(Message rqd:9) Return-Path:Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA00576; Sat, 10 Jul 93 17:16:27 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA10648; Sat, 10 Jul 93 17:16:00 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA22883; Sat, 10 Jul 93 17:15:12 +0200 Date: Sat, 10 Jul 93 17:15:12 +0200 Message-Id: <9307101515.AA22883@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, 10 Jul 1993, part 1 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: flammang@heart.med.uth.tmc.edu (James Flammang) Subject: Who the heck? Message-ID: <9307091517.AA04929@heart.med.uth.tmc.edu> Date: 9 Jul 93 15:17:58 GMT X-RQ-ID: 1248 Hate to ask more dumb questions, but who the heck is Antirius? Some Carmanian Sun God? What's the source? These Sun Gods are getting too damn confusing. I'm going to stick to worshipping Storm Bull. Keeps things simple. Jim Flammang --------------------- From: mabeyke@batman.b11.ingr.com (boris) Subject: Gloranthan Tarot, an Elemental Approach Message-ID: <199307091532.AA00441@batman.b11.ingr.com> Date: 9 Jul 93 15:31:59 GMT X-RQ-ID: 1249 After reading about Mike Dawson's discussion of his Gloranthan tarot in X-RQ-ID: 1222, I got to wondering about a more standard deck. This is not to say I'm not terribly intrigued by Mike's; I for one would love to see what he has, art description and all (hint, hint). It's just that there are some folks in my group who are familiar with the standard, elemental based deck, and I thought of how such a deck would appear in Glorantha. Note: Most of what follows is based on my understanding of the Tarot, which is admittedly incomplete, but is based mostly on Crowley's Thoth deck, not the more traditional Rider-Waite deck. So if I say something that differs from the RW deck (which I am mosly unfamiliar with), or your own understanding, that is the reason. Please comment on it, however. Leaving aside the Major Arcana for now (mainly because I'm somewhat daunted by it), I considered the suit cards. Well, first, obviously, an additional suit is needed, for the element of darkness. And for the Lunar tradition, a sixth suit. But for now, again, I decided to stick with what I'm most familiar with, and try to design one from the Orlanthi cultural perspective. So, five suits it is. The elemental symbolism in Glorantha is somewhat different than on Earth. For one thing, the element that represents the female generative urge is Earth, not Water. So Earth would acquire much of the symbolism normally given to the suit of Cups. Also, at least from an Orlanthi perspective, the traditional roles of Air and Fire are reversed from; Storm represents strength, freedom and rulership, and Sun represents Truth, Law, knowledge, and stability. A Dara Happan tradition would, of course, be different. This leaves assigning some roles to Water (whose traditional role has been usurped by Earth) and to Darkness. I wish I could say I combined insights from both worlds to do this, but lacking such, I assigned to them roles that felt right from a Gloranthan perspective. These two suits, I feel, are where I'm on shakiest ground here. To Water, I (somewhat arbitrarily) assigned the properties of youth, invigoration, support, and cleasing. To Darkness I assigned the properties of disorder, appetite, and violence. And with these assignments, I am able to assign the Court Cards of this tarot. Following in Crowley's Thoth tradition, the court is a cross fertilization of the elements. Therefore, each suit will need five court cards, and they are: King: The Stormy part of [element] Queen: The Earthy part of [element] Thane: The Firey part of [element] Page: The Watery part of [element] Beast: The Dark part of [element] Storm King of Storms: Orlanth embodies the strength and mastery of Storm, and as the source of Air, falls naturally into this position. Queen of Storms: I had no clear deity here. Ernalda obviously is of the Earth suit. Barntar would fit, perhaps, if the gender of the card is ignored. Or perhaps Kero Fin? Thane of Storms: Humakt is the indomitable upholder of Truth, and fits well into this position. Page of Storms: Heler is not only originally a water god, but also represents invigoration and support. Beast of Storms: Urox the Storm Bull, with his furies, indulgent appetites and violence fits this role. Earth King of Earth: Genert, I thought, here, perhaps shown as a dead god. No one else seems to fit. Perhaps Asrelia? Queen of Earth: Ernalda, of course, represents to the Orlanthi the female, fertile properties of Earth. Thane of Earth: Mostal was the only deity that came to mind here. Representing stability and Law, but not clearly tied to Ernalda, he seemed uncertain, but workable. Page of Earth: Voria seemed the clear choice here. Beast of Earth: Here was a pair of choices, both Maran and Babeester Gor. I suppose either, or perhaps both, will do. Sky King of Sky: Yelm fills the leadership and mastery role for the Sky suit. Queen of Sky: Orlanthi from the Holy Country would probably place the Volcano Twins, Chalandra and Aurelion, here. Dragon Pass Orlanthi would most like assign this to the Feathered Horse Queen. Thane of Sky: Elmal represents Truth and Stability, and is the loyal thane in Orlanthi myths. Page of Sky: Chalana Arroy is an excellent nurturer, and has enough ties to Yelm's court to qualify here. Beast of Sky: Lodril is well known for his appetites and unruly behavior, and legends of his enslavement by Argan Argar would make his placement here appropriate. Sea King of Sea: Mastakos obviously has the role of ruler of the sea. Queen of Sea: Triolina, if the Orlanthi know of her at all, seems appropriate here. Thane of Sea: Sky River Titan, who invaded the realm of the Sun, seems good here. Page of Sea: Nelat in KOS:Orlanthi Mythology is the God of Purification. I don't know any more about him. Pavis Orlanthi might make this the Cleansed One, from the Zola Fel subcult. Beast of Sea: Wachaza seems appropriate, again if the known by the Orlanthi. Darkness King of Darkness: Dehore, as source of Darkness spirits, might fit here. Queen of Darkness: Kygor Litor is of course the source of fertility to the Darnkness. Thane of Darkness: Argan Argar, as god of Surface Darkness, conquorer of Lodril and user of spears, fits this role well. Page of Darkness: Styx is both a combination of Water and Darkness, and is the ultimate cleansing. Beast of Darkness: Zorak Zoran and no other epitomizes the savage fury of Darkness. Well, that's all for now. The numbered cards wouldn't need to represent any particular deities, but I fealt the court cards should. The Aces should probably represent the primal sources of each element, however. Please comment, trash, or flame as you desire. I would like comments and criticisms to try to improve this. ---- (*) ZZ [] (.) @ e K| o8- |> oK <>< )o 3 8 <| "Early to bed, early to rise, it's all required by the Compromise." Arachne Solara's statement to Yelm at the SunStop. Boris |><| +- (| >- .: K * =|= <- (O) ( ) (o) (|) X- --------------------- From: awr0@aberystwyth.ac.uk Subject: This may be of interest Message-ID: <9307091612.AA01619@deca> Date: 9 Jul 93 18:12:28 GMT X-RQ-ID: 1250 I've sent all the material to shannon for uploading onto soda.berkeley.edu but there are particular files that will be removed due to the fact I could not find and author and David Hall informed me that some of the material is a direct ripoff of Chaosium material and this will not be available from now on---(This was mainly cult material) I have, though, latexed the material and produced a 480 page postscript document with a good index and all. If anybody is interested, the postscript docuement is circa 2.9 meg in length and I can happily split it To the person enquiring about publication of their own RQ material. I asked Ken Rolston about this. [My enquiry was wether I could produce and adventure with the words Runequest compatible on it] He referred me to the case of TSR vs Mayfair, where Mayfair had placed ADND compatible on one of their adventures and said that it would probably be a bit dodgy as the situation legally had not been cleared up. Runequest itself would be the TradeMark of AH, although would RQ? >From a publication point of view, if you really wanted to, you could call your supplement a Fanzine or something, stating that the material within is unofficial but giving copyright disclaimers where necessary. I don't know what the legal standing here would be. Maybe David Hall or MOB could answer this question? There is a frustration in trying to get your stuff published through 'official' paths...ie AH, seeing as they are very slow on the uptake. The cost of producing a 50 page A4 booklet/adventure can be relatively cheap. Realistically your are probably expecting publication costs of around 500 pounds for around 500 books..if you can find a decent publisher that is. The question really comes down to how legal is it? In a nice world, it would be great to be able to publish your own material as you see fit stating that the material is un-official, and it would be nice to send off the adventure to e.g. AH and have them say 'Sorry it's crap, or hey this is great, here have and official endorsement!' I think you would see a larger amount of material that way. Anyway, I'm mumbling! Does anybody know the legal standing on producing RQ compatible adventure books? Has anybody done anything like this? What about supplements like Watchers of the Sacred Flame etc... Adam --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Re: David Chengs magical thoughts Message-ID: Date: 9 Jul 93 22:40:10 GMT X-RQ-ID: 1251 ____________________________ David Cheng in X-RQ-ID: 1238 (I respond here because I suppose that the RQ4-testers read this, too) >>> I have read (skimmed) the sorcery discussion for weeks. I can hold my opinions to myself no longer... Tidbits about Magic I have picked up over the years: DRAGON EMPEROR WORSHIP The Dragon Emperor (currently Godyuna) is a focus of worship for the whole populace. The Exarchs are his high priests (DC's terminology). The people worship Godyuna, and he becomes more magically powerful. There are inefficiencies, however, so in RQ terms, perhaps he only gets 1 POW per 100 worshippers, or per 1000; whatever. Still, he gets a buttload of power, leading to the quote (paraphrase) that he is the most magically powerful human in Glorantha. <<< As I mentioned above, that's how I figure it works out for all deities, be they incarnated or not. He needn't even get POW; what he gets regularly are magic points, or regenerable life force, to drop the rules vocabulary. But of course he has the use of the regenerating life force offered in sacrifice by his faithful, too, which makes him mighty magic. >>> Now, Godunya has all this magical energy to play with. As a good ruler must, he delegates a good bit of his "magical responsibility" to the Exarchs. He shares some of the magical power he's accumulated. By using the magic Godyuna shares with them, they keep the magical irrigation systems working, the magical bridges suspended, etc. <<< As do the Pharaoh (the main work on the City of Wonders) and the Red Emperor (the Glowline etc), and probably all other living gods. >>> (Aside: I think that in Dragon Pass terms, each Exarch ought to have a 10-20 Magic Factor; quite a bit in a game where 6 is very tough, and the Red Emperor has 12, if my memory serves me correctly.) <<< In the AH-version he has Magic Factor 10, Range 10. I love that parallel, but I tend to disagree. The Red Emperor is described as one of the most magical individuals on Glorantha (in Tales 8), and I'd lin him up after Godunya, Zzabur, the Arch-Exarch, and probably the Pharaoh. In Dragon Pass terms, I'd assign Super Hero stats to the Arch Exarch, maybe even an active 20 magic factor with range 10 or 12, but the Exarchs as they run certainly are less magical than the inhuman king, who features 8/8. Anybody else out there interested in making all of Glorantha into Dragon Pass mechanics? >>> Kralorelan magic always struck me as awkward. Not the Emperor worship thing: the magic where everyone can spend POW for sorcerous effects. I would strongly be in favor of coming up with something different, which better captured the "magic of the East." <<< Something more draconic, and at the same time more light orientated. As I read the Kralori history in the Jonstown compendium in the RQ2 Companion (page 8, entry 1469), it was Daruda, the fifth emperor, who introduced draconic ways and thus Kralorela's draconic magic. Before Kralorela was but part of Yelm's Solar Empire. BTW, could anybody enlighten me why Yelm's reign was followed by Metsyla's? Or did Metsyla just take care of part of Yelm's realm, i.e. Kralorela? >>> RUNE MAGIC A worshipper invokes rune magic. For that instant, he _becomes_ the god. That is what allows him to do it in the first place. Without the initiate-link to his god, he can't hope to pull this off. <<< My interpretation is that the worshipper aquires a working link with the deity through which the deity can channel the magic the worshipper paid for in advance. And doubly so, since (s)he paid a hole day of service, including sacrifice of lots of magic points, to gain or regain the spell sacrificed for. RQ3 quite clearly states soe differences between divine spells and divine intervention. The latter won't work when the initiate is on enemy holy ground, the former will. DI is impossible for inactive initiates, divine spells aren't. I conclude that during DI the deity fills the initiate, while for divine spells the initiate awakens the spark of divine power within himself. This might be one reason why a certain number of divine spells must be learned to enter priesthood: the amount of divine power residing in the priest to be must be strong enough. >>> JRUSTELI MAGICAL PHILOSOPHY By my understanding, Curtis Shenton and Loren Miller are both correct. There are not only three magic systems, there are more. But, there is only one magical meta-system. <<< I second (or rather fourth) this point of view. >>> Loren's comment today is not God Learner, it's anti-God Learner. It is the GLs who originally classified all the things they found into neat, tidy categories. Mostali sorcery is not the same as Kralorelan magic, but because they operate on principals more in common with each other than with Spirit or Divine Magic, they are classified together. <<< Who said the God Learners were right? They contradicted themselves by using their theomancy (parts of all their different classes of magic), didn't they? >>> >From what OJ has told me: There is one meta-magic. The individual practitioner learns to manipulate it in a certain way. However, in doing so, he loses the magical sensitivity to do magic in other ways. That is why Sorcerers can't be good Shamen. I guess this also means that there are as many magic systems are there are individual practitioners... <<< Agreed. However one can group magic into some larger groups which may hav esubgroups, etc. >>> * BUT * I for one do not want to see a meta-magic system. I am a God Learner Sympathizer, and I am perfectly comfortable having Spirit Magic, Divine Magic and Sorcery. I like calling them separate things and identifying their differences concretely. <<< What do you sympathize with? The goddess' switch? the replacement of the raccoons? The killing of the guardian of the Divine Cup of Victory? Flame mode off, I can second your emphasis on the differrences, but there will be diffuse borders. Best example is the Stygian Heresy of Malkionism, having all three magic systems available (at least did MOB's Issaries Merchant Prince in Hut of Darkness). Would somebody care to write up his/her view of how one example of Stygian Heresy exactly works? E.g. the cult of Dormal, where this is obvious? >>> The idea of one magic system instead of three is so heretical that I think the game it appeared in might not be RQ any more. Couple this with changing the skill resolution and weapon damage systems too much, and you've got a completely different game. This might not be such a bad idea. I might play such a game, but I might not. I don't know right now. But, I would buy it if it were a Gloranthan game. <<< A question: Does any of us play RQ as the rules are written? I don't. Part of what hooked me were all the special rules adapted for Glorantha. I thought "If they can do it for THE RuneQuest-gameworld, then I can for mine." So did I. But RQ (2, 3, 2.5, 3.5) _has_ one metasystem describing the interactions between different spells, possibly from different subsystems. The MP-cost might be totally unbalanced, e.g. for protection spells or control spells, but those are the fixes under work for RQ4. Dragonewt-magic, Lunar magic, Godunyas magic (although not so terribly original, I kind of like it in my non-Gloranthan context), Mostali Stabilize sorcery, jelmre emotions, even Thanatari head magic, vampirical spell knowledge draining (like in MOB's house rules and in Sun County) and Nysalor Riddles, all these follow the major guidelines of the metasystem. I like the "different usage of fetches" approach included in the proposed sorcery rules, and I have adopted it as truth for my private gameworld. I've included it in the metarule for my world, and I'm still working on applying it to Stormbringer Demon magic for my Ogre nation and some depravd humans. I have added a couple of conventions, but I still think of the game as RuneQuest. And the world's working title is Runeworld... OK, stop ranting, Joerg. -- -- Joerg Baumgartner joe@sartar.toppoint.de