(Message rqd:27) Return-Path:Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA00801; Sat, 12 Jun 93 17:16:05 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA16992; Sat, 12 Jun 93 17:15:39 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA27869; Sat, 12 Jun 93 17:15:12 +0200 Date: Sat, 12 Jun 93 17:15:12 +0200 Message-Id: <9306121515.AA27869@glorantha.Holland.Sun.COM> From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Sat, 12 Jun 1993, part 1 Precedence: junk Status: OR The RuneQuest Daily and RuneQuest Digest deal with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Send submissions and followup to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the Subject: line from the default Re: RuneQuest Daily... on replying. 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 enquiries and Subscription Requests to the editor: RuneQuest-Request@Glorantha.Holland.Sun.COM (Henk Langeveld) --------------------- From: T.S.Baguley@open.ac.uk (Thom Baguley) Subject: Trademarks ... Message-ID: <9306111741.AA19206@Sun.COM> Date: 11 Jun 93 17:16:02 GMT X-RQ-ID: 1038 >From: carlf@Panix.Com (Carl Fink) >Subject: Stuff >Message-ID: <199306101719.AA29664@sun.Panix.Com> >Date: 10 Jun 93 09:19:23 GMT >X-RQ-ID: 1029 > "Theomancy" is Latin for "predicting the future with the help of the >gods." I'm no lawyer, but I'd imagine it would be hard to copyright. Hate to be a wet blanket, but Marvel is a real word too, but don't try and publish any game/comic etc. with it in the title. If someone is using Theomancy for a product in this line of business (games/publishing etc.) then I wouldn't reccommend using it. Thom --------------------- From: tzunder@cix.compulink.co.uk (Tom Zunder) Subject: Party make Up Message-ID: Date: 11 Jun 93 20:52:57 GMT X-RQ-ID: 1039 Mine were; A Balazaaring Yelmalio posted to Prax An ex Sartar Lhankor Mhy who was brought up in Pavis An ex Sartar yelmalio convert who drifted to Pavis long ago in RQ2 days A Pol Joni Storm Kahn who'd fought in Heortland A Basmoli fresh from the Wastes A Third Eye Blue from Pavis whose wife had been possessed by a demon A Carmanian Yanafal Tarnils knight with a bit of a reputation for love affairs to play down in the Doblian sultanate Lingua Franca? "Speklo Tradotalko?" and "Habla Pelorio linguisi?" Plus quite a bit of "Dus thou speak Pavic/Sartar, lad?" -------------------------------------------------------------------- Orlanth Rex! tzunder@cix.compulink.co.uk -------------------------------------------------------------------- --------------------- From: prharmaty@aol.com Subject: Re: Where in the World Message-ID: <9306120019.tn06623@aol.com> Date: 12 Jun 93 04:19:55 GMT X-RQ-ID: 1040 Paul Harmaty Here... - My RQ group plays in Sartar. They are all Sartarites with the single exception of one character who is half Tarshite. - They a centered in the Jarolar's Keep area. The nearness of Telmori and trolls has provided some interesting encounters and creates a great setting. - All characters are cousins and members of the same clan (though as years pass some have married into other clans). - The current year for the campaign is 1582 and the Battle of Grizzley Peak has just happened 'off stage'. - The whole campaign has been organized like a Pendragon campaign. The characters began play in the year 1572 and time passes between adventure sessions. Important events are taking place that will effect the character's lives. The characters are not impotent, they do win small victories, but there is a sense forboding about the future. - I chose the historical setting because I felt it freed me from the worry of being contradicted by any new RQ release. Armed with the 'King of Sartar' book, I've found no difficulty in creating a lively playing environment. - I know this sort of thing has been done before. Anyone playing in historical Glorantha at this time? Would a campaign pack set in the era of the Lunar invasion be appealing to anyone? Comments?? --------------------- From: 100116.2616@CompuServe.COM (David Hall) Subject: Malkioni stuff Message-ID: <930612130809_100116.2616_BHJ20-1@CompuServe.COM> Date: 12 Jun 93 13:08:09 GMT X-RQ-ID: 1041 Whoa Guys! Carl Fink: >Um, could we tone down the personal stuff? I certainly didn't take Carl's comments personally, and I think that Nick has over-reacted a bit. However, I am the editor of an RQ fanzine and so I do exist to be shot at and put in my place if I deserve it! Concerning ye olde debate on the Malkioni and sorcery: Dwarves. All I'm saying is that there are only some 770,000 dwarves in Genertela which hardly makes them a majority. On the Elder Secret map there are only three other dwarf symbols, at Jrustela, Slon and the Mari Mountains of Pamaltela, but seven symbols in Genertela. Who wants to play a dwarf and have to eat Alpha Red anyway? The majority of players? Are they really a good reason not to incorporate the Malkioni social structure into sorcery? Kralori. OK, so there are a lot of them and they seem to use sorcery! I was wrong. The sorcery is poorly defined, and probably only related to Godunya as the other gods of the pantheon usually use divine magic - Godunya becomes an Invisible God surrogate? In all there are only about 9 million worshippers once you take out the Hsunchen and Kingdom of Ignorance (who are mostly secret Black Sun worshippers!). Eastern Isles. Here Carl and me are reading from different sources. My understanding is that each island has a local religion based around a unique god (see GoG, p34). Indeed the sub-title is "A Thousand Gods". The spell examples also look suspiciously divine and spiritual. Of course various types of sorcery no doubt exist on various islands for "every island has its peculiarity, and though always different from others, is a paradise to its inhabitants." But on the other hand there will also be a variety of divine and shamanistic religions. The East Isles are designed to have infinite variation, and not be exclusively one thing or the other - including magic systems. Note: Valkaro "converted the inhabitants of four of the Eastern Isles". Maybe they were the biggest ones? Maybe not! Pamaltela. In Umathela the peoples of the coast follow the Rokari sect as well as other heresies. In Fonrit the people of Ebbeshal worship a unique and weird sect of Malkion that claims "trancendental secrets which teach that mundane life is worthless, hence any action is excusable". The Sedalpists are in Enkloso and Vralos "where they are fairly important". The other regions of Pamaltela (that information exists for, i.e. excluding Laskal and Slon) are almost exclusively of the Pamaltelan pantheon. Certainly no other types of sorcery are mentioned beyond the dwarves of the Mari Mountains. So, I still reckon that the Malkioni make up *the most* sorcery users, in all probability! I can't prove it, but then neither can anyone else disprove it! Oliver Jovanovic: my definition of Malkioni is the same as in the cult of the Invisible God write-up, i.e. worshippers of the Invisible God. So I include the Vadeli and the Stygians, but exclude the Carmanians. Carl Fink: >No one suggests ignoring Malkioni, just that you can't incorporate >their social structures into the rules. To my mind that is as good as ignoring them! Carl Fink: >Oh, let me be clear - the example sorcerors and example sorcery >school in the rulebook will be Malkioni (Carmanian). I just don't >think the rules should be designed to fit only Malkioni. Nor do I think the rules should only fit the Malkioni. However, without any commitment to explaining the religious and cultural basis for sorcery, in all of its guises, the rules won't fit anyone or anything. What is required is the same approach as with Shamanistic spirit cults and Pantheonistic religions/cults. Basic generic sorcery rules should exist, but they cannot just be presented standalone as they were in RQ3. Each sorcery sect or group will use those rules in a different way: by having a different spell list, different attitudes to who can use sorcery (or who goes to heaven, or attitudes to women, or worship of icons, etc.), or even a weird and unique type of magic. Ideally, I'm looking for a Cults of Prax of sorcery, but with all the other innovations that were in Gods of Glorantha. And in long-form. Carmanians. Unfortunately the rough draft of this I've seen for RQ4 doesn't meet my requirements for a sect description. It's currently just additional rules information with a bit of history tacked onto the front. It lacks depth, its muddled, and the culture depicted is inadequate. In a 1991 copy of Stafford and Petersens's Cult of the Invisible God (which I hope to publish next year if it ain't in RQ4) the Carmanian school is extinct. "Most Malkioni theologians believe that the Lunar Empire has inherited the Carmanian heresy, and that the Lunars have simply replaced the Invisible God with the Red Goddess." ( I love this concept!) In effect it is no longer a Malkioni sect, it is now a Lunar sect. As a result the religious and cultural link with the Red Goddess deserves a lot of thought. Unfortunately the RQ4 version doesn't have or explore this link, and the Invisible God is rather surprisingly still worshipped. The history is also inaccurate in places, but the best person to talk to about this is Nick Brooke. Other stuff: Oliver Jovanovic: >3) Unaligned sorcerers (occupying forces, Lunar Empire, Carmania) I have serious problems with unaligned sorcerers! Mostly I want to burn them, and I think I'm not alone in Glorantha. Because of the RQ3 Sorcery rules and their lack of a cultural link there seems to have built up a belief that there are loads of unaligned sorcerers around. Far from it, they are extremely rare. Most are just apostates from existing sects, probably cursed, and with short lives unless they are pretty powerful and/or lucky. The definition of an unaligned sorcerer is that he (or she) has no morals - for he doesn't follow the Law of Malkion (or the Edict of Godunya, or the Mechanical Principles of Mostal). Would you trust a guy who doesn't follow any recognised morals? Are you sure he isn't going to Tap you when your back is turned? Hey, he might be a Vadeli! Lock up your children, we all know what the Vadeli do to them! I suspect an unaligned sorcerer's time in Malkioni, or Kralori, or Dwarven, or Lunar lands is finite. Divad Llah: *Hey, but if he's really powerful he can build a tower or something, he doesn't have to *get on with the locals? Assuming he doesn't want to eat, of course. Err, no. In most lands there is a social hierachy, with a boss at the top. If you are a Malkioni feudal overlord (or an Exarch from Kralorela) would you trust that really powerful guy in the tower over there? Wouldn't you be a tad worried that this heretic might subvert your people, might even usurp you, or worse, threaten your faith and your soul? There's also no haven in non-Malkioni lands ( or non-Kraloreli/Mostali/Black Arkati lands), 'cos anywhere else you're a real foreignor with no legal rights at all, and disgusting table manners. What's more if you start doing weird magic the locals tend to tar and feather or lobotomise you, and worse. The only place I reckon you'll find unaligned sorcerers is in out of the way places, the sort of places that Broos are found in - and such places are dangerous enough! No wonder most Orlanthi reckon sorcerers are Chaotic really... Being an unaligned sorcerer is a real bitch! --------------------- From: wroberts@magnus.acs.ohio-state.edu (William C Robertson) Subject: Goodbye all! Message-ID: Date: 12 Jun 93 06:14:53 GMT X-RQ-ID: 1042 Thanks everyone, you're great. I've graduated, and I'm going to be cut off from internet soon. So, once again, thanks! -Bill "I am not an animal! I am a vegetable!" - The elephant elf.