(Message rqd:43) Return-Path:Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA11662; Mon, 21 Jun 93 17:16:11 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA25397; Mon, 21 Jun 93 17:15:55 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA00560; Mon, 21 Jun 93 17:15:40 +0200 Date: Mon, 21 Jun 93 17:15:40 +0200 Message-Id: <9306211515.AA00560@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, Mon, 21 Jun 1993, part 2 Precedence: junk Status: O 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: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Some magic, and almost no mention of sorcery Message-ID: Date: 20 Jun 93 17:43:34 GMT X-RQ-ID: 1128 Extension on Spirit Magic/Lunar magic: I think this concept from RQ2 made it into RQ3 only in the form of Lunar Magic. The description for the divine spell Extension expplicitly says that it prolongs divine spells' duration. While I have a player using Lunar magic in my campaign (not a Riddler, since I play non-Glorantha), I doubt it would become very popular with regard to the effects of duration. Simply adding up another five minutes for an extra point of Prolong was the reason nobody was interested in this, in addition to it's unreliability with the Moon phases. In my campaign world the druids use Lunar magic, both in divine and spirit magic. I also devised some stellar magic for sky worshippers, depending on the planets' and non-fixed stars' movement through the fix stars' constellations. I still lack some computer simulation to automatize the stellar movements for a fictional (and I fear not overly possible) sky, so I make it up as it comes along. Somebody out there who wants to discuss this directly by email? (BTW, I'm using the Oldtimer Atari ST, and won't change system too soon, so if anybody has a programme for another system, I'm only interested in portable software.) My players generally like medium to long duration spells, and we think that some effects are too measly for the life force (MP) provided. The method of applying Extension to spirit spells seems somehow right, but I hesitate to make it generally available on my game world. On Glorantha it is in RQ3 Lunar magic (nowhere stated expressis verbis, but I think clearly implied in the introduction of Lunar Magic in the Red Goddess section of GoG plus the Extension description in the Magic Book), available only to compromise-breaking Nysalorian Illuminates. The problem I see with medium- or long-term duration for magic is game- and magic-balance. If such magic is possible, what amounts are actually existant in the game world, and how easily is it obtained? When I look at Glorantha, there is an awful (awe-inspiring?) lot of medium- or long-term magic running. Think about the City of Wonders, Godunya's bridges, and similar places that virtually radiate magic. Ok, these two examples involved god-like beings present on Glorantha, but I think that such beings tend to attract lesser magicians who do the detail work for their masters. As an aside to RQ4 design discussion, try to find the answer to this question, and incorporate it into the rules! Compromise breaking: how else do you regard the making of gods from outside of time into time? I see no problem with persons in time who achieve apotheosis, they lived within the compromise, and when they reached immortality and divine status, they left the world for a divine plane existence. A fine example for this is the apotheosis of King Sartar and that of Pavis. Both remmoved themselves from the mundane plane. Pavis did so by being interred in his temple, Sartar used his tie to the Mobility rune to transform via the pyre at Boldhome. The Red Goddess, after one half wane of superheroism, did so too, creating the Red Moon and the crater, and left only her avatar, the Red Emperor, to act in the mundane world - a praxis acceptable within the compromise. After all, Belintar became the pharaoh and kept dying, integrating more and more individuals into his otherworld existence, Godunya does so in Kralorela. The only problem with the Red Goddess is that her original soul was summoned from before time, to inhabit the body of some street girl, today revered by the Lunars as Teelo Norri. Nysalor too was the recreation of a God slain in Godtime, i.e. outside of time. This deity was essentially Rashoran recreated, the last-born of the younger gods in god-time who taught insight of what the gods couldn't know, i.e. Chaos. He didn't teach too many, because he was slain by some of his pupils, the unholy trio. CoT states that Rashoran taught his secret to Humakt, Greg Stafford now says that once he believed that Humakt was an illuminate, but he doesn't think so not any more. I conclude that the teachings of Rashoran were the understanding of what chaos means, and the part Humakt learned was about the death and destrucion of gods, not the acceptance of chaos. But this is my own design only. Nysalor/Gbaji's creation was a violation of the compromise, and created Arkat in reaction. An aside: The God Learners violated the Gods, not the compromise, for quite a long time. I think the secret that destroyed them (and that was destroyed with them) was how to violate the compromise, e.g. with the construction of terrible Flesh machine in God Forgot, and maybe included Gbaji's dark-side illumination to use the powers of Chaos. Glorantha tends to react heavily when the compromise is overstepped, and the Red Goddess managed until now not to cross that line. When she does, the Hero Wars will culminate, as glimpsed at in some undetailed prophecies collected in the volume known as King of Sartar. Note however that the Lunar empire is not the only competitor in overstepping that line, there are others as well. A magic of totally different kind: Ki skills, or crafters' magic: I want to have crafters trade secrets made a little more magic. This is especially interesting for smiths (who were magicians in the eyes of our ancestors, lived outside the normal society and did dreadful things), alchemists and artists. I liked the painter-sorcerer Paul Reilly portrayed here some time ago. I don't think it matters which RQ3 magic system we use, but the guild secret magics ought to use the appropriate craft skill as a measure of chance of success. The Ki skills from Land of Ninja were a valuable step into that direction, even though I didn't like the actual mechanics with POW sacrifices for mediocre results. What I want are magical smithies, mills or whatever that produce rare and strange products, such as masterfully crafted weapons, tools, armor, flour for lembas-like sustenance, works of art with a life of their own, etc. What I don't want is the involvement of professional magicians, i.e. regular priests, shamans or sorcerers in the actual process, although I'm all in for them to teach some of the necessary magical knowledge for these processes, such as ceremony or enchant skill. The little information I have about third eye blue makes them one of these organisations, with some alterations to the material posted some time ago. Also this approach to magic leads to the question how much lasting effect magic has in the world. I figured from the RQ-rules I know, that life force measured in POW and MP is used to create magic. The most common high-energy magic is worship of deities, where large amounts of regrowing life force, i.e. MP, is channeled in the worship ceremonies to the gods. If one compares magic to radio waves, the cult sites of Glorantha are big senders, focussed on some receiver in the God- or Spirit plane. The Enchantment rules in RQ3 state that to achieve permanent effects, non-regrowing life force has to be spent, i.e. POW. Non-regrowing life force/POW can be spent for less permanent results, too. It can be used to enable a deity to take care of its own in Divine Intervention, opening a special link to the deity for magical purposes. While some people interpret DI in a way that the deity uses the life force of the DIing character to power the effect, I rather see it as a (if the character isn't unlucky and rolls exactly his/her POW) partial transition of the characters soul/life force to the deity, allowing magical energies to flow the same way in the other direction. No self-respecting deity would allow their followers to throw away parts of their already subscribed souls for mundane trivia, IMO. Why do you believe are there spirits of reprisal? They are just another tax-collecting (in this case soul-collecting) device to enforce the contract signed at initiation. On the same line of reasoning I'd cover divine magic. A character "buying" divine spells transfers some of his life force into the realm of the deity, sustaining something like the shaman's fetch there. Sorcerers would use at least part of this for mundane (magical) benefits, as do shamans for "spiritual" (or better Spirit-Plane) benefits. (Sorry if I mix up the RQ4 discussion, especially Paul Reilly's and Mike Hollyday's new sorcery concept, and the digest a bit, but this cannot really be assigned too one side or the other. I could cross-post this, but I suppose that most people on the RQ4-list read the digest too. My main reason not to split ths list into a Gloranthan and a Generic faction: Then I'd have to post articles like this into three lists, and I'd get it back three times, and the answers in three different fora.) So, if the power sacrificed for divine magic rests with the deity, and if a priest, acolyte or Runelord can reuse some of it in short terms, I have no problem with initiates who are able to do so in long terms. Sacrificing power to one's deity is a sign of piety, because the initiate strengthens the part of his soul/life-force already residing with the deity, and thereby his ties to the deity. He or she does so even in hose jobs like resurrection (by other sources than Chalana Arroy) or divine intervention, or priests' other one-use spells, but I prefer to view these hose jobs as extremely long in recovering, maybe longer than the individuals life time. Progress in the favor of the deity, most often coupled with progress in cult hierarchy, but especially in civilized societies not necessarily so, shortens recovery time. Reusability of Divine Spells (again and again) I'd welcome a system that allows advance in reusability gradually, with special steps accompagnied by repeated initiation rites, such as entering a subcult, or entering priesthood as an acolyte or full-time parochial priest. I like the idea of agents of a deity having short- or medium-term reusable access to divine magic, as have some Runelords in RQ3 (I think none had in RQ2, unless advancing to Runelord/priest status). To link the definition of these terms to holy days or special worship services gives the Holy Days and High Holy Days some meaning, and I'd throw in pilgrimage to holy sites and worship held there on less holy Holy Days as an equivalent to regular worship on more holy Holy Days. A High Holy Day combined with a pilgrimage might even enhance the normal regaining abilty, and for at least one example I know for certan that there are multiannual cycles: the Lunar Wanes. In KoS another cycle is hinted at: Wakboth's 600-year cycle, in GS's conclusions. The gods are subject to time and its cycles, and cyclical magic is not a Lunar-only effect. Ever noticed how hard it is to cast a Sun-Spear at night? or a Lightning in cloudless Fire-season? Enough for here and now. I'll elaborate further for Free INT 5 (appearing as soon as I have finished this article, the scenario and the layout. Soon.) Joerg PS: To Adam: Why don't you go for a private internet access? Quite a lot of people on this list have one. -- -- Joerg Baumgartner joe@sartar.toppoint.de --------------------- From: 100270.337@CompuServe.COM (Nick Brooke) Subject: Sorcery Sect Secrets, and Squalor Message-ID: <930620193511_100270.337_BHB21-1@CompuServe.COM> Date: 20 Jun 93 19:35:11 GMT X-RQ-ID: 1129 Rob Mace said: > I am not saying that a sect can't just keep it secret. > I am saying that there needs to be an explanation of > how they keep it secret. The standard Petersen explanation was that, using the old Apprentice Bonding link to target down, your offended ex-sect zaps every mean, vicious, nasty damage-inflicting spell and hostile spirit it can throw at you. I don't use Sorcery myself, so I don't know how effective a threat this would be. But it sounds to me like it could get in the way of a happy life teaching stolen sect secrets to your new friends. (Oh, and you go to Hell for breaking sect vows, of course...) Someone else wrote an interesting piece contrasting the "squalid" cultural details being explored in recent releases with the "pure, clean" world of the ideal Runes. I have to admit I fall between the two camps: I don't know why Greg et al. are so keen to distance RQ from the Runes that have always been such handy building-blocks for our understanding of the world, while I don't see why belief in an "ideal" Runic correlation for all things need detract from the abject squalor in which I enjoy adventuring. Contrast is all (cf. Biturian Varosh, Jaxarte Whyded and company for examples). This Idealist/Realist split is as harmful for Gloranthan students as it is for the Malkioni religion. (Shut up, Nick, and go back to sleep...). ==== Nick ==== --------------------- From: ade@insignia.co.uk (Adrian Brownlow) Subject: Er... Sorry about that. Message-ID: <27046.9306210813@piglet.insignia.co.uk> Date: 21 Jun 93 01:20:14 GMT X-RQ-ID: 1130 Subject: Time:9:20 am OFFICE MEMO Er... Sorry about that. Date:21/6/93 Sorry everbody. The reply buttons too close on my mail & I was drunk - sorry.... Ade --------------------- From: johnston@heart.enet.dec.com (Why settle for the lesser evil ?) Subject: Sorcery in the east isles. Message-ID: <9306210850.AA24288@vbormc.vbo.dec.com> Date: 21 Jun 93 12:50:34 GMT X-RQ-ID: 1131 I've been loosely following the sorcery debate, and found some info in my RQ collection on how the East Islanders view sorcery, which may be useful to some of you. This quote (bad grammer and all) is from the first draft of the Glorantha world book (before they restricted it to Genertela), by GS, SP and friends. Copyrite Greg Stafford 1987 "Magic is integral to their life. Criminals , rather than being imprisoned or executed, receive magic punishments designed to fit the crime and humiliate him, thereby discoraging his sordid acts. For example a bully might be reduced to the size of a cat for a year. Shamans and spirit magic are unknown, but East Islanders commonly practice sorcery and every island has a cadre of priests to its specific diety. Almost every adult knows a little sorcery and all towns have a "sorcerers row", where all manner of spells and enchantments are bought and sold. Sorcery is scarcely considered magic at all - it is simply a profession, ranked above healers and shoemakers and beneath scribes and shipwrights." >From this I would assume (and hope!) that the East Islanders use generally less powerful spells than the Brithini. Also I would assume Gregs "all = 85%" rule is in effect. nigel Johnston --------------------- From: DO9EA00@sysa.computing-services.manchester-metropolitan-university.ac.uk Subject: Daka Fal Message-ID: <9306210934.AA20827@Sun.COM> Date: 21 Jun 93 08:28:23 GMT X-RQ-ID: 1132 From: David Ingram (DO9EA00) Some Musings on Daka Fal: For your edification I present some Ideas conserning Daka Fal; in respect of two Characters, first Henya ( a daka fal/shaman from a barabraian tribe in Balazar) and second Duke Raus: Henya: His mind heavy with the questions that Cora (the cheif) had asked him, henya lit the fire of scented wood and began to inhale the smoke and chew the leaves he had gathered that morning.... Soon the trance came to him, in the background he could hear the insecent beat of drumms and the rithamic shouts of the tribesmen as the engaged in the sacred dances. He cleared his mind and began to think only of the questions and then slowly recited the sacred words of dakafal -- the spell complete the ancestors came flooding towards him; their incesent babble deffening out the music, picking the ghost he required he summoned it towards him and a moment later the spirit took possesion of his body.... Hours later his body covered with a cold sweatr he came around, lying on a bed of straw, in his hut - immediately he took the animal skin and paint that had been leaft at his side and began to draw the answer to the Cheif's questions... Duke Raus: His mind heavy with the question of how to deal with the matter of the homesteaders complaints, the duke retreated into his private family shrine. hear in the coolness surrounded by the marker stones of his family, he took forth the scroll from the family altar and began to read this ancient history, what wisdom had his ancestors to give him in this matter soon he had a name Agricola had been in an almost identical situation; he lit the incence offering and summoned the priest. After a breif ritual of deviotion to Daka Fal, the priest summoned forth the shade of the ancestor and the duke began his conversations.... His questions answered the duke burnt the offering of food and spilled the finest wine over the altar to apeaze his ancestral spirits. He stood and returned to the audience hall.... ******* As I see it both worship Daka Fal and call upon their ancestors but one will be clearly seen as a shaman (cf Ammerican Indians etc) but the other will be closer to the ancestor worship common in Shinto and other easten religions. ---------------------------------------------------------------------------- David Ingram - "Its an ill wind that spoils the broth"