From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Wed, 22 Sep 1993, part 2 Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM Precedence: junk 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: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: Nature of Spirits; Easy on the mustard... Message-ID: <9309211745.AA13007@condor> Date: 21 Sep 93 17:45:40 GMT X-RQ-ID: 1773 Simon said (about Spirit Combat etc): >Perhaps these could be rationalised as spells which can only be cast by >discorporate spirits. Conventional spirit combat would become a special case >which all discorporate spirits can use instinctively. Then the special >attack of wraiths and such would just be their own specialist attack mode >instinctive to them (What if a shaman could get hold of a spell which >alowed the caster to attack like a wraith? ... Nasty!). Like it. But why spells? Maybe skills would be better for this approach. Also note that many spirits (POW for example) cannot even initiate normal spirit combat themselves (- they don't have the skill?). >Perhaps we need to get back to >basics. What do spirits want to achieve, what are their conflicts about? >Then figure rules for it. Good question: what *do* spirits want to achieve? I know next to nothing about real-world shamanic Magick, so I can only hypothesise with some game mechanics. Let's try an easy one first: - Ghosts want to possess a corporeal body so that they can interact with the mundane world (to right some wrong; seek vengeance; whatever). They will attack if they think they can gain a body. - Wraiths are so mad about dying that they don't want to possess; they just want to kill, kill, kill. - Power Spirits. Hmm, I reckon they must be spirits of plants. (Trees have spirits, right? So they have SIZ & POW when alive, but no INT. When a tree dies it's spirit only has POW left. Makes sense?) What does a tree spirit want? Dunno, but they're non-aggressive when alive, so I guess they stay non-aggressive as spirits. - Intellect Spirits. Maybe the spirits of animals (ie. fixed INT creatures. Their INT is usually low enough for this to make sense). Live animals are only aggressive if threatened or in pursuit of food. Spirits don't need to eat so animal spirits have no aggressive motivation. (If you attack them and lose, they possess you and you start to act as an animal... perhaps?). Now I'm starting to run out of ideas. Spell Spirits? Magic Spirits? Elemental Spirits? What are they all about? Anyone got any ideas? And Ghouls? Why do they possess *dead* bodies? (And concering the purchase of Enchanted items) >The way I see it, every PC >sorcerer or shaman I have ever seen has personaly created a handfull of >matrices, binding enchantments, etc, as well as other enchantments. Presumably >other sorcerers and such do the same, and have been since time immemorial. >What happens to all this stuff? Much of it may end up in the hands of a >powerfull few, but most will be passed on as heirlooms to favoured offspring. Yes, this is a fair point. However, I'd also like to add that the longer an item has been around the more likely it is that one of it's owners will have added a Condition to the item. This is especially true of Spirit Binding Enchantments: if my Sorceress ever gets her hands on a bound INT spirit then the first thing she'll do is add a user condition so that no-one else can use it (offspring be damned!). She doesn't want anyone to be able to steal the spirit (with a control spell) - especially if it holds most of her spells! This is not paranoia, it's Good Sense: consider that a Magus might be Projecting Sight across the world - With Mystic Vision he can spot people who own bound spirits which have lax conditions - He can control these spirits at range and steal them for himself and you'll be none the wiser... It's worrying. Also, I think most cults would place user conditions on their more powerful Enchantments. And assuming your ancient item doesn't have a User Condition, this still doen't mean it'll be around forever. My sorceress knows too many zealous initiates who would destroy Sorcery spell matrices as a matter of principle if she didn't stop them. Having said all this, I'm not against having the odd curio for sale. In fact, I kinda like the idea of items turning up for auction occasionally. I just think the idea of magicians making items to order (for cash) is rather unlikely. BTW IMHO control over magic items is the best way for a GM to control sorcerers (rather than changing the rule system to hamstring them). -- Greg Fried (asked about selling Magic Items): >BTW, how do the rest of you price magic items if PCs wan to sell them? In my game this happens so rarely that I'd take it on a case-by-case basis. How difficult was the item to make? How useful is the item to the buyer? (and most important) How much cash do the PCs really need? I find players usually prefer to hang on to surplus items in the hope that they can swap it for something else later (or give it as a gift to gain favour with some NPC etc.). >I make POW crystals very valuabe: 1000 per point. BUt the problem here is that >then most tougher opponents are going to have crystal to back up their POW, >so after any victory against anyone of note, the PCs are going to be very >rich. Hm. How about matrices? About 500 a point? Yes? No? (I guess you know this but...) the RQIII book suggests at least 1500 for each point of permanent POW it takes to make the item. This means, for POW crystals (MP storage matrices), 1500 per point if you use the old rules, or about 300 per point if you use the errata (which gives 1D10 storage for each POW). Spell matrices: 1500 per point. Of course, if the PCs are after a quick sale then the price could much less :-) There definitely is a problem with Published NPCs having so much magical kit. If the PCs keep winning they gradually become grosser and grosser. Then again, maybe this is no bad thing... === CW. --------------------- From: f6ri@midway.uchicago.edu (charles gregory fried) Subject: Baroshi! Message-ID:Date: 21 Sep 93 17:49:42 GMT X-RQ-ID: 1774 Greg Freid here. Myth-Makers -- some advice, please! Instead of fighting trolls and ice-demons this weekend, my players went to the caves of Snake Pipe Hollow (although these caves are relocated in my campaign) at the behest of the local Earth temple to recover the statue of the lost god. Well, not only did they find the statue of Baroshi, they figurd out the business of placing him in the cradle, and returned to the astonished priestesses with a living, grain-headed godling! Now, my question is, what kind of cult would form around Baroshi? My players are VERY excited about their accomplishment, so I need to work on this, since I hope to channel their enthusiasm. I take it that Baroshi is a sort of male version of Barbeester Gor: an avenger of the Earth, whose primary opponent is Chaos. What should be his runes? Earth and Disorder? What about his divine magic (assuming he gets enough worshipers)? I am thinking of Face Chaos, Earth Strength and Counter Chaos -- a kind of Earthen Storm Bull. He has a head of grain: from this I extrapolate that he is fond of the fruit of the grain -- grain alcohol. And thus his bull-like battle intoxication against Chaos. === Nick and others: I have been enjoying your discussion of cult matters. My time is more limited recently, so I have not jumped in. But I have a speculative question about what some of you might think (or know?) to be the evolution of Stafford's myth-thinking. GS was heavily influenced by Campbell (although also, I now know, Mircea Eliade [see Patterns of Comparative Religion]) about 25 years ago. The notion of the monomyth seems to have carried over to the god-learnerish exposition of Glorantha we have seen in the earlier RQ publications: cult write-ups with Runic affiliation, standardized religious organization, etc. GS now seems to have moved decisively away from the monomyth approach in King of Sartar, where there are manifestly contradictory accounts of history and gods, and a narrative style that encourages diversity of interpretation. Is this right, or merely an impression that I get because I don't know GS well enough? Has there been any radical shift in GS's thinking on these matters? Has the monomyth fallen out of favor (as I tend to think it should)? And here's a question: what stays interesting about Glorantha after the fall of the Red Moon? (Don't take this question wrong!) There are cycles of grand events (cf KoS, 270): war against Chaos and the Lightbringer's Quest; Gbaji wars; demise of the EWF and the GOd Learners; fall of the Red Moon. So where is GLorantha 'going' next? Is there a GLoranthan eschatology, in which the events I cited punctuate the development of a grand life-cycle of the great overaching goddess, GLorantha herself? Or is there an 'End of History' of Glorantha, too (as has been asserted in our world by Hegel, and now by anti-communits). Kinda like the greying of Middle Earth after the end of the Third Age. How many 'Ages' can you have before a world gets tired and drained out? Three seems about the max. Beyond that, and history begins to seem meaningless. Will Glorantha eventually 'die' a natural death, overcome by Chaos (like the entropic 'brown out' hypothesized for our cosmos) at an End of Time? Or is she immortal, and her death may only be 'unnatural' ('death' here meaning annihilation, not the myth-death gods survive)? Or does Glorantha die by being forgotten, by having myth and magic slowly sqeezed out by secularism, faith and rationality (which seems to be the suggestion of some of the things I have read about the time after the fall of the Red Moon)? OK, that's just about enough wild speculation for now! GF out. --------------------- From: MILLERL@wharton.upenn.edu (Loren J. Miller) Subject: Orlanth or Worlath? Message-ID: <01H37OSQA1ZI8Y5DBV@wharton.upenn.edu> Date: 21 Sep 93 10:04:11 GMT X-RQ-ID: 1775 joe@sartar.toppoint.de (Joerg Baumgartner) writes: > One God Learner experiment created a god in Umathela which didn't exist > before. They got a group of natives worshipping this "fake" deity, and > at their downfall it manifested itself. And about a paragraph later... > Did anybody notice the sentence "The earliest practitioners were the > Seven Explorers, [...]" on p.24 in the Glorantha Book of the Glo Box? > ^^^^^ > Seven mothers, Seven lightbringers, ... > > It really makes me wonder how many companions Orlanth had when rescuing > Yelm... This brings up yet another point. What is to say that the GLs didn't create fake gods more than once? I've heard rumors from the grapevine that GS is going around saying that Orlanth and Waha started out as mortal men (heresy!) and that PC heroquesters can end up going the same route if they want. So what if this umathelan experiment happened more than once, and they just got caught that time? Let's look for other gods who are worshipped consistently over a huge range of cultures and lands and we might find more God Learner experiments. How about Orlanth? Posit a powerful sorceror from the west, a buddy of Zzabur's named Worlath, who is a God Learner type. In the prime of the Jrusteli ego-trip, through trickery on a mythic scale he inserts himself into the myths, replacing all the various storm gods (the four winds, various zephyrs and storms and hurricanes and El Nino) with a construct based on himself. Now instead of the four winds being important gods in their own right they are only the thanes of Orlanth (a pidgin-ized version of Worlath's own name). Same with all the other zephyrs and floating storms that used to have lots of worshippers. Now they're all Orlanth's thanes and their cults have devolved to spirit cults under his umbrella. Funny that this is exactly what the wizards say about Orlanth. Maybe they're right? whoah, +++++++++++++++++++++++23 Loren Miller internet: MILLERL@wharton.upenn.edu "Enough sound bites. Let's get to work." -- Ross Perot sound bite --------------------- From: C442196@MIZZOU1.missouri.edu (Newton Hughes) Subject: kanji o yomu koto ga dekimas ka Message-ID: <9309211946.AA28679@Sun.COM> Date: 21 Sep 93 19:38:30 GMT X-RQ-ID: 1776 Colin Watson's highly lucid advice: >Never domesticate anything unless it can get *at least* +4d6 damage mod leads me to wonder how those sissy Sable Riders ever managed to survive, considering their mounts' wimpy +2d6 mod. In fact, if you work out the sable's carrying capacity using the rq3 errata, it can hardly carry a normal size rider, and forget carrying any gear. Maybe sable riders are related to the impala pygmy riders? David Cake's question (paraphrased here) > is western script less like Latin and more like kanji? I liked the article on use of runes in writing (in a digest issue), but wondered about what medium they were meant to be written in. Runes range from those suited to carving in wood or stone (Spirit or Earth, for instance) to those suited to drawing on paper (try carving a fire-sky rune). Most real-life scripts are very strongly shaped by the writing medium--compare the early Chinese characters carved in bone to the ones developed for writing with brush and ink. The syncretic and philosophically tidy way the runes are mixed and matched screams "God-Learner!" all over it. About the Improve(Skill) spirit magic spell suggested on the rq4 list: This is entirely too GENERIC. Bladesharp is a nice spell, the Healsharp idea is good, but generalizing the concept without bound is predictable and boring and GENERIC. Magic is at its best when it is unpredictable, idiosyncratic, and bizarre. GENERIC ain't it. Enough from me. I have studying to do. Newton --------------------- From: mabeyke@batman.b11.ingr.com (boris) Subject: Lot's o' Stuff Message-ID: <199309212247.AA07349@batman.b11.ingr.com> Date: 21 Sep 93 22:47:48 GMT X-RQ-ID: 1777 Lot's of things in today's daily. Let's go! vvvvvvvvvvvvv Donald Wilton in X-RQ-ID: 1741 said: >A character with heal 6 is by definition a Healer, a pc dedicated to >healing magic and freligion, and incapable of using magic to do harm, or >use force. I never allow more than heal 3, to non-healer pc's. I have >Babeesta Gor temple guardians go out and kill people with Heal 4 or above, >who haven't taken the healer vow. They must have a hard time with all the Storm Khans around, then, who are required to know Heal 4. I will agree that any with Heal 6 are probably Healers, but they may be Xiola Umbars rather than CAs, and perfectly happy with causing harm (see the Minaryth Purple notes included in Troll Gods for an example). Of course, your milage may vary. vvvvvvvvvvv Nick Brooke in X-RQ-ID: 1743 said: >I also quibble: >Loren's post presupposes a "true form of the god". Is this Platonic, Runic, >a God Learner Construct, or a Real Thing? I mean, do you think *anyone*, >*anywhere* in the world worships the "true form" of Orlanth? Or is it just >me and the rest of the Greydog Clan who do that? > >Nick says: there *are* only versions, masks, avatars. "True Forms" are a >Jrusteli philosophical (misosophical?) construct, an interpretation of the >world only possible to those with the RuneQuest Sight . Don't >let them get you down! The best way to worship Orlanth is the way he *is* >worshipped, not the way someone tells you he "ought to be" worshipped. At the risk of being branded a god-learner (yeah, right, along with everyone else on this list), I can't help but ask about the gods' conceptions of their own selves. These are (according to the cultic viewpoint) intelligent beings who have a personality of their own. Now perhaps any worshipper would only be capable of seeing what they expected to see (at some level or another) when heroquesting to meet their god, and so it may be a meaningless question as far as *any* cultists are concerned, but at some level of the reality we call "Glorantha", doesn't there exist a deity we call "Orlanth" that has a view of him/her/it/themself? But now that I think of it, there's no reason why gods are any more immune to self deception than humans are, so even this would likely not be the "true form". With millions of different beings each in a "soul pact" with you (to use Steve Maurer's phrase), each with a different view of what you are supposed to be, even a god might go schizoid. So the only ones with any chance at all of viewing the "true form" are those who are both capable of questing to meet the gods, and without all the mythic filters cluttering their perceptions denying them clear sight, i.e. the God Learners. So maybe the RuneQuest Sight is simply the ability to see without cultic bias? No, I don't think I buy it. Doesn't sound possible. Even the God Learners would have some cultic bias. So I guess, after all this, I agree, Nick. > >Deep stuff, this. I enjoy it. Yeah, me too. vvvvvvvvvvvvvvvvv Graeme A Lindsell in X-RQ-ID: 1745 said: > On a related note: suppose some people in Pamaltela have started a >spirit cult worshipping the mysterious Red Moon that appeared in the >northern sky 400 years ago (I would be surprised if no one had). Would >their spirit cult have to include the same elements as Pelorian Lunar >Worship? They had no contact with Genertela until Dormal ~40 years ago. >Would they even see the Moon as female? The earthly link of Luna to >the menstrual cycle wouldn't exist in Glorantha, except to the Blue >Moon. I like this idea! Of course, they're going to bite the dust, and quickly, once Harrek get's to Pamaltela. I don't think he'd care that they're not really affiliated with his hated foe, and without the might of the Empire and it's magics to help, they've not a chance. Still, I think the elf kingdoms down there would make fertile ground for the cult. >(Comments on the reactionary nature of the Orlanth cult deleted) > My question: is this reactionary stance real, or have other innovations >by the Orlanthi during time been accepted into his mythology ie by >Heroquesting? This is similar to one of the charges that the Lunars make against the Orlanthi. I would say that, for most of history, it is unfounded, however. In the First Age, the Lightbringer Cultists brought together troll, elf, dwarf, dragonewt and human into the First Council. They supported, initially, the (re)creation of Osentalka (I believe; at least they didn't oppose it enough to leave the council as the trolls and Dragonewts did. After Gbaji's chaotic nature was revealed, Harmast recreated the Lightbringers' Quest to seek help. The Orlanthi taught Arkat much he needed to know to figure out deliberate heroquesting (though they didn't realize that at the time). In the Second Age, the EWF had Lightbringers among it's founders. During the Third age, the cult has been reactionary, but this is largely a reaction to the EWF and the God Learners. Now they are realizing that the old ways aren't working against the Lunars, and again they are trying new things. I believe the writings in KoS are most likely compiled the Third Age, and thus have the slant of that era. vvvvvvvvvvv Nick Brooke in X-RQ-ID: 1751 said: >(a lot about worship that I'm still digesting, plus) >"HOW ULERIA ADOPTED THE BOGGLES", WF 5 p.29 >"THE FOUNDING OF THE WOODEN SWORD", WF 11 p.13 So, how is the Wyrm's Footprints coming? Many of us await it's appearance anxiosly. vvvvvvvvvvvv Chris Pearce in X-RQ-ID: 1762 said >The Zola Fel river valley, therefore, seems an anomaly. The cultures of the >valley are not isolated geographically from each other. Also, except for the >insular Sun Domers, they don't really seem to be isolated politically. >The other major settlement of the river valey, Pavis, is a cultural >polyglot, mixing Praxian, Lunar, and Orlanthi cultures. Finally, >there do not seem to be any pidgins or creoles that have developed-- >except, perhaps, Tradetalk. I agree with most of what you have here, but I think you are missing one point. New Pavic is very much a creole language, combining elements of Old Pavic (itself a creole of Auld Wyrmish and Praxian, I think), Sartatite, Praxian, whatever is spoken by the riverfolk, and some Sundomer as well (Firespeach?). It won't be long until a good bit of New Pelorian gets added, either. vvvvvvvvvv Tom Zunder in X-RQ-ID: 1764 said: >God Learners and Gods >Well, do the gods really exist? > >That's it, innit? > >Well the answer is of course No and Yes. > >Alternativley all the retrogressive muddying and dirtying of >Gloranthan mythology is a God Learner attempt by Nick Brooke >and Greg "Nick Illuminated Me" Stafford! > >I try and keep my mind open by refusing to decide on this, thus >I can achieve the God Learner ambiguity of believng orlanth to >be as Cults of Prax said he was and also recognis that he's a >cultural fiction and also only a game construct.. > >This does induce paranoia and schizophrenia, of course.. Boy, this sure seems to sum up my feelings nicely. I think we should all chip in at RQCon and get Nick a shirt that says "Official God Learner Representative". And maybe one for Greg that says "Don't look at me, everything I say is wrong!" on the front, and on the back "Blame Nick!". That'd fix 'em. ----- (*) ZZ [] (.) @ e K| o8- |> oK <>< )o 3 8 <| Every dark cloud is a pretty cool thing. Orlanthi proverb. Boris |><| +- (| >- .: K * =|= <- (O) ( ) (o) (|) X-