Bell Digest v940312p1

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.


---------------------