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, 27 Nov 1993, part 1 Message-ID:Precedence: junk X-RQ-ID: Intro This is the RuneQuest Daily Bulletin, a mailing list on the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. It is sent out once per day in digest format. More details on the RuneQuest Daily and Digest can be found after the last message in this digest. --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: re: RQ Daily Message-ID: <9311262127.AA00398@idcube.idsoftware.com> Date: 26 Nov 93 09:27:27 GMT X-RQ-ID: 2460 re: Gloranthan women and their place in society. I don't think there's any Gloranthan societies in which men are equated with women in all social aspects, but I don't believe there are any Earthly societies in which this is the place, either. Mystic Musk Ox sez: >There are many examples of female goddesses from Earth, and cults >that only women were allowed to join, but that doesn't mean that >those women had power. But it certainly doesn't DISPROVE their power. Among trolls and elves female supremacy is taken for granted. Among dwarfs, gender appears meaningless. In the Lunar Empire, the example of Jar-Eel, Hon-Eel and the many lunar "marriages" arranged to conquer neighboring tribes combine, I feel, to show that women are important. Among the Orlanthi barbarians it is less clear, though certainly women are regarded highly. At least in Esrolia, the women definitely rule the roost. At least one major Sartarite rebellion (Starbrow's) was undertaken at the behest of a woman, with no puzzling or lack of fervor over the female instigation. Among the rather male-oriented Praxians, all female animals and most other belongings (90% of the beasts) are considered the property of the wife, not the husband. Clearly in Glorantha, as on Earth, there is a tendency for men to be the highest-ranking leaders (most countries have kings and emperors instead of queens and empresses). Despite this, females aren't oppressed or downtrodden in many Gloranthan societies. If you also recall that almost all RQ writers, gamemasters, and players are male, the extent of female power in Glorantha is pretty impressive. And that's all I'm going to say on the matter. re: Climbing mountains In my own campaign, when mountain-climbing was needed, I just had the players roll their Climb skill a very few times, increasing the danger of a failure, and making everyone roleplay out the rescue of whomever had utterly failed. I tried to add additional skill rolls, too, making them Jump precipices, Devise solutions to problems, etc. This seemed to make the mountain journey more than a pile of D100 rolls. Dave Dunham asks: >What's the meaning of Humakt Geas #10 "accept no magical healing at >all?" I think it's pretty clear. You can only heal naturally, through Chaotic regeneration, or via healing potions. Naturally, this sounds like a fairly dire Geas, and it is. My own suspicions are that the only Humakti that choose this Geas are those that plan to die in the battle, or those that are old and retired and plan to fight no more forever (and who want to give their son/heir a keen magic sword). >Can his allied spirit cast it? Yes, but he'll have broken his geas and his sword will thenceforth shatter until he undergoes the appropriate repentance. >What happensn if he's unconscious and it's cast on him? He'll have broken his geas and his sword will thenceforth shatter until he undergoes the appropriate repentance. He may be angry or grateful at the casting, depending on whether he is pleased that his life was saved or upset that his geas was thus shattered. Graeme Lindsell asks: (Thanks, by the way, for reminding me that it was Prince Snodal who killed the God of the Silver Feet.) - could the devastated Fronela Snodal saw in the book be the result of the Ban itself, which we know inflicted great destruction on the region? Could the atlas have been a self-fulfilling prophecy? Not an unreasonable speculation. This doesn't necessarily eliminate the possibility that the Closing might have sunk all of Fronela beneath the ocean without the Ban. - Killing a god for mundane advantage is a markedly God Learnerish act. Could the Loskalmi have some GL knowledge? You bet. Remember that the GL Empire had lotsa contact with Loskalm. Also, it was only a few specific things that the GL's did that were expunged forever from the world (though most of the GLs did 'em and were likewise expunged). GL influence lives on. - Though some people say predictive magic is impossible in Glorantha due to the effects of Time, obviously the Gods and Heroes who are outside Time can see the future with ease. There's lots of predictive stuff in Glorantha -- the prophecies of the Hero Wars, for instance. The important thing is that these prophecies are not foreordained. Ed Wallman asks: >I have never seen anything in print on the length of time between >tides other than to say they occur now and then and what happens. >Could someone give a description of this? The Blue Moon rises up from the north of the sky dome, but ABOVE the dome, so that no one can see it. It takes a variable amount of time to rise from due north to the exact center of the dome, where it falls through the hole there and right down through Magasta's Whirlpool, which is the only time it is visible (and then, usually magic is needed). During the Blue Moon's ascent, the tides rise. Rules lawyers could roll 2d4-1 for the number of days needed. The tides always fall in a single day. Hence, Gloranthan tides are quite different from Earthly ones. Sometimes the tides are stronger or weaker, but always take multiple days to rise and only one to fall. There IS a cycle to the tides, and most coastal peoples have it worked out perfectly, and can predict the tides for as many days in advance as anyone cares to ask. But for most gaming purposes, 2d4-1 is good enough. I said: > In the EWF's wars against the Dara Happan Tripolis, they may well > have used Praxian mercenaries. So Nick Brooke asks: >do you mean the Pure Horse Tribe who inhabited all of Sacred >Prax during the Second Age, or those animal nomad scum across the >River in Vulture Country and the Wastelands? There were plenty of nomad scum in Prax, too. Just because the Pure Horse people choose to misremember their golden age as one in which they ruled all ... But I meant that the EWF may well have used animal nomads. Geoff Gunner ponders: >re: The map of Fourth Age Glorantha. Err ... what about the Great >Compromise ? I thought time travel was supposed to be a No-No >(Heroquesting's more travel to No-Time). So *HOW* did this wretched >document get there ??? Big Gloranthan Secret To Be Kept From Your Players: Time-Travel is possible in Glorantha, but only one-way -- to the past. You can't go back to the future again. At least, that's my opinion. I personally believe the Pharaoh to be a hapless Heroquester who has fallen into the past. I once quizzed Greg on this point, and he agreed. But I remember another time I talked to him about it, and he felt that Gloranthan Time Travel should only be into the future! I guess so long as it's one-way, problems won't arise. >When does a spell have to overcome MP's in order to work ? I have always played that this is the case when a player is taken by surprise or when he chooses not to accept a spell. If he's unconscious, we play that he cannot resist any spell (except Really Bad ones that would cause the player to rise up in righteous wrath should I inflict it on him -- like Pocharngo's Corruption). In general, our players are trained to yell out that they're casting Protection (or whatever) when they're behind one of their friends and casting a spell, so that he'll know to refrain from resisting. D. Schubert sez: > I don't agree with you on matriarchies never having existed on >earth. Whether or not they ever existed (as you said, still hotly debated), the fact that every single one of them has been dissolved or otherwise replaced by other types of societies by the middle Bronze Age would appear to put them out of the running as viable alternatives, unless they're boosted with magic (as in Glorantha). re: Dolphins in Glorantha The Oslir river is immense, and has dolphins, like the Yangtse and Amazon on Earth. There are even civilized newtlings that use the dolphins and other large water-beings to operate small craft. re: Top of the World You can also jump to the moon from Top of the World. But you can jump either way from that place, so I surmise it's shorter than Wintertop (which as near as I can tell, you can't jump up to from the Moon). TODAY'S ESSAY: Is on: Inora, Hyena, and a bunch of tiny little tribes. INORA, THE WHITE PRINCESS She is a winter spirit closely related to Himile, and is the goddess of frost -- the Snow Queen, if you will. In Prax, Inora is viewed as just another powerful spirit to be contacted for her benefits. In less arid country, she is regarded as a malign entity to be propitiated. I imagine that SOMEWHERE in Glorantha she has an organized cult, but she's pretty minor. She shows up in Yelmalio's Hill of Gold quest as an enemy to be endured just before the chaos monsters come. The spell she teaches at shrines (and to the Praxians) causes all the ground within range to be frozen, and the plants to be covered with frost. When the sun comes up, this rapidly melts and everyone enjoys the moisture. In Sartar, her spell causes the equivalent of an ice storm, and is quite aggravating. HYENA Hyenas are the main predator of the Wastes, not counting humans. None of the animal nomads think of them as primarily scavengers, recognizing them as pack predators that can be quite dangerous. The hyenas know enough not to harass a party of mounted nomads, but they'll steal calves at every opportunity. Since they hunt at night, they are regarded as akin to creatures of Darkness, and Morocanth tame them in preference to dogs (most Morocanth dislike dogs and vice versa). Because hyenas devoured Genert's body, they are accursed, and their peculiar laughing cry is the sign of their mocking attitude towards existence. As it happens, their devouring of Genert also means that their corpses count as "part of Genert", and so certain Issaries merchants, upon encountering corpses of the Praxian species of hyena, are sometimes required to take a pilgrimage to the Krjalki Bog. This is regarded as obnoxious enough that most other Lightbringers will often kill hyenas on sight. BOLO-LIZARD FOLK These people are traces of the lost Golden Age Folk, the people of Tada. They are proud of their descent. Of course, by now, they've heavily interbred with the other nomad types. Therefore, traces of the Golden Age physiognomy are highly valued among these folk, and are cause for high social rank and desirable marriages. They worship Eiritha and Foundchild, mostly. Waha is viewed as an alien god, but Eiritha's usefulness is clear. They don't eat their lizards, except in emergencies, and live almost exclusively off hunted prey. They're good hunters, and talented with their bolas. The stupid lizards lay eggs, of course, and then abandon them. The Bolo-Lizard Folk carefully mark down where the eggs have been laid, and then camouflage them as best they can, so that when the eggs hatch, they can be there to catch the young lizards and try to raise them. It takes two or three seasons for the hatchlings to attain a size at which they are able to keep up with the troop, so the owner of a given egg batch generally takes his beasts up into the foothills of the Rockwoods to raise the damn things. Perhaps because of their lifelong battle against their lizard's instincts (formed when the Wastes were a fertile paradise, and contrary to common sense nowadays), the Bolo-Lizard folk are famous for their cynical sense of humor. They are pygmies, like the Impala Folk. OSTRICH RIDERS Probably the puniest tribe in Prax. They're pygmies, and ride big birds. They eat their birds' eggs, which are laid in fairly large clutches. Once a year, the birds sit on their eggs and so for that season (Sea), the tribe is basically immobilized and vulnerable to large-scale raids. Like many small tribes, they also primarily worship Foundchild. BASMOLI BERSERKERS The plains lion of Prax is now basically extinct. The Basmoli Berserkers, a Hsunchen people, are in the peculiar position of being Hsunchen without their animal cohorts. They are fierce hunters, and mainly hunt the herd animals of the Great Tribes. Always spoiling for a fight, they are disliked by everyone else. Occasionally the tribe is able to produce a lion (don't ask), but it is always sterile, unable to mate and produce more lions. Still, it is a valued tribesmember while it lives, and it is certainly bad news in a fight. CANNIBAL CULT The Cannibal Cult is composed of members of many tribes. They worship and placate the many hungry ghosts infesting Prax (other devastated lands with such ghosts also often have a Cannibal Cult organization). These ghosts are well-known to every shaman -- they are hungry, and never fed. They are cold, and never warmed. They are lonely, and never loved. If the Cannibal Cult did not propitiate them from time to time, they would get so hungry that they rose up and killed everyone! What matter if the Cult derives actual magic benefits from their service? In addition, there is a very Praxian touch to their madness -- they believe that everyone else got Waha's decision backwards -- they believe that we are supposed to eat People, not beasts. (Hence, they'll eat Morocanth, but dislike herd-men.) Of course, the difficulty of getting enough people to eat means they've got to settle for animals and normal beasts on many occasions. The Cannibal Cult is not without honor -- for one thing, they can only derive magic power from the body of an enemy. They don't eat their friends. In addition, the more powerful the enemy eaten, the more strength they get. For this reason, the Cult naturally cultivates powerful enemies. Of course, this means that the Cult can never be very big -- the powerful enemies see to this. Sort of a self-limiting philosophy. --------------------- From: henkl@yelm (Henk Langeveld - Sun Nederland) Subject: Re: Fri, 26 Nov 1993: Adrian Russell: Trickster Message-ID: <9311260912.AA28204@yelm.Holland.Sun.COM> Date: 26 Nov 93 11:12:15 GMT X-RQ-ID: 2449 >From: GE92AMR@ccs.edge-hill-college.ac.uk (ADRIAN M RUSSELL) >X-RQ-ID: 2436 > I have a player who loves to play the Trickster, given that it is hard >to collect a wide range of Trickster spells due to the nature of shrines >it would follow that it would be hard to regain any of these spells. I >have allowed this player to regain any divine spells at any Trickster >shrine as they are all linked in the 'divine' sence. What does anyone >think of this? >--TRICKSTER EATS-- Trickster is the exception. Allow tricksters to regain spells whenever you think it's appropriate. At a shrine, whenever they fall into a heap of dung, what you like... Being a trickster is *not* fun. They can do what they want, but the price is high: all others can do what they want with tricksters; they're outside the law. I consider Trickster to be a bunch of related spirit cults. One for every aspect. Initiation into Trickster rarely is voluntary, nobody with a normal sense of mind would join the cult of his/her own free will. But that's the point... -- Henk | Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun. oK[] | My first law of computing: "NEVER make assumptions" --------------------- From: STEVEG@ARC.UG.EDS.COM (Steve Gilham Entropy requires no maintenance) Subject: Re: =20 Message-ID: <01H5R54XT64Y006F1A@UG.EDS.COM> Date: 25 Nov 93 18:32:47 GMT X-RQ-ID: 2450 >> Can you get rid of these '=20'? > >I don't know. I don't even know why they are appearing. >I'll try something different when I upload and see if it >helps. I believe that this occurs when the route taken by the mail passes through an installation that insists on 72-column, no-control characters, text. This may mean IBM. The = comes where a line break is forced; the 20 I'm not so sure about, but occasional 09's suggest tabs have fallen foul of EBCDIC translation. Sometimes I've had whole digests turn up thus reformatted. --------------------- From: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: climbing mountains Message-ID: <9311261510.AA19231@condor> Date: 26 Nov 93 15:10:36 GMT X-RQ-ID: 2451 _______________________ scn/G=Neil/I=A/S=Harold wrote: >I'm not an expert on climbing, having only started last April, >but I certainly find that a *proper* climb with a rope,etc. will >not be that far: unfortunately, 10m is not unrealistic, or am I >just that bad :-( Damn, I hoped you would say you got further than that. :-) (But thanks for the info anyway.) I never cease to be impressed by the free-climbers I see on TV. Granted, they're climbing warm, dry desert cliffs rather than cold, icy mountains; but to me their fumble-ratio seems much less than 1%... (Are they HeroQuesting or what?:-) ____ Henk: I liked your idea for abstracting climb chances for long ascents. Would you care to put a figure on how far "normal progress" should be? ____________ Geoff Gunner wrote (about deadly climbs): >But Colin; if you make it perfectly clear to them that they're in bad trouble >if they go on, and they persist, then let them die. If you don't, won't they >always do the same whenever a similar situation occurs, relying on you letting >them off the hook ? As Allan implied, it's stupidity that kills. Absolutely. But in an RPG you always have a trade-off between Realism & Heroism. The important part of what you said above is the bit about making the situation "perfectly clear" to the players. The warning signs to the players have to be clear and yet subtle. Unsubtle warnings destroy the atmosphere of the game: eg. My GM tempers his games with a degree of realism. Consequently, when his plot requires us to climb a mountain we approach the task with a certain amount of trepidation: "Get real," we say, "We only have bronze-age equipment; we don't even know what's up there; and besides that, we're not very good at climbing!". What's the GM supposed to say? "Don't worry lads, the plot requires that you climb the mountain so I'll go easy on you *this time*." ?? But subtle warnings can be misinterpreted: eg. When the GM emphasises the howling gales; bitter cold; driving snow etc. is he just building atmosphere or is he intimating: "You're all gonna die if you persist". ? The question boils down to: How much heroism (stupidity) do you let the players away with? In my case the answer is: Quite a lot. If the players read the subtle warnings wrongly then I'd rather let them off lightly than clout them with an unsubtle directive. I'd give them fatigue penalties; maybe loss of a HP or so; but I wouldn't kill 'em outright (although the next monster they meet might). That's just how I like to run things... ___________ Nick Brooke says: >CW> Mountaineering with bronze-age equipment seems close to madness IMHO. > >Seconded. Though I belong to the Robert E Howard school of plausibility... You and me both. (I've always fancied running some Hyborian RQ. Has anyone tried it?) ___ CW. --------------------- From: allan@tcrystal.gla.ac.uk (Allan Henderson) Subject: Mountains Message-ID: <16930.9311261607@sushi.tcrystal.glasgow.ac.uk> Date: 26 Nov 93 16:07:25 GMT X-RQ-ID: 2452 Yo All, Carl Fink writes - >I don't know how I missed this. No, they can't. Humans require >supplemental oxygen to reach the peak of Everest. No they don't. In 1988 Habbler and Mesner two Austrian climbers got to the summit of Everest using no supplemental oxygen at all. (Mesners biography, can't remember the title). Mesner later climbed Everest solo without oxygen in three days (he is a complete nutter).The oxygen thing on Everest is a bit of a myth from the thirties. In 1923 Norton climbed to 28,300 feet turning back only because daylight was failing. In 1905 the Duke of Abrutzi got to within 150m of the summit of K2. (Mark Sullivan -- Michigan Library Consortium) writes - >I would imagine that (given this elemental association of air with earth) >that (breathable) air extends all the way to the sky. So, a justification for my "lets just ignore the oxygen problem" at last. Colin Watson writes - >Are there any climbers out there who would like to give an estimate of >how far you can climb on average before making a mistake (fumbling) and >finding yourself dangling unintentionally from a rope? It depends what your climbing on, on stairs I can go all day without falling but on overhanging ice climbs I don't do so well.I suggest leaving the current rules alone but giving much greater emphasis to modifiers for the type of terrain. Here are some of my ideas, the modifiers may seem extreme but probably reflect reality. Covering Rock Type Incline Ice -50% Crumbling -40% Very steep +10% Moss -20% Smooth -20% Vertical +0% Running Water -40% Hard & Jagged -20% Overhang -20% Water -10% Good holds +20% Sever overhang -50% The above are only suggestions, but I'm sure that you get the idea that only masters should be able to get started on an ice covered granite cliff with an overhang. One thing about these clibing rolls is that the majority of any ascent is actually walking. I have been to the summit of a great many Scottish mountains but have climbed on surprisingly few, and can only think of one where climbing is essential. So if players are making an ascent then only have the occasional set of climbing rolls. How far away can you see the block ? Mark Sullivan writes - >However, I would contend that because of Orlanth's defeat of Yelm and the >displacement of the Sky by Umath, that Air blocks the line of sight.=20 >Sight is an attribute of the Sky. In God Time before the birth of Umath, >sight was not blocked. One could see in a straight line as far as the eye >could see. I like this it is a neat explanation of the heat-haze/mist that stop people seeing there beloved holy mountains. Remember that normal visability is less than 40 miles. I wrote off these seasons for the following reasons : FIRE - heat haze also no fire in the Sky since Yelm lost his power SEA - mist in the atmosphere, also no Sky connection with Sea DARKNESS - It just doesn't seem right to be able to see far in darkness season EARTH - Sky and earth are forever apart STORM - The clouds are all stirred up I like the idea of allowing people to see all the way to there sacred mountain/ piece of law during the SACRED TIME. Imagine the scene of 50 storm bulls gathered on a hill top in Sartar at dawn to catch a glimpse of the block in the red glow of Yelms first light, now that would be magic.