Bell Digest v931029p2

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, Fri, 29 Oct 1993, part 2
Precedence: junk


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From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: Re: RQ Daily
Message-ID: <9310282047.AA28561@yelm.Holland.Sun.COM>
Date: 28 Oct 93 22:47:24 GMT
X-RQ-ID: 2136

It's that Sandy guy again. I hadn't realized I'd become addicted to  
RQ Daily until I went cold turkey on Tuesday and Wednesday when it  
didn't show up. 

	[To make up for it you just send in a *huge*
	 message.  I've split it rather arbitrarily... -HL]

Nick Brooke sez:

> The goddess of calm air is Molanni.

Thanks, Nick! That name was going to bug me all week until I  
remembered it. I recalled it started with an M, but that's all. She  
is called "Orlanthio" in contempt by storm cultists who wish to  
compare her cults' friendliness to the Lunar Empire with the  
(commparatively) relaxed relationship of Yelmalio and the Lunars.  
Also it helps mock the North Sartar tribes, who are traditionally  
less loyal to the Sartar royal house and among whom Yelmalio is  
fairly common. 


> Nobody is going to get much running & shouting joy out of her
> worship.

True enough. But her existence is theologically important to the  
Lunars. It lets them show that all the elements are combined under  
their umbrella, despite the fact that the Young Elementals, their  
main source of elemental magic, do not include a storm equivalent.

Initiates don't automatically qualify as lay members of their  
associate cults, but the actions they need to take to become a lay  
member are typically as trivial as described in Cults of Prax. 


> When do you join Storm Bull? Is it at your coming-of-age ceremony?
> I find it attractive that almost all Sartarites will be initiates 

> of Orlanth and/or Ernalda, but it seems hard to penalise players 

> for this by requiring Sartar Storm Bulls to sacrifice 2 POW 

> in character generation for two separate initiations.

I imagine some kids know they're going to be Storm Bulls at the age  
of 15, and sign right up, skipping the Orlanth ritual. Probably  
that's where Eurmal gets most of his candidates, too. I suspect many  
Sartarite tribes still follow the initiation ritual as described in  
the "Life of Harmast". However, it's probably pretty ceremonialized  
by now, and I doubt anyone's been picked for Vadrus or Kolat in  
centuries. I predict that at least half of the Storm Bulls in Sartar  
are also Orlanth initiates.  Obviously, when a Storm Khan shows up at  
an Orlanth ceremony, demanding his rights as an initiate, this  
doesn't mean that the "real" initiates have to give him exactly the  
same consideration as one of their own. Given that an initiate gets a  
POW check every year just for going to the High Holy Day, it doesn't  
seem too onerous. After all, it's only 1 POW, and it gets you into  
the Ernalda/Orlanth fertility rites. Most of my Storm Bulls would be  
proud to pay that price. 


Sam Phillips sez: he'd like to have guys on lakes. 


Suggest he set campaigns down in Esrolia, Heortland, or Maniria,  
where there's plenty of lakes and Orlanthi both. The hill country of  
Sartar, Aggar, and the other fringes of the Lunar Empire are not good  
lake country. Of course, there's Delecti's Marsh. The ducks do some  
fishing there, but under duress.

> re re Sandy's 'in the stereotypical barbarian family ...' -YES !  

> This is how it should be - only can you translate that into 

> specific game mechanics?

For the sake of argument, let's take the standard lay membership  
requirements as paying a weekly clack to the priestess and promising  
to sack 1 MP at the holy days, and go back to the barbarian family.  
But let's not forget that you can pray to any god for free, without  
worshiping in any formal way. 


RULES EXAMPLE OF LAY MEMBERSHIP: Everyone gets together for the big  
Orlanth spring festival. Someone digs up a Heler acolyte (doubtless  
he's also an Orlanth initiate) and everyone sings and dances to  
Ernalda, Orlanth, and Heler. The Heler acolyte does his part in the  
passion play and goes around with a bucket filled with rainwater (if  
there's been a drought, creek water will do in a pinch). Everyone  
throws a clack in the bucket for good luck, and says the little Heler  
limerick (*presto* they're lay members of Heler for the next week),  
hoping for rain. If things look dry over the next few weeks, Dad  
might trot over to the Heler shrine sitting next to the big House of  
Orlanth and toss another clack or two into the bucket hanging there,  
while saying the Heler limerick again. Sometimes rowdy kids loot the  
bucket for its clacks, which makes the Heler guy mad, but what can he  
do?

Graeme Willoughby sez:

> Has anyone ever played a successful Lunar or a sorcerer? 


Yes. ;-)

> I've always liked the Lunar Empire, but most scenarios or games 

> that I've seen seem to be very anti Lunar. 


The early RQ material was all set near Dragon Pass, where the Lunars  
are definitely an external occupying force. Naturally players  
gravitated towards being the underdogs (this is a common American  
tendency in RPGs, I've found) and of course most of the cults there  
regard the Lunars as loathsome villains. WBRM didn't help either,  
since it's clear that the Lunars are the Bad Guys in that game. 


In my own campaign I had plenty of sorcerers, though mostly Malkioni,  
not Lunars. I think part of the problem is that the Lunars make great  
enemies. They're distinctive, tough, and have easily recognized  
stigmata. Plus they can incorporate most any kind of threat or  
creature. Most gamemasters would rather have them as opposition to  
the players. I know I would, though I've played Lunars myself. 


YANAFAL TARNILS: he was originally a Sword of Humakt, and his cult is  
VERY much like Humakt's. Also recall that one of the early bad  
enemies of the Lunars were the Carmanians, whose war god was Humakt.  
Tarnils's cult underwent parallel evolution during those wars. His  
cult has Swords, geases, and the same spells (except Sever Spirit is  
one-use). He doesn't have Humakt's subcults (teaching, for instance,  
the Parry spell). On the other hand, he is an associate of the other  
Lunar cults. While his cult doesn't teach Resurrection, his members  
are allowed to experience it. His geases are a little different from  
Humakt's, too, being generally more open-minded and less powerful. He  
also generally has a "balancing" geas for each geas. For instance, he  
has the geas of "Mistrust Chaos, except cult members", but he also  
has the geas of "Accept Chaos Feature". NOTE: most Yanafal Tarnils  
have nothing to do with chaos. Yanafal Tarnils believe in the  
principle of Honor, and recognize the Humakti Duel as valid,  
following its rules strictly. This should be enough for anyone to  
create their own Yanafal cult. 


Other Lunar cults: Red Goddess (covered in GoG), Seven Mothers (CoP).  
Yara Aranis -- a fearful cult of destruction; the "Storm Bull" of the  
Empire. Each of the Mothers has his or her own cult somewhere in the  
Empire. You can derive some info on the personality of these cults  
from the thumbnail descriptions in GoG and CoP. If I had my damn  
stuff out of storage I could download some cult information on these  
dudes on the net if there were interest. *sigh* If I had some ham I  
could have some ham and eggs if I had some eggs.

Remember that the bulk of the population of the Lunar Empire do not  
worship any Lunar gods at all. They worship Dendara, or Yelm, or  
Lodril, etc. Yet they respect and recognize the Lunar Gods. 


I've had many many sorcerers in my campaign. I've heard other RQ GMs  
complain that sorcery is unworkable, but I've never found it so. It's  
possible that I'm doing something different from everyone else, but  
I'm not sure what. My sorcerers work out fine. They're valued members  
of the party, but never make converts (most PCs prefer the instant  
gratification of Rune magic or the only slightly delayed benefits of  
shamanism. 


Skath & Skanth cheat openly.

> Sartarite forts: What do you think these are like?

I expect simple hill forts or (for more advanced tribes)  
mott-and-bailey type affairs like William the Conqueror brought over.  
Of course every big town has a wooden, earth, or stone wall  
surrounding it. Boldhome is hard to capture because of its location  
on the mountaintop, so its wall may not be as complete. 


> Would the Lunars take over *every* Sartarian fort? Do the Lunars, 

> in fact, interfere in everyday Sartarian life or do they run the 

> major settlements and leave the hillsfolk to themselves? They
> obviously can't be everywhere at once.

Obviously. The Lunars don't have enough troops in Sartar to hold the  
entire population down. They station garrisons in the towns and do  
their best to convert the tribal leaders. I don't think they've owned  
Sartar long enough to start converting it to the Lunar standard.  
You'd find bathhouses and coliseums in Tarsh, though. The Lunars  
collect taxes from everyone in Sartar, but I'm not sure if they do it  
per homestead, per clan, or what. It's probably best left up to each  
gamemaster. The usual Lunar tactic in conquered territory of leaving  
the local culture alone and letting it gradually inculcate Lunar  
virtues does not seem to be working in Sartar. Some Lunars argue it  
just takes more time. Others argue for severe oppression to  
exterminate the hotheads. Still others say they should be milder and  
kinder to the Sartarites to befriend them. It is worthy of note that  
the fanatically hostile Storm Bull sect wasn't outlawed until  
Starbrow's rebellion. At that time they also outlawed plate armor and  
had the Duck Hunt (for a while, ducks were fair game -- anyone  
killing a duck got a year off his taxes). 


charles gregory fried sez: 


> I think then that a Spartan phalanx will beat a Sun Dome double 

> file (barring rune magic!), as even more of their time is devoted 

> to the craft of war. (And I wonder what role slaves do fulfill in 

> SD society -- isn't large scale slavery as much of a threat to the 

> Sun Domer farmer as Southern slavery was to the Northern free 

> farmer in the pre- Civlil War US?

I concur about the Spartans vs. Sun Dome battle. I think in general  
if Gloranthan warriors were deprived of the use of magic that Earth  
warriors would kick their behinds. On the other hand, if the  
Coldstream Guards were deprived the use of modern weapons, I suspect  
the Spartans would best them as well. 


Warning: I'm a Civil War buff, and you pushed one of my buttons with  
your remark on slavery. Southern slaves were no threat to Northern  
freeholders because they were only economically useful in harvesting  
the exceedingly labor-intensive crop of cotton. Slavery at one time  
existed in all the states, and was gradually being expelled from  
everywhere it made no sense. It was not threatening to "invade" the  
North and displace anybody. I believe the Northern opposition to  
slavery to be primarily based on moral repugnance to the institution.  
If interested, I'd be glad to continue this discussion more  
privately. 


Many Sun Domer farmers are basically serfs, not hardy yeomen. Yelm is  
certainly no abolitionist, and slavery has long been part of their  
society, and is also part of the Lunar culture. The Orlanthi kind of  
dislike slavery, but they can be found among them as well. I expect  
slavery is likeliest to be a temporary state in Sartar. I don't  
expect that the Lunar slaves are like the U.S. field hands. Most  
farms are worked by peasants, while slaves live in houses as  
indentured servants. The Praxian slaves are workers, and treated as  
just another part of a nomad's wealth. Almost all Praxian slaves are  
prisoners of war. Some Lunar slaves are born into their "job", but  
many are also condemned criminals, or prisoners of war, or economic  
victims who sold themselves into slavery or were sold into slavery by  
family members. 


> why aren't there more cities in Glorantha with the same meaningful 

> status as, say, a Sparta or an Athens?

Greg has done up fairly complex histories and cultures for the Dara  
Happa Tripolis, and there are other large cities with important  
patron gods, interesting societies, etc. Unfortunately, they're not  
in the barbarian lands of Dragon Pass. Pavis can give us a look at  
what some of these cities are like. Though Pavis is crippled &  
stunted, you can kind of see what it might have been like in its  
prime. In Dara Happa, Fonrit, Esrolia, you'd find cities more like  
the classical model. Each city in Esrolia is run by clans of women,  
in which the infighting and politicking is highly important. Fonrit  
has city-states like unto ancient Greece, though the culture is quite  
different. 


re: Dave Cheng's gripe about "Grazers"

	[continued, -HL]

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From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: Re: RQ Daily
Message-ID: <9310282049.AA28585@yelm.Holland.Sun.COM>
Date: 28 Oct 93 22:49:09 GMT
X-RQ-ID: 2137


re: Dave Cheng's gripe about "Grazers"

I agree. I like Sartarite, Grazelander, and even Storm Bull. I'm sure  
someone has noticed my failure to use the word "Uroxi". It's just a  
foible, no doubt a sign of moral turpitude on my part. 


S. Phillips says (actually, I'm reading this from Dunham's cts. on  
this in Thursday's missive, because I never got Tues. or Wed.), 


> I find you cannot create anyone older than 30ish who isn't 

> bordering Rune status. Is everyone of status at least an acolyte?

I wouldn't read too much into the fact that the RQ character  
generation system tends to break down with older characters. But if  
you look at a sample stead such as the Sazdorf troll tribe, you'll  
see that there are plenty of tough guys among the elder clan members. 


Joerg Baumgartner sez, with respect to lay membership:

> Then why didn't we get it black on white with RQ3?

We blew it. RQ III was designed by committee (I was there), and it  
suffers from it. I still think it's a fine game system, but lots of  
little important things kind of slipped through the cracks. 


re: Chris Pearce and the glory that is Chalana Arroy. 


The Wild Healer of the Rockwoods is still a chaos entity, and it  
heals chaos things of terror as much as it does anyone else. CA tends  
to judge an individual by his or her actions, so it's no big deal if  
someone is chaotic. 


Loren Miller speaks about cult membership & being a ruler.

I concur entirely. And let's not forget the important subcult of  
Orlanth Rex. Any Wind Lord who rose to leadership in his clan would  
almost certainly adopt Orlanth Rex as his new master, rather than  
Orlanth Adventurous. 


Sam says: 

> Anyone know where around the Dragon's Eye Tink is? 

> Ducks: Would all Sartar tribes have taken part in the slaughter?

Tink is southwest of the Eye, as I recall, going towards the Marsh. 

The Duck slaughter was an individual thing, not tribe-by-tribe. If  
you brought in a duck head, you didn't have to pay taxes the next  
year, so anyone who wanted to save a buck could do it. Of course,  
there were plenty of guys who refrained on moral grounds. And none of  
the Storm Bulls did it; ostensibly because it showed submission to  
the Lunar Chaos, but let's not forget that the Storm Bulls, also  
outlawed, weren't paying many taxes anyway. 


Paul Reilly sez:

> There is supposed to be a complex Lunar pantheon with many gods. 


The Lunar Gods are among the least-worked out pantheons in Glorantha.  
Their philosophy and personality is understood, but cult membership &  
Rune magic are far from complete. I have a bunch of stuff on these  
cults, as mentioned above (but in storage *sob*). I urge you, Paul,  
to go ahead and work out your own Lunar cults as best suited for your  
campaign. If Lunar cults ever get published, you can either work your  
own cults into the published ones, or completely ignore the published  
cults in favor of your own. I'm sure any cults you'd come up with  
based on the information available couldn't be too far from what the  
"real" cult was. And if you found that Deezola, for instance, had no  
equivalent to the important Fish Lips spell you'd given her in your  
campaign, you could always explain it away as a prominent local  
subcult spell. 


The Lunar reusable Resurrect comes primarily from the Red Goddess  
herself (for obvious reasons). Deezola is a healing goddess, but not  
just another version of Chalana Arroy. In my own version (I'm working  
from memory here), her cult was not so much worried about fixing  
things that had already happened (like curing disease, etc.) as it  
was oriented towards preventative medicine. One of the spells I gave  
her was Ward Disease. This is a stackable, instant spell which, when  
cast, takes 1 POW from the recipient, who must be willing. The number  
of points in the Ward Disease is added to the appropriate stat of the  
target when he is exposed to a disease. Hence, if Fred had a 3-pt  
Ward Disease, he'd add 3 to your POW when resisting Soul Waste, 3 to  
your CON vs. the Creeping Chills, etc. If the recipient manages to  
contract a disease despite this, The Ward Disease points are  
destroyed by the sickness before it reaches his actual stats. Hence,  
if Fred caught the Shakes, but shook it off after losing only 2 pts,  
he'd still have 1 pt of Ward Disease left, and his DEX would be  
intact.  Deezola also has stuff like Heal Body. 


Yara Aranis, another lunar entity, is a bad monster-god mainly  
oriented vs. the Pent folk. One of her rune spells is Kill Horse (no  
resistance possible on the horse's part). 


The way I always understood Gloranthan Chaos was like this: You want  
the gold. The troll wants the gold too. You might both be bad, but  
Chaos wants to destroy ALL the gold, so you'll unite vs. that threat.  
It ain't so much Evil, as it is so destructive that it must be  
confronted and stopped before Everything comes to an end. That's the  
conservative view, at least. The Lunars reassure everyone by saying  
that Chaos can be controlled and kept safe. Leave it to the experts.  
They also say that as Chaos is to gods as Death is to mortals. That's  
why the Old Gods oppose Chaos, Most Gloranthans would rather just get  
rid of all the chaos and not have to worry about the world being  
destroyed any more. After all, it almost happened once. 


Graeme Lindsell asks:

> does the worship of a god give power to that god's enemies?

I'd like to think not. If so, it makes a mockery of praying to  
Ernalda for safety from Daga.I expect that there are a number of  
"worshipless" deities in Glorantha; entities that exist because of  
their status, regardless of any cult. I suspect Valind, Daga, and  
Vovisibor have hardly any initiates, but are still important  
cosmically. 


> I think that Chaosium seems to treat POW sacrifice a lot more 

> cheaply than any players I've seen. 


Hmm. This may well be true. It is entirely possible that the  
nonchalant way with which POW loss is treated in RQ is the result of  
trends in the Chaosium campaigns, in which POW gain and loss was no  
big deal. 


> Earthly polytheists would pray to the various gods in their 

> pantheon expecting real supernatural help. 


Why can't Gloranthan polytheists pray to the various gods in THEIR  
pantheon expecting real supernatural help to the same degree as  
Earthly ones got any. Just cause initiates get Bless Crops doesn't  
mean that I can't expect the Grain Goddess to which I pray to provide  
me with a fat harvest, though perhaps with less certainty than an  
initiate can expect by casting his Rune spells. In addition, lay  
members can probably expect to get the priest to cast some Rune  
spells for him, though at a price. I expect most priests won't cast  
spells for complete non-members. At least lay membership is needed. 


re: The triangular law rune

The trinity aspect of this didn't occur to me ere now. I always  
thought of the Law Rune as a rendition of the Spike. But the tripart  
shape is certainly serendipitous and I'm sure would be seized upon by  
Gloranthan philosophers. I now fully expect there to be at least one  
Malkioni heresy which proclaims that there should only be 3 societal  
classes, because of the tripart nature of the Rune. 


> I've always wondered: why didn't you just use the existing rules
> for rune magic when constructing the (Malkioni) Saints?

1) I wanted the emphasis to remain on the Invisible God. 

2) I wanted the magic to be powerful and rare, which the 1-pt POW  
loss excuses, and the large POW sacrifice enforces. 

3) I wanted it to seem different from Rune magic so that worshipers  
would be clearly alien to theists, and vice versa. 

4) I wanted the magic to be readily available to all classes of  
society, not just a priestly elite. 


Anyway, those were the reasons. Readers may disagree but what can I  
say?

Sandy Petersen

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From: ddunham@radiomail.net (David Dunham  , via RadioMail)
Subject: Dragon Pass Lake
Message-ID: <199310290548.AA16428@radiomail.net>
Date: 29 Oct 93 05:48:03 GMT
X-RQ-ID: 2138

I found a lake! (I have a copy of a map I got from Greg -- and I just tried
copying it tonight and it comes out terrible, so don't bother asking).

Jaldon's Wrong River flows through Goldhorse Vale. The part where the river
splits (to go around Dunstop) is labelled Spectacular Falls. Behind this is
Long Lake.


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