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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"