From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) Organization: Lankhor Mhy and Associates To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Tue, 11 Jan 1994, 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: schumann@kirk.fmi.uni-passau.de (Erik Schumann) Subject: Q: Calender and Holy Days Message-ID: <199401101016.AA08696@kirk.fmi.uni-passau.de> Date: 10 Jan 94 12:16:34 GMT X-RQ-ID: 2767 Hello out there. I was just wandering about the Holy Days on Glorantha. Certainly there is this Praxian Calender with the Holy Days of _some_ Deitys, but there is no statement on _why_ certain Dietys have their Holy Day on that special Day. So its difficult to make up your own Holy Days for the Missing Gods ( e.g. Ernalda) Some possibilty to solve the Problem could be a kind of calendar, where you take the matching Runes from each season, week and day and try to match them to some Runes of the Gods. But does it work ? Have a nice day, Erik. --------------------- From: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: anti-archery; elementals; celts... Message-ID: <9401101038.AA13507@condor> Date: 10 Jan 94 10:38:45 GMT X-RQ-ID: 2768 _____ Sandy wrote: >Probably a poor choice for a Lunar (i.e., anti-storm) god. I thought the Lunar anti-storm stance was the result of circumstance (ie. the Orlanthi cause trouble for the Empire so the Lunars don't like Orlanth) rather than general inclination. Wouldn't Lunars exploit storm magic like any other type of magic if they got the chance? Concerning elementals: >Darkness > Earth > Air > Water > Fire > Darkness That circle of dominance is a neat insight. Wish I'd thought of it. _______ Joerg's wrote his 0.02DM: >CW>>I never really saw what was so Celtic about Orlanthi > >the way they combine warrior god worship with earth mother worship... >Another thing is the ritual sacrifice of kings after a certain period of >time, like in Tarsh, the elective King motive, the Great Marriage motive... [etc. etc.] Ok, Joerg, I'm convinced. ;-) >CW>the best way to screw archers would be with a spell which increased the >CW>strength of the wind locally (like Cloudcall increases cloud cover) > >No it isn't, unless you create whirlwinds or alternating wind forces. I've >shot fairly reliably into a five metre radius circle over 165 metres with >(real world) wind strength 11 against the wind. I believe you. I based my idea upon the RQ rules for wind-strength/missile fire, not upon any semblance of the real-world realities... I also forgot about the benefit of firing into massed groups of targets - in battle conditions this would probably override all other factors (even the wind). >If you want to annoy archers, weaken their bows, so that range, damage and >reliability are reduced. I know of one inccident in the Cid's Spain where >the moorish horse archery was rendered useless because heavy rain dissolved >the glue of their composite bows. You're right, I forgot about this one. Comp bows don't work in damp climates; just as longbows don't work in arid conditions (they dry out and become brittle). >Maybe sudden, dense fog would do the trick - with visibility and bow force >reduced, the horse archers do get problems. Yes, pity that the Orlanthi seem to have a monopoly on decent weather magic... ___ CW. --------------------- From: jla@cs.tut.fi (Laajam{ki Jorma) Subject: RuneQuest Daily, Mon, 10 Jan 1994, part 2 Message-ID: <199401101043.AA10398@hakki.cs.tut.fi> Date: 10 Jan 94 14:43:36 GMT X-RQ-ID: 2769 Please Add me on RQ Daily mailing list jla@cs.tut.fi --------------------- From: jla@cs.tut.fi (Laajam{ki Jorma) Subject: line. RuneQuest Daily, Mon, 10 Jan 1994, part 2 Message-ID: <199401101111.AA10436@hakki.cs.tut.fi> Date: 10 Jan 94 15:11:02 GMT X-RQ-ID: 2770 What`s the story about Gold wheel dancers? I like to know more, i know they all should be death, but nobody ever knows.. --------------------- From: finelli@cs.unibo.it (Michele Finelli) Subject: Subscribe & Unsubscribe Message-ID: <199401101306.AA23889@ramphis.cs.unibo.it> Date: 10 Jan 94 15:06:51 GMT X-RQ-ID: 2771 Please Henk: Subscribe finelli@cs.unibo.it Unsubscirbe venturi@cs.unibo.it my account has changed from venturi to finelli and so.... Greetings --------------------- From: JARDINE@RMCS.CRANFIELD.AC.UK Subject: YA anti archery spell Message-ID: <9401101403.AA08651@Sun.COM> Date: 10 Jan 94 13:03:00 GMT X-RQ-ID: 2772 Hi I have had an idea for the Yara Arnais anti-archery spell. The spell is designed to allow a few casters to cover a unit. The protection offered by the spell is not perfect, but allows the vast majority of a unit to stand up to arrow fire without harm. Moon Web (aka Moon Beam Web, Goddess' Curtain, Arrow Stopper). Passive, Temporal, Stackable, Reusable. The spell creates a shimmering, translucent-crimson, curtain-like web of moon-beams, which slow down arrows and other objects passing through it. Each point of the spell creates a 10 metre by 10 metre vertical wall, which protects everything behind it out to a reasonable distance (at least 10 metres), which depends on the trajectory of the arrow. The wall reduces the amount of damage done by arrows and other missile weapons (except for critical hits) by 1 for every MP that was expended when the wall was errected. The wall also slows down charging creatures which reduces their damage bonus (but not weapon damage) by the strength of the wall. Slow moving creatures can pass through the web feeling only slight resistance. Lunar troops shelter behind these walls when fighting cavalry armies. Crossbowmen can shelter behind the wall only advancing through it to shoot and retiring to reload. ----- Lewis ----- --------------------- From: pmichaels@aol.com Subject: error Message-ID: <9401100942.tn97665@aol.com> Date: 10 Jan 94 14:42:49 GMT X-RQ-ID: 2773 mea culpa, mea culpa.... Bowslow should be a 3 point spell, not variable. It will reduce the attack chance on a missile under the effects of Firearrow, but will not reduce the damage. Peace, Peter --------------------- From: watson@computing-science.aberdeen.ac.uk (Colin Watson) Subject: spirits bound into areas Message-ID: <9401101442.AA18942@condor> Date: 10 Jan 94 14:42:48 GMT X-RQ-ID: 2774 _______________ Robert McArthur wrote: >The GM said that when the stockade was created, spirits were bound >inside the walls to protect the place, check people going through the >gates, as well as those attempting to climb the walls stealthly at night >et al. Now, it seems to me that, if you have such spirits, you hardly need >many troops walking around protecting the place... > >Comments from anyone? As far as RQ3 is concerned, I assume a bound spirit has no perception beyond the area or object where it is bound (unless it can cast spells like Second Sight, Project Sight etc.). If a spirit was bound into the walls then it could sense anyone touching the walls; if it was bound into the area encompassed by the walls then it could sense anyone passing through that area. The drawback is that it is very expensive (in terms of POW) to bind a spirit into a large area (the stockade could be a couple of hundred square meters, yes?). When it senses a person, the reaction of the spirit is determined by the conditions of its binding. It could have a condition to react only to non-Lunar-initiates for example (although I've no idea how it tests this...). It could then cast spells to raise alarm or attack the intruders. >Can they engage in spirit combat with a spirit coming through the wall? IMO a spirit bound to a mundane object/area no longer has perception in the spirit plane unless it can cast Second Sight or similar (but this view was debated a while ago...) so someone could discorporate and sneak past; however it's also debatable how much of the mundane plane is perceived by a discorporate shaman - to be useful you'd have to cast visibility in order to interact with the mundane world otherwise you'd have great difficulty telling where you were in relation to it. Even if the bound spirit had some means of detecting a discorporate shaman (eg. it happened to have cast Second Sight within the last five mins) it couldn't engage in spirit combat unless it was released from its binding. (This could be a triggered condition of the binding I suppose). >Are spirits normally bound like this? A Warding spell would be a more "normal" way to protect a building; but there's nothing to stop them Lunars binding spirits if they like. >How many of them? Size of them? "How big's a gnome?" as one of my acquaintences once asked. These questions can only be answered by your GM. There can be as many spirits as large as your GM's conscience will allow in his/her game. >Can they detect enemies (and of whom)? The Detect Enemies spell clearly only senses enemies of the caster (who is the bound spirit in this case). >Annoyed beaten-up character spirits want to know! I think your GM is trying to tell you something. If I was you, I'd stay away from that stockade until (s)he hints otherwise... And if you really want to pry into places where you ain't meant to - run a sorcerer with some Project(Sense) spells. ;-> ___ CW. --------------------- From: jclannom@mathlab.mtu.edu (Joe Lannom) Subject: Races and fantasy gaming Message-ID: <9401101522.AA00146@mathlab.mtu.edu> Date: 10 Jan 94 15:22:21 GMT X-RQ-ID: 2775 From the quill of Sandy Peterson: |> The player said that HER dwarf was tall and willowy. I was amazed, and |> said, "What an unusual dwarf you have. I'm very impressed." Then the |> player lectured me about racial prejudice and stereotyping. I agree that there are varients in the appearance of different individuals within a race... (the above may be an EXTREME example). However, I'd remind such a person that this is a BRONZE AGE world. A world where people are killed JUST because they worship an enemy god, belong to a different race, have a tendancy to lean towards red as a preffered color scheme... If she didn't get jeers from people because she was a dwarf, she'd get hassled by her own race because she was a FREAK! A miscast cog in the world machine. A warped sprocket thats bound to be torn off sooner than later. A phillips head screw with a star shaped head instead of a cross... She's just not threaded right. Get her out of here. She doesn't even get a place in the spare parts bin. If you want to give such a person their own way (ok, so you ARE a thin, 2 meter tall dwarf), find a reasonable explanation for their appearance. Since dwarves are so, well, weird, I wouldn't think that they could really crossbreed with humans or trolls, (or cross pollenate with elves), so maybe her character had hyperthyroidism, or giantism with ALL the associated health problems. Race is defined as: a division of mankind possessing traits that are transmissible by descent and sufficient to characterize it as a distinct human type. Most of the dwarves are, well, dwarves... maybe if she had the funky eyes and the tendancy to pull apart toasters and vacuum cleaners to see how they work that would still classify her as a dwarf... The elves would still take her apart on sight. (But thats racist!! Sorry, you didn't say that in the tongue of the aldryami, they don't seem to understand you... (hack, hack, hack, beat, beat, beat)) Hmm... maybe it was a chaos feature that she didn't know about... But enough about that.... joe --------------------- From: finelli@cs.unibo.it (Michele Finelli) Subject: Subscribe Message-ID: <199401101646.AA29139@radames.cs.unibo.it> Date: 10 Jan 94 18:46:23 GMT X-RQ-ID: 2776 Subscribe finelli@cs.unibo.it Unsubscribe venturi@cs.unibo.it --------------------- From: ddunham@radiomail.net (David Dunham) Subject: Aztecs; Yara Aranis; fighting archers Message-ID: <199401102123.AA03890@radiomail.net> Date: 10 Jan 94 21:23:39 GMT X-RQ-ID: 2777 >From: sandyp@idcube.idsoftware.com (Sandy Petersen) >Dave Dunham: >Once more tries to defend the Aztecs. Actually, I believe the protein theory is now discredited as the cause of Aztec cannibalism. And clearly, things were getting out of hand towards the end. (Apparently for internal reasons, unlike the Northwest Indian potlatch, which went weird after the population crash caused by European diseases.) >How about if Kill Horse cannot be resisted, but >is a 2-point one-use spell? Instead of my reusable 3-point spell? Yes, that probably is better. >The basic Lunar problem would seem to be the fact >that properly-trained infantry can generally defeat any cavalry force >except for horse archers This seems to be the basic problem, period. In my campaign, the horse archer PCs can generally defeat anything on foot they encounter. Certainly, the Mongols (and the Scythians) were very good in warfare. But both cultures used melee weapons from horseback as well as archery. I'm still trying to figure out how to make this work in game terms -- there simply doesn't seem to be much reason for people with bows to close. Or were Mongolian and Scythian heavy cavalry simply to deal with other cavalry? Are real world arrows less effective than they are in the game? Are shields or armor more effective against arows? --------------------- From: tsl@mulga.cs.mu.OZ.AU (Tim Leask) Subject: YA - Frighten Horse Message-ID: <9401102307.28957@mulga.cs.mu.OZ.AU> Date: 11 Jan 94 15:07:54 GMT X-RQ-ID: 2778 Having just recently seen on the news the effect fire has on horses I thought maybe the frighten horse spell is actually a special form of illusory fire that does no physical damage but is real in all other ways. The spell would both obscure vision and panic horses. The spell should be able to be combined from multiple casters to create huge illusions. What do others think ? Cheers, Tim ================================================================================ Department of Computer Science /*\__/\ "Money is something you have in University of Melbourne < \ case you don't die tomorrow." Parkville, Vic., 3052, AUSTRALIA \ _ _/ Gordon Gecko. Phone: +61 3 282 2439 \| -- e-mail: tsl@cs.mu.oz.au ================================================================================ --------------------- From: carlf@panix.com (Carl Fink) Subject: This bounced, don't know why Message-ID: <199401102337.AA07089@panix2.panix.com> Date: 10 Jan 94 13:37:23 GMT X-RQ-ID: 2779 raphael@research.canon.oz.au (Andrew Raphael) writes: R>The "ghost disease", kuru, eliminated religious cannibalism in the >PNG tribe it affected. Otherwise, they'd still be eating their dead. >Kuru was the human equivalent of BSE, or mad cow disease. If you want >to simulate this in Glorantha, use Brain Fever & Shakes. Actually that's reversed -- the end of cannibalism eliminated kuru. The New Guineans never knew that cannibalism caused kuru until after cannibalism had stopped. watson@computing-science.aberdeen.ac.uk (Colin Watson) writes: R>Here's a rules question which occurred to me in a game last night: >What is the result if the various different types of elementals are >set against each other in combat? >Can they affect each other at all, or are they mutually immune? >Do undines douse salamanders; or do salamanders vapourise undines? >Can a shade extinguish a salamander?... etc. >Can salamanders attack each other effectively? This is a good question. If anyone comes up with a good answer, I'll try to get it into the new edition. (Yes, I'm too lazy to come up with my own.) sandyp@idcube.idsoftware.com (Sandy the Great and Powerful) writes: R>Look at the progression in the troll breeding rates. What it boils >down to is that once uzuz vanish from a community, they are gone for >good. Ditto for uzko. Ultimately, all troll communities will degrade >into pure enlo societies. This is in the long run, of course, and may >take much longer than the mere 1000 or so years they've been >degenerating so far. But certainly the trolls could use a cure for >Nysalor's curse. It's worth pointing out that enlo-only communities tend to die out, because they can't even reliably breed other enlo, and enlo born from enlo are even more deformed and weak than enlo born to uzko. As far as I can tell, the only "stable" trollkin communities exist because dark trolls live nearby and "leak" enlo. I like your defense of Arkat. I've come to the conclusion that _King of Sartar_ is largely bogus, or at least missing lots of info. For one, where's Angrogeus? Where's the Black Horse Troop? Shouldn't they have critical roles? For another, there have been *lots* of hints that Arkat will return, but somehow he's completely missing from the Hero Wars in KOS. --------------------- From: WALLMAN@VAX2.Winona.MSUS.EDU (Personal friend of Little Elvis) Subject: language list Message-ID: <01H7J20O84PY001PQG@VAX2.Winona.MSUS.EDU> Date: 10 Jan 94 14:34:41 GMT X-RQ-ID: 2780 There seemed to be enough interest to post. Comments at end... REGION PRIMARY OTHER RELATED LANGUAGES Aggar Aggar 1/3 P Theyalan, 1/10 Theyalan Alat Alatan 1/5 Theyalan, 1/5 Boatspeech, 1/5 Seaspeech Arolanit Seshnegi 1/2 Ralian, 1/3 Brithini, 1/5 Western Arstola Solanthi 1/3 M Theyalan, 1/10 Theyalan Ballid tribal 1/3 R Theyalan, 1/10 Theyalan Bastis Nimistor 1/3 M Theyalan, 1/10 Theyalan Bilini Bilini 1/3 P Theyalan, 1/10 Theyalan Bindle Carmanian 1/2 Loskalmi, 1/5 Western Balazar Balazaring 1/10 Pelorian Basim Basmoli Blackhorse Grazelander 1/2 Pentan Blue Moon Darktongue Brolia Brolian 1/3 P Theyalan, 1/10 Theyalan Caladraland Caladrian 1/3 M Theyalan, 1/10 Theyalan Carmania Carmanian 1/2 Loskalmi, 1/5 Western Corolaland Darktongue Dara Happa see Darjin, First Blessed, Karasal, Kostaddi, Silver Shadow Darjin Darjin 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Delela Delelan 1/3 R Theyalan, 1/10 Theyalan Ditali Ditali 1/3 M Theyalan, 1/10 Theyalan Doblian Doblian 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Dona Janubian Dorastor Dorastor 1/3 P Theyalan, 1/10 Theyalan Dragori Inkarth Darktongue East Isles Tanyen 1/5 Imperial, 1/10 Vithelan East Wilds tribal 1/3 R Theyalan, 1/10 Theyalan Eol Eolian Esrolia Esrolian 1/3 M Theyalan, 1/10 Theyalan First Blessed First Blessed 1/3 P Farmer, 1/5 N Pelorian/Dara Happan Garsting Jarstic 1/10 Pelorian God Forgot Brithini 1/3 Loskalmi, 1/3 Seshnegi, 1/5 Western Grazelands Grazelander Guhan Darktongue Halikiv Darktongue Heartland Local P Farmer 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Heortland Sartarite 1/3 M Theyalan, 1/10 Theyalan Hoay Hoay 1/3 P Theyalan, 1/10 Theyalan Hungry Plateau Praxian Ignorance Stultan 1/10 Kralori, 1/10 Darktongue Janube Janubian Jarst Jarstic 1/10 Pelorian Jhor Carmanian 1/2 Loskalmi, 1/5 Western Jonatela Syanoran 1/3 F Theyalan Junora Junora 1/3 F Theyalan Karasal Karasal 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Karstall Janubian Keanos Keanos 1/3 R Theyalan, 1/10 Theyalan Kethaela M Theyalan 1/3 M Theyalan, 1/10 Theyalan Kralorela Kralori 1/10 Vithelan Kostaddi Kostaddi 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Loskalm Loskalmi 1/2 Carmanian, 1/3 Brithini, 1/5 Western Lunar Empire New Pelorian 1/5 P Farmer, 1/5 Dara Happan Melib Melibic 1/3 Teshnan, 1/3 Trowjangi Naskorion Naskorion 1/3 R Theyalan, 1/10 Theyalan Newcoast Solanthi 1/3 M Theyalan, 1/10 Theyalan Nimistor Nimistor 1/3 M Theyalan, 1/10 Theyalan Oranor Oranoran 1/3 F Theyalan Oraya Oraya 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Orinin Orinin 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Peloria New Pelorian 1/5 P Farmer, 1/5 Dara Happan Pent Pentan 1/2 Other Pentan Pralorela Damali Prax Praxian Ralios Ralian 1/2 Seshnegi, 1/5 Western Ramalia Ramalian 1/3 M Theyalan, 1/10 Theyalan Rathorela Rathori Rightarm Isles Caladralan 1/3 M Theyalan, 1/10 Theyalan Safelster Ralian 1/2 Seshnegi, 1/5 Western Sartar Sartarite 1/3 M Theyalan, 1/10 Theyalan Saug Saug 1/3 R Theyalan, 1/10 Theyalan Seshnela Seshnegi 1/2 Ralian, 1/3 Brithini, 1/5 Western Shadow Plateau Darktongue Shan Shan Kralori 1/10 Vithelan Silver Shadow Silver Shadow 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Skanthi Skanthi 1/3 P Theyalan, 1/10 Theyalan Solanthi Solanthi 1/3 M Theyalan, 1/10 Theyalan Spol Carmanian 1/2 Loskalmi, 1/5 Western Sun Dome Sartarite 1/3 M Theyalan, 1/10 Theyalan Sylila Sylila 1/3 P Farmer, 1/5 N Pelorian, 1/5 Dara Happan Talastar Talastar 1/3 P Theyalan, 1/10 Theyalan Tarsh Tarshite 1/3 P Theyalan, 1/10 Theyalan Tastolar Uncoling Teshnos Teshnan 1/3 Melibic, 1/3 Trowjangi Timms Syanoran 1/3 F Theyalan Trowjang Trowjangi 1/3 Teshnan, 1/3 Melibic Upriver Rathori Vadeli Vadeli 1/5 Western Vanch Balazaring 1/10 Pelorian Vesmonstran tribal 1/3 R Theyalan, 1/10 Theyalan Vormain Imperial 1/5 Tanyen, 1/10 Vithelan War Western F Theyalan Wenelia Regional 1/3 M Theyalan, 1/10 Theyalan Wintertop Tarshite 1/3 M Theyalan, 1/10 Theyalan Winterwood Uncoling Worian Carmanian 1/2 Loskalmi, 1/5 Western Ygg's Isles Yggian ABBREVIATIONS Theyalan = language in a Theyalan group (Fronelan, Manirian, Pelorian, Ralian) F Theyalan = FRONELAN THEYALAN LANGUAGES (Junoran, Oranoran, Syanoran) M Theyalan = MANIRIAN THEYALAN LANGUAGES (Caladrian, Ditali, Esrolian, Nimistor, Ramalian, Sartarite, Solanthi) N Pelorian = New Pelorian Pelorian = PELORIAN LANGUAGES (Balazaring, Dara Happan, Jarstic, New Pelorian) P Farmer = PELORIAN FARMER LANGUAGES (Darjin, Doblian, First Blessed, Karasal, Oraya, Orinin, Kostaddi, Sylila) P Theyalan = PELORIAN THEYALAN LANGUAGES (Aggar, Bilini, Brolia, Skanthi, Vanch) R Theyalan = RALIAN THEYALAN LANGUAGES (Delelan, Keanos, Lankst, Naskorion, Otkorion, Saug, Surkorion, Telmori) Vithelan = VITHELAN LANGUAGES (Imperial, Kralori, Stultan, Tanyen) Western = WESTERN LANGUAGES (Brithini, Carmanian, Loskalmi, Ralian, Seshnegi, Vadeli) I made this table a couple years ago, attempting to compile all official sources that I had, extrapolating where I could, and fabricating what seemed acceptable. Now, I cannot recall what is official, extrapolated, or fabricated. Now, I KNOW some of you will be laughing/fuming at my errors and omissions in this table. I would appreciated it if you could email any corrections or additions to me. I will get a corrected and improved table to interested people later.