd like to second your proposal.

Please forward comments to RQ4 to Oliver and not to
RuneQuest@Glorantha...

Thanks


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

From: ccwf@ugcs.caltech.edu (Charles C. Fu)
Subject: Errata request
Message-ID: <9303301330.AA01412@beyond.ugcs.caltech.edu>
Date: 29 Mar 93 21:30:55 GMT

A few people have mentioned the existence of errata.  Knowing AH, they
have almost certainly printed errata in _The General_, but all I have
are old pre-AH errata from the _RQ Companion_.  I suppose it would be
too much to hope that someone has up-to-date errata somewhere on-line?

Also, has anyone else noticed that Glorantha's underlying metaphysical
principles seem to be getting closer to those in Michael Moorcock's
Eternal Champion novels?  The "gods are a product of men's belief"
theme is especially strong in the _Chronicles of Corum_, and the
revisionist history motif underlies the _Chronicles of Count Brass_.
(And, of course, the Stormbringer and Hawkmoon rules bear a remarkable
resemblance to the RQ rules. B-)

-ccwf

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

From: peterw@computer-science.manchester.ac.uk (Peter Wake)
Subject: Re: The RuneQuest Daily, Mon, 29 Mar 1993
Message-ID: <9303301348.AA01110@r2k.cs.man.ac.uk>
Date: 30 Mar 93 13:48:04 GMT

>------------------------------------------------------------------------
>sent to:	Oliver Jovanovic
>		RuneQuest Daily
>------------------------------------------------------------------------

Regarding the RQ4 rules that are making the rounds.  This rules set
has been through playtesting and a new draft has been written.  Most
of the problems have already been found.  Oliver remarked that he was
more interested in the general feel that people got from it than in
detail comments.  However...

I have had a mail discussion with Oliver and it looks like a good idea
if instead of choking up the digest with a discussion of a rules set
(which has already 'out of date') that people can send their comments
on the old 2.0 draft to me (peterw@cs.man.ac.uk) or to Oliver
(JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU).  I will compile all the comments
and mail a summary to the digest whenever appropriate.

Hopefully that way they can all be discussed all at one go and all
together, instead of stretching it over weeks and repeating things.

----------
Peter Wake
-------------------- Here's an excerpt from the discussion ------------------

I think that's a great idea - a summary would get the essential
information out to people, but avoid flooding the digest. I have no
problem going through the material people send in, but I'm a bit short
of time to summarize it at the level of detail that would be useful to
digest readers - if you're really interested in doing something of
this sort, what I would probably do is send you the comments I receive
on it over the next few weeks - you could do the official Digest
summary of playtester comments. I'm already doing something of the
sort for solicited playtester comments of the groups we have currently
"officially" playtesting the drafts, but doing something of the sort
for unsolicited comments would be a great idea.
-----------------------------------------------------------------------------

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

From: seh0@aberystwyth.ac.uk
Subject: Kartorak, TheDragon God
Message-ID: <9303291645.AA27762@decb.aber.ac.uk>
Date: 29 Mar 93 18:45:19 GMT

One of the great losses in Runequest has always seemed to me to be the
fact that dragonewts and player characters never really came together.
Below is a cult which may resolve this dilemma.  The cult has been
heavily featured in my ongoing campaign and certainly seems to work
well.  There are several other cults which I hope to route through
if the demand is there.

I would, however, like to reserve the copyright for printed
publication, as I would like to get this printed in Reaching Moon, if
possible, and eventually to Chaosium (who knows? The sky's the limit).
Therefoere, while I have no problems with it being distributed in the
Digest, I reserve any further rights to publication.  Talk to me about
it, by all means.

Any general RQ comments that anyone wishes to direct to me personally
(a player of 12 year standing!) then mail me straight if you like.
The address is above.

  Cults Of Steve 
  Stephen Hunt 
 
Kartorak 

Mythos and History 

In the times of turbulence known as the Lesser Darkness, following the
death of Yelm, the lord Kargan Tor of the Celestial Court faced
Orlanth in battle, and, in the conflict, was dealt a mighty wound.
From that wound his blood fell out of the skies to the earth.  Where
the blood struck, in the Shadows Dance, it bored a deep pit, known as
the Skyfall Place, at the bottom of which lay an egg.  When this egg
hatched some time later, the figure of Kartorak emerged.  His first
act was to climb out of the mighty pit that his father's blood had
carved.  When he reached the top, he found that the world was just
giving way to the time of the Birth of Chaos.

Kartorak took upon himself the form of a Full Priest Dragonewt, save
that his skin was a rich crimson, and travelled to the Dagori Inkarth,
where he entered an ancient Dragonewt City that was located there at
that time.  There, he took as a mate, the priestess Rashi Taratelessa.
However, as Chaos advanced, the dragonewts were forced to take action
after a number of attacks upon the city.

It was during one of these assaults, known as the Chaos Harvest, that
Kartorak's mate was slain.  Until then, he had remained passive,
preferring a life of peace instead of giving vent to the war-like
nature that his father had possessed.  When his mate was slain, he
cast aside such thoughts, and, girding himself in appropriate armour,
he gathered about him a legion of the finest Dragonewt warriors and
rode out to face the Chaos breed that so beset the world.  This
legion, named the Legion of Order, fought against many of the Chaos
breeds that had attacked the Dragonewts, and went further to strike
against those that oppressed the young race of man.  They rode in many
conflicts, and their name entered into legend.

As time wore on, however, Chaos grew steadily stronger, and the Legion
grew weary.  They still rode in the battle of the God's Last Stand on
the Fields of Plenty.  When this battle was lost, many of the riders
had scattered.  The few remaining, still under the leadership of
Kartorak, fell back to the Spike, where Kartorak met his father.  When
Kargan Tor abandoned his post, Kartorak fought in his place, but was
overwhelmed by the Chaos forces.  As he was beaten down, the only
surviving rider dragged him away and saved him from the explosion that
sundered the Spike.

As the time of the Greater Darkness arrived, Kartorak found himself
grievously injured, the wounds inflicted by the Chaos had not healed.
He journeyed back to the Shadows Dance, assisted by the last rider,
whose name was Shinoi Issela, and there he rested as the times of
darkness passed.  Shinoi mustered a new Legion, but it was of little
measure compared with the old.  The Legion had only just been gathered
when Kartorak died, re-emerging as the Inhuman King, although he still
suffered from his Chaos wounds.  He continued to nurture his fellow
Dragonewts, and defended them from the wrongs that strayed their way.
The age neared its end, and as the world faced oblivion, Kartorak
decided it was time to ride once more against Chaos.  He met with
Chalana Arroy, who healed him of his old wounds in return for certain
favours.  Taking his new Legion about him, he rode into the midst of
the I Fought We Won war.  It was in this last, desperate battle, that
he was finally slain.  In the midst of battle, he encountered Thed,
mother of the Broos, and rode against her.  She struck him down, and
infected him with the Wasting Disease.  Before she could finish him,
the remnants of the Legion were somehow able to intervene, driving
Thed back temporarily, and bearing their leader away.  He died shortly
after, bequeathing his position to Shinoi.  At the same time, a great
egg hatched in the Dragonewt City, and a crimson dragon rose and flew
north towards the heart of chaos.

Shinoi, who also died as a result of that battle, rose again as the
Inhuman King, and formed the cult of Kartorak, to honour this
mightiest of warriors.

Kartorak worshippers believe in a cycle of reincarnation ultimately
resolving in one of two distinct ends.  If one achieves greatness,
then he becomes one with the tribal memory and karmic "heaven".
However, if nothing is achieved in one's life, then one's soul is
forfeit to the void at the site of the Spike.

Kartorak is associated with the Runes of Dragonewt, Change, and Death.
 
Organisation 

Kartorak's cult is found throughout the world's Dragonewt Nests, and
is particularly strong throughout the Dagori Inkarth, Prax and Sartar.
All temples defer to the temple of the High Priest, which is in the
Dagori Inkarth.  The cult has one overall High Priest, and numerous
other Priests.  Each temple has one representative of Chief Priest
status.  Other priests are only required to be of Tailed Priest
status.  The only Inhuman King ever to have been of High Priest status
was Shinoi Issela.

The Legion of Order is still maintained, and is based in the Dagori
Inkarth, although it is composed of the greater warriors from
throughout all of the Dragonewt nests.  Its leader is always of Rune
Lord status within the cult, and is known as Kartorak's Hand.

The centre of power is in the Dragonewt City in the Dagori Inkarth.
Its holy places are located in several important locations.

The most important shrine is the Skyfall Place, where Kartorak fell to
Glorantha.  It is a place surrounded by unusual magics, and often
found there are small crystals, called Crystal Tears (see Misc Notes)

The second most important shrine is within the Dragonewt City, where
Kartorak consummated his union with his mate, and where she herself
later died.

A number of lesser shrines are to be found, usually at places where the
Legion has distinguished itself in battle.

The High Holy Day for this cult is Godday of Death Week in the Dark
Season, at which time Kartorak's death is commemorated.  Regular
services are held on Godday in Movement week throughout the rest of
the year, as well as on Godday throughout the Sacred Time.
 
Nature of the Cult 

This cult forms, essentially, a Dragonewt Warrior cult.  As long as
there are Dragonewts, and as long as there is the need for battle,
this cult will survive.  Membership in the cult is compulsory in some
areas, and it is prestigious to be an initiate if one is a member of
the defence forces guarding the dragonewt nests.

Kartorak is opposed to Chaos, especially the Broo, as it is their
mother that is responsible for his demise.  Individual members are
expected to combat chaos whenever it is encountered.  To this end, it
has forged close links with the cult of Storm Bull, and still
maintains links with Humakt, who fought alongside Kartorak in the
Chaos Wars.  He is also allied with Chalana Arroy, who provided
healing for him before the I Fought We Won war.

 
Lay Membership 

All dragonewts may become lay members if they so wish.  Other races
are not permitted to join as dedicated members, but may be bestowed
the title "Friend of the Dragon" which incurs the same benefits as lay
membership.  To qualify for the title, the prospective candidate must
prove their affinity by an act of bravery or loyalty.

Lay members must sacrifice 1 point of POW every holy day and 2 points
every High Holy Day.  Also, lay members are required to aid fellow
dragonewts whenever possible.

Lay members may claim free board and lodging in any temple, in return
for giving service to the temple.  They may also receive free healing.

Skills that are taught for half-price to lay members are bastard sword
(the weapon once used by Shinoi Issela), bow, javelin, short sword,
Hide in Cover, Move Quietly, Camouflage, Ride, Read/Write Own
Language.  However, the skills of Mace and Lock Picking are double the
normal cost.  These skills are unworthy of the devout Kartorak
worshipper.

Lay members may also learn the spells of Bladesharp, Speedart and Healing for
half-price.  Dullblade and Bludgeon are double cost.

 
Initiate Membership 

To qualify for Initiate status, a dragonewt must be of the second
stage, and have been a lay member for at least a year.  Outsiders may
qualify for the rank of "Dragon's Tooth", which confers the same
benefits as initiate status, if they perform a major act of kindness
or self-sacrifice for the cult (such as saving a temple, or bestowing
an artifact).

An initiate must sacrifice 2 points of POW every holy day and all but
1 point of POW on the cult High Holy Day.  They must attend cult
functions if at all possible, and must also give 10

In addition to the benefits gained by lay members, initiates may also
learn the spells of Fireblade, Repair and Shimmer, all at half-price.
The spell Bludgeon is prohibited from this stage, although it is not
forgotten yet.

Initiates may also sacrifice for one-use Rune magic, should the
priests decree that they are worthy.  If the initiate has not achieved
anything of note then this is abstracted as a test of the average of
POW and CHA times 5 or less on D100.

Initiates are also expected to defend their nest to the best of their
ability.  Cowardice is an offence that gives grounds for expulsion
from the cult.  Of the very bravest initiates, a very small number may
ride with the Legion of Order, should there be a place for them within
the formation.  To qualify for this, an initiate should have shown
real dedication to the cult.

 
Dragon's Fist (Rune Lord) 

Rune Lords are accepted from the third stage onwards, although
exceptional second stage dragonewts do sometimes qualify.  The
prospective Rune Lord must have been an initiate for at least a year,
and have a POW of 15+.  He must also have 90

Klanth, Bow, Javelin, Shortsword, Pole Axe, Ride Demi-Bird, Move
Quietly, Hide in Cover, Camouflage, Read/Write Own Language and
Tracking.

Finally he must pass a test, which is abstracted as rolling under the
average of his POW, CHA and INT times 5 on D100.  These chances may be
improved by adding 1

A Rune Lord must provide his own Iron to enchant as armour if he
wishes to possess such armour, but qualifies for an allied spirit.

Rune Lords may also claim more luxurious board at a temple, and often
have greater influence when selecting a mate.  They may also learn the
spells of Bladesharp, Mobility and Repair free.  In addition to these
benefits, the Rune Lord has the usual Divine Intervention that is
available.

A select number of Rune Lords belong to the Legion of Order.  To
qualify for this, unless the cult is in difficult times, which it is
currently, a Rune Lord must have proven his ability and been at that
level for at least a year.  The current leader of the Legion is a Rune
Lord-Priest of the cult.  At the moment, any Rune Lord may ride with
the Order, at the expense of some of the greater initiates who ride
with the Legion.

Rune Lords must sacrifice the same amount of POW as initiates, and
pledge to defend their nests to the death.  They must also fight all
incarnations of chaos whenever they are encountered, although they may
retire to summon up suitable reinforcements.  Kartorak is not a
foolish god.

Rune Lords must also make a pilgrimage to the Skyfall Place once a
year, and re-pledge their allegiance to their lord in a special
ceremony.

 
Dragon's Heart(Rune Priesthood) 

To qualify for Priesthood, the applicant must be at least a Tailed
Priest, and must possess 90 must also pass the usual test.  They may
receive an allied spirit and can gain Rune spells as per normal.
Also, Kartorak priests are not limited to Dex x 5 because of the
number of occasions on which a Kartorak priest may be called upon to
fight.

Kartorak priests have access to all standard spells.  In addition to
this, they have a number of cult speciality Rune spells.

Dragon Hide  

1 point spell, duration 15 mins, range touch, reusable, stackable up
to 4 pts

This spell is effectively a variation on Shield.  Each point of the
spell serves as a 2 point Protection spell, but it does not provide
the Countermagic element of Shield.  Instead, the caster is rendered
immune from all forms of fire damage.

Summon Dream Dragon   

4 point spell, duration 15 mins, range 60m, reusable, non-stackable

This is fairly self-explanatory.  It summons up a dream dragon, in the
same manner as other cults summon elementals.  This dream dragon will
fight for the caster until the end of the duration, or until it is
destroyed.  It is said that the dream dragon that forms is one that
springs directly from Kartorak's sleeping mind.  The dragon will be of
(1d20)d6 size and its other attributes will be generated accordingly.

Flight of the Dragon  

4 point spell, duration 24 hours, range self, non-reusable,
non-stackable

This spell, little used by the cult, enables the caster to fly at
movement class 20 for up to 24 hours.  During this time, the caster
may communicate mentally with one of the ancient dragons on certain
topics.  The details of this are somewhat vague, as few have ever
performed this act, and fewer still have passed on any details of the
event afterwards.

Also the spells of Prehealing (a 3-point Rune Spell), and Dragon
Breath (1 point) are available through the cult.  These spells were
first printed in Wyrms Footnotes.

 
Subservient Cults 

Rashi Taratelessa 

Kartorak's mate is now the cult spirit of retribution.  Should an
apostate ever approach a Dragonewt nest following his treachery, then
she will attack in spirit combat with a POW of 30, casting the same
spirit-defensive spells as the apostate does.  She will cease the
attack when the apostate runs away or when he is slain.  This will
happen every time the apostate approaches until he reaffirms his
faith.

Shinoi Issela 

A splinter group of the main cult still reveres Shinoi Issela, the
last rider of the first Legion.  Worshippers of this faction follow
all the regulations of the cult, but aim solely to ride with the
Legion, and wear a special uniform bearing the mark of a Dragon's claw
to signify their allegiance. Many of this faction also choose to wield
a shortsword as their main weapon, as this was the weapon of Shinoi.

Associated Cults 

Chalana Arroy 

Chalana Arroy, the healer, mended Kartorak's wounds before the battle
of I Fought We Won.  As a token of thanks for that act, the cult
extend protection to any Chalana Arroy priestess who requests it.  In
return, Chalana Arroy provide the Rune spell of Comfort Song, which is
often learnt by members of the Legion who sing it to their dying
companions.

Humakt 

The warrior god, who fought alongside Kartorak before his death, has
pledged allegiance with him, and the two cults remain on close terms.
Kartorak provides the warrior cult with the Rune Level spell of Dragon
Hide, on a one-use basis, and in return Humakt offers the spell of
Morale, on the same basis, for those of Rune Lord status, and in
particular to the warriors of the Legion.

Storm Bull 

Storm Bull is a close confederate of the cult, as they both share the
same aim of vanquishing chaos.  Both cults are pledged to assist each
other if they seek the destruction of chaos.  To this end, Dragon Hide
is give to Storm Bull, as with Humakt.  Storm Bull offer Defend
Against Chaos in return.

 
Miscellaneous Notes 

Crystal Tears 

Crystal Tears may be found about the Skyfall Place.  They have a
special ability.  When a point of POW is cast upon them, they resonate
with a frequency that increases when in the presence of Chaos.
Simultaneously, the crystals grow an ever brighter red.  The Power
point will last an hour.  The frequency of the crystal is such that it
can be felt but not heard.

The Legion of Order 

The Legion is always maintained at the Dragonewt City in the Dagori
Inkarth.  To qualify for membership, one is usually required to be a
Rune Lord.  However, since there are often problems with gathering 100
Rune Lords for a permanent defence force, then initiates may also
qualify.  To do so, they must have mastery of one melee weapon, and
have at least 75 function of the Legion in recent times has been to
harass the Lunar Empire as much as possible.  Indeed, they have proven
to be a considerable thorn in the Empire's side as they progress in
their domination of Sartar.  However, the Empire has not yet contented
itself with the prospect of all-out war with the Dragonewts, so it has
not launched any major assaults on them as yet.  It would seem,
though, that it is merely a matter of time.

PS Latex version available of the above

PPS Coming Soon!  Cernein, lord of the forest! Kargan Tor, warrior of
the Celestial Court, and much, much more..........(fanfare please)

Better Red Than Dead