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, Mon, 06 Dec 1993, part 2 Message-ID:Precedence: junk --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Re: Gloranthan Encyclopedia Message-ID: Date: 5 Dec 93 11:24:18 GMT X-RQ-ID: 2554 Geoff Gunner in X-RQ-ID: 2541 >Subject: Glorantha Council Third council of world's friends? >Joerg writes about getting some serious activity done on compiling RQ material. >I for one would be glad to shove in my oar. As for what format ANYTHING on >Glorantha should be, it's got to be a straight ASCII text file. It's most >portable, and if you want something fancy done with it, write an output >formatter. Which is the way I went. I'm thinking of inserting some homemade codes for keys, short description, bibliographical info, etc., but I'm not too certain about the overall usability. >As for profits, copyrights, etc, if possible make it free. As soon as you add >a price, distribution will drop. If it's price-tagged, no internet, therefore >even lower distribution. And the aim's to distribute Glorantha material, right? >Spread the word about the One True Way of roleplaying ? :-) Then why are the people complaining AH doesn't publish enough? There's us on the Daily/Digest, the magazines (TotRM, RQ-Adventures, non-English language ones like Free INT in German, the Oriflam house magazine in French, Magus in Finnish, and others whose readers ought to tell us about their existence. I for one am able to decipher all the languages mentioned above (with varying ease, though), and would like to get info like who distributes them etc. in a FAQ, e.g. John Medway's mini-FAQ for RQ. >If it's already in publication, then just reference it if it's a substantial >body of info. Otherwise, what's the copyright on paraphrasing? I hate to see references to oeuvres I don't possess and cannot access. Although some key word like "just mentioned in the context" would certainly help, also with the rather complete index of KoS. There most Gloranthan names are mentioned, although I missed Durnsta, frex, the home city (?) of Estal Donge. >I think that would be a damn good place to start. A timeline's possibly one >of the most useful bits of reference material out. Look at the contradictions >in what we've already got. It would show us what sort of problems are likely >to crop up, how to go about accumulating data, how to edit responsibly, how >to ultimately resolve contradictions, and so on. Anyone for it ? An accurate timeline is hampered by the fact that a lot of dates aren't given, e.g. the Wolf Pirates article in Tales 10. I'm hunting every year number given in the Genertla box, though, and put them together to a more complete list. How to include KoS dates after the Starbrow rebellion, I have no idea, because dates and events vary mightily. >And interesting point there about 'Do we need Greg Stafford's approval'. Yup, >it would be nice, but it seems Greg's trying to get out of being the ultimate >authority. So why not respect that, and become a *Democracy* (Whoever shouts >loudest, wins) ? A council of captains, like on Three Step Islands? or rather the Lhankor Mhy discussion round? or the Lunar Examiners? ;-) Neil Robinson in X-RQ-ID: 2543 >In X-RQ-ID 2512, Joerg discusses an encyclopedia.. >I think it is a good idea. Too often, I have been unable to find the >necessary information in a timely manner. I would love to be able to >do a search on the Pure Horse Tribe, for example, and get a listing >of where to look, if not seeing the data itself. Would you be satisfied with the string search routine in your fave ASCII editor? >Aren't there full-context search engines out there? I'd like a hyper-text >engine, but adding in all the links would be a lot of work. A friend >is currently setting up a simple database, but the entry time is emmense. Any database that "eats" ASCII plus markers would be appropriate. Sooner or later I'm going to have every RuneQuest-related text I possess in ASCII format, For Personal Use Only, of course, but cutting out the quotes is a lot faster than shoving them in. I'm afraid I'm no data-wizard, so I have little ideas about the difficulties with an interactive (i.e. changeable) hypertext system. If anybody has one for Atari ST and willing to share it with me, I might get experience, though. Else a commercial database with license to publish or sell own applications would be the right tool. I have one, but it exists only for Atari (where I have the license) and MS Windows (which license I have not). A public domain (GNUish?) database would solve the problem. I'd like to join/gather a team of contributors and editors for such a project. Any heroquesters ready to join? -- -- Joerg Baumgartner joe@sartar.toppoint.de --------------------- From: allan@tcrystal.gla.ac.uk (Allan Henderson) Subject: We don't like Gorp Message-ID: <8600.9312051446@sushi.tcrystal.glasgow.ac.uk> Date: 5 Dec 93 14:46:15 GMT X-RQ-ID: 2555 Hi everyone, eosgg@raesp-farn.mod.uk (Geoff Gunner) writes - > Now, what pH acid would be needed to eat through bronze plate >in a single round ? Pretty low, I should imagine. 2? 1? >I'm not achemist, but then saying something has 80 pt damage per >round is crazy. That strength acid is going to eat through rock I am a chemist and can find no fault with what you say about the unrealistic strength of the acid. I tell players, "look at the acid blood in the Alien films, its like that, only worse". I agree the Slimestone gorp will eat through rock, but very slowly; reducing the ruins it lives on to a very weird, rounded smoothe, exceptionally clean enviornment. This idea of Slimestone could lead onto a major adventure (someone else has proposed this). Geoff continues - >And the thing's an amoeba. A move of 1 ? (Wild hysterical >laughter in background). Active attacks ? (falls off console). >I MEAN, come on. No, I don't like gorp. I don't like Gorp for the same reasons. A player new to Glorantha openly laughed at the idea of the creature having an active attack. If you put a Gorp in water, allow a little propulsion and make them virtually invisible then they are much more realistic preditor. I no longer allow Gorp on dry land (they flatten out without water to support them) bacause they are not frightening enough. I will allow the Slimestone Gorp but will not allow active attacks, it might approach you slowly when you're asleep though. I see it as a one off like the Bat and as such immune to normal player characters. Maybe a major heroquest, but nothing less will do, certainly an army of thousands or firearrow archers is not enough. I will use it primarily as the guardian over the treasures of Slimestone, and as figure of hate for the players. Cheers, Allan Henderson --------------------- From: ron@devnull.mpd.tandem.com (Ron Boerger) Subject: Re: RuneQuest Daily, Sat, 04 Dec 1993, part 1 Message-ID: <9312051646.AA14185@plight> Date: 5 Dec 93 04:46:57 GMT X-RQ-ID: 2556 Please remove me from this distribution (our mail gateway is too ^$%!@!! flaky these days). Thanks .. -- Ron Boerger Unix System Admin, Tandem Computers, Austin Texas USA 78728 1 (512) 244-8414 ron@mpd.tandem.com -or- integrity!ron -or- TheHornist@aol.com Hornist at LARGE Next concert: many Xmas performances, email for info --------------------- From: mcarthur@fit.qut.edu.au (Mr Robert McArthur) Subject: Time and the gods Message-ID: <199312060132.LAA05625@fitmail.fit.qut.edu.au> Date: 6 Dec 93 16:32:17 GMT X-RQ-ID: 2557 Colin Watson ... on David Cheng's comments... > >I think the gods are very aware of the concept of time. > > Yes, they are aware of the concept of Time (with a capital "T"; ie. mortal > Time which was the result of the Compromise) but they have no practical > experience of it. > > >Before Time, they had free action. To > >save the world, they grudgingly accepted to give this up. I might even say > >that all of the God Plane is bound to a timeline now too, but I'll probably > >catch plenty of flak for it. > > Well, I was under the impression that in GodTime the gods have free-will > to do anything within their power. eg. Humakt can chop you up if he feels > like it. ... > I assume than Divination somehow gives the caster perception into GodTime > which allows sensible communication with the Diety. The God doesn't know > which point in time the question is coming from, but the caster obviously > does. The God gives a response and the caster takes it back to RealTime. I seem to remember that, in heroquesting (what little is known or gleaned about such things :-( ) you can meet up with various "versions" of your god. So, in trying to find "your god", the god you meet may be one "in the past" who has never heard of you and you had better be able to convince them that your one of their worshippers (from the future?). I assume likewise for the future god you may meet, who knows all about you and at exactly what point you joined their delightful entourage in the afterdeath. So depending at what point you enter the god/hero plane, and what direction and distance you travel, you will meet different gods in various stages of existance./ For example, it is entirely possible to meet Kyger Litor (sp?) before the trollkin curse (if you can get past the blocks and problems Gbaji has probably set up around the event). This KL would not know of great trolls (if my memory of when they arrived is correct... ie. post-gbaji), dragonnewts dream etc etc. Since they are not the exact god (:-) who is worshipped "today", the only way for them to know these things is for a heroquester to do so - note that this gives the god (if they believe the quester!) quite an advantage in what they do/will happen. This makes questing a very powerful tool - you had better be careful exactly what and who you tell - unlike the god learners who, IMHO, manipulated the gods partly by telling them lies about what was going to happen and steering them into making the desired futures themselves. This feels a bit better than making the GLs as/more powerful than the "gods". All IMHO of course :-) Robert --------------------- From: quasar@altern.com (quasar) Subject: subscribe Message-ID: Date: 5 Dec 93 19:00:06 GMT X-RQ-ID: 2558 quasar@altern.com --------------------- From: ddunham@radiomail.net (David Dunham , via RadioMail) Subject: Grazers Message-ID: <199312060322.AA10141@radiomail.net> Date: 6 Dec 93 03:22:51 GMT X-RQ-ID: 2559 (This will be a handout for "Horses of the Sun," my RQ-Con scenario. I'd appreciate feedback -- is it enough to run a Grazer? Note that the scenario is set while the first Feathered Horse Queen is still alive.) What My Father Told Me: A Personal View of Grazer Culture Who are you? I am Jalorast Shining Arm, son of Yaranrast Night Gallop, son of Jalorast Bright Lance, descended from Yu-Kargzant the Imperial Sun. Who are we? We are the Pure Horse People, tenders of the sacred herds which are descended from the Great Horse. Outsiders call us the Grazers. We belong to the Hoof-Dancer Clan. Our horses are branded with two horseshoes, and are renowned for their nimbleness and speed. You can recognize the men of our clan by our beaded anklets, and you can recognize the women of our clan by the same beadwork in the bands they tie their hair with. What makes us great? We are the only people who still follow the example of Hyalor Horsebreaker, and care for and worship Horse. Others may ride horses, but they do not know the forms of worship, and pollute themselves by herding other beasts. Where do we live? We live in the Grazelands, territory granted to us by Ironhoof the Centaur generations ago. Each spring the clan splits up, and takes the herds into the hills above Maregraze Vale or to the banks of Jaldon's Wrong River. In winter, we reassemble in the valley. The Feathered Horse Queen lives in North Post, but frequently travels among the clans. How do we live? We live off Arandayla's bounty. We drink the milk and blood of our herds. We eat their flesh at our most important ceremonies, and women make cheese, yogurt, and koumiss from their milk. In addition, we eat the wild animals hunted by our men, and plants gathered by women or grown by the vendref. The vendref also make wine and beer. And we receive exotic foods and gold from the traders who wish to pass through our territory. Our herds provide for us in many other ways. Our tents are sewn from the hides of many horses. Our pants and the dresses of the women are also made from their hide, and the hair from their mane and tail is woven into ropes and rugs. But most of all, the herds carry us and our posessions, so that we don't have to live in one place forever, which is a sign of poverty. What is important in my life? You are now a Rider, and have moved from my tent to those of the Riders along the edge of the camp. You are responsible for tending the herd and bringing home game, and for learning the skills of the Warrior. In eight years, your age group will be initiated as a Warrior, and be responsible for bearing arms in the defense of the clan. You will live in the Warriors' tents by the entrance to the camp. Once you gather sufficient wealth for a gift to a girl's father, you may marry, and set up your own tent. Your gift should be generous, for this helps bind her clan and ours together. My own age group is the Leader. Leaders are chosen to direct slaves, lead small bands or for special functions, as I led a delegation to Wintertop last Storm Season. In time, you will attain the Chief age group. These men speak with the voice of experience, and lead larger groups, even the clan. Eventually, you will be an Elder, and your advice will be sought and revered. When you die your body will be burned in a great pyre. The sparks will carry your soul to Yu-Kargzant, who will decide if you are ready to be reborn, or must spend time in the Underworld until you are purified. Who rules us? Bandroste Brave Charge leads the Hoof-Dancer clan. Like all clan chieftains, he wears a band of feathers on his right arm to indicate his descent from Yu-Kargzant, and carries the Five Foals Whip. He appoints men of other noble families from the Chief age group to advise him. Dinalish Mighty Leap also gives advice, consulting with the spirits and requesting their aid when necessary. My cousin Taradarin Ten Day Run leads the clan into war; his bravery is noted throughout the Grazelands. Bandroste is loyal to the Feathered Horse Queen, Reaches Farthest, who incarnates the powers of the Feathered Horse Goddess. Her magic unites all of us, even the women and vendref, and she appoints the rulers of the trading posts. Reaches Farthest rules the tribe in times of peace. Bandroste also owes allegiance to Dastaldarin, whom he helped elect as Chief. Dastaldarin rules the Grazers in times of war. What makes a man great? A great man owns many horses and slaves, and wears glittering gold. Bravery, Honesty, Generosity, and Obedience are the mark of a great warrior, as are the many heads he's taken in battle. What is evil? Chaos is evil. It was let into the world when the Rebel Gods slew Yu-Kargzant, and ever since, we've had to fight it. Failure to follow Yu-Kargzant's rules always takes a heavy price, if not in this life, then after death. Never commit the folly of adding beasts to your herd. They might fill your belly, but they can't nourish your soul. What is my lot in life? You show much promise in target practice, and I think you may someday qualify to join the Golden Bow Society. You will then be able to win much glory by participating in the most daring raids. Strive to become prosperous, increasing your herd through raiding and careful breeding. Maybe you will become wealthy enough to take a second wife. When I become an Elder or die, I will divide my herds among my sons. As the eldest, you will receive the most, Jalasdral half as much, and Melipolti half that. What is the difference between men and women? Men are the protectors, providers, and leaders. Women are gifted with the powers of life, bearing children and caring for mares during foaling. When you are married, your wife will do your bidding, but in turn you must care for her and be kind to her with words and deeds. I know your sister thinks she will grow up and become a shaman in the service of the Feathered Horse Queen, but I asked Dinalish about this, and he believes she is not blessed by the spirits. How do we deal with others? We can always trust everyone in our clan. If your herd sickens or is stolen, or if you are wounded, our clan will help you. You must always offer what aid you can to a member of our clan. Other Grazers may help you as well, but you will then owe them a favor. If you ever need to seek their aid, go first to your mother's Sun Ring clan, and avoid the greedy Sky Bows. The vendref, our slaves, should be treated strictly but fairly. For the most part, they are hard-working and loyal, but they are prone to temptation from their cousins in Sartar or Tarsh. Ironhoof aided us long ago, and the people of Beast Valley are our friends. But be warned: minotaurs mean well, but they can easily forget who their friends are, especially when they drink. Dragonewt cities are located to the east and north of the Grazelands. They sometimes act as our intermediaries with other lands, but you would do well to avoid them, because none can truly predict their actions. When you were young, Sartar came to challenge the Feathered Horse Queen, but ended up marrying her. For a while, his kingdom was on good terms with ours. However, the Orlanthi are an unruly lot, and some tribes have raided us. Other foreigners should be treated with suspicion until they perform some act to earn your trust. If you offer your friendship, be sure it is as constant as the Sun. Our war bands often serve in the armies of other lands. The Feathered Horse Queen makes sure that our employer will be trustworthy and generous. If she is unable to find to find such an employer, our war bands make swift raids deep into foreign lands and carry off great treasure to glorify her and Yu-Kargzant. Who are our enemies? The tribesmen of Prax, who ride unworthy beasts and long ago sought to enslave our entire tribe, are our enemies. When we left Prax, our shamans set up altars in the Guardian Hills to keep the beast-riders out of Dragon Pass. Trolls, who skulk in darkness and eat our horses, are always our foes. Who are my gods? Emperor Yu-Kargzant is our god, as well as our ancestor, and we follow his laws. Men of the tribe worship his sons Dastal the Hunter, Jardan the Warrior, Henird the Leader, and Josad the Elder, depending on their age group. Men who cannot trace their ancestry to Yu-Kargzant worship Hyalor. Most of our women worship Arandayla, the Horse Mother. Our shamans contact spirits of Light such as Morning Star and Evening Star. And never forget that our herds are holy, too. The vendref have their own gods: Kenkacho the loyal slave, Kanestal One-hand who runs the trading posts, Ernalda the earth mother, Barntar the plower of barley, Hiia Swordsman who serves the Feathered Horse Queen, and Lodril the plower of wheat. What is there to do around here? In the winter when the entire clan camps in Maregraze Vale, we hold feasts and dances; compete in horse races, hare-spearing, chadash, and archery contests; play Horse-and-Vulture; and tell stories and listen to songs. David Dunham * Software Designer * Pensee Corporation Voice/Fax: 206 783 7404 * AppleLink: DDUNHAM * Internet: ddunham@radiomail.net "I say we should listen to the customers and give them what they want." "What they want is better products for free." --Scott Adams --------------------- From: ROBERTSON@delphi.intel.com (Roderick Robertson, SC1-5, x52936) Subject: Index to Glorantha Message-ID: Date: 5 Dec 93 17:42:00 GMT X-RQ-ID: 2560 Joerg and the Glorantha Encyclopedia, An Encyclopedia is an enormous task, what I have been working on is an Index to published material. I've only done Dorastor, Sun County, Shadows, and am halfway through the Glorantha Box. So far I'm up to 78 pages... Another benefit of an Index is that there are (to the best of my knowledge) no copyright problems, since the work is not quoting the original material. I'd be willing to add my Index to Joerg's work, certainly. Heck, Most of it would not need to be translated to German! (Unless the German edition has different Gloranthan Names...) Roderick Robertson Robertson@Delphi.intel.com