From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Mon, 25 Oct 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: f6ri@midway.uchicago.edu (charles gregory fried) Subject: Damar, god of riddles Message-ID:Date: 22 Oct 93 16:58:19 GMT X-RQ-ID: 2085 Greg Fried here. Since there has been talk of riddles lately, I thought I'd share the cult of Damar. Be warned that my campaign is only pseudo-Gloranthan, and so some gods and mythological events will be unfamiliar or distorted. Be that as it may, I think this cult can be readily appropriated. DAMAR The Lucky Bastard God of Jokes, Riddles, and Outrageous Fortune I. MYTHOS AND HISTORY A. BEFORE TIME In a stroke of Luck that was yet profoundly Fateful for the history of the Cosmos, the deity Damar was born when a beam of Sun-light reflected off the dawning Moon and plunged into the churning whirlwinds of Veza, the Edgestorm A petty accident, overlooked and unrecognized by his majestic parents, Damar was flung wide by the gyrating motions of the Edgestorm and sent spinning over the Ocean that lies around the Earth. Though overlooked by his progenitors, Damar was yet not destitute of gifts from his ancestry, and he at last landed, on his feet, on the sturdy ground of the Earth -- with a smile. From then on, Damar made his way in the world by the strength of his wits. Relying himself on no authority of parentage, and yet never doubting his own nerve, Damar showed no respect for bare authority. He made his way and his living as he pleased, and relied on his brain and his charm to rescue him from a clumsy theft or an ill-considered jest. There is an endless lore of Damar's tricks, jokes, frauds, tales and riddles. One of the best known and most important is that of how he stole Death from Ikadz. In the Dreamtime when Ikadz the Torturer held sole mastery of the Sword of Death and its power, still Damar was reckless enough to tease and vex him. Tortured himself above all things by impudence and humiliation, Ikadz managed to catch Damar. Savage with hate, Ikadz flayed at Damar's skin with the Sword. Even so, Damar spoke a riddle: You can flay my skin From out to in, And though I die Only you will cry. Who am I? "Save your idiot riddles!" jeered Ikadz. "We shall see who laughs last when you taste the power of Death!" "And what do the dead see, Ikadz? Though I may be your onion today, you will always be a cabbage-head. Tell me -- I'd like to know why you're doing this to me -- What do the dead see?" In an attempt at a response, Ikadz slew Damar with the Sword, driving it into his body. But this silent answer was itself a question and a riddle, for Ikadz stood over his victim with a maniacal grin and a searching gaze, looking for confirmation in the marks of Death that he had finally bettered his tormenter. Damar lay with a whispering smile upon his face. In that very moment of victory and killing, Death itself had become a riddle and a question for Ikadz. The victory was defeat. And so in that very moment, too, Death was lost to Ikadz as a power of mastery, control and finality. And in that very moment that Death became a riddle, Death became Damar's, and Damar controlled Death, and Damar did not die. With his own hand, Damar pulled the Sword from his body. Ikadz gasped, and then fled, howling and wailing, his eyes stinging with tears. Later in the Mythtime, Damar used the Sword in the quest to bring forth the Son of the Sun from Hell. He then lost it playing dice. B. SINCE TIME BEGAN The most important legends concerning Damar occur in the Mythtime, before the first rising of the Sunsson. His role becomes less important, and less tolerated, as the world settles into the new dispensation of agreements, rules and compromises devised to save and preserve the Cosmos. C. LIFE AFTER DEATH Remember the onion? D. RUNIC ASSOCIATIONS Damar is marked with an extremely peculiar set of incongruous Runes. Not least of the troubles is that he seems to have three parents: Sun, Moon and Veza. Or is Veza, or Moon, a sort of midwife? Though all associate him with Disorder, which he gets from Veza, and while many add to that Luck, because of Damar's amazing turns of fortune, some vigorously argue for Fate instead of Luck, because of the decisive role Damar played in Myth. And then there is endless debate as to whether Truth, from the Sun, or Illusion, from the Moon, pertains best to Damar. Is he not a Trickster? But don't his tricks always reveal something true, and doesn't Damar display a wonderful intelligence, befitting the light of the Sun? Or is that just crafty cunning? And so Damar himself is a riddle! Because of Damar's runic indeterminacy, some philosophers have theorized that Damar, for some reason, was one of the few gods to escape, to some significant degree, the taxonomic meddling of the God Learners. How he might have accomplished this is a deep and provocative mystery. II. NATURE OF THE CULT A. REASON FOR CONTINUED EXISTENCE Damar is a trickster god who revels in chance, puzzles, hilarity, irreverence and mischief. There are still those willing to devote their lives to such things. Actors, jugglers and other such performers, as well as gamblers, often follow the god's ways. Many thieves also worship Damar. For them, theft itself becomes a prank and a riddle: How can what is yours cease to be yours ? For the Damar thief, the jest, and the gesture, of theft is finally more important than the material gain itself. Many adventurers worhsip Damar, given his association with fortune. B. SOCIAL/POLITICAL POSITION AND POWER Not much, given that his followers are mostly scum, outcasts, ne'er-do-wells, adventurers, pranksters, performers and other misfits. C. PARTICULAR LIKES AND DISLIKES Damar loves all that has to do with games, chance and luck. It is possible to become an initiate of Damar only by living through a very lucky -- or unlucky! -- experience. In one's own misfortune must be found a source of laughter, a comic center to tragedy. And, perhaps, tragedy in every joke. . . . Though a trickster, it is to be remembered that that it is not clear whether Damar is more properly tied to the Illusion or to the Truth Rune. Damar delights in the mischievous and playful deception that stings those who have become fatted in the complacence of their position (high OR low). Yet the joke, the riddle, the turn of chance -- perhaps just because of a well concocted deception -- is meant to reveal something true, to be illuminating. Worshipers of Damar must show respect to onions. Damar prefers a practical joke to a killing, and a song to a nasty argument. Or better still, a riddle! III. ORGANIZATION [...] D. HOLY DAYS AND HIGH HOLY DAYS Weekly on Wildday. Seasonally in Truth or Illusion week. Yearly in Fate or Luck week in any season, or in Sacred Time. Initiates will simply know these variable days at the start of each season in which they fall, and in Sacred Time in the case of the high holy day. IV. INITIATE MEMBERSHIP A. REQUIREMENTS FOR INITIATION As indicated above, the prospective initiate must have experienced an extraordinary stroke of good or bad luck (and survived the latter!). Self-initiation is then possible on a roll of POW as a %, or the initiate may attempt to find a priest of Damar, and convincingly tell the story of his outragous fortune. The priest may also demand that the candidate demonstrate proficiency in other cult skills besides story-telling (Orate). The cult teaches the spirit spells of Glamour, Befuddle and Dullblade (this latter relates to the condition in which Damar left the Sword of Death....). Other cult skills include Sleight, Devise, Conceal, Hide, Sneak, Dodge, Fast Talk, Sing. Tell Joke or Ask Riddle may be treated as new skills, or they may be treated as special applications of Orate and Fast Talk. In either case, successfully telling a joke or riddle should allow the Damarian to affect the prevailing social atmosphere in manner commensurate with the joke/riddle/story. The player should keep a stock of the jokes and riddles the Damar cultist knows, just as if they were spells. IV. RUNE PRIESTHOOD [...] E. RUNE SPELL COMPATIBILITY Possible access to much of the standard Trickster magic, depending on local shrines. F. CULT SPECIAL RUNE SPELLS Lucky Bastard 1 point, ranged, temporal, stackable, reusable. This extraordinary spell summons the power of Luck to serve the caster. For each point stacked and cast, the caster gains 10 (or d20) 'Luck Points' (LP), which may be used any time during spell duration. For any roll to be made by the caster, the caster may apply a number of LP (not to exceed current POW); each LP translates into a -5% on the roll. Thus, with 3 LP, a roll of 36 on a Climb may be changed to 21. For weapon attacks, this affects only the to hit, not criticals. Alternatively, the caster may choose to apply a given number of LPs to reduce the change that an opponent succeeds with a skill. This works in the same way as above, but add +5%/LP to the opponent's roll, and requires that the caster overcome the opponent's POW. VI. SUBSERVIENT CULTS A. SPIRIT OF REPRISAL Damar afficts apostates with a special curse: Bad Luck! Hope y'all enjoyed this! GF out. --------------------- From: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: Sorcerous atheism; Humakti Templars Message-ID: <9310221633.AA15303@condor> Date: 22 Oct 93 16:33:54 GMT X-RQ-ID: 2086 _______________ Sandy Petersen wrote: >If the sorcerer is an atheist, he denies >post-death survival, even the existence of a human spirit separate >from the body. I find it hard to believe that anyone in Glorantha could be a true atheist. Atheism in the real world is based on the lack of (scientific) evidence for the existence of gods (as defined by religions). In Glorantha the evidence for the existence of Gods is very much In Your Face. It's tricky to deny the possiblity of resurrection when the person you saw dead last week is alive and well this week. I think an analogy between RQ sorcery and real-world science is reasonable, but we shouldn't assume that they will reach the same conclusions about the existence of gods etc. The evidence is different so the conclusions will probably be different. Or are atheistic sorcerers so closeted that they have no experience of the world outside? Given appropriate evidence, I think that sorcerers are more likely to change their views than most people. And I think the study of magic would ultimately lead them to the truth regarding gods & spirits. >The sorcerers do have an equivalent to the resurrect spell, though. They do? I'd like to hear more about this. You mention the three different views of the way Death/spirits/resurrection works (ie sorcerers', priests', shamans' viewpoints). Which is nearest the Truth in your opinion? >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. I like this idea. :-) ______________________ re Anglo Saxon riddles: I really do love the Anglo Saxons' sense of humour. ;-> _______________ Loren J. Miller wrote: >Remember that Humakti are RQ's answer to Paladins from the D&D game, >and the Gloranthan analogue to Templars and Hospitallers and Teutonic >Knights, oh my. Comparing Humakti to Templars seems fair enough, but I don't think D&D Paladins have much to do with either. Paladins are an impossible blend of an altruistic, life-loving, upstanding moral & ethical code combined with the death-dealing profession of a warrior. Basically they are a huge contradiction. If you removed their alignment restrictions (and the benefits derived therefrom) then they might be close to Templars. But we're not here to talk about D&D... Your analogy comparing Humakti & Templars is reasonable up to a point, but I'd be careful about how much of the game-system you project onto the real-world: >If they [Templars] had divine magic they could recover it at any christian >church. They never had *anything* remotely similar to RQ Divine Magic, so how can we say how things would have been if they did? A Templar could pray in a church, on a battlefield, in a barn, up a tree, or in a smoking birch-bark canoe; the effects (if any) would be exactly the same (IMHO). RQ characters get markedly different effects depending upon where and how they pray. >[...]This is where I get into trouble with the all-or-nothing way that >cults work in RQ. Earthly polytheists will worship any god who can >satisfy their needs, and they're not monogamous at all. In gaming parlance I suppose they could be termed munchkins. Fortunately, the benefits which earthly polytheists gain from their gods are somewhat less tangible than the rewards of Gloranthan god-worship in RQ. If earthly theists got as much from one god as Gloranthan theists do then I'm sure they'd stick by that god as much as necessary. :-) >Initiates, who comprise the >vast majority of the adult population, may only worship one god each. I've seen several odd statements posted along these lines which I don't quite understand. As far as I'm aware there is nothing to stop a character from becoming an initiate of several cults so long as he can fulfil the requirements of all his cults. Have I missed something? I think the best way to simulate pantheism in RQ is to assume that any character initiated into one (or more) cult(s) in a pantheon automatically has lay-membership in the other cults of the pantheon. Or has lay-membership fallen out of fashion while I've been sleeping? _________________ Re: Shamanism FAQ Yeah, I'd be glad to see the FAQ. (Our Newsfeed is a bit out of date, and we probably won't get this group anyway :-( So it would be handy (for me) to have the FAQ posted.) ___ CW. --------------------- From: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: curing Chaos Message-ID: <9310221639.AA15389@condor> Date: 22 Oct 93 16:39:57 GMT X-RQ-ID: 2087 BTW, something I've been wondering: is it possible to remove the taint of Chaos from a creature (without killing it)? I can imagine the Stormbull line on this, but was wondering what Chalana Arroy thinks: she seems to vaunt the idea that "all life is precious, but Chaos doesn't count". Why don't CAs protect chaotics and try to cleanse them? Is this feasible? ___ CW. --------------------- From: henkl@yelm (Henk Langeveld - Sun Nederland) Subject: Re: (more about my Sartar Campaign Plans) Message-ID: <9310222151.AA23967@yelm.Holland.Sun.COM> Date: 22 Oct 93 23:51:02 GMT X-RQ-ID: 2088 S.Phillips@gla.ac.uk writes about his trouble setting up a Sartar campaign. Wasn't Jon Quaife working on a `Sartar Pack?'. Anyone know about his progress? --------------------- From: henkl@yelm (Henk Langeveld - Sun Nederland) Subject: Re: single truth; [+ objections vs. Shamanism FAQ?] Message-ID: <9310222210.AA24004@yelm.Holland.Sun.COM> Date: 23 Oct 93 00:10:38 GMT X-RQ-ID: 2089 Colin Watson writes: >You mention the three different views of the way Death/spirits/resurrection >works (ie sorcerers', priests', shamans' viewpoints). Which is nearest the >Truth in your opinion? Here's a Nysalor riddle: If you are convinced that a single truth about Gloranthan magic can be determined through reasoning, you obviously subscribe to a certain school already. Which one? >Re: Shamanism FAQ >Yeah, I'd be glad to see the FAQ. So far I've seen three yeahs, and no neys. Does anyone have any objections against posting the Shamanism FAQ list? -- Henk | Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun. | My first law of computing: "NEVER make assumptions" --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: RQ Daily Message-ID: <9310231553.AA02647@idcube.idsoftware.com> Date: 23 Oct 93 05:54:12 GMT X-RQ-ID: 2090 re: Geoff Gunner & Humakt I really liked Geoff's idea of the two types of Humakti -- the young & fanatical types, who have Lost All, and the conservatives, who keep trying to do things the old-fashioned way. I can see there being quite a big power struggle between these two groups, and lots of Humakti duels being fought to determine the path a particular temple will follow. Roland (hey, Roland, what's your last name?) writes >> I would argue that the number of CA initiates and priedstesses >> would be small in the Lunar Heartlands, primarily because the vast >> majority of the people there would worship the Seven Mothers >> (which has a wide variety of Healing magics available). Most of >> the people there would likely go to their local Seven Mothers >> temple for healing. If I remember correctly from _Cults_of_Prax_, >> the Seven Mothers expect this. Besides, CA is associated with >> Orlanth, who is decidedly persona non grata in the Empire. My belief is that Seven Mothers is an extremely uncommon cult in the Lunar Heartlands. Seven Mothers is a borderlands cult, specially designed by the Lunar regime to defend it against outsiders and to indoctrinate potential converts. It is a highly artificial cult, composed basically of 7 associate cults, but with no central figure, which is why each of the Mothers provides one spell (its associate cult offering). If you go deep inside the Lunar Empire, you'll find loyal Lunars either worshiping the original gods of the lands (Solar pantheon, mostly), or worshiping the Seven Mothers individually. Thus, you have guys worshiping Yanafal Tarnils, Jakaleel the Witch, etc., but not Seven Mothers themselves. The Lunar Empire has other specialty religions as well, such as the Young Elementalas, the worship of the Red Goddess herself, etc. In general, the Lunar Way sees itself as a veneer spread over a region's previously existing religion."You can still worship the Old Gods -- the Lunar Philosophy is all-accepting!" Of course, this view is somewhat distorted when we come to Orlanth, because he is selected as the Red Goddess's special enemy -- the one religion that cannot coexist properly with the Goddess. She does have a substitute air god available for would-be storm cultists (alas, I don't recall the name of the Lunar air god, but she is a female, nicknamed Calm Air. *argh* all my books are in storage until I finish building my house.) This does not necessarily mean that all the old Solar pantheon is still going ahead just fine inside the Heartlands. I believe Roland is right when he points out that Chalana Arroy is a little tainted by contact with Orlanth. In addition, the Red Goddess has Deezola, a healing goddess who offers reusable Resurrect without the rigid requirements of CA. Despite CA's lengthy association with the solar cult, I predict no more than 1% CA healers in the Empire, probably less in urban areas. Loren Miller says: >> The problem is that RQ cults aren't polytheistic, they're >> monotheistic. Initiates, who comprise the vast majority of the >> adult population, may only worship one god each. I doubt I'll be the only one who calls you on this, Loren, but I don't believe this is so. In the first place, it is possible to be an initiate of multiple gods in RQ (though not necessarily trivial). Also, lay membership (which has somewhat gone by the wayside with the lack of information on this status in RQ III) is mightily available to everyone in the same pantheon. At Ernalda fertility dances, everyone in town participates. When Heler, the puny rain god, has his annual holy day, all the Orlanthi and Ernaldese show up, paint their faces blue, and enjoy the celebration. This is all lay member stuff. To make an imperfect analogy, worshiping Orlanth is more like having a patron saint in Catholicism than it is like being a whole separate religion. There are only a few Religions in Glorantha, these being Orlanthi, Lunar, Praxian, Invisible God, Eastern, etc. I once had a bitter argument with a fellow over the nature of the Humakt cult. He had visited the temple and they had refused him something (I forget what). He then told me, "I don't think the Humakti would act like such jerks. How would they ever get converts that way -- they should act nice to everyone!" My response was, "What do they care about converts? If you want to join, you'll come to them. Humakt is not an evangelical sect!"I'm sure most readers of the Digest will agree with me that few Gloranthan sects engage in strenuous missionary activity to maintain their numbers. In the stereotypical barbarian family, you (if you're male) worship Orlanth, your wife worships Ernalda. Your jerk cousin who's always getting in fights is a Storm Bull. The town drunk is the Eurmal guy. When you go to market in the fall, you sing a hymn to Issaries along the way, hoping to sell your food for a good price and not get cheated in return. When you plant in the spring you worship one of the grain goddesses, plus make a trip to the town Uleria shrine, just to make sure crops are okay. When your son gets pneumonia, you pray to CA, and also take your kid to the town's small Healer shrine. Your clan leader's graybearded advisor specializes in Lhankor Mhy. When you gamble away your money, you call on Eurmal to curse your opponent's dice. When it hasn't been raining, you remember about Heler, and donate a few clacks to his shrine. On dark winter nights, when you're frightened and hear wolves outside, you pray to Argan Argar for protection. >> Every initiate would see initiates of other cults as >> enemies because they do not acknowledge the primacy of the only >> god that matters. To keep Orlanth as our example, an Orlanth worshiper doesn't claim that his is the only god that matters -- he only thinks that his god is the best for HIM. He may also think that his god is the King of the Gods, but the Lhankor Mhy, Issaries, CA, and Ernalda folks all agree. That doesn't mean that they aren't happy with their own gods. The ancient Greek polytheists had special initiates of many of their temples, yet still recognized all the gods. Ceres probably got lots more worship than Zeus, but that didn't mean the priests of Zeus got all bent out of shape. Is it just me, or have the RQ bulletins gotten significantly smaller over the last week? Yours, Sandy Petersen