Bell Digest v931022p2

From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
Subject: RuneQuest Daily, Fri, 22 Oct 1993, part 2
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Precedence: junk

The RuneQuest Daily and RuneQuest Digest deal with the subjects of
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---------------------

From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: re: RuneQuest Daily
Message-ID: <9310212327.AA00714@idcube.idsoftware.com>
Date: 21 Oct 93 13:27:21 GMT
X-RQ-ID: 2078

Another lengthy, I hope not too contentious, article. Everything is  

considered to be my own opinion only. 


re: Geoff Gunner & Humakt

I seem to have struck some kind of nerve here. Geoff, why are you so  

opposed to having lots of Humakti in the Orlanth culture? I can't  

remember anything in the history of the region denying Humakt's  

importance. Here is mine own opinion.

Humakt severed his ties with Orlanth. I absolutely deny that this  

implies that all Humakti must sever all former blood ties! It does  

mean that there's a special cult ritual to do it -- they also do it  

for non-Humakti that want to "divorce" their kin. Just because  

Orlanth murdered a king and stole his throne doesn't mean all  

Orlanthi must do this. No doubt Humakti are expected to give at least  

lip service to the cult doctrine that Honor is more important than  

Kinship, and this produces some ambiguity for Humakti in the Orlanth  

culture. But a test of that doctrine is quite rare -- when do Honor  

and Kinship conflict for the average Humakti? Only when asked to do  

something dishonorable by a clan leader, and the clan leaders, not  

being idiots, rarely test their Humakti this way.

Even a Humakti still belongs to his clan, his family, and his  

tribe.In Glorantha, just like Earth, cultural obligations can always  

override cult obligations. On occasion this leads to conflict. Angst  

& roleplaying are produced. 


Orlanth is an extremely warlike culture. The U.S.A., another warlike  

culture, supports about 1% of its population as full-time warriors  

today. During the VIetnam War, we supported about 2%. During WWII, we  

supported about 9%. In the Civil War, it was even higher (especially  

if you were a Confederate). The Orlanthi are in a constant state of  

war as real as WWII was for the U.S.A.  


I feel you are in error worrying about having 5% of the Orlanthi  

population being non-producers. About 10% of Sartar's population live  

in cities. All city-dwellers are effectively non-producers. In  

addition, many rural clansmen are non-producers, at least insofar as  

they make no food or goods. Healers, clan leaders, wise men, bards  

all fall into this category. The Orlanthi of Sartar are not a  

subsistence economy.

Every male Orlanthi is, technically, a warrior, though most also farm  

or herd. Humakti are full-time warriors, but this does not prevent  

them from owning land any more it did than a medieval knight, nor  

does it prevent their family from supporting them. In return, the  

Humakti protect and defend their society/clan/homestead militarily.

Consider the many options: every tribal king has full-time  

warrior retainers, loyal to him. Some are Orlanthi. Some are Storm  

Bulls. Some are Humakti. Every city has an armed force, not only  

militia, but a full-time city guard. In the good old days, the Prince  
of Sartar maintained a standing army of his own as well. In addition,  
mercenary bands hire themselves out to the  highest bidder (as on  
Earth during the 30 years war). Some of these  bands are Humakti, and  
they are popular because they usually won't betray their clients.  
Finally, despite the organized family and clan structure of Orlanthi,  
there are plenty of Orlanthi who have lost family and/or clan  
connections. Entire clans were be wiped out or outlawed during the  
early Lunar occupation. Some of these clanless folk are just outlaws,  
but others are more like what the japanese called "Ronin". And some  
of these people become Humakti. 


I do agree that the more primitive the Orlanthi, the rarer Humakt is.  
Humakt is a comparatively civilized deity, most at home in the large  
tribes and cities, which are also places that Storm Bull is less  
acceptable. Humakti is also more common among the North Sartar  
tribes, where the traditional culture is weaker. 


Sartar is quite a civilized place, compared to most Orlanthi lands.  

In Ralios or the western frontiers of the Lunar Empire (Brolia being  

the worst case), the Orlanthi are REAL barbarians. Of course, the  

Sartarites are not as civilized as the Heortlings, which have even  

more Humakti per capita. 


Minlister has a huge following if you count lay members. Eurmal is an  

important guy mythically, but as you state, not in the culture. 


I believe that Storm Bulls are in fact not more common than Humakti.  
A murderous drunken Storm Bull is no more acceptable to the clan than  
a Humakti, regardless of theoretical blood ties. Read some Viking  
Sagas and see what they thought of Berserks -- bad dudes, disliked  
and feared, and only tolerated by their families because they were  
kin. 


I stick by my previous guess of 4-6% Humakti, with understanding that  
there is plenty of leeway for a gamemaster to alter this percentage  
as much as he sees fit, according to his own view of Glorantha. 


re: contradictions in Gloranthan history

I believe that, for Greg S., Glorantha is becoming more literary and  
less a game, and so it is beginning to follow different natural laws.  
The chronology must now fulfill different needs than in the past.  


re: CA & Resurrection

I still stick to the bottom line about this -- if you don't want  

Resurrection in your campaign, Glorantha provides you with plenty of  

excuses to restrict it. If you DO want resurrection, Glorantha  

provides it.

re: Death Song

I'm going to say a Bad Word here: Heroquest. I do NOT wish to open up  
a can of worms, but it has long been my opinion (and  Greg's) that a  
HeroQuest is any activity in which the magical world becomes more  
"real" than the mundane world. 


There are many tiny quests, not even leaving the mundane plane, in  
which worshipers do rituals, possibly at special places or special  
times or both, and get special powers. Sometimes a Rune spell is  
needed to help this happen. Technically, every High Holy Day all the  
worshipers go on a small heroquest, and the priests, too - this is  
one reason for the POW gain. Every Humakti geas is a type of  
heroquest, as is the Humakt Oath spell. The Humakt divorce-your-kin  
ritual, mentioned earlier, is one of these.

The death curse cast by the captive troll described in Trollpak (you  

remember, he was a prisoner of a Lankhor Mhy priest who was recording  

everything the troll ate) was also a mild heroquest-type effect.

There is a known Humakti ritual (in published Gloranthan history)  
which resembles David's Death Song closely. Clearly David's mind  
works like a Gloranthan. In the  ritual, one or more Humakti perform  
special oaths and swearings against a known enemy person. Then, they  
go after him, bolstered with special magic. Once they kill the chosen  
enemy, he cannot be resurrected. In return, all the Humakti who  
participated in the ritual die (normally by seemingly natural combat,  
but if they somehow escape this death, they die anyway -- usually by  
suicide). The more Humakti in the ritual, the more complete the  
destruction wrought. A group of fanatic Humakti did this ritual ca.  
1625 vs. Temertain, the lunar puppet King of Sartar, and killed him  
and all his household. All the Humakti were killed in the fighting --  
some on the way into the king's palace, some immediately afterwards.  
In Chaosium's house campaign, the PC Humakti were invited to  
participate in this ritual, but *sigh* they all wimped out, letting  
their friends do it instead.I wasn't at Chaosium then, but I'd like  
to think I'd have signed up.

re: Riddles

The vikings had some good riddles, too, some described in old Norse  

tales of riddle contests between Odin and giants or dwarfs. Some are  

crude by today's standards, but others aren't too bad. Frex ...

1) What beast's legs are higher than its belly?
2) Golden nails in the ground.
3) A circle fort without a door, contains a golden treasure.
4) A deadly monster of many shapes; one bite kills a man.
5) She has only one tooth, and she drinks only blood. 



1 -- a spider
2 -- carrots
3 -- egg
4 -- poison
5 -- A dagger 



re: Graeme Lindsell

Most sorcerers don't admit the survival of the body's spirit in any  

useful form after death. If the sorcerer is an atheist, he denies  

post-death survival, even the existence of a human spirit separate  

from the body. If he is religious, he claims that the soul vanishes  

from this plane (and the spirit world), ending up in Malkion's  

paradise, and no longer accessible to mortals. 


The sorcerers do have an equivalent to the resurrect spell, though.  

They have to do it pretty soon after death. The sorcerers explain  

that resurrection must be done soon because the body deteriorates,  

and becomes unfit for reanimation. The cult-worshiping Gloranthans,  

like Orlanthi and Lunars, explain that resurrection must be done soon  

because the spirit passes Beyond and becomes inaccessible -- also the  

body deteriorates. Some shamanistic types explain that resurrection  

must be done soon because the spirit deteriorates, gradually  

discarding the pieces of itself that were necessary when it had a  

body. Soon it becomes incapable of properly managing a body at all,  

except by possessing someone else's. 



Bye, all.

Sandy Petersen