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, 12 Mar 1994, part 1 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited 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: davidc@cs.uwa.edu.au (David Cake) Subject: Re: Hell Message-ID: <199403110844.QAA23127@kultarr.cs.uwa.oz.au> Date: 11 Mar 94 08:45:25 GMT X-RQ-ID: 3290 Hell appears to be a lot of things in Glorantha. The most important aspects of it are - it is below the ground, it appears to be where the dead go, and it is dark. Therefore its mystical significance is threefold. It appears to be where dead folks go, perhaps because Death was first discovered and used in Hell (perhaps the Courts of Silence, where the judges of the dead live, was only in Hell because that is where Grandfather Mortal/ Daka Fal was killed). It is where Darkness first came from, and so a happy and nice place for Darkness worshippers like the Trolls ( at least until Yelm went there and ruined the place). ANd it is also where the Malign Earth powers seem to have their power - perhaps because these powers are also linked with Death. Cheers David Cake --------------------- From: mds2@ukc.ac.uk (Throatwobbler Mangrove) Subject: Religions Message-ID: <9403111733.AA06339@Sun.COM> Date: 11 Mar 94 16:53:13 GMT X-RQ-ID: 3291 Hello all, Any chance of someone posting the following to the digest (or just straight to me as that would make my life a bit easier :) - Any cult descriptions made up by you for cults not in print/out of print. I'm especially interested in any Hykim & Mikyh (or is that Hikym & Mykih?) cults as my players find then rather enjoyable cults to play and I'm always having to think up obscure spells for lots of animals... Also, how about a list of Religions with the _correct_ names for there followers - for example we've always called a follower of Humakt a "Humakti" - is this just a local term that's just stuck with my bunch of RPGers or do other people use similar stuff? Also, is there or is there a chance of a seperate digest for stuff such as I am after, cause I haven't got the time to wade through pages and pages of discusions to try and find any really usefull rule ideas etc etc.... ? Raymond Luxury Yacht. --------------------- From: jpolk@opus.starlab.csc.com (James Polk) Subject: Pole Star Message-ID: <9403111944.AA04501@opus.starlab.csc.com> Date: 11 Mar 94 19:44:20 GMT X-RQ-ID: 3292 I apologize if it seems I am beating a dead horse, but I have finally (!) received my copy of KoS and have some information I didn't have before. KoS, page 38, states, "The Polestar...sent his favorite lover to help. This was the Starbrow." Would Pole Star have sent anything but a warrior to Argrath's aid in the final battle with the Lunar Empire? As I understand it, Kallyr Starbrow was a follower of Pole Star, and I believe the aforementioned "Starbrow" to be the former queen of Sartar. Kallyr Starbrow is described (KoS, page 154) as having "proved herself in battle for many years." This description is consistant with the thought that the "Starbrow" mentioned above was a warrior. Later, on page 153, KoS cites "Pole Star, the ceremonial choreographer..." and "The Pole Star priestess". (These two quotes refer to the same person.) I think this is pretty strong support for my contention that Pole Star worshippers include Rune Priests who deal with his dance aspect. So, can anyone still hold any reasonable doubt that the Pole Star cult has both Rune Priests and Rune Lords, and that women can rise to either rank? Speak, oh Ye Who Know Not the Night Sky! :-) --------------------- From: MILLERL@wharton.upenn.edu (Loren J. Miller) Subject: Sorcery Message-ID: <01H9UJMH9SWY8Y4YAT@wharton.upenn.edu> Date: 11 Mar 94 09:51:58 GMT X-RQ-ID: 3293 Kralorelan sorcery, actually... I have a major problem with any attempt to use Runes as a basis for eastern/kralorelan magic. It's clear that Kralorela is very different from the rest of Genertela and Pamaltela. I do not believe that the Kralorelans, if they are intended to be Chinese analogs, would worship the Runes in the way that is necessary to use them as the basis for a mystical system of magic. One of the core Truths about human religion is that there is an axis of divinity running through the human being; at one end of this axis is the polytheistic divine world full of a multiplicity of divine entities, and at the other end of the axis is the monotheistic divine world with a single remote divine entity that transcends everything. In our modern christian-influenced tradition we perceive the monotheist end of this axis above us, in heaven, or in the wide-open universe, and the polytheist end of the axis below us, in hell, or in our private universe. In other words, Polytheistic divinity is like multiple personality syndrome, with tons of personalities expressed from within each person (if you believe Freud), or from within a shared racial soul (if you believe Jung and most traditional teachers). At the same time, Monotheistic divinity emanates from above, and humans can submerge themselves within it and become part of a colony entity. Now it seems to be true that internal/racial divine forces are worshipped through imitation, and the external ones by supplication. This is a simplification like all attempts to explain large phenomena, and it describes trends instead of absolutes, but it's useful nonetheless (IMO useful=truthful). Genertelans, however, do not believe that the One God is above us, and the many gods are below/within. They believe that the many gods of polytheistic divinity are self-contained and above/outside of us, and by supplicating these many gods (represented in the RQ system by sacrifice for divine magic) priests may adhere to the gods and become part of them. On the other hand, genertelan Monotheism teaches that the One God is found within, that through imitating the prophets (learning the skills of sorcery, and the Solace spell specifically) priests may find the truth within and reach Solace. This is the reason why Genertelan religion seems weird to those Gloranthan scholars who also know a lot about earthly religion, because it turns our truth about internal and external deity on its head. But... who is to say that the Kralorelans divide up the world the same way? Why can't they believe that there is One God above us (the cosmic dragon) and that priests can supplicate the Dragon and gain some kind of dragon/divine magic, or they can imitate the many gods within theirselves and their race (represented as ancestral spirits and the spirits of professions, etc) to perform magic (through a magical application of skills)? I personally believe that this is the way that magic works in Kralorela. I think this implies that there would be two sorts of priests in Kralorela. 1. Dragon priests who supplicate the Cosmic Dragon with POW and protect their people with powerful, universal magic. They could initiate very powerful magic which would be most valued because one of its effects is to draw the attention of the people towards the Cosmic Dragon and the progress of the universe. I don't think these priests would be good in a fight, they would make terrible adventuring characters, but just get them working en masse and they can ensure that the land will never be invaded successfully. These priests would set themselves aside from the surrounding population, unlike the priestly members of other Gloranthan societies. 2. Priests who worship the ancestors and founders of professions and cities in their role as skill givers. They develop their ancestrally sanctioned skills in a magical way, so that they can produce magical effects with skills. These are the "sorcerors" of Kralorela. We already have a mechanic to use to simulate this type of magic, "Ki" from Land of Ninja. It just needs to be renamed and expanded, and "Ki" powers described for every skill which was passed down by ancestors/founders. Kralorelan sorcerors create magical items by using skills, rather then spells. They can produce wonderful effects by using mystical secrets which are tied to internal skills rather then universal runes. IMO, this makes Kralorelan sorcery about a gigaton more interesting than any Runic based sorcery system would. whoah, +++++++++++++++++++++++23 Loren Miller internet: MILLERL@wharton.upenn.edu "Enough sound bites. Let's get to work." -- Ross Perot sound bite --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: re: RQ Daily Message-ID: <9403112005.AA21530@idcube.idsoftware.com> Date: 11 Mar 94 08:05:35 GMT X-RQ-ID: 3294 Devin Cutler asks: >My understanding of the reading in COT is that when Storm Bull >killed the Devil, he, like everyone else, went down into Hell, and >there was entrapped (and devoured?) by Arachne Solara. It is my theory that Wakboth is NOT the devil that went to Hell to be devoured by Arachne Solara -- but Kajabor was that entity. Time is the child of entropy, not moral evil. Hence, Wakboth is still free to lurk under the block and emerge should conditions be right. Jim DeGon asks: >Where can I get info on Gagarth the Wild Hunter of Prax? >3> RQ-Adventures' Block issue(#3) says that Gagarth guards the east >of Prax(Wastes?) for Stormbull, warding off chaos. I don't agree with this. IMO Gagarth is a force of evil -- not chaotic, but certainly not a minion of the Storm Bull. ************************ Gagarth, the wild hunter I. MYTHOS AND HISTORY Vadrus was the third son of Umath. His nature inclined toward violence and its attendant destruction. Vadrus had many famous children were like him, but most other gods were unhappy with the issue which followed in their father's wake. The Wild Hunter is one of them. Another is the treacherous Calm Air, and many others who have lost their name and fame but are still called upon when someone wants a violent and destructive change. They are called the Vadrudi. All of the children of Vadrus are alike in one way: they allcarry a part of their father to excess. Gagarth was called the Most Wild Wind, and when his crackling attacks laced the air there was sure to be suffering. Gagarth and his power-hungry band whipped across the face of the earth and the sky, bringing pain and vengeance wherever they went. He earned the title of the Wild Hunter. The Wild Hunter was no friend even to most of his kin, especially after Vadrus was killed and broken into pieces which did not reknit. In the Storm Age he fought Orlanth many times, even though Orlanth was most often victorious. Finally Orlanth caught his nephew and stripped him of many powers, and sent him to haunt the unwanted places of the air. Ever since, Wild Hunter is sometimes called Lost Wind, even though his excursions into the world continue. Since his exile, Gagarth has haunted the Wastes of Prax, and other deserted places.Vile criminals and outlaws worship him. After death, worshipers of Gagarth expect to join the Wild Hunt, in which they forever ride the roaring winds as part of Gagarth's howling pack. For all eternity they chase lost souls and savage Star Bears. Gagarth's Runes are Disorder, Storm, and Death. II. CULT ECOLOGY Gagarth is the deity of senseless violence, as opposed to the Storm Bull, whose brutal destruction is never without purpose. His worshipers are outlaws, cast out from their own tribes. Gagarth's cult has no true friends. Many of his worshipers have actually been expelled from other nomad cults. The Sacred Time ceremonies of both Waha and Eiritha include ritual curses designed to inhibit the Wild Hunter and keep the plains habitable for normal people. When grievous calamity threatens the entire wastes, however, alliances of convenience are formed with Gagarth's outlaws, or they may be hired to perform foul deeds that would sully the hands of a good Waha or Eiritha clansman. Of all the nomad gods, Storm Bull is friendliest to Gagarth. The lifestyles of the two gods' worshipers bear a superficial resemblance, and Gagarth is Storm Bull's nephew, a fact of more import to the Bull than to the Wild Hunter. Gagarth's high holy day is Wildday, Disorder Week, Darkseason. He has holy days each season on the Wildday of Disorder week, and at those times, the wild hunt rages all night long. III. THE CULT IN THE WORLD Gagarth's cult has no real societal power. His raiders ravage nomad camps, plunder herds, and steal valuables. They hunt down and brutally kill lone travelers. Such misfits have no standing in any nomad council. They are found all through the Wastes, and travel even more than other nomads. They generally tend to hide out in the wilder, more barren wastelands, to avoid retribution for their evil deeds. Thus, like their god, they have been driven into the hinterland, there to remain forever. The size of a temple to Gagarth depends on the size of the raiding band which worships him. Most bands cannot even muster enough members for a shrine. However, different bands meet at least once a year at the high holy day to form minor or major temples, to worship together, and to participate in truly colossal raids. Shrines teach Wind Walking. His temples have no formal organization. The strongest worshiper in the band leads the rest by force of will and might of arm. Those who disagree must leave to form their own bands or be slain. IV. INITIATE MEMBERSHIP A potential candidate for initiation into the cult of the Wild Hunter must first find a band of Gagarth-worshiping outlaws to join. This can be harder than it sounds, since such bands are likelier to try to rob and kill wanderers in the wastes than to accept them. He may be able to prove his sturdiness by defeating another member of the band, or simply through his reputation, if he is a well-known outlaw. Each candidate must pass the usual initiation tests, including passing skill tests in Any Weapon Attack, Any Other Weapon Attack, Ride, Track, and Ceremony. Anyone joining the cult of the Wild Hunter becomes an outlaw i.e., exiled from the Way of Waha and Eiritha. This is usually not a problem, since most candidates are already criminals. Members join in the band's raids and can take a share of the booty for their own. They share the harsh life of the outlaws of Prax. They may be outlaw shamans. However, a shaman may not become a priest of Gagarth. Spirit Magic: Bladesharp, Demoralize, Mobility, Slow, Speedart. V. RUNE PRIEST MEMBERSHIP A priest of Gagarth rides the wind with his pack. He leads them in raiding, killing, and robbery. Any nomad khan would be proud to kill him and display his head on a pole. A candidate for priesthood must have 90% skills in any two Weapon Attacks, plus at least a 50% skill in Ride and Track. He has no skill restrictions, and can rule his band as he pleases. His initiates have no recourse except to flee the band and join another. Common Divine Magic: Extension, Worship Gagarth. Special Divine Magic: Command Whirlvish, Create Whirlvish, Wind Walking. VI. GAGARTH SPECIAL RUNE MAGIC Create Whirlvish 1 point ritual Enchant, one-use This ritual creates a whirlvish from the spirit of a person slain by the enchanter. The ritual must be performed under the desert sky and takes all night to finish. The person whose spirit is to be so cursed is murdered during the completion of the ceremony. Wind Walking 2 points touch, temporal, non-stackable, reusable This spell permits its target to walk on the air as though it were solid ground. Gagarth cultists commonly cast the spell on their riding animals. The speed through the air is equal to normal walking or riding speed, plus 1 meter/sr in the direction the wind blows for every 3 points of Wind Strength. Thus, riding against the wind is slower than on the ground. The target can climb or dive through the air at 1/3 normal speed. This vertical motion is subtracted from the maximum horizontal movement. For instance, a windwalking alticamelus (speed 10, or 20 if galloping all-out) could descend 3 meters per strike rank, as well as move forwards up to 7 meters. If the alticamelus galloped at top speed, expending double fatigue, it could descend 6 meters per strike rank, as well as travel forwards up to 14 meters. VII. SUBCULTS Spirit of Retribution A person who leaves the cult to return to the way of Waha or who otherwise incurs the wrath of the priests of Gagarth is cursed. Someday, sometime, he will encounter the full Wild Hunt. Whirlvishes Whirlvishes are the souls of people caught by the Wild Hunter while lost in the chaparral. They have the form of man-sized duststorms and have been blowing on the winds for centuries. They are mindless, and are whipped into an enraged passion and frenzy until the very stuff of their souls is worn away into the grit of the chaparral sands. --------------------- From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney) Subject: Gloranthan Slang Message-ID: <9403112131.AA29984@sonata.cc.purdue.edu> Date: 11 Mar 94 11:31:25 GMT X-RQ-ID: 3295 Here are a few choice terms that my character, Gorrosh who Follows the Blue Streak, uses: Munchie: Elf Crunchy: Dwarf Tenders: Humans Rock Farts!: Expression of unhappiness. Tasteless: Stupid Walking around with his eyes open.: Acting like an idiot. Bright: Evil, unpleasant, nasty --------------------- From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney) Subject: Yelmalion sons. Message-ID: <9403112137.AA00184@sonata.cc.purdue.edu> Date: 11 Mar 94 11:37:24 GMT X-RQ-ID: 3296 "Father, who is this Elmal they keep talking about?" "Don't worry, son, he's just these poor ignorant people's idea of Yelmalio. When we get back to the Sun Dome, I'll show you the proper way to worship him. But, since we are guests, it would be impolite to rub these poor people's ignorance in their own face. We must live superior lives and show by example the benefits to be had by worshipping Yelmalio's true face instead of this barbarian mask." --------------------- From: ddunham@radiomail.net (David Dunham) Subject: Gagarth; steel Message-ID: <199403120457.AA15711@radiomail.net> Date: 12 Mar 94 04:57:40 GMT X-RQ-ID: 3297 A saying among the Bajan: "Even the shaman cannot stop the winds." In answer to Jim DeGon, Tales of the Reaching Moon 4 has the Gagarth info. (Thanks to Curtis Taylor's index in The Wild Hunt for the easy lookup.) Joerg said >I doubt the Viking traders were devoted to any god of trading. I agree, but if they'd lived in Glorantha, they probably would have. Glorantha seems _very_ deistic. >Alloyed steel or damascened hard/soft carbon steel are superior to normal >iron blades - they keep their sharpness, are way less brittle or prone to >bending. I've seen people hacking at each other with swords made of simple >iron, who had to stop every few minutes to recover from fatigue and >straighten their blades. Yes, but is steel enough better than iron to make it 50% better than iron (as Gloranthan iron is to Gloranthan bronze)? In the real world. ---------------------